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Swirve Blog: Utopia Target Finder Contest
Posted by Utopia Temple, 8 days, 10 hours and 25 minutes ago
Category: Swirve Related

Put your name on Utopia and receive in-game recognition, among other things, by creating the best target finder to replace Utopia’s current tool.  Find more details here: http://forums.utopia-game.com/showthread.php?635682-Target-Finder-Contest

(Original post)

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Swirve Blog: Utopia Target Finder Contest
Posted by Utopia Temple, 9 days, 6 hours and 56 minutes ago
Category: Swirve Related

Put your name on Utopia and receive in-game recognition, among other things, by creating the best target finder to replace Utopia’s current tool.  Find more details here: http://forums.utopia-game.com/showthread.php?635682-Target-Finder-Contest

(Original post)

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Swirve Blog: Facebook Login Issues
Posted by Utopia Temple, 22 days, 23 hours and 14 minutes ago
Category: Swirve Related
Hi everyone,

I’m sure you’ve noticed that Facebook login is not currently working. Unfortunately, Utopia is suffering from a bit of a technical debt that existed before we acquired it, and fixing it is not a small task. While we are working hard on bringing back social login, there are significant framework upgrades that are necessary to support it after Facebook’s most recent change on the 27th.

For now, please do the following steps so that you can access your account until we can restore facebook login.

1) On the login page, click on ‘forgot your password’ below the login.
2) On this page, enter the email you use for facebook
3) When you receive your email, reset your password
4) Login via the normal login method on the main page, using your facebook email as your username and your new password.

Thanks,
Jeff (Original post)

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Swirve Blog: Facebook Login Issues
Posted by Utopia Temple, 23 days, 6 hours and 56 minutes ago
Category: Swirve Related
Hi everyone,

I’m sure you’ve noticed that Facebook login is not currently working. Unfortunately, Utopia is suffering from a bit of a technical debt that existed before we acquired it, and fixing it is not a small task. While we are working hard on bringing back social login, there are significant framework upgrades that are necessary to support it after Facebook’s most recent change on the 27th.

For now, please do the following steps so that you can access your account until we can restore facebook login.

1) On the login page, click on ‘forgot your password’ below the login.
2) On this page, enter the email you use for facebook
3) When you receive your email, reset your password
4) Login via the normal login method on the main page, using your facebook email as your username and your new password.

Thanks,
Jeff (Original post)

[ Rate this article ] [ Add Comment ]

Swirve Blog: Age 71 FINAL Changes
Posted by Utopia Temple, 46 days, 5 hours and 56 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age of Daunting Judgement will end on Friday 10th March at 00:00 GMT.  

 We would like to thank everyone for your feedback and help with devising what are now the final changes for Age 71.  

 We hope that our commitment to developing Utopia into the strategy game that we all fell in love with can be seen as we bring back several strategic elements and work to resolve current issues that are a detriment to positive gameplay.

 Race penalties add another layer of strategy in that you must now learn to off-set your own penalties and use your enemies’ penalties to your advantage.

 We’ve decided to be a bit more conservative than our original hopes when it comes to mechanics changes.  While there are many things we would like to fix, we don’t want to change too much at once….And as you will see, we have changed a lot already!

Please make sure you take a look at the Mechanics section as quite a few things have been done, don’t say we didn’t warn you!

 Also note that freeze time is much shorter for this round, with just 42 hours from end of age to start of new age!

ScheduleAge 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

 Age 71 FINAL ChangesRaces Human

Bonuses
+30% Income
Immune to Income Penalties
 Penalties
-10% Spell Success
+50% Rune Costs
 Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050gc, 11NW

Orc 

Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+15% Resource Losses when attacked
+10% Military Casualties
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11.5NW
 

Undead

Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful Traditional March Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Spell book: Town Watch
Elite: 15/1, 11.5NW

 Avian

Bonuses
-30% Attack travel time
Cannot be ambushed
+40% Birth Rate
Can Train Elites with Credits
Reduced Specialist cost from 350 gc to 300 gc
Penalties
-10% Battle Gains
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10.5NW

Dwarf

Bonuses
+25% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
Penalties
Can’t use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 8/8, 900gc, 10NW

Halfling

Bonuses
+15% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist StrengtH 
Penalties
-5% Building Efficiency
-10% Birth Rate
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 9NW

Faery

Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
Penalties
-5% Population
-10% Income
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11NW

Elf

Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Combat Instant Spell Damage
+50% Rune Generation
-35% Military Casualties
Penalties
+50% Military Wages
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

The Cleric

-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

The Heretic

Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success (WPA)
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic 

All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +600 Wizards

The Rogue

+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 25% extra scientists
Increase base Scientist spawn rate by 35%

The Tactician

-20% 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
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

+120% Honor Effects
Immune to Dragon and Income penalty effects
+5% Battle Gains
Convert Specialists to Elites on land attacks
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites


Mechanics

Scientist Recruit rank reduced from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Production Science, and it will increase both Food and Rune production
Production Science maximum will be 120%, down from 200%
Magic Science will no longer increase Wizard Production
Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate & increasing required scientists to reach max)
Revelation will increase scientist spawn rate by 30%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the caster & +10% Military Losses for the enemy
Anonymity will no longer destroy honor during war
The Raze attack’s damage while in war has been increased
The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding
The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.  Similar to the minimum land bonus, a minimum honor bonus will also be added.
Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.
Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits.  We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.

Bug Fixes

We have fixed a few discrepancies we found in the code that had not been brought to the attention of previous owners.  The term bug may not be accurate in that the code was not 'wrong’ except that the game was not working as documented.  Such fixes include:

Aggressive stance military casualties was affecting both sides, instead of only the Aggressive kingdom

Fanaticism was modifying attack gains by -10% this has been removed

(Original post)

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Swirve Blog: Age 71 FINAL Changes
Posted by Utopia Temple, 46 days, 6 hours and 31 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age of Daunting Judgement will end on Friday 10th March at 00:00 GMT.  

 We would like to thank everyone for your feedback and help with devising what are now the final changes for Age 71.  

 We hope that our commitment to developing Utopia into the strategy game that we all fell in love with can be seen as we bring back several strategic elements and work to resolve current issues that are a detriment to positive gameplay.

 Race penalties add another layer of strategy in that you must now learn to off-set your own penalties and use your enemies’ penalties to your advantage.

 We’ve decided to be a bit more conservative than our original hopes when it comes to mechanics changes.  While there are many things we would like to fix, we don’t want to change too much at once….And as you will see, we have changed a lot already!

Please make sure you take a look at the Mechanics section as quite a few things have been done, don’t say we didn’t warn you!

 Also note that freeze time is much shorter for this round, with just 42 hours from end of age to start of new age!

ScheduleAge 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

 Age 71 FINAL ChangesRaces Human

Bonuses
+30% Income
Immune to Income Penalties
 Penalties
-10% Spell Success
+50% Rune Costs
 Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050gc, 11NW

Orc 

Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+15% Resource Losses when attacked
+10% Military Casualties
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11.5NW
 

Undead

Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful Traditional March Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Spell book: Town Watch
Elite: 15/1, 11.5NW

 Avian

Bonuses
-30% Attack travel time
Cannot be ambushed
+40% Birth Rate
Can Train Elites with Credits
Reduced Specialist cost from 350 gc to 300 gc
Penalties
-10% Battle Gains
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10.5NW

Dwarf

Bonuses
+25% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
Penalties
Can’t use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 8/8, 900gc, 10NW

Halfling

Bonuses
+15% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist StrengtH 
Penalties
-5% Building Efficiency
-10% Birth Rate
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 9NW

Faery

Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
Penalties
-5% Population
-10% Income
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11NW

Elf

Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Combat Instant Spell Damage
+50% Rune Generation
-35% Military Casualties
Penalties
+50% Military Wages
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

The Cleric

-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

The Heretic

Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success (WPA)
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic 

All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +600 Wizards

The Rogue

+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 25% extra scientists
Increase base Scientist spawn rate by 35%

The Tactician

-20% 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
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

+120% Honor Effects
Immune to Dragon and Income penalty effects
+5% Battle Gains
Convert Specialists to Elites on land attacks
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites


Mechanics

Scientist Recruit rank reduced from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Production Science, and it will increase both Food and Rune production
Production Science maximum will be 120%, down from 200%
Magic Science will no longer increase Wizard Production
Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate & increasing required scientists to reach max)
Revelation will increase scientist spawn rate by 30%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the caster & +10% Military Losses for the enemy
Anonymity will no longer destroy honor during war
The Raze attack’s damage while in war has been increased
The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding
The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.  Similar to the minimum land bonus, a minimum honor bonus will also be added.
Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.
Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits.  We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.

Bug Fixes

We have fixed a few discrepancies we found in the code that had not been brought to the attention of previous owners.  The term bug may not be accurate in that the code was not 'wrong’ except that the game was not working as documented.  Such fixes include:

Aggressive stance military casualties was affecting both sides, instead of only the Aggressive kingdom

Fanaticism was modifying attack gains by -10% this has been removed

(Original post)

[ Rate this article ] [ Add Comment ]

Swirve Blog: Age 71 Proposed Changes
Posted by Utopia Temple, 54 days, 5 hours and 56 minutes ago
Category: Swirve Related

Welcome everyone!  The Age of Daunting Judgement is coming to a close and so we would like to offer you our proposed list of changes for the upcoming Age 71.  We want to bring back a lot of aspects to the game that we feel influenced a large strategic element to the gameplay.  Part of this is the inclusion of penalties on all races.  We want players to experience both advantages and disadvantages with their race choice and devise cunning strategy to deal with these things most effectively.

We encourage everyone to provide feedback on these changes.  We want to include community feedback as much as we can to steer the game in a positive direction that we can all enjoy.  Please also understand that we can not satisfy all requests, but we will do our best to accommodate the changes that we feel will produce the most desirable effect on the game!

Please keep in mind we are making some significant changes to a lot of the ways different things work, which will create a much different atmosphere than you may be used to, so please read through all changes before coming to conclusions as to specific areas. Anyway here we go:

Please provide your feedback here

Schedule

Age 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

RacesHuman

Bonuses
+30% Income
Immune to Income Penalties
Penalties
-10% Spell Success
+10% Military Casualties
Spell book: Greater Protection, Quick Feet
Elite: 10/4, 1000gc, 9.5NW

Orc

 Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
-20% Science Effectiveness
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11NW

 Undead

 Bonuses
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
 
Spell book: Town Watch
Elite: 15/1, 10.5NW

Avian

 Bonuses
-25% Attack travel time
Cannot be ambushed
+40% Birth Rate
+1 Offensive Specialist strength
Penalties
+15% Military Casualties
Cannot Use War Horses
 
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10NW

 Dwarf

 Bonuses
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
 
Penalties
Can’t use Accelerated Construction
+100% Food consumption
 
Spell book: Mystic Aura
Elite: 8/8, 850gc, 9.5NW

 Halfling

 Bonuses
+10% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist Strength
 
Penalties
-5% Building Efficiency
-10% Birth Rate
 
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 10NW

 Faery

 Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
 
Penalties
-5% Population
-10% Birth Rate
 
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11.5NW

 Elf

 Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Spell Damage
+50% Rune Generation
-35% Military Casualties
 
Penalties
+50% Military Wages
 
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

 The Cleric

 -35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

 The Heretic

 Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic

 All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +400 Wizards

The Rogue

 +1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

 Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 20% extra scientists
Increase base Scientist spawn rate by 25%

The Tactician

 -20% 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
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

 +125% Honor Effects
Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
Immune to Dragon and Income penalty effects
+10% Battle Gains
Increase honor gains by generating honor in all land attacks (in or out of war)
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites

Mechanics

Scientist Recruit rank from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Food and Rune Production 
Food and Rune Production Science maximum will be 120% from 200%
Magic Science will no longer increase Wizard Production
The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
Revelation will increase scientist spawn rate by 35%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
Anonymity will no longer destroy honor during war
The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain.  This attack would now produce an acre gain.
The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.

(Source: forums.utopia-game.com)

(Original post)

[ Rate this article ] [ Add Comment ]

Swirve Blog: Age 71 Proposed Changes
Posted by Utopia Temple, 54 days, 6 hours and 50 minutes ago
Category: Swirve Related

Welcome everyone!  The Age of Daunting Judgement is coming to a close and so we would like to offer you our proposed list of changes for the upcoming Age 71.  We want to bring back a lot of aspects to the game that we feel influenced a large strategic element to the gameplay.  Part of this is the inclusion of penalties on all races.  We want players to experience both advantages and disadvantages with their race choice and devise cunning strategy to deal with these things most effectively.

We encourage everyone to provide feedback on these changes.  We want to include community feedback as much as we can to steer the game in a positive direction that we can all enjoy.  Please also understand that we can not satisfy all requests, but we will do our best to accommodate the changes that we feel will produce the most desirable effect on the game!

Please keep in mind we are making some significant changes to a lot of the ways different things work, which will create a much different atmosphere than you may be used to, so please read through all changes before coming to conclusions as to specific areas. Anyway here we go:

Please provide your feedback here

Schedule

Age 70 End: Friday March 10th at 00:00 GMT
Age 71 Freeze Start: Friday 10th March at 06:00 GMT
Age 71 Protection Start: Saturday 11th March at 18:00 GMT
Age 71 Protection End: Sunday 12th March at 18:00 GMT

RacesHuman

Bonuses
+30% Income
Immune to Income Penalties
Penalties
-10% Spell Success
+10% Military Casualties
Spell book: Greater Protection, Quick Feet
Elite: 10/4, 1000gc, 9.5NW

Orc

 Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
-20% Science Effectiveness
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11NW

 Undead

 Bonuses
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
 
Spell book: Town Watch
Elite: 15/1, 10.5NW

Avian

 Bonuses
-25% Attack travel time
Cannot be ambushed
+40% Birth Rate
+1 Offensive Specialist strength
Penalties
+15% Military Casualties
Cannot Use War Horses
 
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 11/4, 775gc, 10NW

 Dwarf

 Bonuses
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
 
Penalties
Can’t use Accelerated Construction
+100% Food consumption
 
Spell book: Mystic Aura
Elite: 8/8, 850gc, 9.5NW

 Halfling

 Bonuses
+10% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist Strength
 
Penalties
-5% Building Efficiency
-10% Birth Rate
 
Spell book: Aggression, Mages Fury
Elite: 6/8, 700gc, 10NW

 Faery

 Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
 
Penalties
-5% Population
-10% Birth Rate
 
Spell book: All Racial Spells and Tree of Gold
Elite:5/10, 1050gc, 11.5NW

 Elf

 Bonuses
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Spell Damage
+50% Rune Generation
-35% Military Casualties
 
Penalties
+50% Military Wages
 
Spell book: Pitfalls, Invisibility, Fools’ Gold
Elite: 8/7, 900gc, 9.5NW

Personalities

 The Cleric

 -35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection

 The Heretic

 Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation

The Mystic

 All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +400 Wizards

The Rogue

 +1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves

The Sage

 Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Starts with 20% extra scientists
Increase base Scientist spawn rate by 25%

The Tactician

 -20% 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
+ 1 General
Starts with +800 soldiers and +800 specialist credits

The War Hero

 +125% Honor Effects
Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
Immune to Dragon and Income penalty effects
+10% Battle Gains
Increase honor gains by generating honor in all land attacks (in or out of war)
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites

Mechanics

Scientist Recruit rank from 6 hours to 3 hours
Scientist Spawn rate lowered slightly
Food Science will now be Food and Rune Production 
Food and Rune Production Science maximum will be 120% from 200%
Magic Science will no longer increase Wizard Production
The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
Revelation will increase scientist spawn rate by 35%, down from 100%
Revelation duration will be lowered
Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
Anonymity will no longer destroy honor during war
The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain.  This attack would now produce an acre gain.
The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
The War Win bonus choice of ‘Land’ or 'Honor’ will be removed.  All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor.

(Source: forums.utopia-game.com)

(Original post)

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Swirve Blog: Long Live The New Lords Of Utopia
Posted by Utopia Temple, 68 days, 12 hours and 35 minutes ago
Category: Swirve Related


Dear Utopians,

We have a very big announcement today. We have finalized a deal with Muga Gaming LLC to acquire Utopia. This is effective immediately, and Utopia is now running on their servers. Dave and Jeff, the founders of Muga Gaming, are long-time players of Utopia, and are committed to modernising and growing the game. Under their ownership, we know Utopia will have a great future.

We took over stewardship of Utopia from OMAC/Jolt in early 2009. After they acquired both Earth:2025 and Utopia from their original creator, Mehul Patel, OMAC found both pieces of software difficult to operate, and shut down Earth:2025. Although it was too late for Earth, we were drawn to the deep complexity and unique social fabric of Utopia. We did a deal to take control of Utopia and relaunch it with new code that would serve as a foundation for future development. Rewriting everything from scratch, while attempting to perfectly emulate the original game logic, took much longer than expected. In September 2009, a prolonged denial-of-service attack forced OMAC to shut down the old game server, and it was into that fire that our new codebase was born.

In the seven years that followed, we spent countless weeks and weekends working to fix issues, tackle cheating, speed up the server and build new features. The opportunity to run Utopia has been a rewarding challenge, which we were privileged to share with many staff members and volunteers along the way. A huge thanks to Bishop, Neil, Róisín, Thundergore, Simon, Vlad, Rob, Eman, Palem, all the tools developers, wiki contributors, forum community members and everyone who spends their own time and money developing content, running IRC servers and generally making Utopia a better community for everyone.

During the last four years, we did what we could to keep Utopia fresh, despite having full time jobs in a completely different company. All the while, we knew the game deserved more. Many people have expressed interest in taking over Utopia over the years, but only Dave and Jeff have shown the passion and acumen required to be successful. Having had the opportunity over the last 10 months to get to know them, we are confident that they are the Lords of Utopia that the World’s longest running MMORPG deserves. We wish Lord Dave, Lord Jeff and all Utopians a very bright future!

Deepest regards,
Sean and Brian


A few words from Muga Gaming:

Today marks the beginning of a new era as we complete a transaction to purchase Utopia. The process of moving all the various pieces under our control may cause some downtime over the next couple weeks as we transition to our servers. As players, we understand the effects of this and will use our best efforts to ensure downtimes are limited and as much notice as possible can be provided.

We want to thank Sean and Brian for taking the time to listen to our offer to purchase request and understand our seriousness and sincerity from the start. The closing of this transaction concludes a nearly 10 month process that began with a simple e-mail. Sean and Brian have devoted quite a lot more to the game than can readily be seen as a player in the community and we offer our sincerest thanks for their passion to see Utopia as a staple that must not be entrusted carelessly. They provide us with a great opportunity to usher in new life to the game that we all love. Without their passion and vision none of this would be possible. Thank you Sean. Thank you Brian.

We are very excited by this acquisition. The two of us have been involved in this game for many years and we are thrilled with this opportunity to bring a lot of what we feel the community has been asking for to the game. Some of our early plans include: official support for mobile apps, the return of a test / genesis server, recruitment efforts to bring in new players, and adding some basic tour and explanatory features to the game.

We look forward to working closely with all of you, the community, which makes this game great. We hope that you are as excited as we are and will support us through this transition as we work diligently to make Utopia great again!

We are also excited to announce that we will join Benjamin on his next #Triggered podcast. We welcome everyone to share your questions or discussion topics with Benjamin and we will get to as many as we can.

Dave & Jeff

(Original post)

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Swirve Blog: Long Live The New Lords Of Utopia
Posted by Utopia Temple, 69 days, 5 hours and 56 minutes ago
Category: Swirve Related


Dear Utopians,

We have a very big announcement today. We have finalized a deal with Muga Gaming LLC to acquire Utopia. This is effective immediately, and Utopia is now running on their servers. Dave and Jeff, the founders of Muga Gaming, are long-time players of Utopia, and are committed to modernising and growing the game. Under their ownership, we know Utopia will have a great future.

We took over stewardship of Utopia from OMAC/Jolt in early 2009. After they acquired both Earth:2025 and Utopia from their original creator, Mehul Patel, OMAC found both pieces of software difficult to operate, and shut down Earth:2025. Although it was too late for Earth, we were drawn to the deep complexity and unique social fabric of Utopia. We did a deal to take control of Utopia and relaunch it with new code that would serve as a foundation for future development. Rewriting everything from scratch, while attempting to perfectly emulate the original game logic, took much longer than expected. In September 2009, a prolonged denial-of-service attack forced OMAC to shut down the old game server, and it was into that fire that our new codebase was born.

In the seven years that followed, we spent countless weeks and weekends working to fix issues, tackle cheating, speed up the server and build new features. The opportunity to run Utopia has been a rewarding challenge, which we were privileged to share with many staff members and volunteers along the way. A huge thanks to Bishop, Neil, Róisín, Thundergore, Simon, Vlad, Rob, Eman, Palem, all the tools developers, wiki contributors, forum community members and everyone who spends their own time and money developing content, running IRC servers and generally making Utopia a better community for everyone.

During the last four years, we did what we could to keep Utopia fresh, despite having full time jobs in a completely different company. All the while, we knew the game deserved more. Many people have expressed interest in taking over Utopia over the years, but only Dave and Jeff have shown the passion and acumen required to be successful. Having had the opportunity over the last 10 months to get to know them, we are confident that they are the Lords of Utopia that the World’s longest running MMORPG deserves. We wish Lord Dave, Lord Jeff and all Utopians a very bright future!

Deepest regards,
Sean and Brian


A few words from Muga Gaming:

Today marks the beginning of a new era as we complete a transaction to purchase Utopia. The process of moving all the various pieces under our control may cause some downtime over the next couple weeks as we transition to our servers. As players, we understand the effects of this and will use our best efforts to ensure downtimes are limited and as much notice as possible can be provided.

We want to thank Sean and Brian for taking the time to listen to our offer to purchase request and understand our seriousness and sincerity from the start. The closing of this transaction concludes a nearly 10 month process that began with a simple e-mail. Sean and Brian have devoted quite a lot more to the game than can readily be seen as a player in the community and we offer our sincerest thanks for their passion to see Utopia as a staple that must not be entrusted carelessly. They provide us with a great opportunity to usher in new life to the game that we all love. Without their passion and vision none of this would be possible. Thank you Sean. Thank you Brian.

We are very excited by this acquisition. The two of us have been involved in this game for many years and we are thrilled with this opportunity to bring a lot of what we feel the community has been asking for to the game. Some of our early plans include: official support for mobile apps, the return of a test / genesis server, recruitment efforts to bring in new players, and adding some basic tour and explanatory features to the game.

We look forward to working closely with all of you, the community, which makes this game great. We hope that you are as excited as we are and will support us through this transition as we work diligently to make Utopia great again!

We are also excited to announce that we will join Benjamin on his next #Triggered podcast. We welcome everyone to share your questions or discussion topics with Benjamin and we will get to as many as we can.

Dave & Jeff

(Original post)

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