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  1. [size=5] [Age 218](http://www.lastknights.com/?page=forum&thread=47302&ref_id=&start=1) [/size]
  2. These changes are live and showing in the reference guide.
  3.  
  4. [b]Ransom values have been recalculated: [/b]
  5. The ransom value of all soldiers is 25*wage. Which means that a soldier of wage 100 will cost 2500 if they are captured. This was already the default way, but Rome went through a lot of balance changes and the ransom values weren't adjusted correctly. Now they are.
  6.  
  7. [b]Minor Unit Changes: [/b]
  8.  
  9. Conscript: 105 hp (+5) / 11 str / 0 rgd / 23 wage
  10. Celtic Javelineer: 145 hp / 14 str (-2) / 16 rgd / 65 wage
  11. Celtic Skirmisher: 190 hp / 31 str (+2) / 28 rgd (-2) / 97 wage
  12. Pikeman: 140 hp / 20 str (+2) / 0 rgd / 70 (-2) wage
  13. Double Axeman: 185 hp / 24 str / 0 rgd / 70(+3) wage
  14. Axe Thrower: 180 hp / 15 str (-5) / 37 rgd (+10) / 69 wage
  15. Heavy Cavalryman: 195 hp (-5) / 33 str (+2) / 0 rgd / 120 wage
  16. Hoplite: 150 hp / 19 str / 0 rgd / 93 (+3) wage
  17. Hoplites had a slight wage increase to compensate for the terrain bonuses.
  18. Phalangite: 215 hp / 34 str (+4) / 0 rgd / 120 (-5) wage
  19.  
  20. [b]Big Unit Changes: [/b]
  21.  
  22. Peltast: 110 hp / 18 str (+3) / 0 rgd (-15) / 60 (+2) wage (+anti-cavalry)
  23. Long Pikeman: 180 hp (-20) / 36 str (+9) / 0 rgd / 95 (-5) wage
  24. Heavy Swordsman: 180 hp (-15) / 38 str (+8) / 0 rgd / 86 (-4) wage
  25.  
  26. [b]New Units: [/b]
  27.  
  28. Archer fits along side Scorpion, which still upgrades from Slingers:
  29. Scorpion: 130 hp / 0 str / 65 rgd / 70 wage
  30. Fire Archer goes along side Onager, which upgrade from Scorpions:
  31. Onager: 170 hp / 0 str / 90 rgd / 95 wage
  32.  
  33. One of Romes favourite unit has a new tier 2:
  34. Spartan Youth: 150 hp / 30 str / 0 rgd / 95 wage
  35.  
  36. The new Roman special unit is called the Contiger Romanus, Tier 2 from Hastatus.
  37. Contiger Romanus: 130 hp / 15 str / 0 rgd / 75 wage (+anti-cavalry)
  38.  
  39. And its upgrade, the Contigerus Extraoridinarius! Another extraordinary unit for the romans.
  40. Contigerus Extraoridinarius: 185 hp / 26 str / 0 rgd / 115 wage (+anti-cavalry)
  41.  
  42. [b]Roman Garrison Fix: [/b]
  43.  
  44. With all these changes, we also rebalanced and reworked some of the units that were part of the Rome garrisons. This basically forced us to rework the Rome garrisons. After initial feedback we initially figured out why the Roman garrisons were stronger than the Asian or European and we concluded that the Roman garrisons focussed their damage on the Artillery and Cavalry round. SFs don't tend to last many rounds, therefore the weakness of the roman garrisons never showed.
  45.  
  46. The new garrisons have a much weaker artillery round, but still have a strong cavalry round. In addition, the new garrisons have a strong average melee attack, but a low average hp. They will consist of Std. Champions, Std. Cavalryman, Std Pikeman and Mst. Vetiles.
  47. This used to be Vet. Heavy Swords, Vet. Cavalryman, Vet. Pikeman and Vet. Fire Archers.
  48.  
  49. Overall the garrisons should remain more difficult than the Asian or European version, but the difficulty has been lowered to make them more manageable.
  50.  
  51. [size=5] [Age 219](http://www.lastknights.com/?page=forum&thread=47315&ref_id=&start=1) [/size]
  52. Unit terrain changes:
  53. Footman, Swordman and Longswordsman are losing their terrain bonuses.
  54.  
  55. [size=5] [Age 220](http://www.lastknights.com/?page=forum&thread=47329&ref_id=&start=1) [/size]
  56. [b]Country terrain bonus changes:[/b]
  57. All country terrain bonuses are made a bit more "extreme" going from 2 to 3 and mostly from 1 to 2. E.g. +2 becomes +3, -2 becomes -3.
  58. [country terrains](http://lastknights.com/reference.php?sel=countryterrain)
  59.  
  60. [size=5] [Age 221](http://www.lastknights.com/?page=forum&thread=47340&ref_id=&start=1)[/size]
  61.  
  62. [b]Unit terrain changes:[/b]
  63. Peltast has -5 HP and no anti cavalry bonus.
  64. Phalangite has -5 HP.
  65. [Current unit stats](http://www.lastknights.com/reference.php?sel=unitstats)
  66.  
  67. [size=5] [Age 222](http://www.lastknights.com/?page=forum&thread=47350&ref_id=&start=1)[/size]
  68. A couple of new things:
  69. The message system has been rewritten from the ground up. The front end view is still the same, but everything else is new.
  70.  
  71. [b]Advantages:[/b]
  72. -Messages will not be deleted every 3 days starting right now.
  73. -We will be testing how long we can leave them for. I hope its in the region of 6 months before we even consider a clean out!
  74. -Messages are faster to send and process.
  75. -This allows us to now consider a "block" system whilst still letting pre-generated messages get through.
  76. -People changing usernames will no longer break messages.
  77.  
  78. [b]Disadvantage:[/b]
  79. -Some messages may bug out/not send. Please let me know ASAP if you find a way that messages are not sent!
  80.  
  81. [b]Resinging:[/b]
  82. You can now step down from any role that is not Leader!
  83. Chief of Staff, High Council, War Council and MOTA can now "Step down" and instantly forfeit their role. This can be done via the HQ.
  84.  
  85. [b]Bug fix:[/b]
  86. Messages & forum posts starting with the word "Kill" no longer cause a 400 error! This was a strange one where it flagged up a server security script. Its been fixed now. Kill away!
  87.  
  88. Most of the admin tools were lost as part of the buyout, putting all of the work onto the Devs. Admins now have some of the tools back, so best behaviour everyone!
  89.  
  90. [size=5] [Age 223](http://www.lastknights.com/?page=forum&thread=47360&ref_id=&start=1)[/size]
  91.  
  92. [b]Commander Death Protection has been implemented![/b]
  93.  
  94. The commander death protection is a mechanic where we protect players from random deaths, which didn't involve them making risks. This means that players who did take risks will still die... horribly.
  95.  
  96. [b]How do I get Death protection[/b]
  97.  
  98. * You get death protection 6 ticks after your last training battle/offensive PVP that took an injury. SFs and defensive PVPs will not affect this.
  99. * Healing ALL your units (including heroes) will remove this timer and grant protection immediately.
  100. * Upon your nation going to war for the first time you will be granted death protection automatically, no matter your army state.
  101.  
  102. [b]What does Death Protection do?[/b]
  103.  
  104. If you have death protection and "die":
  105. * Your commander is set to 1HP and injured.
  106. * You loose all on hand gold to the opponent.
  107.  
  108. [b]If you kill someone that has death protection:[/b]
  109.  
  110. * You gain all there gold.
  111. * It will count as a CK in pvp points and will de displayed as a normal CK.
  112.  
  113. [b]How do I know if I have Death Protection?[/b]
  114.  
  115. Underneath the PVP protection, it will display a new timer until you gain death protection, or it will say it is active. A asterisk(*) will be displayed if your nation has not yet been in a war, which means you will be granted Death Protection on war declaration.
  116.  
  117. [size=5] [Age 226](http://www.lastknights.com/?page=forum&thread=47388&ref_id=&start=1)[/size]
  118.  
  119. The time stamps on the website have been reworked
  120. The random '+' on the website has been eliminated!
  121.  
  122. [b]We are now supporting images![/b]
  123. We are finally supporting images on the entire website! This includes the forums, messages, HC message and most other places.
  124. [html codes](http://lastknights.com/faq.php?sel=29#147)
  125.  
  126. New rules: Any image that can be deemed offensive, sexual or annoying in any kind of way will now be a bannable offense
  127. We will take this very seriously so please report offenders!
  128.  
  129. [b]New setting: Hide Images[/b]
  130. In case you want to browse TLK savely on work without the change of a random picture showing up that might disturb your co-worker we are allowing you to turn of images from showing up automatically (it will just be a link). You can find this in the profile/settings page!
  131.  
  132. We have opened a new forum section for the TLK news paper
  133. We are very happy to see such a player initiative and will therefore support it as much as we can. Let's hope it becomes successful!
  134.  
  135. [b]Yell0w working fulltime on TLK[/b]
  136. I hope you enjoy the new stuff. I am now working on TLK fulltime for the summer. So I am going to try and push version 2 towards a beta version! We might start spoilering some of the new art work soon as well!
  137.  
  138. [b]Fixes:[/b]
  139. Message page is only showing 10 incoming and 10 outgoing messages per page
  140. It was set on 25 per page, but that resulted in way to much scrolling.
  141.  
  142. Sending messages with a timestamp should no longer display debug text
  143. We left some debug text in it, woeps. Should now be gone :)
  144.  
  145. [b]Patch 2:[/b]
  146.  
  147. Time stamps now show xh ym ago
  148. HC & WC messaging should really be fixed
  149. Country detail page war time makes more sense
  150.  
  151. [b]Battle results page has some slight improvements[/b]
  152. As a sorry for the bugs that I keep introducing. I added the nation flags in the battle results. In addition it shows the exact time a battle happend, in case you need to know the exact timing of a battle with tick (counting mp).
  153.  
  154. [size=5] [Age 227](http://www.lastknights.com/index.php?page=forum&thread=47420&start=1)[/size]
  155.  
  156. [b]Minor fixes:[/b]
  157. For age 227 we made some very small changes where you are now allowed to use HTML in the first post on a thread and in the HC message.
  158.  
  159. In addition we have also patched the new times to support timezones with +30 minutes differences like Asia/Kolkata, which previously crashed the site.
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