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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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