Age 31 - The Age of Thunder - Preliminary Changes

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Age 31 - The Age of Thunder - Preliminary Changes

Postby Fogtopia » 12 May 2016, 06:21

Age 31 - The Age of Thunder - Preliminary Changes

Age will begin Saturday 14th of May and run until the end of July.

Plan

This caused a lot of stress this age, due to bugs really. Stress for you and stress for me, but I am hoping everything is working correctly now with the capitulate etc.

Based on feedback, my plan is to get any remaining bugs out, get the guide accurate, launch a wiki which I hope players will contribute to, and do some decent advertising. So changes are not so adventurous this age. Though any irritating game mechanics that really need changing please speak up.

Cease Fire

Meter to be raised to 200. If you hit 200 you can ceasefire solo. It will be a 2 day ceasefire max.

Thief Abilities

AW to be removed from hostile and will be war only.

The Guide

Please let me know whats missing from the guide. I really want to get it totally up to scratch, message or email me - fogtopia@mythea.com

Force Wars

Capitulate: I am not sold on this War points given are half and its classed as 'war over' for both kingdoms.Which means there will be a delay before next declare..

Race and Personality Changes

Summary

Humans:
7/5 Elite, 850gc was 750gc, 7nw was 6.5nw.

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,+50% (was 35%) Dungeon Capacity. Spell: Quickfeet

Elves:
+10% (was 15%) Magic Effectiveness

Dwarves:
7/4 Elite, 800gc was 850gc, 7nw
Berzerker: +25% Enemy Casualties, +5% Military Efficiency when successfully hit (non recon), Spell: Bloodlust
Mason: -75% Building construction and Raze costs, +10% Fort Coverage
Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% (was 4%) Offensive Military Bonus.
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, each bank provides 3 runes. 15% Resistance to Night Strikes


Orcs:
Slaughterer:Gain 100 food from each battle casualty, +30% (was 15%) Enemy Casualties,+15% (was 10%) Massacre Results


Gnomes:
+25% (was 20%) Population Bonus, +35% (was 20%) Explore Cost
3/6 Elite, 550gc was 500gc, 6nw

Dark Elves:
+20% (was 15%) Magic effectiveness

Undead:
8/4 Elite, 1000gc (was 950gc), 8nw.:
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75%, +15% (was 10%) Magic Effectiveness, Spell: Rune Harvest

Halfling:
Shadowthief:steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) 25% Thievery Power Invisibility spell. +30% Stealing Results

Artisan:
Builder: +25% (was 20%) Build speed, +15% Build Credits
Artificer: +25% (was 10%) Building Flat effect bonus

Champion:
Cavalier: +3% Defensive Military Bonus, +15% Enemy Casualties

Merchant:
Trafficker: Can aid horses - Target cannot exceed max pop. +175% (was 150%) dungeon capacity, +25% Stable Capacity.

Druid:
Elder: Nullify Spell, Immune to Fog +10% (was 5%) Building Flat Effect
Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour, +20% Training Grounds Coverage.

Cleric:
Bishop: (Removed +25% hospital coverage) +30% (was 25%) Guard Station coverage, +15% (was 10%) Fort Coverage, +25% Birth Rate
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production, +20% Operation or Spell Duration Bonus.
Monk: -1 stealth, +1 mana per hour, +20% Guild Coverage, +5% Defensive Military Bonus.

Sage:
Librarian: 0.6 (was 0.5) books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available
Researcher: -15% science cost,-40% science learning time

Mystic:
Elementalist: Meteor Shower, +5% Magic Effectiveness

Rogue:
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +10% Thievery Power

War Hero:
Fortune Hunter: +50% Credits on attacks, Random events give +50% results.



Races


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

HALFLING ADVISORS
Baker: -30% food consumption,Torch Farms, +20% Mills Coverage
Chef: +25% food production, Spell:Second Breakfast, Propaganda, +15% 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 Power Invisibility spell. +30% Stealing Results
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, 8nw)
+5 Def spec (cost 700gc, 10nw)
14/12 Elite was 13/14, 1350gc,12nw

ENT ADVISORS
Irontrunk: 50% resistance to Nightstrike, Gloom, Clearsight spell
Pinebellow: Elites and specialists at home do 1 job
Firbeard:+50% enemy attacking casualties, Town Watch with double effect (Each peasant defends with 2 strength)
Gentlebeech: 50% Resistance to Nightmares, immune to plague. Each home provides +20 food
Summerwillow:Larger acre provinces take -50% honour, Lose Bloodlust.+15% Honour Effects
Cleverwood: +10% Combat Gains 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

AVIAN ADVISORS
Watchman: +60% Watchtower Coverage, Town Watch, Ghostworkers
Envoy: Spells: Greater Protection, -20% Honour Loss
Wingrider: -5% Attack Time, Elites use their offense not their defense when ambushed.
Scout: -20% Explore Cost, +25 Credits on Attacks ,-20% offensive losses
Sheriff: Gain 35% thieves on failed operations from your war opponent. +%15 Enemy Thief Casualties[/color]
Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (25% of gains) buildings. For example - trad for 40 acres will destroy 10 additional buildings. +%15 Increased Raze Results


Dark Elves
+20% (was 15%) Magic effectiveness
+2 Offensive specialist strength
Evil Enthrall (10% of enemy troops slain on attacks join province)
4/7 Elite was 5/7, 750gc was 650gc, 6nw[/color]

DARK ELF ADVISORS
Runesmith: +100% rune production, Eldritch Absorption((50% Gold from Fools Gold and Runes from Lightning are added to your province)
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
Templar: -15% casualties, Claim Territory - 15% of acres taken on trad march are transferred to your explore pool from enemy pool. +5% Magic Effectiveness,-20% Wages Cost[/color]
Slaver: Gains 65% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain 65% extra prisoners from attacks, +65% Dungeon Capacity, Spell: Bloodlust[/color]

Dwarves
+25% Building Efficiency
7/4 Elite, 800gc was 850gc, 7nw

DWARF ADVISORS
Berzerker: +25% Enemy Casualties, +5% Military Efficiency when successfully hit (non recon), Spell: Bloodlust
Mason: -75% Building construction and Raze costs, +10% Fort Coverage
Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% (was 4%) Offensive Military Bonus.
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, each bank provides 3 runes. 15% Resistance to Night Strikes
Crafter: Ghostworkers spell, +15% Training Grounds Coverage Bonus
Loremaster:Dragon Lore (+30% damage to dragon with military, +30% gold value with dragon payment), Spell: Fools Gold.,Spell: Holy Vortex, Double Effects from Fools Gold & Inspire Army. (+50% success chance on Inspire Army and Fools Gold, Inspire Army +50% duration and Fools Gold +%50 Damage.)

Elves
+2 Def Spec
+15% Magic Effectiveness
6/4 elite, 750gc, 6nw

ELF ADVISORS
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
Bard: +15% Breed Rate, peasants work 1.5 jobs Spell: Invisibility
Wizard:+15% Magic effectiveness, 15% honour gains bonus, 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
Noble: Double Peasants taken on attacks. Elven Healing/Restoration takes only 2 manaSpell: Warspoils
Farmer: +45% food production, No food decay, Spell: Second Breakfast
Guildmaster: +25% Wizard Recruitment, +50% random events


Faery
+1 Off spec
-15% gold income
Reflect Magic Aura
3/8 Elite, 1100gc, was 1000 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, ,+20% Home Coverage
Diviner: -50% honour loss against provinces with more honour,Spell: Blessing, +5% Science Effects[/color]
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
+25% (was 20%) Population Bonus, +35% (was 20%) Explore Cost +20%
3/6 Elite, 550gc was 500gc, 6nw
Quell Riots (Intra kingdom incite riots cancels existing riots)

GNOME ADVISORS
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
Artificer: -60% accelerated training cost (was 25%)[/color], can send thieves against a dragon (5 damage per thief sent) 10% magic resistance,-25% Build Time, Spell: Greater Protection[/color]
Benefactor: -10% explore cost, Failed attacks return 75% quicker [/color] +10% Bank Coverage, Spell: Miners Mystique

Humans
+20% Science Effectiveness
Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
7/5 Elite, 850gc was 750gc, 7nw was 6.5nw.

HUMAN ADVISORS
Witch finder:+60% Arcane Library Coverage
Outrider: Horses have 2 offensive points, +20% Thievery Effects, Aggression,-75% losses from horse stealing
Chamberlain: +50% Hospital Coverage
Ambassador: Mercenaries fight for half cost,+30% Draft Rate Aggression Double Strength (3-0) Soldiers.[/color]
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,+50% (was 35%) Dungeon Capacity. Spell: Quickfeet
Seer: Lose 5% books books when recycling science, -75% science learning time. Spell: Nullify


Orcs
+5% Combat gains
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/3 Elite, 800gc, 7.5nw
ORC ADVISORS

Slaughterer:Gain 100 food from each battle casualty, +30% (was 15%) Enemy Casualties,+15% (was 10%) Massacre Results
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic
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
Tactician: +5% Combat gains in WAR[/color]

Undead
No food needed
Immune to plague
Spreads plague 50% chance
Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
8/4 Elite, 1000gc (was 950gc), 8nw.:

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
Mortician:Each day 5% of prisoners are trained into elites.
Gravedigger: Gain 30% enemy troops killed due to nightmares,+50% success chance on Nightmares.
Revenant: 50% Resistance to incoming Nightmares.Plague Chance increased to 75%, +15% (was 10%) Magic Effectiveness, Spell: Rune Harvest

PERSONALITIES

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

ARTISAN ADVISORS
Builder: +25% (was 20%) Build speed, +15% Build Credits
Artificer: +25% (was 10%) Building Flat effect bonus
Architect: Buildings only employ 20 peasants.
Inventor: Each home provides +25 food, +15% Home Coverage
Judge:-15% Training Time (was 30%), 10% Honour Gains[/color
Engineer:+20% Armoury coverage


Champion
+6% populationKingdom Influence: +3%

CHAMPION ADVISORS
Cavalier: +3% Defensive Military Bonus, +15% Enemy Casualties
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%,+15% Defiance Bonus
Stabler: +200% Stable Production,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)
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%)
Oddball: 20% chance of not losing stealth with an operation,+10% Magic Effectiveness
Fanatic: 20% chance of not losing mana when casting a spell+10% Thievery Effects



Merchant
Kingdom Influence: 10% more gold Income

MERCHANT ADVISORS
Trafficker: Can aid horses - Target cannot exceed max pop. +175% (was 150%) dungeon capacity, +25% Stable Capacity.
Banker: +10% Income
Accountant: -30% stealing losses +5% income
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 +15% wizard power

MYSTIC ADVISORS
Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect
Conjurer:+35% Rune production (was +25%) , no rune decay
Archmage:-35% rune cost
Sorceror:+15% Spell Effect, Lightning takes only 2 mana.
Elementalist: Meteor Shower, +5% Magic Effectiveness

Rogue
+1 Stealth per hour
Kingdom Influence: All provinces gain +20% thief power

THIEF ADVISORS
Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility
Bandit: -35% Effect for enemy Watchtowers
Swindler: +15% Thief Stealing Results
Embezzler: -40% thief cost (was -50%)[/color]
Cheat: -40% Thief Casualties (was -50%)[/color]
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +10% Thievery Power

Sage
+30% Learn Protection
Kingdom Influence: All Science books are 10% cheaper

SAGE ADVISORS
Scientist: Double School Effectiveness - cannot conduct learn attacks while advisor is active
Instructor: Spell: Mind Focus,Spell: Reflect Magic
Scholar:+15% Increased Learn Results
Professor: +10% Science Effectiveness
Librarian: 0.6 (was 0.5) books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available
Researcher: -15% science cost,-40% science learning time

War Hero
+50% Honour effect bonus
Kingdom Influence: Gain 15% 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
Swashbuckler: +10% offensive modifier, +15% Massacre Results
Traveller: -30% Exploration time, +15% Barracks Coverage,+50% Random Events.
Fortune Hunter: +50% Credits on attacks, Random events give +50% results.

Warrior
-10% Attack time
Kingdom Influence: +4% Combat Gains

WARRIOR ADVISORS
Soldier: +50% Draft Rate, -25% Food Consumption
Militant: 50% acres lost on ambush
Warlord: -50% Draft costs and wages
Duelist:+15% gains on the last province that successfully attacked you
Captain:-5% Attack time
Jouster: Gain honour from conquest attacks (about a quarter of trad march),Conquest is 15% quicker

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


CLERIC ADVISORS
Cardinal: Blessing spell,+100% (double) success for guild based spells (self spells and bless/restore)
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, Ambush is 15% quicker, -10% Training Cost
Preacher: 25% magic resistance, -25% science learning time, Spell: Mind Focus
Bishop: (Removed +25% hospital coverage) +30% (was 25%) Guard Station coverage, +15% (was 10%) Fort Coverage, +25% Birth Rate
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production, +20% Operation or Spell Duration Bonus.
Monk: -1 stealth, +1 mana per hour, +20% Guild Coverage, +5% Defensive Military Bonus.



Druid
-20% Combat Deaths
Kingdom Influence: -10% Combat Deaths

DRUID ADVISORS
Elder: Nullify Spell, Immune to Fog +10% (was 5%) Building Flat Effect
Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour, +20% Training Grounds Coverage.
Soothsayer: +50% success on nado and +50% damage,+50% success on lightning and +50% damage,+50% success on drought or storms and +50% duration
Shepherd : Stables have 400% capacity, capture 25% enemy horses when attacked
Elder: Nullify Spell, Immune to Fog +5% Building Flat Effect
Ovate:Rune Harvest Spell, 30% minimum success on spells and thief ops.
Shapeshifter : 0.5% specialists trained into elites each day




Finally

As always let me know if you have good ideas. its our game not my game, I'll code any sensible ideas.

I plan on coding this and resetting in 12 hours
Fogtopia
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby hondarr » 12 May 2016, 11:05

Bugs:

When a war challenge is accepted it puts your into rebuild but if you have a force war option or a button on another kd you can press. Once a war timer has started there should be no other option than to war that kd. (unless capitulate)

Undeads still don't use nightmare, ever. War warned an entire Kingdom of undeads with decent wpa and I think I got 5 nightmare. It's just not an effective use of runes when you have an elf or faery.

I csn see no situation where I would rather pick gnome rogue over faery rogue. Gnome sucks. Go back to 5/5 at least let them attack maybe? They suck as a turtley race.

You didn't address Kingdom sizes. This age off the top of my head I can think of ten people not coming back to play. The shit play from alliances and all the fake wars and shady shit that goes on has turned a lot of people off. You've lost almost an entire kd of good players.

The max size for a kingdom should really be 10 and 8 would be ideal.
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby stormwind » 12 May 2016, 11:31

If you plan to remove aw from hostile then amnesia should go to war only as well. What other defense will a thief have vs an equally pumped mystic in an active hostile? Also the gnome rogue vs faery rogue needs to be addressed. I'm tired of running 40 to 50% higher tpa than the faery rogues and getting easily stolen from. Trying to take resources back is a nightmare through clear sight. Bottom line is faery should lose clear sight or stealing formulas need to be re worked. Its far too easy for the avg faery rogue to topfeed steal.
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby DarkOne » 12 May 2016, 11:49

The kd size is good as it is right now.
The gnome rogue is a very strong turtle prov since it has +25% bonus pop and a 3/6 elites. It can pump more deff than a faery can at this point.

I would sugest nerf the human this age by taking their qf spell. The human is too strong compared to the other attackers. It has the same attack as undead, same attack speed but it has beter turtle cappabilities with 5 def points for elites. In order to ballance things i think the human should loose qf.

Also, in the changes above you forgot to put the 10% wpa change for elf in yellow (it is still +15% wpa if you take a look at elf race including all advisors).
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby hondarr » 12 May 2016, 11:58

by DarkOne » 12 May 2016, 11:49

The kd size is good as it is right now.
The gnome rogue is a very strong turtle prov since it has +25% bonus pop and a 3/6 elites. It can pump more deff than a faery can at this point


No, kd size is not fine. When the same four kingdoms are on the top every single age something is not working. And yes I play in one of them.

Look at the top kingdoms and see how many gnome rogues they had, pretty much all you need to know.
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby nameisis » 12 May 2016, 14:08

Hondarr, not true UD use NM. But not all of them use it.

Same as kd size is fine. Trimming down can't be made at eoa suggestion, it should be warned before. And if trim down then there will be more individual play instead of team play. So 12 is fine.
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby nameisis » 12 May 2016, 14:09

I agree with nerfing Humans. They are alredy best attacker now and you boosted them even more with leet NW drop.
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby Azun » 12 May 2016, 14:39

Do you even read ? Elite nw is increased....
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby randallu » 12 May 2016, 15:28

Lmao KD size is NOT good at 12, people acting like if that gets cut down to 11 that they'll be like F THIS and all go solo. Grow up. KD size should drop to 8, there is no way to fill kingdoms anymore when your players leave unless poaching from other kingdoms cause there are no new players to replace them. Drop it for now then increase it as new players stick.
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Re: Age 31 - The Age of Thunder - Preliminary Changes

Postby blah » 12 May 2016, 15:32

Honestly, I think these changes really do nothing to impact game play. As I previously stated to the admin, thieves have too much power over mages in this game and there needs to be more balancing. How is this achieved, oh he nerfs magic bonus on mystic. lol

Really, AW can destroy a mystic even with CS and max WT protection. There's basically no counter to a faery rogue or a gnome rogue other than attempting to chain them. I had suggested to admin in a PM that there should be more mystic specific spells than just MS which requires an advisor to run.

I think there could be a spell added called conversion which converts a % of enemy thieves over to peasants until jubilant. Then they can be disabled. AW is permanent until jubilant and then wizards are regained, I feel that this is a fair counter-balance. Amnesia or Expose Thieves as the Admin stated do NOT balance the permanent damage of AW. Neither do nadoes. So, this issue should be addressed.

Secondly, the NW based gains formula is very flawed in my opinion. It encourages kds to bottomfeed. You will see a "fat" province 1000 acres more hitting down on someone for huge gains. I feel as if relative kd nw and acres should also be taken into account to prevent this bottomfeeding. People mentioned the top 4 kds being the top every age, it is because of alliances and bottomfeeding. If they were forced to not bottomfeed to get to the top, then they might have to combat each other to earn their spots.
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