Så har Mehul postet ændringerne for runde 12. Nye spells, nyt honor system og nye typer angreb samt mange andre små ændringer, kan måske gøre næste runde interessant.

Mehul’s post



Below are the almost-finalized changes for this round. While we don’t expect any additional changes, we will look at player comments and consider additional adjustments in the next few hours. The official final list of changes will be posted in the Announcements area right around the end of the current round (~6 hours). At that time, the Guide will also be updated and the game will be taken offline to set up the new round.



Included below are more substantive changes than we had originally expected several weeks ago — especially to the Magic system in the game. As such, there will be some mid-round balancing done in the strengths, success, and honor gains of Thievery & Spells, as well as the honor gains of Attacks.



Networth – The only change was to the Avian Specialist. There will just be a slight increase here.



Exploring – Exploring will be more expensive when at war, and a bit cheaper for larger players. Also, less new land will be created each day.



Trade Balance – Soldiers are now worth $100 and the tax rate is double what it was.



Buildings – Both construction and raze costs have been reduced. Universities (3% / 60% max) and Schools (1.5 / 60) have been weakened. These fit the science changes below. Hospitals now have a double chance of eliminating the Plague.



Science – Research costs have been raised by 50%. This combined with the building changes are designed to make it far more difficult to max out sciences — meaning players will have to make larger sacrifices to achieve the benefits of science.



The Plague – The old plague effects are gone. Instead, the plague now causes zero population growth and reduces utilization. There’s 24-hour maximum cap on the time the Plague exists, and in-kingdom attacks cannot contract the disease.



Attacking – Relative Land now affects land gains; Relative NW affects Honor gains. Gains should be higher in general and gangbang rules are bit less restrictive. A new attack, Massacre, has been added. This attack gains nothing, but kills off thieves, wizards, and people.



Thievery & Magic Issues – Honor from Thievery & Magic has been completely revamped. It is now based on relative size, the # of thieves used, difficulty of the operation, thief/magic defense of the target, potential damage, and whether or not the kingdoms are are war. Both Thievery & Magic are more effective now on similar-sized players (giving players a reason to grow). In addition, operations can be run through 10% Mana / 10% Stealth — although the lower that number, the more difficult and less effective the operation.



Thievery – Assassinate Wizards has been replaced by Sabotage Wizards which reduces Mana. Most current thievery ops have been made more powerful.



Magic – Lots of changes here. In general, spells are both cheaper and more powerful. Guilds production has been doubled, and Wizards will take up population space like all other humans in your province (Peasants, Thieves, Army). Wizards can also be released into peasants to eliminate wizard overkill.



Success of spells is a bit different now as well. While the base success is the same as always, the duration of spells is based on Guild coverage so true Mages can cast spells for longer periods than other players.



A few spells have changed. Illusionary Forces no longer exists. The bonus for Invisibility has increased. Drought causes a loss of horses in addition to current effects. TownWatch also reduces the amount of stuff the opponent destroys or captures.



Five new spells have been added. Self-spells include War Spoils (For Elves & Undead – Land from attacks is gained immediately) and Paradise (Creates land). Offensive Spells include Greed (raises military costs), Fool’s Gold (destroys gold), and Meteor Shower (destroys buildings).



Races – Because there are so many changes above that will alter gameplay, we chose to leave all races except Undead the same. Undead will no longer have a Maximum Science penalty and their Science Effectiveness penalty has been reduced from 20% to 15%.



Miscellaneous – There are other miscellaneous changes involving the rankings displays, forum spam protection, etc.



I think this covers all of the implemented changes. The primary goal is to differentiate Mages from other players and offer them the tools to be successful while focusing primarily on Magic. Of course, there is still a great deal of balancing to do, but ultimately, we feel these changes will help give Thieves, Mages, Attackers, Explorers, and Scientists all the ability to compete both as individuals and kingdom members (this is a major change from previous rounds where Attackers were the “stars” and other players were more “role-players”).



Feel free to post your comments. Overall, these changes may substantially change the direction of the game as well as the strategies involved. It was our intention NOT to do that this round, but we felt all of these changes needed to implemented simultaneously to have the effect we’d like and to move the game into a more competitive environment.



Thank you,
Mehul Patel


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