Marble Kingdom S10 ep.2 【X-27】(orginal author:Lost Marbles)
[TW]𝒔𝒖𝒏𝒔𝒉𝒊𝒏𝒆
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Marble Kingdom S10 ep.2 【X-27】(orginal author:Lost Marbles)
4 757 просмотров · 2 месяца назад
[TW]𝒔𝒖𝒏𝒔𝒉𝒊𝒏𝒆
321 подписчик
4 757 просмотров · 2 месяца назад
S10 Additions:
1. Class - Trickster:
Skill (Trick): Causes confusion, causing enemies to attack indiscriminately while confused. If an ally is killed during confusion, experience is gained by the Trickster. Lasts 2.5 seconds, 10-second cooldown (effective against swarms).
2. Critical Hit:
New reward - 20% increased critical hit chance. Critical hits deal 1.5 times the original damage.
3. New option to breach a city - Abandon:
Destroys the town and summons Death.
4. New class - Skull, and a reward of summoning 100 skulls.
5. Spearman and Guardian Weapon Restrictions: Reduces damage dealt based on weapon speed when insufficient, but increases base damage.
6. After battle, all armies will send wounded soldiers back to their towns.
7. New buff icon.
S11 Bug Fixes:
1. Fixed slider for spearmen, lancers, and hammer infantry weapons. 1. Fixed some issues with the joint (weapon linear sliding); weapons no longer need a fixed time to change position (extend outwards).
2. Fixed the issue of troops shaking during retreat.
3. Fixed the issue where soldiers using the Boost skill would cause abnormal soldier movement speed when the general used the Onward skill.
S11 Balance and Adjustments: (L represents level)
1. Knight (adjust): Shield protection reduced, but level 3 weapon replaced with a longer knight's sword. Shield amount: 80 + 40 * (L - 1) ➡️ 60 + 20 * (L-1)
2. Archer (Nerf): Skill damage reduced, cooldown increased; however, experience requirements reduced, normal attack rate increased.
3. General (Buff): Level 3 weapon replaced with a longer knight's sword.
4. (Buff) Some Marble units have lower collision strength than other unit types (General, Guard, Prince) at levels 1 or 2. Therefore, when they level up to levels 1 and 2, they receive an additional health bonus, hoping to increase collision strength and survival chance/significantly increase the health and damage growth of all soldiers.
5. Reward - Increased HP (Nerf)
+200 HP, Level 0 +100 HP ➡️ +100 + lv * 10 hp
6. Reward - Increased Size (Adjust)
HP * 1.1 ➡️ +50 HP
This is unfair to level 0 soldiers with low HP, so we've changed the reward value.
7. Marble (Nerf)
Skill boost effect level increased
Effect level 1 ➡️ 4
However, the dagger gained at level 2 is replaced with a longer dagger, hoping for better protection and damage output.
8. Reward - Gain a Mage (Nerf)
Mage initial level 1 ➡️ 0
Level 1 mages are too easy to level up, so the level bonus has been weakened, but the mage is still strengthened.
9. Mage (Buff)
Magic missile launch interval reduced by 0.5 seconds
HP 300 ➡️ 400
Shield 200 (One-time use)
10. Reward - "Vampire Blade" grants lifesteal (adjustment)
Lifesteal effect 5% ➡️ 8%
Effect trigger has a 1-second cooldown.
11. Reaper (buff):
Lifesteal is now changed to absorb a certain amount of the enemy's maximum health and is unaffected by cooldown.
Music info:
PhatPhrogStudios - RPG Music Collection, Epic Dungeons, Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Andrew Sitkov - Fantasy Adventure Orchestral Loops Pack