Had another long testing session with Watser, after two attempts timed out immediately on startup. It was so long we hit the stalemate timer twice before deciding to let it expire.

  • Bug: Bomber Balloon's Enhanced Explosives upgrade DECREASES the default explosion radius pretty drastically. We each tried bombing a group of Shamans - my balloons (red) which are not upgraded had a huge radius, watser's balloons (blue) which WERE upgraded had a much smaller radius.
  • Activating the Ironclad's "On Guard" ability does not decloak the unit when it is cloaked by a zeppelin. On the other hand, it's a defensive ability, so it probably doesn't matter.
  • The "For the Empire!" abilities don't decloak units when activated, but perhaps that's intended.
  • Shamans can't cast Immunity on cloaked units. Possibly intended?
  • Shaman's Cripple says it has a 100 m radius, it can affect 4 shamans in close proximity. Grenadiers Enhanced Explosives says it has a 65 m radius. It can affect a single Shaman right next to another Shaman (but not a shaman behind it). The 100m radius of Cripple is effective, the 65 m radius of Enhanced Explosives is utterly worthless, units have to be crammed right up together, and even then the splash is really weak compared to the main damage.


Working correctly
  • When cloaked, pretty much every single active ability units had decloaked the units when they were cloaked.
  • Units engaged in combat will cease fire automatically when cloaked by a Zeppelin.


Suggestions
  • Researching Improved Engines in the campaign for the Devastator and Troopers should increase their Campaign movement points by 1.
  • Shaman's Charm ability should negate a Charm cast on an allied unit by an enemy Shaman. It requires quick thinking and good micro to do before the Charmed unit is shredded by your own units, and having to do that means your focus is directed inward, instead of at the enemy, so it still rewards the one who cast the first Charm, especially since they can cast many more if their Shamans are in a group.
  • Short Sharp Shock needs a buff. It does 160 damage meaning that it takes 4 casting at once to barely kill Troopers. Anything else requires 5 or more.
  • Grenadiers can kill themselves with their own splash damage. We really need a formation button or something that we can use to tell units to spread out.

Last edited by Stabbey; 01/07/13 09:07 PM. Reason: clearned up typing and wording