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Swirve Blog: Age 66 Changes
Posted by Utopia Temple, 1569 days, 6 hours and 1 minute ago
Category: Swirve Related
Below please find the final changes for Age 66. Thanks to all that contributed ideas and opinions.

Schedule

Age 65 End: Sunday 30th August at Noon GMT
Age 66 Freeze Start: Sunday 30th August at 6PM GMT
Age 66 Protection Start: Wednesday 2nd September at 6PM GMT
Age 66 Protection End: Thursday 3rd September at 6PM GMT

Race

Avian
-30% Attack Time
+50% Birth Rate
Ambush Immunity
+ 1 General

Cannot use Stables

Elite: 6/2, 600gc, 5.5 nw
Spellbook: Fanaticism, Greater Protection

Dwarf
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings

Can’t use Accelerated Construction
+ 50% food consumption

Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 750gc, 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: 3/5, 650gc, 6.25NW

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

Cannot use hospitals

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

Human
+ 20% Offensive Military Efficiency
Every 3 acres generates 1 book of science

- 20% battle gains

Spellbook: Fountain of Knowledge, Quick Feet
Elite: 6/3, 750, 5.75NW


Orc
+30% Attack Gains
Free draft
+25% Enemy casualties when attacking

-20% 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 Merchant
Gain 20% more Specialist and Building Credits
Immune to Income Penalties
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
+33% Science Effectiveness
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
+20% Offensive Military Efficiency in War
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits

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

Bug fixes

There have been fixes implemented for some issues with the shop, espionage page and intra-kingdom attacks (this one is speculative). (Original post)

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Swirve Blog: Age 66 Potential Changes and Schedule
Posted by Utopia Temple, 1577 days, 10 hours and 49 minutes ago
Category: Swirve Related

Hi all, please find the potential changes for age 66 below. Please feel free to comment here, due to developer schedules I am looking to lock these down asap so please do express your opinions.

Schedule

   Age 65 End: Sunday 30th August at Noon GMT
   Age 66 Freeze Start: Sunday 30th August at 6PM GMT
   Age 66 Protection Start: Wednesday 2nd September at 6PM GMT
   Age 66 Protection End: Thursday 3rd September at 6PM GMT

Race

Avian
-30% Attack Time
+50% Birth Rate
Ambush Immunity
+ 1 General

Cannot use Stables

Elite: 6/1, 550gc, 5.5 nw
Spellbook: Fanaticism, Greater Protection

Dwarf
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings

Can’t use Accelerated Construction
+ 50% food consumption

Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 750gc, 6.5NW


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

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: 3/5, 650gc, 6.25NW

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

Cannot use hospitals

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

Human
+ 20% Offensive Military Efficiency
Every 3 acres generates 1 book of science

- 20% battle gains

Spellbook: Fountain of Knowledge, Quick Feet
Elite: 6/3, 750, 5.75NW


Orc
+30% Attack Gains
Free draft
+25% Enemy casualties when attacking

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


The Sage
+40% Science Effectiveness
Access to Amnesia
Starts with 40000 science books


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 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 Warrior
+20% Offensive Military Efficiency in War
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits


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


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

(Original post)

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Utopia Angel v2.20 Beta
Posted by Brother Green, 1607 days, 4 hours and 51 minutes ago
Category: Utopia Temple News
Utopia Angel v2.20 Beta has been released!

  • Download Utopia Angel


  • Utopia Angel v2.20 Alpha 1
    Posted by Brother Green, 1671 days, 14 hours and 56 minutes ago
    Category: Utopia Temple News
    Utopia Angel v2.20 Alpha 1 has been released!
    This version is compatible with Age 65: Isles of Legion.

  • Download Utopia Angel


  • Swirve Blog: Age 65 Changes
    Posted by Utopia Temple, 1682 days, 10 hours and 48 minutes ago
    Category: Swirve Related

    Schedule
    Age 64 End: Friday 8th May at Noon GMT
    Age 65 Freeze Start: Friday 8th May at 6PM GMT
    Age 65 Protection Start: Monday 11th May at 6PM GMT
    Age 65 Protection End: Tuesday 12th May at 6PM GMT

    Race

    Avians
    -25% Attack Time
    +30% Birth Rate
    -30% Building Construction Time
    -30% Military training time
    +1 offensive specialist strength

    Cannot Use Stables

    Spellbook: Fanaticism, Greater Protection
    Elite: 6/2, 600gc, 5NW


    Dwarves
    +30% Building Efficiency
    Free Building Construction and Can Use Credits To Raze Buildings

    Can’t use Accelerated Construction
    + 50% food consumption

    Spellbook: Fools Gold, Mystic Aura, Pitfalls
    Elite: 6/3, 800gc, 5.25NW


    Elf
    + 30% Combat Instant Spell Damage
    + 30% Sabotage Operation Damage
    + 30% Spell Duration
    +1 mana per tick in war

    +1 defensive specialist strength

    Spellbook: Nightmares, Pitfalls, Mages Fury
    Elite: 5/4, 700gc, 5.75NW


    Faery
    +30% WPA
    +30% TPA

    Spellbook: All racial spells
    Elite: 3/5, 950gc, 5.25NW


    Halflings
    + 1 Stealth
    - 50% thief cost
    + 15% population

    -10% Gains

    Spellbook: Invisibility, Aggression
    Soldiers 2:2 Elite: 4/4, 350gc, 5NW


    Human
    + 15% Offensive Military Efficiency In War
    - 30% defensive losses
    Every 3 acres generates 1 book of science

    + 30% Cost of Science

    Spellbook: Tree of Gold, Fountain of Knowledge, Quick Feet
    Elite: 6/3, 1100, 6.5NW


    Orcs
    +30% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness

    Spellbook: Reflect Magic, Clear Sight
    Elite: 7/1, 800gc, 5.75NW


    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, 900 gc, 6.25NW


    Personality
    The Merchant
    Gain 50% more Specialist and Building Credits
    Immune to Income Penalties
    Access to Tree of Gold
    Starts with +1600 specialist credits


    The Sage
    +40% Science Effectiveness
    Access to Amnesia
    Starts with 40000 science books


    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 Mystic
    All Guilds are twice as effective
    +1 mana per tick in War
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards


    The Warrior
    +1 General
    +10% Offensive Military Efficiency
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits


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


    The Cleric
    -40% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Pitfalls
    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 effects
    Access to War Spoils
    Starts with 400 elites

    Mechanics/Other

    Kingdom and Islands
    Kingdoms will fill to 22 players, rather than 20

    Kingdom allocation per island will increase

    Discovery of islands will be every 2 hours after OOP, rather than every 3 hours

    Vacation Mode
    Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.

    Admin
    Lots of admin interface improvements and fixes

    Protection duration for invited provs
    Fixed a subtle bug causing the duration to be incorrect for certain provs. (Original post)

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