Age 28 - The Age of Quests- FINAL CHANGES

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Age 28 - The Age of Quests- FINAL CHANGES

Postby Fogtopia » 17 Sep 2015, 23:29

Age 28 - The Age of Quests- FINAL CHANGES

Age will begin Saturday 19th September and run into early December.


Edits


Focus for the Age

After plenty of feedback, I will focus on these key issues:

Guide to reflect all game rules inclusively.
A proper landing page and the ability to post awards/ good attacks to social media which will help promote the game.
Fix outstanding problems and add a permanent Bug Forum so we can clean up any existing issues with the game.
Encourage out of war conflict and interaction, and not make war so you can basically pick your fights all the time.

I promised a lot last age and I did not deliver, so I am wary of over-promising and under-delivering, changes will be big enough hopefully to keep people entertained, but I need to finish the previous suggestions and ideas that not been achieved yet.

General Changes

Constant swearing and personal abuse in world chat and world forums results in being muted from them. It is not a welcoming environment and puts people off playing..

Remove Defiance at 50% effect when hitting the kingdoms directly above and below you in the land charts. Its wasn't needed and very buggy.

Remove Vacation. With sitting its not really needed.

Provinces leave protection with 2000 honour again. This was buggy at the start of last age and didnt go unnoticed, and I dont think 1000 honour was a good starting figure.

Force Ceasefire: Cannot be chosen if your kingdom has attacked for in last two days.

Ops to show up on kingdom page again (% chance based on strength of operation)

Sitting days added will be 21, to cover the the more inconvenient nature of war and the lack of vacation mode.

Stance Changes

Aggressive Stance to be 150% of the usual attack points, not 200%.
No honour gained for ops in or out of a Jubilant Stance.
Science maximum research rate is 'Active' during Rebuild Stance.

Attack Changes

Raze will destroy honour on the target. This will be half of the honour that would have been gained if it was a traditional march attack.


Item Changes

These were not completed for last age and I am sorry, I was optimistic about my time and the coding required. They should be in now, or will be fully in before server resets.

Necronomicon items to be finished for this age.

Black Cat Legendary has been renamed, as I need a cat for a familiar and two cats is confusing.

Familiars - similar to dragonlings but no hatching required (they arrive in a crate... and are random). They grow/evolve in strength over time dependant on their happiness, 6 familiars, 3 stages. These are temporary items and you can release them.

Curious Peddler to be added, adding 12 temporary items.

Quests

Quests to be added! These are kingdom quests - the monarch can pick a new random quest every 24 hours. For example they will be take acres/resources from anywhere, larger kingdoms, specific race or personality (odds dependent on race/pers numbers). Amount needed to complete quest will be dependent on kingdom size. Completion of quest will result in a reward of say explore pool, gems or resources. This I think will give kingdoms a focus out of war and encourage kingdom conflict.

I want to keep these fun and optional and bug free, so will hash this out on my local server and in the arena before they appear.


Honour Changes

Honour gains are 50% against kingdoms that have a 0 meter on your kingdom.
Honour gains from thief and wizard operations are reduced by gains (for instance, 0% honour for ops in and out of Jubilant)

Challenge Wars

Provinces can not defect into your kingdom once a challenge counter is active.

Claim Win

Honour loss for withdrawing to be increased, this is to dissuade possible abuse of tactical honour withdrawals which people are concerned about. Will use the following formula:

Max(Min(WdkingdomHonour * 0.95,Win KingdomHonour - WdkingdomHonour * 0.05),WdkingdomHonour * 0.85)

Which effectively means you lose more than 5% if you with withdraw from a war with more honour than the opposing kingdom. Up to a maximum of 15%, but you

Claim Win

Currently you can claim a win if your opponent is lower than 50% in land, networth or honour and war has been over 12 hours long - or your opponent have all deleted or been suspended.

This is to be changed: You cannot claim win if you have lost more of a percentage of nw, land or honour in 2 out of 3 of the categories. After 48 hours these requirements drop by 0.5% an hour. I'll update the war overview page to reflect the loss % and the current claim requirements.

Last day war victory can be claimed by the kingdom winning each category by over 10% (still a minimum of 12 hours of war required before claim)


Resolution Wars

You can automatically challenge war on any kingdom with the following conditions:

1) You have not beaten them already in war.
2) They have more war points than you.
3) Target is within 95%-110% nw range.
4) Your meter on them must be less or equal to their meter.
5) You have equal or less provinces than them.
6) You cannot declare until 72 hours after your last war concluded.

On declaring the Resolution War and meeting the conditions set out above, it becomes an automatically accepted Challenge War, with the important difference that the war starts in 36 + a random 1-24 hours so as not to favour a particular hour. The countdown will show the correct time of war start. I will update to also show the mythea date of war start in the countdown.


Race and Personality Changes

Summary

Halflings:
Baker: -50% food consumption, Torch Farms
Chef: Second Breakfast Spell, Propaganda

Ent:
Summerwillow:Larger acre provinces take -50% honour, Bloodlust
Firbeard:+50% enemy attacking casualties, Meteor Showers

Avian:
8/2 Elite, 750gc, 6.5nw (was 800gc)
Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (20% of gains) buildings. For example - trad for 50 acres will destroy 10 additional buildings.(was 10%)

Dark Elves :
Templar: -15% casualties, Claim Territory - 15% of acres taken on trad march are transferred to your explore pool from enemy pool. (Was 10% and 10%)
Slaver: Gains 50% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain 50% extra prisoners from attacks

Dwarf:
Berzerker: +25% Enemy Casualties, +5% Military Efficiency when successfully hit (non recon) - was 20%and 4%
Loremaster:Dragon Lore (+30% damage to dragon with military, +30% gold value with dragon payment), New: Fools Gold, Inspire Army both have double effect


Elves:
6/5 elite (was 6/6), 700gc, 6nw
Guildmaster: +15% Wizard Recruitment (was 10%).
Wizard: +16% Magic effectiveness, 20% honour gains bonus (was 30%) Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch

Human:
Seer: Lose 5% books books when recycling science (was 0%), -75% science learning time
Bailiff: Prisoners make 2gc (instead of 0.5gc) Work Prisoners to death - kill prisoners to increase BE (prisoners/acres*3) (option is on military page),BE lowers at half rate. Dungeons generate 10gc day.

Orc:
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties (was previously just 50% slower)


Undead:
Gravedigger: Gain 30% enemy troops killed due to nightmares (was 20%)

Faery:
3/8 Elite, 950gc was 900 gc, 8nw

Tinker: +15% gold income, +25% Home Coverage (was 30%)

Druid:
Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour

Champion:
Expert: -20% Casualties, +10% Enemy Casualties

Warrior:
Jouster: Gain honour from conquest attacks (about a quarter of trad march), Conquest is 10% quicker


Cleric:
Supplicant: No troops lost when you are ambushed. No losses on an ambush, Ambush is 15% quicker



Sage:
+35% Learn Protection (was 50%)
Kingdom Influence: All Science books are 10% cheaper (was 5%)
Professor: +7% Science Effectiveness (was 10%)


Rogue:
Kingdom Influence: All provinces gain +15% thief power (was 5%)

Mystic:
Kingdom Influence: All provinces gain +10% wizard power (was 5%)

Merchant:
Economist: Gain 150 gc per enemy slain (was 100gc)

War Hero:
Adventurer: Can encounter random events when exploring. Chance is equal to percentage of extra land explored, and does not occur in protection. If you are 1000 acres and explore 200 acres the chance is 20% +15% gains when hittng larger acre provinces (was 10%)

RACES

Halflings
6/5 Elite, 600gc, 6nw
Dragon Immunity

HALFLING ADVISORS
Baker: -50% food consumption, Torch Farms
Chef: Second Breakfast Spell, Propaganda
Ringbearer failed attacks are not sent (but generals are away for 1% of attack time), Ghostworkers spell,+5% offensive modifier Mayor: +25% defense modifier, Townwatch spell
Shadowthief:steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) +25% thievery effect, Invisibility spell.
Smith: -75% Defensive casualties, +100% defiance (raises 2x normal rate)

Ent
Elites and Specialists take up double population space (not including queued)
Cannot use horses.
15% Slower Attack
+5 Off spec (cost 700gc, 10nw)
+5 Def spec (cost 700gc, 8nw)
13/14 Elite, 1500gc, 13nw

ENT ADVISORS
Irontrunk: 50% resistance to Nightstrike, Gloom, Clearsight spell
Cleverwood: +20% gains
Gentlebeech: 50% Resistance to Nightmares, immune to plague.
Pinebellow: Elites and specialists at home do 1 job
Summerwillow:Larger acre provinces take -50% honour, Bloodlust
Firbeard:+50% enemy attacking casualties, .Meteor Showers


Avians
-20% Attack time
+1 Defensive specialist strength
Aerial Annihilation (No attacking losses on massacres,learns or plunders against unfriendly or hostile kingdoms)
Cannot use horses
8/2 Elite, 750gc, 6.5nw (was 800gc)


AVIAN ADVISORS
Scout: -20% Explore Cost, +25 Credits on Attacks
Watchman: +60% Watchtower Coverage, Town Watch, Ghostworkers
Sheriff: Gain 35% thieves on failed operations from your war opponent.
Envoy: Spells: Greater Protection, Lose 25% less honour from Thief operations, Wizard Spells and attacks
Wingrider: -5% Attack Time, Elites use their offense not their defense when ambushed.
Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (20% of gains) buildings. For example - trad for 50 acres will destroy 10 additional buildings.(was 10%)

Dark Elves
+20% Magic effectiveness
+2 Offensive specialist strength
Evil Enthrall (10% of enemy troops slain on attacks join province)
5/7 Elite, 650gc, 6nw

DARK ELF ADVISORS
Runesmith: +100% rune production, Eldritch Absorption((50% Gold from Fools Gold and Runes from Lightning are added to your province)
Templar: -15% casualties, Claim Territory - 15% of acres taken on trad march are transferred to your explore pool from enemy pool. (Was 10% and 10%)
Slaver: Gains 50% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain 50% extra prisoners from attacks
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Clearsight
Oracle:extra 50% success chance on intel ops. No runes lost on any failed spell.
Warlock: +10% Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia,Fools Gold, Mind Focus, Pitfalls

Dwarves
+25% Building Efficiency was 30%
7/6 Elite, 850gc, 7nw

DWARF ADVISORS
Miner: Spells: Miners Mystique, Dwarven Ambush (Can ambush any province in opposing kingdom in war, requires 3 generals) Dwarven Ambush has no 25% ambush speed reduction
Berzerker: +25% Enemy Casualties, +5% Military Efficiency when successfully hit (non recon) - was 20%and 4%
Loremaster:Dragon Lore (+30% damage to dragon with military, +30% gold value with dragon payment), New: Fools Gold, Inspire Army both have double effect
Mason: -75% Building construction and Raze costs
Pathfinder: -50% time for reconnaissance attacks
Crafter: Ghostworkers spell, +15% Training Grounds Coverage Bonus, lose +10% Fort Coverage Bonus

Elves
+2 Def Spec
+16% Magic Effectiveness
6/5 elite (was 6/6), 700gc, 6nw


ELF ADVISORS
Bard: +25% Breed Rate, peasants work 1.5 jobs
Farmer: +100% food production, No food decay
Healer: Spells: **Elven Healing (Major Restoration - if cast during war (half effect on larger acre provinces) this spell also restores 2% of targets slain troops, thieves and wizards back to the military queues if applicable. This cannot exceed the totals the target had on entry to the war. This is an instant spell that is cast on others in your kingdom, success is based on your guild coverage, Clear Sight
Wizard: +16% Magic effectiveness, 20% honour gains bonus (was 30%) Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch
Guildmaster: +15% Wizard Recruitment (was 10%).
Noble: Double Peasants taken on attacks. Elven Healing/Restoration takes only 2 mana

Faery
+1 Off spec
-15% gold income
Reflect Magic Aura
3/8 Elite, 950gc was 900 gc, 8nw

FAERY ADVISORS
Alchemist: Spells: mind focus, Tree of Gold, Miners Mystique
Agent: +1 Stealth
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold income, +25% Home Coverage (was 30%)
Diviner: -50% honour loss against provinces with more honour
Enchantress: +10% duration on operations, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, clearsight, warspoils, town watch, reflect magic, Meteor Showers, pitfalls, Amnesia, Nightmares

Gnomes
+20% Population Bonus
+20% explore cost
Quell Riots (Intra kingdom incite riots cancels existing riots)
5/5 Elite, 350gc, 5nw (was 250gc)

GNOME ADVISORS
Prophet: +14% Thievery Effects, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate
Artificer: -25% accelerated training cost, can send thieves against a dragon (5 damage per thief sent)
Trickster: +14% Thievery Effects, Spell: Fog,Pitfalls, Bloodlust
Brigand: Access to Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson
Benefactor: -10% explore cost, Failed attacks return 50% quicker

Humans
+20% Science Effectiveness
Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
7/5 Elite,750gc,6.5nw

HUMAN ADVISORS
Ambassador: Mercenaries fight for half cost
Witch finder:+60% Arcane Library Coverage
Outrider: Horses have 2 offensive points, +20% Thievery Effects, Aggression,-75% losses from horse stealing
Bailiff: Prisoners make 2gc (instead of 0.5gc) Work Prisoners to death - kill prisoners to increase BE (prisoners/acres*3) (option is on military page),BE lowers at half rate. Dungeons generate 10gc day.
Seer: Lose 5% books books when recycling science (was 0%), -75% science learning time

Chamberlain: +50% Hospital Coverage

Orcs
+20% Combat gains (affects all attack types except ambush)
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/2 Elite, 700gc, 7.5nw

ORC ADVISORS
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic
Tactician: +8% Combat gains in WAR (affects all attack types except ambush) Trade Balance decays at 4x speed.
Slaughterer:Gain 50 food from each battle casualty
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties (was previously just 50% slower)
Destroyer: -50% Draft costs and wages. Overseer: Peasants produce 4gc

Undead
No food needed
Immune to plague
Spreads plague 50% chance
Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
8/3 Elite, 800gc, 7.5nw

UNDEAD ADVISORS
Reanimator: -90% offensive losses and -50% defensive losses (new), Greater Animate Dead Aura - Animate Dead is recast every day. Greater Animate Dead: Slain Elites are put back into training
Necromancer: Nightmares, Warspoils, Ghostworkers, Quickfeet
Corpsemaster: Gain 20% of enemies killed in attacks as prisoners
Gravedigger: Gain 30% enemy troops killed due to nightmares (was 20%)
Mortician:Each day 5% of prisoners are trained into elites.
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75%

PERSONALITIES

Artisan
+10% Building Efficiency
Kingdom Influence: 5% Building Efficiency

ARTISAN ADVISORS
Judge: -30% training time
Architect: Buildings only employ 20 peasants.
Builder: +30% build construction speed
Artificer: +10% Building Flat effect bonus
Engineer: +25% Armoury coverageInventor: Each home provides +25 food

Champion
+5% population
Kingdom Influence: Gain 3% population

CHAMPION ADVISORS
Expert: -20% Casualties, +10% Enemy Casualties
Defender:-35% damage from enemy raze attacks, 50% of troops killed from nightstrike go back into training queue
Master:Alms for the Poor - 15% of land gained from attacks goes to the smallest province in the kingdom. Province gains the remaining 85%.
Knight: Can increase wage rate to 250%, -30% honour loss from attacks and ops
Stabler: +200% Stable Production
Cavalier: double speed bonus from horses

Freak
Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
Kingdom Influence: 50% more chance of random events

FREAK ADVISORS
Oddball: 20% chance of not losing stealth with an operation
Fanatic: 20% chance of not losing mana when casting a spell
Gambler: Daily Income has a 10% chance of being 100% more and a 5% chance of being nothing
Speculator: Explore, Build and Train have a 10% chance of being done for free (out of protection)
Zealot: Immune to Plague, +10% defensive military effectiveness
Wanderer: Attacks have a 35% chance of taking 1-100% less time (was 30%)

Merchant
+20% gold Income
Kingdom Influence: 5% more gold Income.

MERCHANT ADVISORS
Banker: +12% Income
Accountant: -30% stealing losses
Trafficker: Double dungeon efficiency, Can aid horses - Target cannot exceed max pop.
Auditor: Trade balance decays at 5% (instead of 1%)
Marketer: No limit on Sending Aid packages, +1% Interest on food/runes and gold interest added on runes/food/gold up to a maximum of 10% of current stockpile (rune or food or gold) income. For example, if you had 100k income and a minimum 1 million gold, you would gain 10k extra each tick.
Economist: Gain 150 gc per enemy slain (was 100gc)

Mystic
+1 Mana per hour
Kingdom Influence: All provinces gain +10% wizard power (was 5%)

MYSTIC ADVISORS
Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect
Archmage: -30% rune cost
Conjurer: +25% Rune production, no rune decay
Elementalist: Meteor Shower
Sorceror: 10% Spell Effect

Rogue
+1 Stealth per hour
Kingdom Influence: All provinces gain +15% thief power (was 5%)

THIEF ADVISORS
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson
Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility
Bandit: -35% Effect for enemy Watchtowers
Embezzler: -50% thief cost
Swindler: +10% Thief Stealing gains
Cheat: -50% Thief Casualties

Sage
+35% Learn Protection (was 50%)
Kingdom Influence: All Science books are 10% cheaper (was 5%)



SAGE ADVISORS
Scientist: Double School Effectiveness - cannot conduct learn attacks while advisor is active
Librarian: 0.5 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available
Scholar:+5% Science Effectiveness Researcher: -20% science cost
Professor: +7% Science Effectiveness (was 10%)

Instructor: Spell: Mind Focus

War Hero
+50% Honour effect bonus
Kingdom Influence: Gain 10% more honour

WAR HERO ADVISORS
Swashbuckler: +10% offensive modifier
Adventurer: Can encounter random events when exploring. Chance is equal to percentage of extra land explored, and does not occur in protection. If you are 1000 acres and explore 200 acres the chance is 20% +15% gains when hittng larger acre provinces (was 10%)
Guardian: 25% Resistance to Night Strikes, +50% Guard Station Coverage
Traveller: -30% Exploration time
Pilgrim: Mystic Aura, Mystic Vortex takes only 1 mana.Clearsight
Fortune Hunter: +50% Credits on attacks

Warrior
-5% Attack time
Kingdom Influence: +4% Combat Gains

WARRIOR ADVISORS
Captain: -10% Attack time
Soldier: +50% Draft Rate
Jouster: Gain honour from conquest attacks (about a quarter of trad march), Conquest is 10% quicker
Militant: 50% acres lost on ambush
Warlord: -50% Draft costs and wages
Duelist:+15% gains on the last province that successfully attacked you

Cleric
-10% Enemy Gains from combat
Kingdom Influence: -5% Enemy Gains from combat


CLERIC ADVISORS
Preacher: 25% magic resistance
Bishop: +25% Guard Station coverage, +25% hospital coverage
Monk: -1 stealth, +1 mana per hour
Supplicant: No troops lost when you are ambushed. No losses on an ambush, Ambush is 15% quicker
Cardinal: Blessing spell,+100% (double) success for guild based spells (self spells and bless/restore)
Priestess: Restoration spell, Holy Vortex spell

Druid
-10% Casualties
Kingdom Influence: -5% Casualties

DRUID ADVISORS
Soothsayer: +50% success chance on weather spells (storms, tornadoes, droughts, lightning) and +50% duration or lightning damage
Shepherd : Stables have 400% capacity, capture 25% enemy horses when attacked
Shapeshifter : 1% specialists trained into elites each day
Elder: Nullify Spell, Immune to Fog
Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour
Ovate:Rune Harvest Spell, 25% minimum success on spells and thief ops.
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