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- Preliminary changes for the Age of Ascension
- (changes to prelim in forums marked with **)
- [size=150]Age start[/size]
- Age will begin on Monday 14th November, server will be in freeze time until then.
- [size=150]Age length [/size]
- Age will be 10 weeks (end during the 9th year)
- [size=150]Honour[/size]
- Honor gains and losses for attacks will be capped at 20% of target honor.
- ***Destroy honour idea removed.
- [size=150]Casualties[/size]
- Elite base losses 0.054375 instead of 0.0725 on both outgoing and incoming attacks.
- (This will mean elites die 25% less in combat than currently)
- [size=150]Gains[/size]
- Does this need adjusting? Please give us feedback on this topic.
- [size=150]Thief Ops[/size]
- Greater Arson:50% increase in strength.
- Sabotage Wizards: min 2 mana damage (depending on thieves)
- [size=150]Spells[/size]
- Expose Thieves: min 2 stealth damage
- Shadowlight: Change to duration spell
- [size=150]Items and Market[/size]
- Dragonboon and Dragonbane down to 15% (from 50%).
- Horn of return cooldown 4 hours (from 2hours).
- Banner of Resurgence gives max of 100 acres (from all jubilant acres).
- Other items will also be changed.
- items that defected provinces sell will vanish and wont appear in their new kingdom market for the first 2 weeks of defecting.
- All items and gems are retained when a province is pked or restart.
- In general there will be less permanent and more potion (usable) items available, but with a larger variety of each.
- [size=150]General Improvements[/size]
- Not many changes here but in addition to fixing any current bugs I want to finish various game improvements - such as fixing user interface for different devices and improving the functionality of the current game.
- In general: A page to oversee different kingdom relations, improving chat with registered nicks and channels and pms. A 'planning' page so people can test out various build and military combinations.
- Allowing lots of different options so people can set up the game graphics and layout to fit their own preference. kingdom profiles, player profiles, kingdom awards, intra kingdom awards and intra war awards.
- [size=200]Race Changes[/size]
- [size=150]Avians[/size]
- -25% Attack time
- Immunity to fog
- Immunity to ambush
- +1 Defensive specialist strength
- **Aerial Annihilation (No attacking losses on massacres in war)
- Cannot use horses
- 8/2 Elite, 800gc, 6.5nw
- Spells: Greater Protection, Town Watch
- CHANGES: Aerial Annihilation ability
- [size=150]Dark Elves[/size]
- +25% Honour gains
- +25% Magic effectiveness
- +2 Offensive specialist strength
- Gains 50% from massacre attacks as converts
- +100% rune production
- **Indoctrinate (Can turn prisoners into soldiers via train page)
- 5/6 Elite, 700gc, 6nw
- Spells: Nightmares, Reflect Magic, Vermin, Amnesia, Blood lust, Fools Gold, Pitfalls
- CHANGES: Lost Ghostworkers, cheaper elite, Indoctrinate ability.
- [size=150]Dwarves[/size]
- -75% Building construction and Raze costs
- +30% Building Efficiency
- 7/6 Elite, [color=#FF4000]850gc[/color], 7nw (from 800gc)
- Guilds recruit wizards at only 50% of normal
- **Dragon Lore (+25% damage to dragon with military, +25% gold value with dragon payment)
- Spells: Miners Mystique
- CHANGES: elite cost, Dragon Lore, Lower wizard recruitment
- [size=150]Elves[/size]
- -50% Combat deaths
- -25% Training costs
- +50% Magic effectiveness
- +100% food production
- -50% Ambush attack time
- **Tranquil Strikes (elf attacks move hostile meter only half of normal)
- 6/6 elite, 700gc 6.5nw
- Spells:Tree of Gold , Amnesia, Clearsight, [color=#FF4000]Pitfalls[/color], Reflect Magic, Mind Focus, Town Watch.
- CHANGES: Tranquil Strikes ability
- [size=150]Faery[/size]
- Access to all spells
- + 1 Offensive specialist strength
- -10% income
- +1 Stealth
- ** Benign Vortex (Intra kingdom mystic vortex always works and destroys all spells)
- 3/8 Elite, 900gc, 8nw
- CHANGES: Benign Vortex ability
- [size=150]Gnomes[/size]
- +35% Thievery Effects
- Access to all thief ops
- +20% Population Bonus
- Quell Riots (Intra kingdom incite riots cancels existing riots)
- 5/5 Elite, 250gc, 5nw
- Spells: Vermin, Quick Feet, Town Watch, War Spoils
- CHANGES:** Lost Reflect Magic, Quell Riots
- [size=150]Humans[/size]
- +30% Income
- +15% Science Effectiveness
- Horses have 2 offensive points
- **Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
- [color=#FF4000]7/5 Elite,750gc, 7.0nw (from 850gc)[/color]
- Spells: Aggression, Quick Feet
- CHANGES: Cheaper elite, Martial Inquisition ability
- [size=150]Orcs[/size]
- [color=#FF4000]+25% Combat gains (effects all attack types except ambush)[/color]
- -50% Draft costs and wages
- **Triumphant Pillage (Each trad march also has the effect of 1/10 plunder attack)
- 9/2 Elite, 700gc, [color=#FF4000]7.5nw[/color] (from 7nw)
- Spells: Aggression, Magic Aura, Bloodlust
- Thievery op: Torch farms
- Changes: +25% gains from 20%. Triumphant Pillage abilitiy
- [size=150]Undead[/size]
- Spreads and is immune to the plague
- -90% offensive losses
- No food needed
- Permanent Animate Dead
- **Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
- 8/3 Elite, 800gc, 7.5nw (800gc from 900gc)
- Spells: Ghost Workers, Nightmares
- CHANGES: Cheaper Elite, Lost Fog, Malevolent Dominion
- [size=200]Personalities[/size]
- [size=150]Artisan[/size]
- +25% Building Efficiency
- +30% build construction speed
- CHANGES: no changes
- [size=150]Freak[/size]
- Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
- Attacks have a 30% chance of taking 1-100% less time
- random extra 0-10% defense when attacked
- CHANGES: no changes
- [size=150]Merchant[/size]
- +35% Income
- Immune to Riots, Greed and Plague economy effects
- CHANGES: no changes
- [size=150]Mystic[/size]
- +1 Mana per hour
- Double guild effectiveness
- +25% Rune production
- no rune decay
- Spell: Meteor Shower
- CHANGES: No Changes
- [size=150]Rogue[/size]
- +1 Stealth per hour
- +10% Thief Effectiveness
- Intel operations only cost 1 mana/stealth
- Access to unique rogue operations
- -50% thief cost
- Invisibility Spell
- CHANGE: No Changes
- [size=150]Sage[/size]
- -30% Science Cost
- +15% Science Effectiveness
- [color=#FF4000]0.5 books generated per acre per tick from 0.75[/color]
- **75% protection from learn attack
- CHANGE: **0.5 books generated per acre per tick from 0.75
- [size=150]Shepherd[/size]
- 7 Food produced per acre
- +5% pop
- -25% honor loss from attacks and ops
- [color=#FF4000]Immune to Plague (from 50%)[/color]
- CHANGES: Immune to Plague, -25% honor loss
- [size=150]War Hero[/size]
- +10% Offensive Military Efficiency
- +50% Credits on attacks
- +50% Honor effect bonus
- CHANGES: No Changes
- [size=150]Warrior[/size]
- 50% acres lost on ambush
- -15% Attack time
- -50% Draft costs and wages
- CHANGES: No Changes
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