Age 41 - Preliminary Changes for the Age of Destiny

Game Announcements and Updates.

Age 41 - Preliminary Changes for the Age of Destiny

Postby Fogtopia » 02 Mar 2019, 15:25

Age 41 - The Age of Destiny - Preliminary Changes v 1.4

Dwarf Revamp!

Item Updates

The Potion of Curing: Cures Plague and Scourge on use.

The Eye of Rhynn
+30% Success on Nightmares and +30% Damage

The Eureka Stone
+5% Income Modifier
0.3 (was 0.2) Books per Acre

The Extraordinary League
+7% (was +5%) Build Efficiency
+7% (was +5%) Population Bonus

The Necronomicon
Removed* Spreads Plague +20%
Removed* +50% Plague resist
-10% Attack Time

The Unicorn
-10% (was -5%) Attack Time

The Gem of Thrones
+5% Offensive Military Bonus

Ability Updates

*NEW exclusive to Orc*
Scourge: -15% Offensive Military Bonus, -15% Building Efficiency, -40% Magic Effectiveness

Scourge will naturally be purged from your province given enough time, a maximum of one Mythea month. However, you may not want to wait this long, Hospitals as well as the Nature's Blessing spell, each have a chance to cure the Scourge daily.

Spell Updates

Nature's Blessing: will protect your lands from any future droughts and storms the world may see fit to place on you. This spell also has a 20% chance on each cast of curing the Plague and Scourge if your lands are affected by it.

Restoration: Removes effects from bribed generals and pitfalls on the target, and has a 50% chance of curing Plague and Scourge.

Game Mechanic Updates

Reduce kd nw protection from 60% to 45%
Max protection by nw is 55%.

Massacre strength is increased by %30.

EMERALD DRAGON: +35% (was +50%) Casualties

Hospitals: % * 3 Daily Chance of Curing the Plague and Scourge
Decrease Military Losses by % * 5 (was 3.5)

Kingdom Relations

Raze requirement is 100 meters (was 1).
Unfriendly requirement is 600 meters (was 500).
Hostile requirement is 1000 meters (was 1200).
Force Cease Fire requirement is 2000 meters difference (was 3000).
Max meter allowed is 10000 (was 20000).

Dragons add only 100 meters (was 400) during war.


Both kd rebuild timer resets.
Capitulating KD loses 20% of total war points, and +15% (was +10%) Honor Loss.
Forcing KD gains no war points, and +15% (was +10%) Honor Gains.

Wars will generate 30% more war points as results.



+85% Wages
+35% Income
+25% Science Effects

Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
5/8 Elite, cost 1250gc, 9.5nw
+1 Offensive Specialist Bonus, cost 425gc, 5nw


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 ,+1 Stealth per hour
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


+35% Combat Deaths
-25% Attack Time
Cannot use horses
Aerial Annihilation (No attacking losses on massacres, learns or plunders against unfriendly or hostile kingdoms)
9/1 Elite, cost 825gc, 7.5nw
+1 Defensive Specialist Bonus, cost 350gc, 6nw
+2 Offensive Specialist Bonus, cost 525gc, 5.6nw


Watchman: +75% Watch Tower Coverage,+35% Hospital Coverage. Spells: Town Watch, Ghostworkers
Envoy: Spells: Greater Protection, Fog, -20% Honour Loss, +35% Birth Rate.
Wingrider: -10% Attack Time, Elites use their offense not their defense when ambushed.
Scout: -25% (was -20%) Explore Cost, +35% (was +25%) Army & Build Credits on Attacks, -30% (was -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. +40% Enemy Thief Casualties,+15% Catch Thieves. Life Sentence. (Prisoners fight as 5-0), +5% Income Modifier


-10% Combat Gains
-35% Honour Effects
-15% Honour Gains
-100% food consumption
Immune to plague
Spreads plague +50%
+25% enemy thief casualties
Malevolent Dominion (enemy wizards can explode on failed spells)
8/4 Elite, cost 1000gc, 8nw
+2 Offensive Specialist Bonus, cost 600gc, 6nw


Reanimator:-75% offensive losses and -35% defensive losses, 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, +15% Magic Effectiveness
Mortician: Each day 5% of prisoners are trained into elites.-25% Training Time
Gravedigger: Gain 30% enemy troops killed due to nightmares,+35% (was +50%) success on Nightmares and +35% damage
Revenant: 50% Resistance to incoming Nightmares, Spreads plague +15%, +35% Magic Effectiveness, Spell: Rune Harvest, +1 Mana per hour
Corpsemaster: Gain +50% extra prisoners from attacks, -25% science cost.


-35% Magic Effectiveness
-15% Attack Time
Dragon Immunity
6/6 Elite, cost 800gc, 7nw
-35% Building construction and Raze costs


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), Spell: Ghostworkers,+5% offensive military bonus, -20% Ambush acre losses.
Shadowthief: steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) 25% Thievery Power, Spell: Invisibility. +30% Stealing Results, +2 Stealth per hour
Smith: -75% Defensive casualties, +25% defiance,+25% Guard Station Coverage
Mayor: +15% Defensive military bonus, Spell: Townwatch, +5% Building Efficiency, +15% Building Flat effect bonus


-35% (was -50%) Thievery Power
+50% (was +100%) Building Construction and Raze costs
+15% Attack Time
Each land provides +5 food
Cannot use horses.
Elites and Specialists take up double population space (not including queued)
19/5 (was 16/9) Elite, cost 1500 gc, 15 nw
+6 Offensive Specialist Bonus, cost 800gc, 10nw
+6 Defensive Specialist Bonus, cost 800gc, 12nw


Irontrunk: 50% Resistance to Nightstrike, Spells: Gloom, Clearsight, Tree of Gold. -15% Ambush acre losses.
Pinebellow: Elites and specialists at home do 1 job
Firbeard: +50% enemy attacking casualties, +15% Combat Gains, Town Watch with double effect (Each peasant defends with 2 strength)
Gentlebeech: 50% Resistance to incoming Nightmares, Immune to plague. Each home provides +30 food.
Summerwillow:Larger acre provinces take -50% honour, +25% Honour Effects, +40% food production
Cleverwood:, Spell: Mind Focus,+50% Operation or Spell Duration Bonus

Dark Elves

-50% (was -75%) Birth Rate
-5% (was -10%) Defensive Military Bonus
+20% Magic Effectiveness
+15% Thievery Power
Evil Enthrall (20% of enemy troops slain on attacks join province)
1/6 Elite, cost 750gc, 5.75nw
+4 Offensive Specialist Bonus, cost 700gc, 7 nw


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: +50% success chance on intel ops. No runes lost on any failed spell. +15% Spell Effect.
Warlock: +20% Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia,Fools Gold, Mind Focus, Pitfalls, Fog.
Templar: 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.


+80% Food Consumption
+40% Spell Rune Cost
+15% Building Efficiency
Dragon Lore (+30% gold value with dragon payment)
+50% (was +35%) damage to dragon with military
Dwarven Ambush (Can ambush any province in opposing kingdom in war, requires 3 generals Dwarven Ambush has no 25% ambush speed reduction.)
7/2, cost 800gc, 6.75nw
+1 Defensive Specialist Bonus, cost 450gc, 6nw


Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% Offensive Military Bonus,-15% Ambush acre losses. +25% Training Grounds Coverage Bonus.
Miner: Spell: Miners Mystique, each bank provides 3 runes., +10% Income
Crafter: +8% chance each day of doubling gold, rune or food income.
Loremaster: Spells: Fools Gold, Holy Vortex, Ghostworkers. 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, +15% Fort Coverage, +5% Population Bonus
Berzerker: +25% Enemy Casualties, 15% Resistance to Night Strikes. Berzerk Rage +3% Military Efficiency when successfully hit by trad march) Spell: Bloodlust


-5% Population
-5% Building Efficiency
-5% (was -10%) Offensive Military Bonus
+15% Magic Effectiveness
8/2 elite, 1050 gc, 8.25 nw
+3 Defensive Specialist Bonus, cost 950gc, 8.25nw


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% Birth 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 Spells: Warspoils, Quickfeet. , +40% Army Credits.
Farmer: +75% food production, No food decay, Spell: Second Breakfast
Guildmaster: +25% Wizard Recruitment, +50% random events.


-30% (was -25%) Gold income
+25% (was +20%) Training Cost
Reflect Magic Aura
2/9 Elite, cost 1250gc, 9nw
+1 Offensive Specialist Bonus, cost 500gc, 4.8 nw


Alchemist: Spells: Mind focus, Tree of Gold, Miners Mystique, +25% (was +20%) Spell Effect
Agent: +1 Stealth per hour, -25% thief cost, +25% Thief Den Coverage, +15% Catch Thieves
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold income, +25% (was +20%) Home Coverage, +25% rune production.
Diviner: -50% honour loss against provinces with more honour,Spell: Blessing, +10% Science Effects, +35% Honour Effects
Enchantress: +25% Operation or Spell Duration Bonus, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, Clearsight, War Spoils, Town Watch, Reflect Magic, Meteor Showers, Pitfalls, Amnesia, Nightmares


Immune to Scourge
Spreads Scourge +50%
+5% Population Bonus
-40% Learn Results
-25% Science Effectiveness
+20% Build Time
+15% Combat Gains
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
11/2 Elite, cost 1100 gc, 11 nw
-1 Deffensive Specialist, cost 300 gc, 4.5nw
+3 Offensive Specialist Bonus, cost 550gc, 6.2nw


Slaughterer: Gain 100 food from each battle casualty, +40% Enemy Casualties, +35% Massacre Results, Spreads Scourge +15%
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties. +35% Dungeon Capacity, Gain +100% extra prisoners from attacks.
Destroyer: -50% Draft costs and wages,+5% Combat Gains
Overseer: Peasants produce 4gc,+50% Birth Rate, 35% Resistance to incoming Nightmares
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance, -25% offensive losses
Tactician: -15% Attack Time in WAR, Trade Balance Decay +50%


+35% Population Bonus
+50% Explore Cost
+10% Attack Time
-1 Mana per hour, -1 Stealth per hour
3/7 Elite, cost 700gc, 7.25nw


Prophet: +20% Thievery Power, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate, -25% Honour Loss, +15% Success on Nightmares and +30% Damage.
Artificer: -60% accelerated training cost, can send thieves against a dragon (5 damage per thief sent). -15% (was -10%) Magic Resistance,-25% Build Time, Spell: Greater Protection
Trickster: +20% Thievery Power, Spells: Fog,Pitfalls, Bloodlust, Nightmares. +10% Combat Gains
Brigand: Operations: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties
Benefactor: -10% explore cost, Failed attacks return 75% quicker. +25% Bank Coverage, Spell: Miners Mystique



Stoneworks (Enemies have half success with Tornadoes on you.)
+15 % Building Efficiency
Kingdom Influence: +5% Building Efficiency


Builder: +25% Build Speed, +15% Build Credits
Artificer: +40% Building Flat effect bonus
Architect: Buildings only employ 20 peasants.
Inventor: Each home provides +25 food, +25% Home Coverage, 0.2 (was 0.1) Books per Acre
Judge: -15% Training Time, +20% (was +10%) Honour Gains, +10% Catch Thieves
Engineer: +20% Armoury coverage, -30% Building construction and Raze costs


Rampage (Ignores Minor and Greater Protection.)
+7% population
Kingdom Influence: +3% population


Cavalier: +3% Defensive Military Bonus, +3% Offensive Military Bonus, -3% Attack time, +20% Enemy Casualties
Defender: -35% damage from enemy raze attacks, 20% 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% Combat Deaths, +25% 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, +35% Stable Capacity, Double speed bonus from horses,-5% Attack time


Lunatic (Deal and Take +50% Fireball Damage)
25% Resistance to incoming Nightmares
25% Resistance to incoming Amnesia
Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
Kingdom Influence: 60% (was 50%) more chance of random events


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 bonus, Fanaticism has double effect (+8% OME, -6% DME), -20% Combat Deaths, -35% losses from overpopulation
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, 10% chance of a random event when you successfully attack
Oddball: 20% chance of not losing stealth with an operation, +25% Magic Effectiveness, +1 Mana per hour
Fanatic: 20% chance of not losing mana when casting a spell, +25% Thievery Power, +1 Stealth per hour


Trade Convoy (Enemy Plunders take %200 Casualties)
+35% (was +30%) Income Modifier
Kingdom Influence: +10% Income Modifier


Trafficker: Can aid horses - Target cannot exceed max pop. +175% dungeon capacity, +50% Stable Capacity.
Banker: +10% Income, +25% Banks Coverage
Accountant: -30% stealing losses +5% income, +25% (was +20%) Catch Thieves.
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% Army Credits.


+25% Magic Effectiveness
+1 Mana per hour
Kingdom Influence:All provinces gain +15% wizard power


Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect, +30% Wizard Recruitment
Conjurer: +50% Rune production , no rune decay
Archmage: -35% rune cost, +5% Science Effectiveness
Sorceror: +35% Spell Effect, Lightning takes only 1 mana.
Elementalist: Meteor Shower, +25% Magic Effectiveness


+30% Thievery power
+1 Stealth per hour
Kingdom Influence: All provinces gain +20% thievery power


Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility, +10% Thief Dens Coverage
Bandit: -35% Effect for enemy Watch Towers, +1 Stealth per hour.
Swindler: +15% Thief Stealing Results, +15% Thief Den Coverage
Embezzler: -40% thief cost
Cheat: -40% Thief Casualties, Quell Riots (Intra kingdom incite riots cancels existing riots)
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +20% Thievery Power


Gifted Child (Start with extra 1350 Honour.)
+30% Learn Protection
-15% (was -10%) Science Cost
Kingdom Influence: -15% Science Cost


Scientist: +100% Schools Coverage (Can not conduct learn attacks while advisor is active.)
Instructor: Spells:Mind Focus, Reflect Magic.
Scholar:: +15% Increased Learn Results, +50% Enemy Thief Casualties, +15% Catch Thieves.
Professor: +10% Science Effects, Operations: Propaganda, +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, +1 Mana per hour.
Researcher: -20% Science Cost,-50% science learning time, +75% success chance on intel ops.

War Hero

+75% Honour Effects
+20% (was +25%) Honour Gains
Kingdom Influence: +20% (was +15%) Honour Gains


Guardian: 35% Resistance to Night Strike, +50% Guard Station Coverage.
Pilgrim: Spells: Mystic Aura, Clearsight, Mystic Vortex takes only 1 mana, +20% (was +15%) Honour Gains.
Swashbuckler: +15% offensive military bonus +15% Massacre Results.
Fortune Hunter: +50% Army & Build Credits on attacks, Random events give +60% results, +30% Random Events.
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, +45% Barracks Coverage, +30% Random Events.


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


Soldier: +50% Draft Rate, -25% Food Consumption.
Militant: -30% Ambush acre losses, -25% offensive losses, +25% Birth Rate.
Warlord: -50% Draft Cost, -50% Wages Cost.
Duelist:+15% gains on the last province that successfully attacked you, -30% Ambush Attack Time
Captain: +%25 Increased Raze Results, -5% Attack Time
Jouster: Gain honour from conquest attacks (about a quarter of traditonal march),Conquest is 15% quicker,+5% Combat Gains, -10% Attack Time


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


Cardinal: Spell: Blessing,+100% (double) success for guild based spells (self spells and bless/restore),+15% Magic Effectiveness
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, -25% Ambush Attack Time, -15% Training Cost,+20% Watch Tower Coverage
Preacher: -25% Magic Resistance, -25% Science learning time, Spell: Mind Focus, -20% Draft costs and wages, Immune to Scourge
Monk: -1 stealth, +2 mana per hour, +50% Guild Coverage, +5% Defensive Military Bonus.
Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% Birth Rate
Priestess: Spells: Restoration, Holy Vortex, +30% Rune Production, +35% Operation or Spell Duration Bonus, -5% Enemy Gains from combat


Each land provides +2 food
-35% Combat Deaths
+25% damage to dragon with military
Kingdom Influence: -20% Combat Deaths


Elder: Spells:Nullify, Mystic Aura, Meteor Showers, +25% Building Flat Effects,+25% Spell Effect
Ranger: -50% Exploration time, -25% explore soldier cost, +2 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,+35% success on Meteor Showers and +35% duration.
Shepherd : +400% Stable Capacity, capture 25% enemy horses when attacked, +35% food production.
Ovate: Spell: Rune Harvest, 25% minimum success on spells and thief ops.
Shapeshifter: 0.5% specialists trained into elites each day, +10% Catch Thieves.
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Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby Lightning » 02 Mar 2019, 15:56

UD elites need to be 8/3. As it stands, this age will be nothing but Orcs/UD.


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby Master » 02 Mar 2019, 16:08

Suggestion to Familiars
Problem is you don’t know how far your familiar is in the process to evolve. Now it says: "The familiar is happy!”
Make it so that you get a message every tick saying how happy your familiar is ie."The familiar is x% happy!”. This way you don’t need to count and scroll back to know how far it is. I know i have been asking for this many ages and you said it was an easy fix to do. Lets make it happen!
Posts: 12
Joined: 15 Jan 2015, 19:47


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby Master » 02 Mar 2019, 20:17

Need to clearify dragons in all relations.

War: moves meter +100
Posts: 12
Joined: 15 Jan 2015, 19:47


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby Alecs » 03 Mar 2019, 23:11

Nerf all item bonuses by -50%
When you get hit, remove the acres you got hit from your "total explored land". Obvious reasons on how it can be abused right now.
Change druid to 15% combat deaths base and KD influence 10%. 35% and 20% is too much.
Are you trying to turn Freak into t/m ? a/t/m ? It's not going to work. - figure something out to properly boost it, focus on attacker role.
Remove orc's 40% casualties - it scales too high with champion casualties bonuses.
Defender: -35% damage from enemy raze attacks - decrease or get rid of this.
Add PK in war.

For GOD sake, stop adding + success chance for X,Y,Z spell on advisers/items. STOP making changes just because you got used to do it every age. It has come to the point where you CRAMPED the game with so many *x,y,z that is become ridiculous and unplayable.
It's like you are BOUND to add more and more stuff, each age. Start thinking on fixing the game, and fixing the game right now it means that you have to start removing past age "ADD-ONS".
Posts: 1
Joined: 23 Oct 2014, 00:27


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby Lightning » 05 Mar 2019, 21:22

Dwarf shouldn't lose Bloodlust. If they lose Bloodlust, then they need an 8/2 elite.


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby TheUser » 05 Mar 2019, 22:55

Orc Warrior: +40% Gains and -34.6% attack speed in war combined with new -15% enemy gains with Scourge and +5% population puts them over the top.

I fully anticipate 6 Orc Warrior Kingdoms crushing almost everything in their path.
Posts: 43
Joined: 04 Feb 2013, 19:29


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby Lightning » 08 Mar 2019, 16:27

Agree that Orc is WAYYYYYY too strong with these changes. We're already planning on running all Orcs if these changes stick, as I'm sure almost everybody else is planning as well. That or UD. No other attackers are viable compared to these two.


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby dede » 11 Mar 2019, 19:48

1. Don"t change massacre mechanism. We dont have much massacre now because orc suck. But with scourage, orcs is not suck if you can make it work like plague. You will kill t/m race completely if you do that. Orc + mascot + aggressive + new change in massacre = death to all t/m.
2. Don't give orc extra population. It will make it too overpower. Just make sure you do scourage code properly and probably lower its leet nw. 11 is crazy high and makes no sense.
3. Fix gnome. No t/m race should get such harsh punishment. Keep the -manna thing. But - stealth made it broken.
4. Freak +1 stealth n +1 manna? Overpower. Don't do that. Probably gives more random edge to freak than giving unique edge that rogue n mystic should be specialized.
The moderating the game should be more professional. The way age went longer than my friend told me to play, really hurt my real life schedule. Next age, I can't play because well we don't really know how long age will last no? Sorry, I have been doing bizz since forever. And what I know is, that was unprofessional moderation and unacceptable in any bizz including online game.
Posts: 66
Joined: 17 Jul 2013, 17:45


Re: Age 41 - Preliminary Changes for the Age of Destiny

Postby dede » 11 Mar 2019, 20:05

Also consider to use your loyal customers (players) to promote your game. It's amazing watching people tolerate every mistakes that you do as an admin and defend you in world chat. Amazing customer loyalty you have there admin. That is all I think this whole time. Wow tho. I bet you can get those people as your promotion machine with small incentive like free books or free medals or something. It is called community marketing strategy. You can google that. I was really shocked when I saw there were only 130 players left. You need to find a way to recruit new players or retired players. Not have to be thousands. Extra 100 is even enough. Don't use or pay advertisement for that. A free social media account can work like a charm, a good PR is even better. I advice you read The fall of Advertising and The rise of PR. Also read articles about promoting in social media while you're at it. Best of luck foggy
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Joined: 17 Jul 2013, 17:45


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