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Swirve Blog: Age 68 Changes
Posted by Utopia Temple, 315 days, 20 hours and 57 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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Swirve Blog: Age 68 Preliminary changes
Posted by Utopia Temple, 323 days, 9 hours and 4 minutes ago
Category: Swirve Related
You best put seatbelts on your eyes, because i’m going to take them for the ride of their lives.


Seriously, a lot of changes here - yes, this will probably be fairly unbalanced (and may change a lot, including some things not happening at all) so please make your suggestions here.

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
+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

Can’t use Accelerated Construction
-50%% food consumption

Spellbook: Mystic Aura, Pitfalls
Elite: 7/7, 800gc, 10NW

Elf
+1 defensive specialist strength
-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: 6/8, 1000gc, 10.5NW

Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+10% population
+1 offensive specialist strength

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

Human
+ 30% income
Immune to Income Penalties

-20% 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, Clear Sight
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
+30% Spell Success
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Nightmares
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 Vermin
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

Science: Extreme science removed. Buildings will generate science directly into specific categories based on building type.

Unit Strength:
Buffing unit strenghts as below
Specialists to 6
Mercs/prisoners to 4
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 to have attacked.

Fortified and End of War ceasefire: maximum time reduced to 48 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.

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

Tree of Gold: Reduced amount gained form this spell by 30%.

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

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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Swirve Blog: Age 68 Preliminary changes
Posted by Utopia Temple, 323 days, 20 hours and 57 minutes ago
Category: Swirve Related
You best put seatbelts on your eyes, because i’m going to take them for the ride of their lives.


Seriously, a lot of changes here - yes, this will probably be fairly unbalanced (and may change a lot, including some things not happening at all) so please make your suggestions here.

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
+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

Can’t use Accelerated Construction
-50%% food consumption

Spellbook: Mystic Aura, Pitfalls
Elite: 7/7, 800gc, 10NW

Elf
+1 defensive specialist strength
-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: 6/8, 1000gc, 10.5NW

Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+10% population
+1 offensive specialist strength

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

Human
+ 30% income
Immune to Income Penalties

-20% 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, Clear Sight
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
+30% Spell Success
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Nightmares
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 Vermin
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

Science: Extreme science removed. Buildings will generate science directly into specific categories based on building type.

Unit Strength:
Buffing unit strenghts as below
Specialists to 6
Mercs/prisoners to 4
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 to have attacked.

Fortified and End of War ceasefire: maximum time reduced to 48 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.

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

Tree of Gold: Reduced amount gained form this spell by 30%.

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

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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Utopia Angel v2.22 Beta
Posted by Brother Green, 331 days, 4 hours and 7 minutes ago
Category: Utopia Temple News
Utopia Angel v2.22 Beta has been released!
Please read what's new while downloading.

  • Download Utopia Angel
  • What's New?


  • Swirve Blog: Age 67 Changes
    Posted by Utopia Temple, 410 days, 14 hours and 7 minutes ago
    Category: Swirve Related

    Hi all, below please find the final changes for Age 67, we’ve taken all the feedback on board and made some adjustments as well some additional mechanic changes.

    Age 67 Schedule

    Age 66 End: Saturday 2nd Jan at 6PM GMT
    Age 67 Freeze Start: Saturday 2nd Jan at 7PM GMT
    Age 67 Protection Start: Tuesday 5th Jan at 6PM GMT
    Age 67 Protection End: Wednesday 6th Jan at 6PM GMT

    Race
    Avian
    -25% Attack Time
    +66% Birth Rate
    Ambush Immunity
    + 1 General

    Cannot use Stables

    Elite: 6/2, 650gc, 5.5 nw
    Spellbook: Fanaticism, Greater Protection

    Dwarf
    +20% Building Efficiency
    Free Building Construction and Can Use Credits To Raze Buildings

    Can’t use Accelerated Construction
    + 100% food consumption

    Spellbook: Fools Gold, Mystic Aura, Pitfalls
    Elite: 6/3, 600gc, 6.5NW

    Elf
    + 40% Spell Success (WPA)
    +1 defensive specialist strength
    -30% defensive losses

    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 5/4, 700gc, 6NW

    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
    Elite: 4/5, 800gc, 6NW

    Halfling

    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +10% population
    +1 offensive specialist strength

    Spellbook: Aggression, Mages Fury
    Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW

    Human
    + 20% Offensive Military Efficiency in War
    Can train elites or specialists with Specialist credits

    -10% battle gains

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 6/3, 950, 6.5NW


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

    -10% science effectiveness

    Spellbook: Reflect Magic, Clear Sight
    Elite: 7/1, 750gc, 6NW


    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: 7/2, 800gc, 6.5NW


    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 Merchant
    Gain 20% more Specialist and Building Credits
    Access to Tree of Gold
    Starts with +1600 specialist credits

    The Mystic

    All Guilds are twice as effective
    +1 mana per tick
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Nightmares
    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 Vermin
    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
    +10% 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

    Dragons: Ruby dragon buffed from 8% to 10%

    Kingdom locations: If you’re in war, when you go to the thievery or combat spells page we will automatically target the enemy kingdom you’re at war with

    Vacation mode: Cannot leave or enter VM while your kingdom is in war

    Espionage tab: Added some additional info to the kingdom espionage page - personality, race runes, gold and food

    Wars and wins:
    50 books per acre of science (based on median province size) granted to both kingdoms
    An additional 150 BPA added to the winner
    Wizard training doubled in end of war ceasefire

    Kingdom page: Provinces that are being sat show as online when they are being used.    
                                                     
    Gold: You can now stack GC over 2.15 billion

    FB: sharing the games URL on facebook no longer results in the message reporting text appearing

    (Original post)

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