The Age of Yore - FINAL CHANGES

Game Announcements and Updates.
 

The Age of Yore - FINAL CHANGES

Postby Fogtopia » 01 Sep 2017, 20:46

Age 36 - The Age of Yore- FINAL CHANGES

Age will start on September and end in November.

Please accept my apology for the lack of service recently which was really out of my control. I am getting back on track now. As this is highly unusual not to produce a preliminary change page I will accept good ideas during freeze time to possibly modify.


Building Changes


Watch Towers: Chance of Catching Enemy Thieves % * 2.25 (was % *2.3 )
Decrease Thievery Damage by % * 2.75 (was % *3 )

Arcane Libraries: Chance of Stopping Enemy Spells % * 2.25 (was % * 2.3)
Decrease Spell Damage by % * 2.75 (was % *3 )


New modifier:

Thievery Agility;
Increases damage and duration of:

Sabotage Wizards
Arson
Night Strike
Incite Riots
Bribe Thieves
Bribe Generals
Burn Forts
Assassinate Wizards
Torch Farms
Propaganda
Capture Prisoners
Demolish
Provoke Discord


Item Updates


New item:

The Flowers of Luth

15 Hour Cooldown adds 15 Mana. 15 Stealth consumable item


Some changes to legendary items.

The Necronomicon

+75% Rune Production
+25% Wizard Recruitment
+30% Watch Tower Coverage

The Hand of Glory

+30% Thievery Agility

Snaga the Sender

+25% Army Credits


The Eureka Stone

+20% (was+30%) Science Effects
+5% (was +3%) Build Effiecency
-20% Science Learning Time
0.2 books generated per acre per tick

The Extraordinary League

+5% Population Bonus


Races

Humans

+50% Wages
+25% (was +20%) Science Effects
Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
5/7 Elite, cost 1000gc, 8nw
+1 Offensive Specialist Bonus, cost 425gc, 5nw


HUMAN ADVISORS

Witch finder:+60% Arcane Library Coverage,Spell: Clearsight
Outrider: Horses have 2 offensive points, +20% Thievery Power, Aggression,-75% losses from horse stealing
Chamberlain: +50% Hospital Coverage, Spell: Minor Restoration
Ambassador: Mercenaries fight for half cost,+30% Draft Rate Aggression Double Strength (3-0) Soldiers. +15% Thievery Agility
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 10% books books when recycling science, -75% science learning time. Spell: Nullify

Avians

+25% Combat Deaths
-30% Attack Time
Cannot use horses
Aerial Annihilation (No attacking losses on massacres, learns or plunders against unfriendly or hostile kingdoms)
8/1 Elite, cost 750gc, 6.5nw
+1 Defensive Specialist Bonus, cost 350gc, 6nw
+1 Offensive Specialist Bonus, cost 450gc, 4.9nw

AVIAN ADVISORS

Watchman: +60% Watch Tower Coverage, Town Watch, Ghostworkers
Envoy: Spells: Greater Protection, Fog, -20% Honour Loss
Wingrider: -10% 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, Life Sentence. (Prisoners fight as 5-0), +5% Income Modifier

Undead

-10% (was -5%) Combat Gains
-35% (was -25%) Honour Effects
-15% Honour Gains

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, cost 1000gc, 8nw
+2 Offensive Specialist Bonus, cost 600gc, 6nw
UNDEAD ADVISORS

Reanimator:-75% offensive losses and -35% defensive losses[/color], 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, Amnesia[/color]
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%, +25% Magic Effectiveness, Spell: Rune Harvest
Corpsemaster: Gain +50% (was +35%) extra prisoners from attacks.

Halflings

-35% Magic Effectiveness
+5% Income
Dragon Immunity
6/5 Elite, cost 675gc, 6 nw[/color]
-35% Building construction and Raze costs[/color]

HALFLING ADVISORS

Baker: -30% food consumption, +20% Mills Coverage, Operations:Torch Farms
Chef: +25% food production, Spell:Second Breakfast, Operations: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, Spell: Invisibility. +30% Stealing Results, +40% Thievery Agility
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

-50% Thievery Power
+100% Building Construction and Raze costs
Cannot use horses.
15% Slower Attack
Elites and Specialists take up double population space (not including queued)
14/11 Elite, cost 1350gc, 13nw
+5 Offensive Specialist Bonus, cost 700gc, 8nw
+5 Defensive Specialist Bonus, cost 700gc, 10nw



ENT ADVISORS

Irontrunk: 50% resistance to Nightstrike, Spell: Gloom, Clearsight, Tree of Gold[/color]
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 +30 (was +20) food
Summerwillow:Larger acre provinces take -50% honour, +25% (was +15%) Honour Effects
Cleverwood: +15% Combat Gains, Spell: Mind Focus


Dark Elves

-35% Birth Rate
+20% Magic Effectiveness
+15% Thievery Power[/color]
Evil Enthrall (10% of enemy troops slain on attacks join province)
2/7 Elite, cost 750gc, 5.75nw[/color]
+2 Offensive Specialist Bonus, cost 400gc, 5.6nw[/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: +20% (was +10%) Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia,Fools Gold, Mind Focus, Pitfalls
Templar: -15% Combat Deaths, Claim Territory (- 15% of acres taken on traditional march are transferred to your explore pool from enemy pool.) +5% Magic Effectiveness,-20% Wages Cost
Slaver: Gains 75% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain +75% extra prisoners from attacks, +75% Dungeon Capacity, Spell: Bloodlust

Dwarves

60% Food Consumption
30% Spell Rune cost
+25% Building Efficiency
7/2, cost 800gc, 6.75nw[/color]

DWARF ADVISORS

Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% Offensive Military Bonus,-15% Ambush acre losses.
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, +5% Population Bonus
Berzerker: +25% Enemy Casualties, Berzerk Rage +3% Military Efficiency when successfully hit by trad march[/color]) Spell: Bloodlust

Elves

-5% Population
-5% Building Efficiency[/color]
+15% Magic Effectiveness
8/2 (was 7/4) elite, 1050 gc (was 900gc), 8.25 nw (was 7nw)
+2 Defensive Specialist Bonus, cost 800gc, 7nw[/color]

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, 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

-35% (was -25%) gold income
Reflect Magic Aura
3/8 Elite, cost 1100gc, 8nw
+1 Offensive Specialist Bonus, cost 500gc, 4.8 nw

FAERY ADVISORS

Alchemist: Spells: Mind focus, Tree of Gold, Miners Mystique, +20% Spell Effect[/color]
Agent: +1 Stealth
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold income, ,+20% Home Coverage
Diviner: -50% honour loss against provinces with more honour,Spell: Blessing, +5% Science Effects, +10% Honour Effects
Enchantress: +25% [/color] duration on operations, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, Clearsight, War Spoils, Town Watch, Reflect Magic, Meteor Showers, Pitfalls, Amnesia, Nightmares

Orcs

-40% (was -25%) Learn Results
-25% (was -20%) Science Effectiveness
+35% Build Time

+15% Combat Gains[/color]
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
9/3 Elite, cost 800gc, 8 nw
+3 Offensive Specialist Bonus, cost 550gc, 6.2nw

ORC ADVISORS

Slaughterer: Gain 100 food from each battle casualty, +40% (was +30%) Enemy Casualties,+15% Massacre Results
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties
Destroyer: -50% Draft costs and wages,+5% Combat Gains
Overseer: Peasants produce 4gc,+50% (was +30%) Birth Rate
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance
Tactician: -10% Attack Time in WAR, Trade Balance Decay +50%

Gnomes

+30% Population Bonus
+50% Explore Cost
+10% Attack Time[/color]
Quell Riots (Intra kingdom incite riots cancels existing riots)
3/6 Elite, cost 550gc, 6 nw

GNOME ADVISORS

Prophet: +20% (was +14%) Thievery Power, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate
Artificer: -60% accelerated training cost, can send thieves against a dragon (5 damage per thief sent) 10% magic resistance,-25% Build Time, Spell: Greater Protection
Trickster: +20% (was +14%) Thievery Power, Spell: Fog,Pitfalls, Bloodlust,+10% Combat Gains[/color]
Brigand: Operations: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties
Benefactor: -10% explore cost, Failed attacks return 75% quicker. +15% Bank Coverage, Spell: Miners Mystique

PERSONALITIES

Artisan

Stoneworks (Enemies have half success with Tornadoes on you.)
+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, -30% Building construction and Raze costs

Champion

Rampage ( Ignores Minor and Greater Protection.)
+6% population
Kingdom Influence: +3% population

CHAMPION ADVISORS

Cavalier: +3% Defensive Military Bonus, -3% Attack time, +20% 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,+25% Enemy Casualties
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:+300% Stable Production[/color], double speed bonus from horses

Freak

Lunatic (Deal and Take %50 Fireball Damage)
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, -25% Thief Cost, +15% Income Modifier
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
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 Power


Merchant

Trade Convoy (Enemy Plunders take %200 Casualties)
+20% Income Modifier
Kingdom Influence: +10% Income Modifier

MERCHANT ADVISORS

Trafficker: Can aid horses - Target cannot exceed max pop. +175% dungeon capacity, +25% Stable Capacity.
Banker: +10% Income, +25% Banks Coverage
Accountant: -30% stealing losses +5% income
Marketer: 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.
Economist: Gain 150 gc per enemy slain,+30% Credits on attacks

Mystic

+5% Magic Effectiveness
+1 Mana per hour
Kingdom Influence:All provinces gain +15% wizard power

MYSTIC ADVISORS

Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect, +30% Wizard Recruitment
Conjurer: +35% Rune production , no rune decay
Archmage: -35% rune cost, +5% Science Effectiveness
Sorceror: +35% Spell Effect, Lightning takes only 1 mana.[/color]
Elementalist: Meteor Shower, +5% Magic Effectiveness

Rogue

+10% Thievery Effects
+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 Watch Towers, +40% Thievery Agility
Swindler: +15% Thief Stealing Results, +15% Thief Den Coverage[/color]
Embezzler: -40% thief cost
Cheat: -40% Thief Casualties
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +10% Thievery Effects

Sage

Gifted Child ( Start with extra 950 (was 750) Honour.)
+30% Learn Protection
Kingdom Influence: -15% Science Cost

SAGE ADVISORS

Scientist: Double School Effectiveness (Can not conduct learn attacks while advisor is active.)
Instructor: Spell: Mind Focus,Spell: Reflect Magic
Scholar:: +15% Increased Learn Results, Against Theft. (+25% Enemy Thief Casualties, 10% chance to catch opposing enemy thieves on each operation.)
Professor: +10% Science Effects, Operations: Propaganda[/color], +75% random events, Random events give +50% results
Librarian: 0.6 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available:, +20% Arcane Library Coverage
Researcher: -20% science cost,-50% science learning time[/color]

War Hero

+75% [/color] Honour Effects
+10% Honour Gains
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: +15% (was +10%) offensive modifier, +15% Massacre Results
Fortune Hunter:+50% Credits on attacks, Random events give +100% (was +50%) results, +15% Thievery Agility
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% Exploration time, +15% Barracks Coverage,+50% Random Events.

Warrior

Logistics (-1% Attack Time in Unfriendly, -3% Attack Time in Hostile, -%5 Attack Time in War)
-10% Attack time
Kingdom Influence: +5% Combat Gains[/color]

WARRIOR ADVISORS

Soldier: +50% Draft Rate, -25% Food Consumption
Militant: -30% (was -50%) Ambush acre losses, -25% offensive losses
Warlord: -50% Draft costs and wages
Duelist:+15% gains on the last province that successfully attacked you
Captain: -10% Attack Time[/color]
Jouster: Gain honour from conquest attacks (about a quarter of traditonal march),Conquest is 15% quicker, +5% Combat Gains[/color]

Cleric

Harmony (In Peace+5% Building Efficiency, in War -5% Building Efficiency)
-10% Enemy Gains from combat
Kingdom Influence: -5% Enemy Gains from combat


CLERIC ADVISORS

Cardinal: Spell: Blessing,+100% (double) success for guild based spells (self spells and bless/restore),+15% Magic effectiveness[/color]
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, Ambush is 25% quicker, -15% Training Cost
Preacher: 25% magic resistance, -25% science learning time, Spell: Mind Focus, -20% Draft costs and wages
Monk: -1 stealth, +1 mana per hour, +30% Guild Coverage, +5% Defensive Military Bonus.
Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% Birth Rate
Priestess: Restoration spell, Holy Vortex spell, +15% Rune Production, +20% Operation or Spell Duration Bonus. -5% Enemy Gains from combat

Druid

Each land provides +2 food
-35% Combat Deaths
Kingdom Influence:-20% Combat Deaths

DRUID ADVISORS

Elder:Nullify Spell, Immune to Fog +10% Building Flat Effects
Ranger: -50% Exploration time, -25% explore soldier cost, +1 Stealth, -1 Mana per hour, +25% Training Grounds Coverage, -%5 Attack Time
Soothsayer: +50% success on Tornado 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
Ovate:Rune Harvest Spell, 20% minimum success on spells and thief ops.
Shapeshifter: 0.5% specialists trained into elites each day


Finally

Sorry for the down time I did not do it on purpose I do try my best but some things are outside my control. We should be back on track now.
Fogtopia
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Re: The Age of Yore - NEARLY FINAL CHANGES

Postby nate2888 » 01 Sep 2017, 21:18

forget about running any attackers this age, theres no way to stop TMs at all with the proposed changes to WTs/Als and the addition of agility to make them even stronger

to have any chance at all, an attacker would have to run absurd amounts of TPA and WPA, seriuosly hurting his chances at being able to actually attack a TM
nate2888
 
 

 

Re: The Age of Yore - NEARLY FINAL CHANGES

Postby Armyman » 01 Sep 2017, 21:46

The nw on elf elites is highest in the game. Undead with 8/3 at 8nw and orc with 9/3 att 8nw. How can you expect an elf to build a proper army to attack? If you don't then why change elite stats for elf?
Armyman
 
 

 

Re: The Age of Yore - NEARLY FINAL CHANGES

Postby zim312 » 01 Sep 2017, 21:55

maybe Yore means age of Yore not gonna see many attackers
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Re: The Age of Yore - NEARLY FINAL CHANGES

Postby lardass » 01 Sep 2017, 22:40

nah zim, I disagree with you ever so slightly, its not that you wont see many attacker, the bigger question is, will you see ANY pure attackers?????
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Re: The Age of Yore - NEARLY FINAL CHANGES

Postby Demetre86 » 02 Sep 2017, 02:40

please change the fog spell to a single cast/use, so it is not duration, as it stands right now, fairy champ to strong
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Re: The Age of Yore - NEARLY FINAL CHANGES

Postby Grampy101 » 02 Sep 2017, 11:10

thieves ops needed to be boosted so ty fog.

also thieves ops range should be widen IF you get hit by a huge NW.

also huge NW range on small target should get nerf when they use Raze attack

and welcome back
Grampy101
 
 

 

Re: The Age of Yore - NEARLY FINAL CHANGES

Postby Grampy101 » 02 Sep 2017, 11:14

and TY for "The Flowers of Luth" it's a great Item to remember her
Grampy101
 
 

 

Re: The Age of Yore - NEARLY FINAL CHANGES

Postby lardass » 02 Sep 2017, 13:25

how anyone can say that TMs are not OP is beyond me, attackers are almost made unplayable if you keep increasing TM power
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Re: The Age of Yore - NEARLY FINAL CHANGES

Postby lardass » 02 Sep 2017, 13:28

even before these changes, as an attacker I can run 20% WT and AL and unless we have a sapphire dragon on them TMs hardly ever fail an op or spell, and if I go to 30% WT/AL than I can have room for other buildings that are needed to be a successful attacker. its time to curb TM power, not enhance it even more
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