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Thread: Age 57 end times and Age 58 proposed changes

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    Age 57 end times and Age 58 proposed changes

    This post details an early look at the proposed changes for Age 58. We will tweak the racial and personality mods as well as a couple of mechanics - these are getting balanced so its likely that this will be the last age before a re-jig. Please note that much of the usability changes below are a work in progress - we will provide more details on these when we can. There is a significant body of work involved in creating these items along with infrastructure changes for future features so please be aware of this in your suggestions/comments, which you can post here.

    End of Age 57: Tuesday 4th June, 12.00 GMT
    Start of Age 58 Freeze: Tuesday 4th June, 18.00 GMT
    Start of Age 58 Protection: Friday 7th June, 18.00 GMT
    End of Age 58 Protection: Monday 10th June, 18.00 GMT


    Race Changes

    Avians

    -30% attack time
    +20% Sabotage damage

    -25% birth rate
    No Access to Stables

    Town Watch, Vermin, Mystic Aura
    Elite: 6/3, 650gc, 5.25NW



    Dwarves
    +25% Building Efficiency
    Free Building Construction
    Can use credits to raze buildings
    +20% Spell Damage (Instant Spells)

    +50% Food Consumption
    Can't use Accelerated Construction

    Fanaticism, Fools Gold, Quick Feet
    Elite: 6/2, 800gc, 5NW


    Elves
    +1 Mana Recovery in war
    +50% WPA
    +1 defence specialist strength

    Pitfalls, Mages Fury, Amnesia, Nightmare
    Elite: 5/3, 650gc, 4.75NW


    Faeries
    +20% Spell Damage (Instant Spells)
    +20% Sabotage damage
    +20% TPA
    +20% WPA


    -3 generals
    -50% effects from honor

    Access to All Racial Spells
    Elite: 3/6, 900gc, 6NW


    Halflings
    +50% TPA
    +1 stealth
    -50% thief cost

    -15% Attack Gains


    Invisibility, Town Watch, Aggression, Animate Dead
    Soldiers: 2/2; Elite: 5/5, 500gc, 5.5NW


    Humans
    +8% Population
    +30% Sabotage damage
    +30% Spell Damage (Instant Spells)
    +1 Offense specialist strength

    Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 4/4, 700gc, 4NW


    Orcs
    +30% Gains
    Earns Elite Credits

    -50% Combat Instant Spell Damage and Duration
    -50% Sabotage Damage

    Bloodlust, Fanaticism, Reflect Magic
    Elite: 7/1, 800gc, 5.75NW


    Undead
    -50% Offensive losses on attacks you make
    Converts some Specialists into Elites on successful land attacks
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)
    -20% Science Effectiveness

    Greater Protection, Town Watch, Chastity, Clearsight
    Elite: 7/2, 1000gc, 6NW


    Personality Changes


    The Merchant
    +20% Income
    -50% Money Losses on Plunder Attacks
    Gain 40% more Specialist and Building Credits



    The Sage
    +25% Science effectiveness
    -20% cost of science
    -50% Losses on Learn Attacks


    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 twice as effective (subject to DBE)


    The Mystic
    Access to Meteor Showers
    All Guilds and Towers are twice as effective
    +30% Spell Duration (For Duration Spells Only)
    +1 mana per tick in War


    The Warrior
    +15% OME in war
    Reawaken 50% Casualties
    Enhanced Conquest range


    The Tactician
    -15% Attack Time
    Immune to Ambush
    Accurate Espionage (in war)


    The Cleric
    -50% Your Military Casualties (on attack or defense)
    +1 General


    The War Hero
    +50% more bonuses from honor
    -50% train time
    Immune to Dragon effects
    Immune to The Plague



    Mechanic Changes
    The explore formula curve will be modified so as to reduce the cost wall/jump. We will continue to utilise relative size to modify costs.

    Pool growth and decay will also be modified to allow more flexibility for warring without hindering pool.

    The War Win chart formula will be modified to more accurately reflect the calibre of your opponents. A modification based on current war wins and/or chart position may be used, but we are still actively seeking suggestions on this.

    Usability features

    Intel Store
    We will add a Intel repository for players to store basic information on a province, such as defense and active spells cast on them with duration remaining. The information and number of kingdoms you can store data on will be limited.

    Province target finder
    We will incorporate a province search that will allow you to search for provinces that meet your criteria. Currently this does not allow you to search for kingdoms.
    Last edited by Bishop; 22-05-2013 at 15:48.
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