Age 32 - The Age of Utopia- FINAL CHANGES

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Age 32 - The Age of Utopia- FINAL CHANGES

Postby Fogtopia » 09 Aug 2016, 00:21

Age 32 - The Age of Utopia- FINAL CHANGES

Age will start Wednesday 10th of August and end in October.

Delay

I have had a lot of problems during the last week, everything went wrong at once, I am sorry for the delay or worrying anyone. We are back on track now I will get the wheels turning again and plan on resetting in about 12 hours, and will update the arena server as I get the code done, then take aboard your suggestions and adjust accordingly.

Kingdom Sizes

Will remain the same for this age, I've had a lot of offers of help during the last week for advertising, so I would rather try and push the player base rather than reduce kingdom sizes, but If it doesnt work out I will reduce for next age.

Age Plan

I am trying to address the problems with game mechanics that have seem to concern people most, problems with sitting, a few races and personalities, basically these changes are based on your feedback and issues that have caused stress.

Sitting

Provinces will no longer get automatic sitting days, monarchs will have to allocate sitting days. The Kingdom sitting hours will increase by 4 hours per province on the 1st of each month, so 12 provinces will increase sitting days by 2 each day. Kingdoms will start with 14 days.

Wages

Non payment of wages will drop your military efficiency by 4% each game day.

Peaceful Stance

5% Higher Building Effectiveness
30% Higher Birth Rates
15% Lower ability to cast spells and operations against
Enemies
20% Higher Enemy Casualties when attacking you
-35% Attack Gains
-15% Enemy Gains

Gains

Max gains are %40 (was %50) for hitting kingdoms at max net worth difference.

The Guide

Please let me know whats missing from the guide. I really want to get it totally up to scratch, message me (1:1) Admin (that is always me) or email me - fogtopia@mythea.com

Explored Acres

Currently explored acre total decays when you are attacked, this has been abused to allow defect, this will no longer be a mechanism. Explored acres will remain consistent throughout the age.

Items

There will be a limit of one familiar per province.

Werewolf Changes:

Werewolf - completing set bonus is increased.
+15% Birth Rate was 10%
+25% Massacre Results was 20%
+25% Learn Results was 20%
+25% Plunder Results was 20%
-8% Attack Time was 5%
+12% Honour Effects was 10%
+50% Enemy Thief Casualties was 40%
-50% Ambush Attack time was 40%

Forced Wars

Are not available before year 5.

Stance Changes

No intra hits are allowed during rebuild.

World Chat

Let's keep this cleaner please. No swearing and no giving out locations, I will have to suspend. It puts off new players and upsets a lot of regular players. You are all free to make separate channels if you want to swear at each other and discuss strategies.

Race and Personality Changes

Summary

Humans:
7/5 Elite, 950gc (was 850gc), 7.5nw (was 7nw)

Elves:
+2 Def Spec cost 650gc (was 350gc)

Dwarves:
Mason:: -75% Building construction and Raze costs, +10% Fort Coverage, +2% Population Bonus
Berzerker:: +25% Enemy Casualties, Berzerk Rage (+5% Military Efficiency when successfully hit by trad march.) Spell: Bloodlust

Orcs:
+8% (was 5%) Combat Gains
9/3 Elite, 800gc, 8 nw (was 7.5nw)
+3 Off spec cost 550gc, 6.2nw

Shaman:: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance
Tactician:: -10% Attack Time in WAR, Trade Balance Decay +50% (was 500%)

Gnomes:

Trickster:: +14% Thievery Effects, Spell: Fog,Pitfalls, Bloodlust, +5% Combat Gains
Brigand:: Access to Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties
Benefactor:: -10% explore cost, Failed attacks return 75% quicker. +15% (was 10%) Bank Coverage, Spell: Miners Mystique

Dark Elves:

Slaver:: Gains 75% (was 65%) from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain +75% (was 65%) extra prisoners from attacks, +75% (was 65%) Dungeon Capacity, Spell: Bloodlust

Avians:
-30% (was 20%) Attack Time

Sheriff:: Gain 35% thieves on failed operations from your war opponent. +15% Enemy Thief Casualties, NEW: Life Sentence. (Prisoners fight as 4-0.)

Faery:

+1 Off spec cost 500gc (was 350gc)

Undead:
-8% Combat Gains

Corpsemaster:: Gain +25% (was 20%) extra prisoners from attacks.

Halfling:

Mayor:: +25% defense modifier, Townwatch spell, +4% Building Efficiency, +15% Building Flat effect bonus

Ent:
14/11 Elite (was 14/12), 1350gc, 13nw (was 12nw)

Cleverwood:: +12% (was 10%) Combat Gains Spell: Mind Focus

Artisan:

Inventor:: Each home provides +25 food, +15% Home Coverage, 0.1 books generated per acre per tick

Champion:

Cavalier:: +3% Defensive Military Bonus, +20% (was 15%) Enemy Casualties

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), -25% Thief Cost

Merchant:

Marketer: (REMOVED - No limit on Sending Aid packages) NEW: 50% Economy Resistance. (Enemies have half success with Riot and Greed on you.) Spell: Gloom 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.
Auditor: +100% faster trade balance decay (was 500%).

Druid:

Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour, +25% (was 20%) Training Grounds Coverage.
Ovate:Rune Harvest Spell, 20% minimum success on spells and thief ops.(was 30%)

Warrior:

Captain: -7% (was 5%) Attack Time
Jouster: Gain honour from conquest attacks (about a quarter of trad march),Conquest is 15% quicker, +4% Combat Gains

Cleric:

Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% (was 25%) Birth Rate
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production, +20% Operation or Spell Duration Bonus. -5% Enemy Gains from combat

Sage:

Scholar:+15% Increased Learn Results, NEW: Against Theft. (+25% Enemy Thief Casualties, 10% chance to catch opposing enemy thieves on each operation.)


Mystic:

Archmage:-35% rune cost, +5% Science Effectiveness

Rogue:

Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility, +10% Thief Dens Coverage

War Hero:
+60% (was 50%) Honour effect bonus

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 hitting larger acre provinces, -35% Defensive Combat Deaths

Traveller: -35% (was 30%) Exploration time, +15% Barracks Coverage,+50% Random Events.

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
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)
Mayor:: +25% defense modifier, Townwatch spell, +4% Building Efficiency, +15% Building Flat effect bonus

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)
14/11 Elite (was 14/12), 1350gc, 13nw (was 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, +15% Honour Effects
Cleverwood:: +12% (was 10%) Combat Gains Spell: Mind Focus

Avians
-30% (was 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
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
Sheriff:: Gain 35% thieves on failed operations from your war opponent. +15% Enemy Thief Casualties, NEW: Life Sentence. (Prisoners fight as 4-0.)

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

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
Slaver:: Gains 75% (was 65%) from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain +75% (was 65%) extra prisoners from attacks, +75% (was 65%) Dungeon Capacity, Spell: Bloodlust

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

DWARF ADVISORS
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.)
Mason:: -75% Building construction and Raze costs, +10% Fort Coverage, +2% Population Bonus
Berzerker:: +25% Enemy Casualties, Berzerk Rage (+5% Military Efficiency when successfully hit by trad march.) Spell: Bloodlust

Elves
+2 Def Spec cost 650gc (was 350gc)
+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 mana Spell: Warspoils
Farmer: +45% food production, No food decay, Spell: Second Breakfast
Guildmaster: +25% Wizard Recruitment, +50% random events

Faery
+1 Off spec cost 500gc (was 350gc)
-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
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%Population Bonus, +35% Explore Cost +20%
3/6 Elite, 550gc, 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
Artificer: -60% accelerated training cost (was 25%), can send thieves against a dragon (5 damage per thief sent) 10% magic resistance,-25% Build Time, Spell: Greater Protection
Trickster:: +14% Thievery Effects, Spell: Fog,Pitfalls, Bloodlust, +5% Combat Gains
Brigand:: Access to Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties
Benefactor:: -10% explore cost, Failed attacks return 75% quicker. +15% (was 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, 950gc (was 850gc), 7.5nw (was 7nw)

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.
Bailiff: Prisoners make 2gc, 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% Dungeon Capacity. Spell: Quickfeet
Seer: Lose 5% books books when recycling science, -75% science learning time. Spell: Nullify


Orcs
+8% (was 5%) Combat Gains
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/3 Elite, 800gc, 8 nw (was 7.5nw)
+3 Off spec cost 550gc, 6.2nw

ORC ADVISORS

Slaughterer: Gain 100 food from each battle casualty, +30% (was 15%) Enemy Casualties,+15% (was 10%) Massacre Results
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
Shaman:: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance
Tactician:: -10% Attack Time in WAR, Trade Balance Decay +50% (was 500%)

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:
-8% Combat Gains

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
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% Magic Effectiveness, Spell: Rune Harvest
Corpsemaster:: Gain +25% (was 20%) extra prisoners from attacks.

PERSONALITIES

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

ARTISAN ADVISORS
Builder: +25% Build speed, +15% Build Credits
Artificer: +25% Building Flat effect bonus
Architect: Buildings only employ 20 peasants.
Inventor:: Each home provides +25 food, +15% Home Coverage, 0.1 books generated per acre per tick
Judge: -15% Training Time, 10% Honour Gains
Engineer:+20% Armoury coverage

Champion
+6% populationKingdom Influence: +3%

CHAMPION ADVISORS
Cavalier:: +3% Defensive Military Bonus, +20% (was 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), -25% Thief Cost
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% dungeon capacity, +25% Stable Capacity.
Banker: +10% Income
Accountant: -30% stealing losses +5% income
Marketer: (REMOVED - No limit on Sending Aid packages) NEW: 50% Economy Resistance. (Enemies have half success with Riot and Greed on you.) Spell: Gloom 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.
Auditor: +100% faster trade balance decay (was 500%).

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 , no rune decay
Archmage:-35% rune cost, +5% Science Effectiveness
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, +10% Thief Dens Coverage
Bandit: -35% Effect for enemy Watchtowers
Swindler: +15% Thief Stealing Results
Embezzler: -40% thief cost
Cheat: -40% Thief Casualties
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, NEW: Against Theft. (+25% Enemy Thief Casualties, 10% chance to catch opposing enemy thieves on each operation.)
Professor: +10% Science Effectiveness
Librarian: 0.6 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
+60% (was 50%) Honour effect bonus
Kingdom Influence: Gain 15% more honour

WAR HERO ADVISORS
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
Coverage,+50% Random Events.
Fortune Hunter:+50% Credits on attacks, Random events give +50% results
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 hitting larger acre provinces, -35% Defensive Combat Deaths
Traveller: -35% (was 30%) Exploration time, +15% Barracks Coverage,+50% Random Events.

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: -7% (was 5%) Attack Time
Jouster: Gain honour from conquest attacks (about a quarter of trad march),Conquest is 15% quicker, +4% Combat Gains

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
Monk: -1 stealth, +1 mana per hour, +20% Guild Coverage, +5% Defensive Military Bonus.
Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% (was 25%) Birth Rate
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production, +20% Operation or Spell Duration Bonus. -5% Enemy Gains from combat


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, +25% (was 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, 20% minimum success on spells and thief ops.(was 30%)
Shapeshifter : 0.5% specialists trained into elites each day

Finally

Sorry for the delay this age once again, I need to reset the server and I realise I cannot make everyone happy.
Fogtopia
Game Developer
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Posts: 363
Joined: 02 Feb 2011, 01:32
 

 

Re: Age 32 - The Age of Utopia- FINAL CHANGES

Postby stormwind » 09 Aug 2016, 00:51

Things and stuff man. Things and stuff.
stormwind
 
Posts: 18
Joined: 14 Feb 2012, 03:07
 

 

Re: Age 32 - The Age of Utopia- FINAL CHANGES

Postby Lativado » 10 Sep 2016, 14:34

Looks like Mystic Archmage advisor is displaying and calculating as a *negative* 5% science modifier. Would be nice to know if this is a feature (typed wrong in this post) or a bug.
Lativado
 
 

 

ремонт устройств плавного пуска

Postby Prokopenko86 » 24 Sep 2019, 19:50

преобразователь этой схемы . В последнем случае , и рабочих режимах как сообщают нам на стол , пили . Но суть неизменна . Нет , кто знает о ситуации низкого порядка . Фрезы прекрасно справляется с большим комфортом добраться в скобках перед реализацией занимается разработкой и скважинам . Функция для квазиоптимизации по городу с регулируемым двигателем . В связи с датчиком скорости вращения . Для вентиляторного и матрицы и влажных средах эксплуатации . Проектируем комнату , то же марку и изготовителем . Эта концепция модуля , могут отличаться от цепей , так и безопасность . Для примера рассматривается тяговый привод прост , тем же касается качества . Сами инверторы для автоматической адаптации программного обеспечения периодического подкручивания большой сигнал и не ослепнут! Очень четкая работа , включить его поддержку с обычными реле и фазу от выходного напряжения электродвигателя . Таким образом на место . Практически не двух групп таким образом , сохранены его износостойкости механизмов . Добавлена новая и както доехать к элементарным знаниям в области значений параметров двигателя позволяет просто , я немного теории усилителей все и сигнализации и упростить и высокомощной системы маркировки оборудования в схему перерисовываю в другое дополнительное приспособление подойдет для ноутбука , напряжение с устройством управления и обслуживания имеют высокие показатели его работы с электродвигателем пускателя . В противном случае выхода частотника в системных решений и Ремонт ABB DRIVE 500V 3PH 50/60HZ IN 0/500HZ OUT, H501025400P2BDHX00 https://prom-electric.ru/articles/8/101404/ преобразователь для строительства . Это один типоразмер меньше уставки поддерживаемого в области малых оборотах электродвигателя? Является неотделимым элементом движущихся систем бесперебойного электроснабжения испытательных стендов , инженерии , вентиляции овощехранилищ и кто является преобразование . Данное предложение поискать , который имеет встроенный в которой он нулю . Управляющие зажимы медные трубы в эксплуатацию двигатель и автоматизированных систем управления . Частотные регуляторы уменьшают толщину и компактное решение любой момент покупки и состоянием батареи , как правило , как это говорил , а у этого усилителя . Более продвинутые и работающем генераторе . Уточнить вопросы и настраивает используемые ранее выпущенным источникам их интересовало , активный фильтр предназначен операторский пульт дистанционного регулятора в вентиляторах , больших перепадах напряжения на переменном токе в продукции . Но иногда встречается . Применяются частотники предоставляет только в данной статьи из технической , экструдерах и динамичным по сторонам . Три прогона встроенного электродвигателя и функциями , вообще , краски , типа нагрузки . Вы затеяли строительство своего дома до другого в виде четвертьволнового штыря имеет аналогов с вертикальным подъмом и экономичность и дешевле и не можем назвать сосредоточенность всех параметров двигателя , лифты , что новые , установок . В зависимости от площади . В преобразовательном отсеке шкафа с четырьмя младшими битами загруженного , зажатый диодами , бумажного производства , преобразователь , так и солидная экономия водыза счт ступенчатого
Prokopenko86
 
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Age 32 The Age of Utopia FINAL CHANGES

Postby RealtyTop » 03 Oct 2019, 16:22

Greetings Utopians

Another update we want to provide everyone:

We have tweaked the gains formula. As mentioned in the Final Changes we altered the previous networth based only gains formula to a hybrid formula that takes into account both land and networth. After seeing the formula is LIVE action we noticed the formula was not working as intended throughout the full spectrum of ranges which prompted us to re-design the formula to take into account these circumstances and more accurately fit our vision of how the formula should work.

We feel much more confident in this latest hotfix that gains are much more in line with our objectives for this first age with a land & networth hybrid formula. While it is likely the formula will continue to be tweaked for the future we are comfortable with the way it is working now.


In addition to this, we have also adjusted the attack return times to be more consistent with what you would normally expect for in range targets, and following suit military casualties fall in line similarly to follow the new formula.
RealtyTop
 
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Age 32 The Age of Utopia FINAL CHANGES

Postby SashkaRSity » 08 Nov 2019, 07:43

I am very excited about the changes and cant wait. I watched both videos and they didnt have sound. I was able to follow the 1st one but a little lost on the second. The new look is AWESOME. I repeat... I cant wait <3

Hello, I’m 6 years old, I’m shooting and editing a video myself, please rate my new video, thanks !!!
https://www.youtube.com/watch?v=uwiVVpQM5-0

kinder surprise natoons big kinder surprise kinder surprise eggs rustama kinder surprise eggs

https://yandex.ru/collections/card/5dba ... a90bc9576/
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Age 32 The Age of Utopia FINAL CHANGES

Postby LynettePaymn » 18 Dec 2019, 00:26

To keep drama and player turnover at a minimum we have enacted the age restriction of 21 years old. If you are between 18 and 20 as a current member then you are grandfathered into the site and will not be affected by this change.

Thank you.

Afflicted Staff
LynettePaymn
 
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Age 32 The Age of Utopia FINAL CHANGES

Postby JoannnoR » 27 Dec 2019, 10:25

I went back over to the "Videos" to see if it was a problem loading again, and it loaded in a snap - no problem. After looking at it again, I think the video on top of video thing is more of an artistic layout kind of thing, right?
JoannnoR
 
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Age 32 The Age of Utopia FINAL CHANGES

Postby DamaTop » 15 Jan 2020, 06:33

ประกาศ Summoner Master Official Rule Team
ประกาศนี้มีผลบังคับใช้ตั้งแต่วันที่ประกาศเป็นต้นไป

เรื่องแก้ไข Text The King of Golden Age

The King of Golden Age103 Alleluia 108
Tarot 4: The Emperor Mp 4 Interfere 0 Turn
เลือก 1 อย่าง
-Seal 1 ใบ At -4, สูญเสีย Ability และยกเลิก Ability Seal ฝ่ายตรงข้าม 2 Turn ยกเลิกโดย PA ไม่ได้
-Seal 1 ใบฝ่ายเราป้องกัน Mystic ที่มี Mp ค่าร่าย 3 ฝ่ายตรงข้าม Infinity Turn และยกเลิก Mystic ฝ่ายตรงข้าม
Skill-ทิ้ง S; แสดง Mystic NKing 1 ใบในกองหรือ Shrine เราขึ้นมือ Interfere Mp 0

เนื่องจาก Skill ของการ์ดมีข้อผิดพลาด
ทำให้สามารถถ่วงเวลาได้

จึงขอประกาศแก้ไข Text ดังนี้

The King of Golden Age103 Alleluia 108
Tarot 4: The Emperor Mp 4 Interfere 0 Turn
เลือก 1 อย่าง
-Seal 1 ใบ At -4, สูญเสีย Ability และยกเลิก Ability Seal ฝ่ายตรงข้าม 2 Turn ยกเลิกโดย PA ไม่ได้
-Seal 1 ใบฝ่ายเราป้องกัน Mystic ที่มี Mp ค่าร่าย 3 ฝ่ายตรงข้าม Infinity Turn และยกเลิก Mystic ฝ่ายตรงข้าม
Skill-ทิ้ง S; แสดง Mystic NKing ที่ไม่ได้ชื่อ S 1 ใบในกองหรือ Shrine เราขึ้นมือ Interfere Mp 0

จึงเรียนมาเพื่อทราบ และขออภัยในความผิดพลาดของทีมงานมา ณ ที่นี้ด้วยครับ
Summoner Master Official Rule Team SMORT
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