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  1. Preliminary changes for the Age of Ascension
  2.  
  3. (changes to prelim in forums marked with **)
  4.  
  5. [size=150]Age start[/size]
  6. Age will begin on Monday 14th November, server will be in freeze time until then.
  7.  
  8.  
  9. [size=150]Age length [/size]
  10. Age will be 10 weeks (end during the 9th year)
  11.  
  12.  
  13. [size=150]Honour[/size]
  14. Honor gains and losses for attacks will be capped at 20% of target honor.
  15.  
  16. ***Destroy honour idea removed.
  17.  
  18.  
  19. [size=150]Casualties[/size]
  20. Elite base losses 0.054375 instead of 0.0725 on both outgoing and incoming attacks.
  21. (This will mean elites die 25% less in combat than currently)
  22.  
  23.  
  24.  
  25. [size=150]Gains[/size]
  26. Does this need adjusting? Please give us feedback on this topic.
  27.  
  28.  
  29. [size=150]Thief Ops[/size]
  30. Greater Arson:50% increase in strength.
  31. Sabotage Wizards: min 2 mana damage (depending on thieves)
  32.  
  33. [size=150]Spells[/size]
  34. Expose Thieves: min 2 stealth damage
  35. Shadowlight: Change to duration spell
  36.  
  37.  
  38. [size=150]Items and Market[/size]
  39. Dragonboon and Dragonbane down to 15% (from 50%).
  40. Horn of return cooldown 4 hours (from 2hours).
  41. Banner of Resurgence gives max of 100 acres (from all jubilant acres).
  42. Other items will also be changed.
  43.  
  44. items that defected provinces sell will vanish and wont appear in their new kingdom market for the first 2 weeks of defecting.
  45. All items and gems are retained when a province is pked or restart.
  46. In general there will be less permanent and more potion (usable) items available, but with a larger variety of each.
  47.  
  48.  
  49.  
  50.  
  51. [size=150]General Improvements[/size]
  52. 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.
  53. 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.
  54. 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.
  55.  
  56.  
  57. [size=200]Race Changes[/size]
  58.  
  59.  
  60. [size=150]Avians[/size]
  61. -25% Attack time
  62. Immunity to fog
  63. Immunity to ambush
  64. +1 Defensive specialist strength
  65. **Aerial Annihilation (No attacking losses on massacres in war)
  66. Cannot use horses
  67. 8/2 Elite, 800gc, 6.5nw
  68. Spells: Greater Protection, Town Watch
  69. CHANGES: Aerial Annihilation ability
  70.  
  71.  
  72. [size=150]Dark Elves[/size]
  73. +25% Honour gains
  74. +25% Magic effectiveness
  75. +2 Offensive specialist strength
  76. Gains 50% from massacre attacks as converts
  77. +100% rune production
  78. **Indoctrinate (Can turn prisoners into soldiers via train page)
  79. 5/6 Elite, 700gc, 6nw
  80. Spells: Nightmares, Reflect Magic, Vermin, Amnesia, Blood lust, Fools Gold, Pitfalls
  81. CHANGES: Lost Ghostworkers, cheaper elite, Indoctrinate ability.
  82.  
  83.  
  84. [size=150]Dwarves[/size]
  85. -75% Building construction and Raze costs
  86. +30% Building Efficiency
  87. 7/6 Elite, [color=#FF4000]850gc[/color], 7nw (from 800gc)
  88. Guilds recruit wizards at only 50% of normal
  89. **Dragon Lore (+25% damage to dragon with military, +25% gold value with dragon payment)
  90. Spells: Miners Mystique
  91. CHANGES: elite cost, Dragon Lore, Lower wizard recruitment
  92.  
  93.  
  94. [size=150]Elves[/size]
  95. -50% Combat deaths
  96. -25% Training costs
  97. +50% Magic effectiveness
  98. +100% food production
  99. -50% Ambush attack time
  100. **Tranquil Strikes (elf attacks move hostile meter only half of normal)
  101. 6/6 elite, 700gc 6.5nw
  102. Spells:Tree of Gold , Amnesia, Clearsight, [color=#FF4000]Pitfalls[/color], Reflect Magic, Mind Focus, Town Watch.
  103. CHANGES: Tranquil Strikes ability
  104.  
  105. [size=150]Faery[/size]
  106. Access to all spells
  107. + 1 Offensive specialist strength
  108. -10% income
  109. +1 Stealth
  110. ** Benign Vortex (Intra kingdom mystic vortex always works and destroys all spells)
  111. 3/8 Elite, 900gc, 8nw
  112. CHANGES: Benign Vortex ability
  113.  
  114.  
  115. [size=150]Gnomes[/size]
  116. +35% Thievery Effects
  117. Access to all thief ops
  118. +20% Population Bonus
  119. Quell Riots (Intra kingdom incite riots cancels existing riots)
  120. 5/5 Elite, 250gc, 5nw
  121. Spells: Vermin, Quick Feet, Town Watch, War Spoils
  122. CHANGES:** Lost Reflect Magic, Quell Riots
  123.  
  124.  
  125.  
  126. [size=150]Humans[/size]
  127. +30% Income
  128. +15% Science Effectiveness
  129. Horses have 2 offensive points
  130. **Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
  131. [color=#FF4000]7/5 Elite,750gc, 7.0nw (from 850gc)[/color]
  132. Spells: Aggression, Quick Feet
  133. CHANGES: Cheaper elite, Martial Inquisition ability
  134.  
  135.  
  136.  
  137.  
  138. [size=150]Orcs[/size]
  139. [color=#FF4000]+25% Combat gains (effects all attack types except ambush)[/color]
  140. -50% Draft costs and wages
  141. **Triumphant Pillage (Each trad march also has the effect of 1/10 plunder attack)
  142. 9/2 Elite, 700gc, [color=#FF4000]7.5nw[/color] (from 7nw)
  143. Spells: Aggression, Magic Aura, Bloodlust
  144. Thievery op: Torch farms
  145. Changes: +25% gains from 20%. Triumphant Pillage abilitiy
  146.  
  147.  
  148.  
  149. [size=150]Undead[/size]
  150. Spreads and is immune to the plague
  151. -90% offensive losses
  152. No food needed
  153. Permanent Animate Dead
  154. **Malevolent Dominion (enemy wizards can explode on failed spells, +25% enemy thief casualties)
  155. 8/3 Elite, 800gc, 7.5nw (800gc from 900gc)
  156. Spells: Ghost Workers, Nightmares
  157. CHANGES: Cheaper Elite, Lost Fog, Malevolent Dominion
  158.  
  159.  
  160.  
  161. [size=200]Personalities[/size]
  162.  
  163. [size=150]Artisan[/size]
  164. +25% Building Efficiency
  165. +30% build construction speed
  166. CHANGES: no changes
  167.  
  168. [size=150]Freak[/size]
  169. Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
  170. Attacks have a 30% chance of taking 1-100% less time
  171. random extra 0-10% defense when attacked
  172. CHANGES: no changes
  173.  
  174.  
  175. [size=150]Merchant[/size]
  176. +35% Income
  177. Immune to Riots, Greed and Plague economy effects
  178. CHANGES: no changes
  179.  
  180.  
  181. [size=150]Mystic[/size]
  182. +1 Mana per hour
  183. Double guild effectiveness
  184. +25% Rune production
  185. no rune decay
  186. Spell: Meteor Shower
  187. CHANGES: No Changes
  188.  
  189.  
  190. [size=150]Rogue[/size]
  191. +1 Stealth per hour
  192. +10% Thief Effectiveness
  193. Intel operations only cost 1 mana/stealth
  194. Access to unique rogue operations
  195. -50% thief cost
  196. Invisibility Spell
  197. CHANGE: No Changes
  198.  
  199.  
  200. [size=150]Sage[/size]
  201. -30% Science Cost
  202. +15% Science Effectiveness
  203. [color=#FF4000]0.5 books generated per acre per tick from 0.75[/color]
  204. **75% protection from learn attack
  205. CHANGE: **0.5 books generated per acre per tick from 0.75
  206.  
  207. [size=150]Shepherd[/size]
  208. 7 Food produced per acre
  209. +5% pop
  210. -25% honor loss from attacks and ops
  211. [color=#FF4000]Immune to Plague (from 50%)[/color]
  212. CHANGES: Immune to Plague, -25% honor loss
  213.  
  214.  
  215. [size=150]War Hero[/size]
  216. +10% Offensive Military Efficiency
  217. +50% Credits on attacks
  218. +50% Honor effect bonus
  219. CHANGES: No Changes
  220.  
  221.  
  222. [size=150]Warrior[/size]
  223. 50% acres lost on ambush
  224. -15% Attack time
  225. -50% Draft costs and wages
  226. CHANGES: No Changes
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