Experimental 1.0.1.002c
Author: Catman,
published 11 months ago,
I just completed a redesign of higher difficulties, which should now move some difficulty from early to mid-end game, affecting Experimental. Hemp also received a big rebalance. Let me know what you think!
- Michele
V 1.0.1.003 EXPERIMENTAL
[b]Balance: Buildings[/b]
[list]
[*] Great Barbecue cooked Meat output from 10 to 12 (Fish unaltered)
[*] Large Campfire cooked Fish output from 10 to 12 (Meat unaltered)
[*] Reverted Plums to work on Spring and Summer
[*] Plums depletion rate from 10 to 8
[*] Strawberries depletion rate from 10 to 8
[*] Apples depletion rate from 20 to 12
[*] Onion output reduced from 7 to 4
[*] Papyrus Cutter water input reduced from 2 to 1
[*] Papyrus Cutter output increased from 3 to 4
[*] Scrub Pyre's Hemp cost reduced from 4 to 3
[*] Hemp Wood Maker max output increased from 8 to 10 Wood
[*] Hemp Wood Maker building cost increased by 4 Hemps
[*] Hemp Wood Maker trait bonus increased from 2 to 4
[*] Reduced Buoy's road distance from 3 to 2 (the new Large Buoy is unaltered)
[/list]
[b]Balance: Flow[/b]
[list]
[*] Increased Danger generation at Threat 7 from 45 to 50
[/list]
[b]Redesign: Difficulties[/b]
[list]
[*] Mastery level now goes from 250% to 500%
[*] Maximum mastery level reduced from 10 to 6
[*] Difficulty scaling for Danger now affects only Threat generation
[*] Difficulty scaling for Danger tied to Threat is now intrinsic into the Threat generation value
[*] Difficulty scaling is now exponential based on the threat level and the current difficulty
[*] Research scaling is now exponential based on research tier and the current difficulty
[*] Easy and Relax mode are unaffected
[/list]