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Major New Changes
Posted by Brother Green, 4170 days, 12 hours and 42 minutes ago
Well, the idea of "no major changes" has been officially thrown out the window. More possible changes listed below:

BUILDINGS:

* Mills will be upped to 4% / 80% Max
* Armouries: 3% / 90% Max (We're going to reevaluate that one as we had not considered the 99% reduction with 110% Utilization)
* Barracks: 2.5% / 50% Max
* Forts: 2.5% / 50% Max (Battle Losses)
* Hospitals: 5% / 80% Max
* Watchtowers: 5% / 50% Max; plus, 5%/50% Max of identifying opposing thieves when operations fail
* Schools: 1.5% / 60% Max
* Universities: 4% / 80% Max
* Libraries: 1.5 Points / Day
* Dungeons: Prisoners no longer naturally die (they still die of Plague, though)
* Homes: Require $10 / Day in Maintenance

* The Home theory is that other buildings pay for their operations through profits generated by whatever business. Homes, do not, and therefore require maintenance.

MAGIC:

* Anonymity will be available to Humans, Halflings, and Faeries
* Patriotism will also lower the effects of Propaganda
* Droughts will also slow the draft process and cancel any Storm spells
* Storms will also lower attack strength slightly (3%) and cancel any Drought spells
* Haste has been renamed to "Builders' Boon"
* Meteor Showers are weaker and more difficult to cast
* Greed also increases draft expenses
* Nightmares do more damage, but instead of killing troops, it simply forces them into retraining for 12 hours.
* Amnesia does more damage, but much of it is temporary. Most of the lost science is simply placed into re-learning, while a small portion is lost permanently.
* New Spell, LandLust, simply steals enemy land. Spell will be war-only, relatively weak and difficult to cast, but count towards combat gains/losses in wars.

None of these changes are set-in-stone yet, but that's what we're leaning towards.

Mehul (Original)



Readers' Comments

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AuthorComment
Eternal Slave
Posts: 1
(21-Jan-2002 02:23 am)
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hey why did they change the Avian ANONIMITY why.................
jl6495
Posts: 1
(21-Jan-2002 09:36 am)
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I really think that the mages should have access to more offensive spells in out of war situations.

Attackers can attack mages, but what can you do to retaliate???

Cast a stinkin' vermin.......uh oh, watch out!!! Don't attack me....I might cast a vermin spell on you!!!

I think that sucks!!!!

Give us something to do to someone after they attack us & take a couple hundred acres out of war!!!!
Brother Blue RW
(Posted as Brother Blue)
Posts: 1
(21-Jan-2002 11:35 am)
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Yeah i agree with that too bout crappy retals on attackers but then it should be hard to gewt through a mages defense but of course its possible, unless its a dwarf there isnt much damage you can do especially with storms and drought cancelling each other out. 1 more outta war offensive spell needed!
ZeRoCooLeR
(Posted as bramble)
Posts: 2
(21-Jan-2002 01:44 pm)
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that stinks! avian rules yes to anonymity.. i think we like it to stay that way!!!
O Mega
Posts: 3
(22-Jan-2002 10:53 am)
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The mage weakness for not being able to retalliate on attackers is exactly why I always play Dwarf Attacker.
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