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Nescio
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Sep 7 2017, 12:14 PM (147 w, 2 d)

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Today

Nescio updated the diff for D2856: [gameplay] Tweak special_war_horses technology..

Changed special_war_horses technology:

  • limited to Champion Cavalry Spearman
  • increased health bonus to 25%, but added 10% training time (cf. Agoge)
  • raised cost to
Sat, Jul 4, 5:09 PM
Nescio commandeered D2856: [gameplay] Tweak special_war_horses technology..
Sat, Jul 4, 5:03 PM
Nescio updated the diff for D2591: Javelinist → Javelineer.
  • rebased
Sat, Jul 4, 4:45 PM
Nescio added a comment to D2861: [gameplay] differentiate African and Indian war elephants.

@Nescio shouldn't this affect heroes somehow too? Same question for the worker elephant

Only Mauryas have worker elephants and elephant archers. They're unlikely to be added to other civilizations, therefore I think it's fine.
For elephant heroes what is importance is the hero, not the elephant. I preferred not to touch them here, there are already a few patches discussing hero auras and stats.

Sat, Jul 4, 4:33 PM
Nescio closed D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.
Sat, Jul 4, 4:28 PM

Yesterday

Nescio added a comment to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..

Well, I'm not particularly attached to the training time bit, it can be removed, but +30% health and +10% attack damage seems rather excessive.

Fri, Jul 3, 9:55 PM
Nescio updated the summary of D2496: tweak citizen cavalry and elephant footprints.
Fri, Jul 3, 9:40 PM
Nescio updated the summary of D2496: tweak citizen cavalry and elephant footprints.
Fri, Jul 3, 9:39 PM
Nescio updated the summary of D2496: tweak citizen cavalry and elephant footprints.
Fri, Jul 3, 9:35 PM
Nescio added a comment to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..

Actually I prefer the previous version, keeping the modifications unchanged, but reducing the cost, to compensate for the fact it is limited to champions. (How about 600 food, 300 metal, 60 seconds? Food is much less a valuable in late game than metal.)

Fri, Jul 3, 9:27 PM
Nescio added a comment to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..

The upgrade_mace_silvershields.json technology costs 1000 metal and 40 seconds and results in having them +1 armour level and +10% health, which together is equivalent to a 22% health increase. I'd say the Spartan technology is better, even without this patch.

Fri, Jul 3, 9:14 PM
Nescio created D2861: [gameplay] differentiate African and Indian war elephants.
Fri, Jul 3, 8:47 PM
Nescio added a comment to D2813: delete duplicate kush_pyramid.

@Stan?

Fri, Jul 3, 8:35 PM
Nescio requested changes to D2816: [gameplay] tweak champions costs.
Fri, Jul 3, 1:43 PM · Restricted Project
Nescio added a comment to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..

Sparta already has issues with its population limit

D2535

Fri, Jul 3, 1:27 PM
Nescio added a comment to D2856: [gameplay] Tweak special_war_horses technology..

Seleucids have two groups of champs, one group dont have Champion spearman cavalry, so tech would be useless.

Good point! → D2858.

Fri, Jul 3, 1:22 PM
Nescio created D2858: [gameplay] limit Seleucid choice to infantry champions.
Fri, Jul 3, 1:21 PM
Nescio added a comment to D2851: [gameplay] Remove <PreferredClasses> from axeman/swordman/maceman..

Better set human for everyone?

If that's what you want, fine, but it has to be set in the individual templates, for consistency, so the above still applies.

Fri, Jul 3, 11:31 AM
Nescio added a comment to D2856: [gameplay] Tweak special_war_horses technology..

Another idea: make special_war_horses.json the cavalry equivalent of spartans_agoge.json, giving it similar stats, but affects only "Champion Cavalry Spearman".
Historically Nisean horses were highly prized and sought after, but reserved for the heaviest shock cavalry only (i.e. spearman champions in 0 A.D.).
The upgrade_mace_silvershields.json time increase looks fine. Maybe split this patch in two?

Fri, Jul 3, 11:24 AM
Nescio added a comment to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..

Actually I prefer the previous version. Also, the indentation of the city phase line is wrong.

Fri, Jul 3, 11:23 AM

Thu, Jul 2

Nescio updated the diff for D2853: [gameplay] tweak elephants again.
  • forgot adjusting hero attack time
Thu, Jul 2, 10:49 PM
Nescio added a comment to D2853: [gameplay] tweak elephants again.

There are still catapults no ?

Yes, but those don't inflect that much crush damage per second:

                    crush / time = per second
champion elephant : 150   / 1.5  = 100
battering ram     : 150   / 1.5  = 100
quinquereme       : 100   / 5    =  20
stone thrower     : 100   / 7    =  14.3
champion maceman  :  10.5 / 0.75 =  14
artillery tower   :  25   / 5    =   5
Thu, Jul 2, 10:38 PM
Nescio updated the summary of D2853: [gameplay] tweak elephants again.
Thu, Jul 2, 10:30 PM
Nescio updated the diff for D2853: [gameplay] tweak elephants again.
  • keep champion elephant damage unchanged, per @Feldfeld
  • significantly raise hero damage to twice the champion's
Thu, Jul 2, 10:28 PM
Nescio edited reviewers for D2744: remove unnecessary lines from ship templates, added: Restricted Owners Package; removed: bb.
Thu, Jul 2, 9:50 PM
Nescio retitled D2051: [gui] display wonders alongside heroes and relics from [gui]: display wonders alongside heroes and relics to [gui] display wonders alongside heroes and relics.
Thu, Jul 2, 9:45 PM
Nescio edited reviewers for D2820: [gui] replace hyphen-minus with em-dash in credits, added: Restricted Owners Package; removed: Restricted Owners Package.
Thu, Jul 2, 9:41 PM
Nescio added a reviewer for D2623: [gui] increase label space in chat: Restricted Owners Package.
Thu, Jul 2, 9:41 PM
Nescio edited reviewers for D2568: [gui] remove empty space between logo and buttons, added: Restricted Owners Package; removed: bb.
Thu, Jul 2, 9:41 PM
Nescio planned changes to D2156: hero templates regnal numbers.
Thu, Jul 2, 9:16 PM
Nescio updated the summary of D2744: remove unnecessary lines from ship templates.
Thu, Jul 2, 9:00 PM
Nescio updated the summary of D2850: remove some unnecessary lines from a few civic templates.
Thu, Jul 2, 8:59 PM
Nescio created D2855: remove unnecessary armour lines from unit templates.
Thu, Jul 2, 8:58 PM
Nescio added a comment to D2853: [gameplay] tweak elephants again.

Speaking of crush damage, given that rams can no longer attack organic units (D2684/rP23753), there is no longer a need for units to have such a high crush armour as they have now (citizen 15, champion 20, hero 25). 5, 10, 15 (b, c, h) seems far more reasonable now, and would make elephants a lot more effective, though it's probably out of scope here, maybe something for a future patch.

Thu, Jul 2, 8:34 PM
Nescio added a comment to D2853: [gameplay] tweak elephants again.

I don't understand

The point of this patch is that currently melee heroes have typically double the damage of their champion counterparts. Elephants are the exception: champions inflict about 50% than champions, which seems wrong.

(in particular the values @borg- suggested)

Feel free to suggest different values.

Thu, Jul 2, 8:05 PM
Nescio updated the diff for D2845: [gameplay] change phase bonuses.
  • garrison regeneration rate and territory decay to 10
Thu, Jul 2, 7:14 PM
Nescio added a comment to D2854: [gameplay] introduce centre tech progression.

It should if it is intended as a solution for the scaling problem in D2845 (as the regenRate increase given by phasing affects all buildings). If it does and these technologies are balanced it could introduce more strategy for the capture mechanic

No, this patch changes different stats and is independent from D2845:

  • "Capturable/RegenRate" (here) is the permanent (ungarrisoned) recovery rate of a structure.
  • "Capturable/GarrisonRegenRate" (there) is the recovery rate per garrisoned unit.

Basically D2845, D2847, and this (D2854) are three independent patches that are only indirectly related. All three could be tried out, reviewed, and committed separately from each other. Each I consider an improment on its own, but they also work nicely together.

Thu, Jul 2, 7:06 PM
Nescio updated the diff for D2853: [gameplay] tweak elephants again.
  • damage to 120, per @borg-
  • give elephants same walk speed as elephant archers (instead of 5% slower)
Thu, Jul 2, 6:54 PM
Nescio updated the diff for D2847: [gameplay] increase capture attack strength.
  • lower values
Thu, Jul 2, 6:40 PM
Nescio added a comment to D2854: [gameplay] introduce centre tech progression.

Does it affect the regeneration rate of all buildings ?

No, not all structures, only centres, colonies, and crannogs are affected by these technologies:
"affects": ["CivilCentre"],

Thu, Jul 2, 6:23 PM
Nescio updated subscribers of D918: gather technology naming consistency.

@wraitii (or another team member), are you willing to review this?

Thu, Jul 2, 5:19 PM
Nescio updated the diff for D918: gather technology naming consistency.
  • redone from scratch
Thu, Jul 2, 5:17 PM
Nescio added a comment to D2845: [gameplay] change phase bonuses.

For an idea to have more (non-free) tech progression, see D2854.

Thu, Jul 2, 4:21 PM
Nescio created D2854: [gameplay] introduce centre tech progression.
Thu, Jul 2, 4:18 PM
Nescio added a comment to D1365: [gameplay] Lower the repeat rate of spear cavalry.

But is compared to the situation when only attack speed would change.

Actually I would also support a damage increase, since currently spearmen are clearly weaker than swordsmen. Current total damage per second values for comparison:

                      b  ,   c  ,   h
cavalry axeman     : 9.2 , 18.4 , 36.8
cavalry spearman   : 5.5 , 11   , 22
cavalry swordsman  : 8.7 , 17.3 , 34.7
infantry axeman    : 8   , 16   , 32
infantry spearman  : 5.5 , 12.2 , 24.4
infantry swordsman : 7.3 , 14.7 , 29.3
Thu, Jul 2, 3:12 PM
Nescio added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Thu, Jul 2, 3:00 PM
Nescio added inline comments to D2853: [gameplay] tweak elephants again.
Thu, Jul 2, 2:53 PM
Nescio created D2853: [gameplay] tweak elephants again.
Thu, Jul 2, 2:52 PM
Nescio added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Thu, Jul 2, 2:34 PM
Nescio added a comment to rP23752: Remove 'Structure' preferred class from elephants, shorten max range..

It's noteworthy that the hero elephant has significantly less attack damage than its champion counterpart. (70 / 1 = 70 vs 170 / 1.5 = 113)

Thu, Jul 2, 2:16 PM
Nescio requested changes to D2851: [gameplay] Remove <PreferredClasses> from axeman/swordman/maceman..

The idea is nice, the implementation is wrong.
template_unit_cavalry_melee.xml and template_unit_infantry_melee.xml set a first preference to Human, which is inherited by all their children, i.e. this patch removes the second preference (Siege), but keeps the first.
What I would recommend is:

  • remove <PreferredClasses> from *_melee.xml;
  • set <PreferredClasses> to Human or Organic in *_pikeman.xml and *_spearman.xml;
  • set <PreferredClasses> to Unit or Unit+!Ship in *_axeman.xml and *_swordsman.xml;
  • remove <PreferredClasses> from *_maceman.xml.

See also D1354.

Thu, Jul 2, 1:46 PM
Nescio added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

Was this changed in a24? IIRC rotary mill is City Phase in a23

No, it wasn't, you're right, the rotary mill has a city phase requirement, my mistake.

Thu, Jul 2, 1:37 PM
Nescio added a comment to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..

Maybe update that technology too then (either here or in a separate patch), and also special_war_horses.json.

Thu, Jul 2, 1:35 PM
Nescio added a comment to D2847: [gameplay] increase capture attack strength.

How about b 2.5, a 3.2, e 4, c 5, h 10 then? I like the b:c:h 1:2:4 ratio (same as melee damage).

Thu, Jul 2, 1:33 PM
Nescio planned changes to D2494: [gameplay]: tweak artillery attacks.
Thu, Jul 2, 1:29 PM

Wed, Jul 1

Nescio added a comment to D2841: [gameplay] split Celtic civ bonuses.

A Briton house costs 75 wood + 30 seconds and grants 5 population, so effectively the Briton bonus of +2 population means saving 30 wood + 12 s for each economic or military structure.

Wed, Jul 1, 2:58 PM
Nescio added inline comments to D2841: [gameplay] split Celtic civ bonuses.
Wed, Jul 1, 2:45 PM
Nescio updated the diff for D2841: [gameplay] split Celtic civ bonuses.
  • finish tooltip
Wed, Jul 1, 2:34 PM
Nescio added inline comments to D2841: [gameplay] split Celtic civ bonuses.
Wed, Jul 1, 2:32 PM
Nescio added a comment to D2841: [gameplay] split Celtic civ bonuses.

Also, just to makes sure, does that give back the 5 population increase on docks for gauls ?

Yes.

Could this be done by tech?

Yes.

Wed, Jul 1, 2:31 PM
Nescio updated the diff for D2841: [gameplay] split Celtic civ bonuses.
  • move brit population bonuses from templates into a separate file
Wed, Jul 1, 2:31 PM
Nescio added a comment to D2821: [gameplay] tweak military structure costs.

What about increase cost of brit stable to 300w? since can train dogs now.

No, that's beside the point. If D2801 is committed, Britons can train dogs at any stable, regardless which civ built it. Likewise, mace_fortress (which trains champions and heroes) is not more expensive than athen_fortress (which trains nothing).

Wed, Jul 1, 2:21 PM
Nescio added a comment to D2841: [gameplay] split Celtic civ bonuses.

What would be the bonus for brit?

Briton blacksmith, dock, farmstead, fortress, storehouse +2 population, barracks +4, market +5.

So brit buildings have more health and time build than gauls?

Yes.

Wed, Jul 1, 1:57 PM
Nescio added a comment to D2841: [gameplay] split Celtic civ bonuses.

Gauls get the building time discount, Britons keep the population bonus.

Wed, Jul 1, 1:49 PM
Nescio added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

The Ancient Celts (Barry Cunliffe) page 165

Thanks! Also page 79:

By the fourth century the Celtiberians were using rotary querns and the potter’s wheel.

However, like the pottery wheel, a quern is a simple hand tool, not the large animal-driven rotary mill 0 A.D. has. Besides, Celtiberians are not exactly the same as Gauls, and it was clearly not a Celtic invention (? → Phoenicians → Carthaginians → Iberians → Celtiberians).

Wed, Jul 1, 1:10 PM
Nescio updated the summary of D2801: [gameplay] enable stable for all civilizations.
Wed, Jul 1, 8:11 AM
Nescio updated the diff for D2801: [gameplay] enable stable for all civilizations.

Perfect!!!

  • Added pers barracks missing in previous revision update.
  • Moved war dog from barracks to stable.
  • Moved archery traditition to civic centre, since it affects all archers, not just infantry.
Wed, Jul 1, 8:07 AM

Tue, Jun 30

Nescio added inline comments to D1354: [gameplay] maceman templates.
Tue, Jun 30, 11:37 PM
Nescio updated the diff for D1354: [gameplay] maceman templates.
  • svn propset
Tue, Jun 30, 11:36 PM
Nescio added inline comments to D1354: [gameplay] maceman templates.
Tue, Jun 30, 11:31 PM
Nescio added inline comments to D1354: [gameplay] maceman templates.
Tue, Jun 30, 11:27 PM
Nescio added inline comments to D1354: [gameplay] maceman templates.
Tue, Jun 30, 11:25 PM
Nescio updated the diff for D1354: [gameplay] maceman templates.
  • Rebased and simplified patch by excluding file renames.
Tue, Jun 30, 11:25 PM
Nescio added inline comments to D2843: [gameplay] kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology.
Tue, Jun 30, 10:45 PM
Nescio updated subscribers of D2841: [gameplay] split Celtic civ bonuses.

Any opinions on this, @Angen, @borg-, @Feldfeld, @ValihrAnt, @wraitii, anyone else?

Tue, Jun 30, 10:42 PM
Nescio retitled D2843: [gameplay] kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology from [gameplay] deprecate upgrade_rank_elite_healer.json technology to [gameplay] kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology.
Tue, Jun 30, 10:39 PM
Nescio updated the diff for D2843: [gameplay] kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology.
  • tweak Amun temple
Tue, Jun 30, 10:36 PM
Nescio updated the diff for D2850: remove some unnecessary lines from a few civic templates.
  • rome_temple_mars
Tue, Jun 30, 10:29 PM
Nescio added a comment to D2782: [Gameplay] make ram less effective.

@borg-, could you click “Add Action...” → “Close Revision”?

Tue, Jun 30, 10:04 PM · Restricted Project, Contributors
Nescio added inline comments to D2850: remove some unnecessary lines from a few civic templates.
Tue, Jun 30, 9:59 PM
Nescio created D2850: remove some unnecessary lines from a few civic templates.
Tue, Jun 30, 9:56 PM
Nescio updated the diff for D2801: [gameplay] enable stable for all civilizations.
  • Exclude cavalry technologies changes.
Tue, Jun 30, 9:43 PM
Nescio added a comment to D2847: [gameplay] increase capture attack strength.

My only "fear" is how it affects basic units that go from 2 to 3. However it is something I still like, because it encourages and facilitates rush in early games.

If necessary, <Capturable/GarrisonRegenRate> and <TerritoryDecay/DecayRate> could be adjusted.

I’ll make some test.

Thanks, please do! Preferably both without and in combination with D2845.

If necessary we can also opt for slightly more conservative values like 2/3/4/5/10

If by conservative you mean lower values, I'd favour:

b 2
a 2.4 i.e. +20% = ×6/5
e 3   i.e. +25% = ×5/4
c 4   i.e. +33% = ×4/3
h 8
Tue, Jun 30, 9:23 PM
Nescio added a comment to D2845: [gameplay] change phase bonuses.

Units don't get increases in other stats (e.g. armour, attack damage, resource gather rates) automatically from phasing up, separate technologies are for that, so why should phases increase citizen health?

But isn't that the point of gameplay balancing ?

If A focuses on building houses and a large army, and B rushes to city phase to train champions, then when they fight, B has a small number of picked troops and A a large group of inferior units; the outcome depends on the exact numbers and the location; this seems perfectly fine to me.

I think tying the RegenRate to phasing up was just a convenient way to make it scale with the general progression of the game.

When it was introduced (rP17077), the total stayed the same and the increases were rather minor (4 + 1.5 + 2 = 7.5), which explains why it was no big deal then, but subsequently (rP18157) it was trebled (5 + 7 + 9 = 21), without any tweaks to soldier capture strengths.
As a consequence, each garrisoned unit counters:

  • 2.5 citizens (or 1 champion) in village phase;
  • 6 citizens (or 2.4 champions) in town phase;
  • 10.5 citizens (or 5.2 champions) in city phase.

If phases would increase unit capture strength, then increasing structure proportionally is fair. But that is not the case, hence why these increases (of ×2.4 and ×1.75) severely favour players in the city phase at the expense of those in town and especially village phase.

How about lowering both <Capturable/GarrisonRegenRate> and <TerritoryDecay/DecayRate> to 10?

Or 12, if D2847 is committed first? Each garrisoned unit countering two champions is fair, I think.

Tue, Jun 30, 9:21 PM
Nescio updated the summary of D2845: [gameplay] change phase bonuses.
Tue, Jun 30, 3:15 PM
Nescio added a comment to D2845: [gameplay] change phase bonuses.

Yes, but that in itself isn't a problem due how games are played.

Different players have different play styles. Not everyone is interested in competitive multiplayer. Many people are perfectly happy with single-player vs the Petra AI.
The point is that these phase stat increases strongly favour a particular play style, punishing players wanting to explore different strategies.

The primary benefit of phasing up is unlocking economic techs in current meta (it is also often motivated by territory increase in 1v1s).

If this is already more than enough reason to phase up, then why should phases change anything else at all?

Tue, Jun 30, 2:51 PM
Nescio updated the summary of D2845: [gameplay] change phase bonuses.
Tue, Jun 30, 2:26 PM
Nescio added a comment to D2845: [gameplay] change phase bonuses.

For me it makes sense that regeneration rate scales through the game. As a game advances the attacker will be able to output more capture power while the defender will not be able to garrison much more units. The current values seem good now.

The problem with this is that it effectively means a severe penalty for everyone who's not advanced to the city phase. Suppose player A rushes to city phase and player B stays in village phase. Then if A attacks B, each garrisoned unit equals one champion; if B attacks A, each garrisoned unit equals ten citizen soldiers.

Tue, Jun 30, 1:43 PM
Nescio added inline comments to D2686: [gameplay] tweak pyramids and wonder costs and auras.
Tue, Jun 30, 1:27 PM
Nescio updated the diff for D2686: [gameplay] tweak pyramids and wonder costs and auras.

tweaked monumental architecture (@wraitii):

  • cost changed to 600 stone
  • available at town phase
  • researchable at civic centre (cf. persian architecture)
  • +20% capture points instead of −50% territory decay
Tue, Jun 30, 1:20 PM
Nescio added a comment to rP23794: Fix building on GCC 10, fixes #5709, #5756..

Great, many thanks, this was quite necessary!
Perhaps you could also fix the line endings in all of the libraries/source/fcollada/** files?

Tue, Jun 30, 12:32 PM
Nescio updated the diff for D2536: [gameplay] make embassy mercenaries native.

Redid this patch from scratch, per @Angen:

  • Use {native} tag in training lists of embassies, so if another civ captures them, they can train these units there.
  • Use {civ} tag for mercenary build lists, to prevent them from building structures that the civ of their current owner doesn't have.
Tue, Jun 30, 12:32 PM
Nescio accepted D2792: [gameplay] Balance Advanced and Elite Tech..
  • The health reduction is necessary to prevent elite soldiers getting more health than their champion counterparts.
  • The missing melee attack crush damage line was an oversight, fixing it here is certainly an improvement. Crush damage is used by axemen, clubmen, macemen, future additions, and mods. Other technologies that change attack damage also affect all damage types.
  • As I wrote earlier, I'm indifferent to the gather speed changes; the proposed values are acceptable to me, but I had no problems with the current values either.

(The summary has to be updated to reflect the current changes.)

Tue, Jun 30, 12:21 PM · Restricted Project
Nescio accepted D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..
Tue, Jun 30, 12:10 PM
Nescio added a comment to D2844: Allow selectable component to overwrite shape of displayed selection from footprint.

So footprint is used for selection in case of:

binaries/data/mods/public/simulation/templates/structures/brit_wonder.xml,
binaries/data/mods/public/simulation/templates/template_gaia_flora.xml,
binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml

For the record, Uffington Horse and field because they're flat, flora because for small circular footprints, the <Outline> approximation looks poorer compared to the <Texture> (D1765#74375).

Tue, Jun 30, 11:50 AM
Nescio added a comment to D2845: [gameplay] change phase bonuses.

I think that whatever value we choose would not be good. If we choose a low value, then that would be good for the first age and bad for the third age, if we choose a high value, it would be bad in the first age and good in the third. It seems to me that the best way is still to maintain a growing value like the current one.

How about increasing capture attack strength? D2847.

It just seems to me that it is more "fair" to maintain a value, even if low.

Why?

I agree with you that high values of health (or other attributes) gain really generate a giant snowball in late game.

Due to how multiplication works, even small increases can contribute to the snowball effect, and not just in the late game.

Tue, Jun 30, 11:41 AM
Nescio added inline comments to D2847: [gameplay] increase capture attack strength.
Tue, Jun 30, 11:38 AM
Nescio created D2847: [gameplay] increase capture attack strength.
Tue, Jun 30, 11:36 AM
Nescio added inline comments to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..
Tue, Jun 30, 11:29 AM
Nescio added inline comments to D2792: [gameplay] Balance Advanced and Elite Tech..
Tue, Jun 30, 11:27 AM · Restricted Project