Age 29 - The Age of Resolve - Preliminary Changes

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Age 29 - The Age of Resolve - Preliminary Changes

Postby Fogtopia » 03 Dec 2015, 01:14

Age 29 - The Age of Resolve - Preliminary Changes

Age will begin Saturday 5th of December and run into mid February.

Edits

Dragon Changes
Resolution/Force War back with modifications.
Stance Changes
Fixed Ent Firbeard mistake (Town Watch adds 1/4 defence per peasant, not 1)

Further Edits

Removed meter reset, and Jubilant changes.
Elevate to hostile removed as an option.
Removed Faery (Tinker) changes.

General Changes

Soldiers do not count towards overpopulation for jubilant returns.

Resolution Wars (will be renamed Force Wars)

Apparently this is popular, but its still hard on the kingdoms being declared. Forced Kingdom can pick the hour war occurs via politics page (monarchs/co-monarchs), at least 36 hours ahead. Not setting an hour will result in a random tick.

After Yr9 kingdoms can force war against opponents they have previously beaten.
cannot be forced until at least 5 days after end of your last war
nw range changed to 100-110%

1) You have not beaten them already in war, until after yr9.
2) They have more or equal war points than you and more than zero.
3) Target is within 100%-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 or be declared on until 72 hours after your last war concluded.
7) The declared on kingdom must have finished its war at least 5 days (120 hours) before.

On declaring the Resolution/Force War and meeting the conditions set out above, it becomes an automatically accepted Challenge War, with the important difference that the war starts in at least 36 hours at the chosen hour of the forced kingdom.

Stance Changes

In Rebuild there is no loss of science, and gives half price building/raze costs. If you have a challenge counter up it will continue until war starts.

Item Changes

Mirror of the Serpent People to have its strength reduced to 50% chance of gaining a self spell.

Familiar evolution to be changed, message will show more accurately how happy the familiar is, and when it is likely to evolve. Currently you need to hold x amount of resource for 100 ticks to get 100% happiness, this will be changed to achieving 100% happiness that increases at a rate of (resources/required)^2 with a 2% max happiness gain.

Familiars will be weaker, consensus is they are too strong, but they will be easier to evolve.

Quests

Quests are a bit harder to code than I had hoped, I will get them working for this age. .

Spell Changes

Tree of Gold to be changed from a random 40-80% of income per cast to a set 50% of income.

Dragons

You can no longer send dragons through ceasefire, this was actually a change a lot of ages back, but I seem to of missed coding it, so consider this a reminder.

Changes to abilities:

Ruby Dragon: -10% Military Efficiency (was 8%)
Emerald Dragon: +25% casualties (was 20%)

Monarch Powers

You will be able to nominate another province to receive the bonus gems.

Race and Personality Changes

Summary

Halflings:
Baker: -50% food consumption,Torch Farms, +5% Thief Den Coverage
Chef: Second Breakfast Spell,Propaganda,+5% Thief Den Coverage

Ent:
Firbeard:+50% enemy attacking casualties, Lose Meteor Showers, Gain Town Watch with double effect (Each peasant defends with double or 0.5 strength, currently its 0.25 per peasant)
Gentlebeech: 50% Resistance to Nightmares, immune to plague. Each home provides +20 food
Cleverwood: +15% gains (was 20%) Spell: Mind Focus

Avian:
Envoy: Spells: Greater Protection, -20% Honour Loss (was 25%)

Dark Elves :
+15% Magic effectiveness (was 20%)
Templar: -15% casualties, Claim Territory - 15% of acres taken on trad march are transferred to your explore pool from enemy pool. +5% Magic Effectiveness
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 +50% Dungeon Capacity
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Clearsighta +5% Magic Effectiveness

Dwarf:
Pathfinder: -50% time for reconnaissance attacks -5% attack time

Elves:
+15% Magic Effectiveness (was 16%)
6/4 elite (was 6/5), 750gc (was 700), 6nw
Bard: +15% Breed Rate (was 25%), peasants work 1.5 jobs
Wizard: +15% Magic effectiveness (was 16%), 15% honour gains bonus (was 20%) 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 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

Gnomes:
Artificer: -25% accelerated training cost, can send thieves against a dragon (5 damage per thief sent) 10% magic resistance
Benefactor: -10% explore cost, Failed attacks return 50% quicker +10% Bank Coverage, Spell: Miners Mystique

Orcs:
+10% Combat gains (affects all attack types except ambush) (was 20%)
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/3 Elite, 800gc, 7.5nw (was 9/2 700gc)
Tactician: +10% Combat gains in WAR (affects all attack types except ambush) (was 8%)
Trade Balance decays at 4x speed.

Human:
Ambassador: Mercenaries fight for half cost +25% Draft Rate

Undead:
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75% +10% Magic Effectiveness

Artisan:
Inventor: Each home provides +25 food, +15% Home Coverage

Freak:
Gambler: Daily Income has a 10% chance of being 300% more and a 10% chance of being nothing (was 100% more income, and 5% of none)
Zealot: Immune to Plague, +10% defensive military effectiveness Fanaticism has double effect (+8% OME, -6% DME)

Cleric:
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, Ambush is 15% quicker, -5% Training Cost
Bishop: +25% Guard Station coverage, +25% hospital coverage +10% Fort Coverage

Sage:
+30% Learn Protection (was 35%)
Researcher: -15% science cost (was 20%)
Professor: +5% Science Effectiveness (was 7%)

Druid:
Elder: Nullify Spell, Immune to Fog +5% Building Flat Effects
Shapeshifter : 0.8% specialists trained into elites each day (was 1%)

Rogue:
Swindler: +15% Thief Stealing Results (was 10%)

Warrior:
Soldier: +50% Draft Rate -25% Food Consumption

Merchant:
Banker: +10% Income (was 12%)
Accountant: -30% stealing losses +5% income
Trafficker:, Can aid horses - Target cannot exceed max pop. +100% dungeon capacity

Champion:
Defender:-35% damage from enemy raze attacks, 50% of troops killed from nightstrike go back into training queue, Spell: Greater Protection
Knight: Can increase wage rate to 250%, -30% honour loss from attacks and ops, +10% Plunder Results

War Hero:
Swashbuckler: +10% offensive modifier, +15% Massacre Results
Traveller: -30% Exploration time, +15% Barracks Coverage


RACES

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

HALFLING ADVISORS
Baker: -50% food consumption,Torch Farms, +5% Thief Den Coverage
Chef: Second Breakfast Spell,Propaganda,+5% Thief Den Coverage
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
Pinebellow: Elites and specialists at home do 1 job
Summerwillow:Larger acre provinces take -50% honour, Bloodlust
Firbeard:+50% enemy attacking casualties, Lose Meteor Showers, Gain Town Watch with double effect (Each peasant defends with 2 strength)
Gentlebeech: 50% Resistance to Nightmares, immune to plague. Each home provides +20 food
Cleverwood: +15% gains (was 20%) Spell: Mind Focus

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, -20% Honour Loss (was 25%)
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.


Dark Elves
+15% Magic effectiveness (was 20%)
+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. +5% Magic Effectiveness
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 +50% Dungeon Capacity
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Clearsight +5% Magic Effectiveness

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)
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 -5% attack time
Crafter: Ghostworkers spell, +15% Training Grounds Coverage Bonus, lose +10% Fort Coverage Bonus

Elves
+2 Def Spec
+15% Magic Effectiveness (was 16%)
6/4 elite (was 6/5), 750gc (was 700), 6nw


ELF ADVISORS
Bard: +15% Breed Rate (was 25%), peasants work 1.5 jobs
Wizard: +15% Magic effectiveness (was 16%), 15% honour gains bonus (was 20%) 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 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
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

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, 1000gc was 950 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, +25% Home Coverage
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
Artificer: -25% accelerated training cost, can send thieves against a dragon (5 damage per thief sent) 10% magic resistance
Benefactor: -10% explore cost, Failed attacks return 50% quicker +10% Bank Coverage, Spell: Miners Mystique
Prophet: +14% Thievery Effects, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate
Trickster: +14% Thievery Effects, Spell: Fog,Pitfalls, Bloodlust
Brigand: Access to Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson

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
b]Ambassador[/b]: Mercenaries fight for half cost +25% Draft Rate
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, -75% science learning time
Chamberlain: +50% Hospital Coverage


Orcs
+10% Combat gains (affects all attack types except ambush) (was 20%)
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/3 Elite, 800gc, 7.5nw (was 9/2 700gc)

ORC ADVISORS
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic
Tactician: +10% Combat gains in WAR (affects all attack types except ambush) (was 8%) 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
Mortician:Each day 5% of prisoners are trained into elites.
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75% +10% Magic Effectiveness

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 coverage
Inventor: Each home provides +25 food, +15% Home Coverage

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

CHAMPION ADVISORS
Defender:-35% damage from enemy raze attacks, 50% of troops killed from nightstrike go back into training queue, Spell: Greater Protection
Knight: Can increase wage rate to 250%, -30% honour loss from attacks and ops, +10% Plunder Results
Expert: -20% Casualties, +10% Enemy Casualties
Master:Alms for the Poor - 15% of land gained from attacks goes to the smallest province in the kingdom. Province gains the remaining 85%.
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
Gambler: Daily Income has a 10% chance of being 300% more and a 10% chance of being nothing (was 100% more income, and 5% of none)
Zealot: Immune to Plague, +10% defensive military effectiveness Fanaticism has double effect (+8% OME, -6% DME)
Oddball: 20% chance of not losing stealth with an operation
Fanatic: 20% chance of not losing mana when casting a spell
Speculator: Explore, Build and Train have a 10% chance of being done for free (out of protection)
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: +10% Income (was 12%)
Accountant: -30% stealing losses +5% income
Trafficker:, Can aid horses - Target cannot exceed max pop. +100% dungeon capacity
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

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

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

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: +15% Thief Stealing Results (was 10%)
Cheat: -50% Thief Casualties

Sage
+30% Learn Protection (was 35%)
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
Instructor: Spell: Mind Focus
Researcher: -15% science cost (was 20%)
Professor: +5% Science Effectiveness (was 7%)

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

WAR HERO ADVISORS
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
Guardian: 25% Resistance to Night Strikes, +50% Guard Station Coverage
Pilgrim: Mystic Aura, Mystic Vortex takes only 1 mana.Clearsight
Fortune Hunter: +50% Credits on attacks
Swashbuckler: +10% offensive modifier, +15% Massacre Results
Traveller: -30% Exploration time, +15% Barracks Coverage

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

WARRIOR ADVISORS
Captain: -10% Attack time
Soldier: +50% Draft Rate -25% Food Consumption
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
Monk: -1 stealth, +1 mana per hour
Cardinal: Blessing spell,+100% (double) success for guild based spells (self spells and bless/restore)
Priestess: Restoration spell, Holy Vortex spell
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, Ambush is 15% quicker, -5% Training Cost
Bishop: +25% Guard Station coverage, +25% hospital coverage +10% Fort Coverage

Druid
-10% Combat Deaths
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 : 0.8% specialists trained into elites each day (was 1%)
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.
Elder: Nullify Spell, Immune to Fog +5% Building Flat Effects

Finally

Thats all people, thanks for playing, feedback welcome.
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Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby Azun » 03 Dec 2015, 01:34

Thank u!
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Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby Jaypee » 03 Dec 2015, 01:36

Boooooo to no resolution wars.

People can't wait to war so they hurry up and get a war win then complain when they get resolution warred afterwards. Shame on you complainers. Shame.
Jaypee
 
 

 

Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby zeminith » 03 Dec 2015, 01:51

I think resolution wars should stay, else it will be too static. All the silly negotiations for who to give button or when to accept challenge; takes forever to get into war. Only kingdoms much stronger are willing to war, kingdoms at equal strength refuse to war....
It is one of the best difference from utopia and the main reason I returned last age.

Maybe if it is causing so much pain, a longer countdown for preparation or narrower range (it is already very narrow) can be considered. Also to consider more protection for kingdoms during the countdown from external attacks/ops etc as pre-war is the most vulnerable for a kingdom with large gold stocks and books learnt and rebuild is not sufficient.

Freaks The Wanderer advisor has been complained many times in the past. Especially if they lucked out and get several >10% attack times and do double hits.
My suggestion is to give 100% chance for random attack times: ranging from 30%-120% (ie from 70% faster to 20% slower)

I like the option to allow monarch to distribute daily gems. Help in rewarding kingdom mates for their efforts. Could have some internal contests or awards like most active in war, most NW destroyed etc or just to get a kingdom mate to but a crucial situational gem item(banner etc).
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Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby JustCallMeDaddy » 03 Dec 2015, 01:56

Why are you targeting mages to make them ineffective and making thieves more powerful? Thieves were already more powerful than mages. MS is a joke in this game. Casting is a joke. If I have 22 mod wpa, I cant cast on someone with 12 wpa with any success...but if I am a thief with 18 mod tpa i can rob someone with 12 mod tpa all day? Why weaken mages so much? mage units are already expensive, now they are more expensive. ToG is half effective, my wizzie power also decreases so I cant cast worth a shit now either.

Also, no resolution wars? Seriously? this is one thing I liked about this game. I probably wont be playing this game anymore. I should have just stuck with utopia in the first place :P
JustCallMeDaddy
 
 

 

Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby Fogtopia » 03 Dec 2015, 02:45

Edited for formatting, missed changes, and to remove defiance change.
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Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby wastedtalent34 » 03 Dec 2015, 02:49

Resolution wars should be in the game, it makes the game more exciting... it gives the underdog a chance to over prepare and challenge up to test themselves. The only issue with the current Resolution War Challenge Option is that there is no balance what so ever for the KD's forcing, and the KD's being forced.

If you can't force challenge a KD within 72 hours of your last war, the balance to that would be that you can not be force warred within 72 hours of your last war as well. This is pretty much the only change that needs to be made to the resolution wars, Some people might say that 72 hours is too long on both sides of the stick, The lowest amount of time In my opinion should be 48 hours...48 hours after your last war you can force another KD to war, or 48 hours after your last war you can be forced by another KD. Anything less than this is unacceptable, everyone has lives outside of this game and wars take up a lot of time and resources.

just for reference I was force warred 4 times last age.


Most Importantly we also still need an up to date Wiki,
Bridge the gap for new players with returning players, help refresh experienced players of formula's and game mechanics. Quite honestly this should be the most important thing to the game, I would honestly play out these preliminary changes over the next few ages and deal with no changes for the next couple of ages, to get a Wiki and possibly a Mythea App as soon as possible.
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Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby mytheafans » 03 Dec 2015, 02:56

please do something with the stances, aggressive, peaceful or whatever is not begin used, it is as good as not having them.

"monarch and co-monarch can reset the meter" - is this referring to reset our own kd meter or the meter against the enemy kd?
mytheafans
 
 

 

Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby mytheafans » 03 Dec 2015, 02:58

mytheafans wrote:please do something with the stances, aggressive, peaceful or whatever is not begin used, it is as good as not having them.

"monarch and co-monarch can reset the meter" - is this referring to reset our own kd meter or the meter against the enemy kd?



Sorry my mistake i misread it, ignore above part about the kd meter
mytheafans
 
 

 

Re: Age 29 - The Age of Resolve - Preliminary Changes

Postby zeminith » 03 Dec 2015, 02:59

Does Dwarven ambush gets tracker dog and clerics supplicant casualty and time reduction?
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