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Swirve Blog: Age 68 Changes
Posted by Utopia Temple, 923 days, 7 hours and 52 minutes ago
Category: Swirve Related
Here are the changes for Age 68. Thank you to everyone that gave feedback, we have made some changes based on your ideas to mechanics and races/personalities. We’ve also decided to not go with any change to science. When we looked at it in more detail we decided that a more drastic overhaul to science was required and that’s something we will address in a future age.

Schedule

Age 67 End: Saturday 16th April at 12PM GMT
Age 68 Freeze Start: Saturday 16th April at 6PM GMT
Age 68 Protection Start: Sunday 17th April at 6PM GMT
Age 68 Protection End: Monday 18th April at 6PM GMT

Races
Avian
-25% Attack travel time
Cannot be ambushed
+30% Birth rates
+1 General

Elite: 9/3, 725gc, 8.75 NW
Spellbook: Fanaticism, Greater Protection


Dwarf
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
-50% food consumption

Can’t use Accelerated Construction

Spellbook: Mystic Aura, Clear Sight
Elite: 7/7, 700gc, 10NW

Elf
+2 defensive specialist strength
+30% Spell Success
- 30% defensive losses
+100% land effect from Towers

Spellbook: Pitfalls, Invisibility, Fools Gold
Elite: 7/6, 750gc, 8.5NW


Faery

+ 20% Combat Instant Spell Damage
+ 20% Sabotage Operation Damage
+ 20% Spell Duration
+1 mana per tick in war
+1 stealth per tick

Spellbook: All racial spells and Tree of Gold
Elite: 5/9, 1200gc, 11NW

Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+12% population
+2 offensive specialist strength

Spellbook: Aggression, Mages Fury
Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW

Human
+ 30% income
Immune to Income Penalties

-15% Spell Success

Spellbook: Fountain of Knowledge, Quick Feet
Elite: 9/4, 750gc, 9.25NW


Orc
+20% Battle Gains
Free draft
+25% Enemy casualties when attacking

-10% science effectiveness

Spellbook: Reflect Magic
Elite: 12/2, 800gc, 10.5NW


Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required

Basic Thievery (Intel operations only)

Spellbook: Town Watch, Animate Dead
Elite: 11/3, 950gc, 10NW


Personality


The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits

The Heretic - new
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 50% of rune cost refunded
Access to Nightmares
Starts with +100 Wizards and +200 thieves

Merchant - removed

The Mystic
All Guilds are twice as effective
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
Starts with +200 Wizards

The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Gluttony
Starts with +400 thieves

The Sage
Protect 75% of science on attacks
Every 2 acres generates 1 book of science
Access to Amnesia
Starts with 40000 science books

The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Warrior
+15% Offensive Military Efficiency
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits

The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon and Income penalty effects
Access to War Spoils
Starts with 400 elites

Mechanics

Unit Strength:
Buffing unit strengths as below
Specialists to 6
Mercs/prisoners to 5
Horses to 2
Soldiers to 2

The Wall: New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.

War win reward: Not granted if the kingdoms are out of range at war start.

War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.

Fortified: Reduced to 48 hours max duration.

End of War ceasefire: Maximum time reduced to 72 hours each. Double wizards removed.

Aggressive stance: Attack time buffed to -15%.

Draft locked and timer message: Will be displayed on the military page around age start.

Aid page: Will inform you that sending aid counts as an aggressive action.

In-game target finder: Additional filters and sorting added for stance and war status.

War room: Will default to the kingdom you are at war with, if any.

Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.

Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.

Vermin: Removed.

Gluttony: New - Increases food required by 25%.

Guilds: Unaffected by BE for the purposes of calculating spell duration.

War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.

Empty kingdoms: I’ll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.

Admin stuff
: a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY.

Bugs:
Mail: Fixed sent mail being read by sender marking it as read for receiver.
Intra kingdom attacks: After a number of intra kingdom attacks further attacks are blocked until day change by Oops messages. We don’t know why, so we removed and rewrote that entire section. (Original post)

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