REVISED changes for Age 81:
Greetings Utopians!
We apologize for the delay! We hope you will enjoy the currently proposed revised changes! They are worth the wait (I think!)
Most important things to note:
- Freeze time will be extended (instead of Monday game start we will start the game on Wednesday)
- We expect integrated Multi-World Functionality to allow testing on the live server so you can enjoy your time off from the live server by playing around with new mechanics/races/personalities in a live setting
- IntelBot will remain 30 credits to purchase for the duration of the age, we want to add more features and improve functionality before removing the discount
- Guilds will produce more wizards
- New category of spells (Support)
- We'd like to implement Gold Status but want your feedback
- Most significant benefit of Gold Status is the 'Mentor' feature (note: 2 provinces per account will not be implemented)
For the time being, I want to reiterate the key concepts with regards to the integration of IntelBot but so it does not clutter up the post, it is in this spoiler tag.
Information regarding the integration of natively stored intel directly within the Utopia-Game framework. There will no longer be a need for the '3rd party tool' MunkBot (or others) to store your gathered intel and everything that goes along with it, i.e. requiring users to register on other sites, download other tools, set up in-game functions and all the confusion that goes along with that especially for new users or users that are unfamiliar with these types of tools. At first, the integration will continue to appear similar to MunkBot but will be re-developed continously to improve the User Interface, intel storage displays, bot commands and more. There are many ways we plan to take advantage of natively storing intel and will continue deploying improvements to this system throughout the age and in the future.
A very important key feature to understand now is that there is no need to have separate login information for MunkBot or that 3rd party Intel-Site, in fact there is no login required at all except to your Utopia account. The moment you enter your Province on the server you will be automatically able to access the intel stored by your Kingdom. Your intel and any intel you gather will be automatically sent to your Kingdom storage and available to your Kingdom mates. There is also an irc-like chat box at the top of your browser which will replace the ReverbIM chat system, all Kingdom members will join this upon entry to the server and the chat history will persist indefinitely. Any bot notifications will be displayed here as well.
Some side notes to mention as they are still in development: there will be some form of administration to allow blocking of provinces from KD intel storage (we recognize the need for this and are still fleshing out exactly how this will function), we expect there will be methods to add additional chat areas (tabs) to allow private rooms or areas for bot spam etc, the KD-Site administration area will also allow for customization of notifications/operation info and lastly there will be a method for connecting this chat area directly to your own private discord server and in this way you can be connected to user/in-game chat without being logged into Utopia (via discord) and vice versa.
Discord Integration:
Integrating your UtoBot to your private Discord server will be a premium feature. For those that are already familiar with MunkBot will know there were multiple features that required donations to function. These functions are now fully functional for everyone in-game automatically, therefore UtoBot will be a complete fully functional tool for all Kingdoms directly in-game as part of the regular game experience.
If you would like to integrate the in-game UtoBot chat and commands to your private Discord Server you will need to enable that as a premium feature. For now, to do this you must contact DavidC via Discord or in-game message to the province in (1:1). We believe the value of this feature will be around 60 credits, however, we want to earn your trust in us that we will deliver on our promise to continue updating the in-game UtoBot to be better and better. We know there are shortcomings currently and are actively working to enhance the functionality and make it more user friendly. To this end, for Age 80 we would like to offer the Discord integration for 30 credits instead while we continue to work through our first age of live integration and improvements.
How to Integrate UtoBot/IntelBot to your Discord:
PM DavidC in Discord or in-game in Kingdom (1:1)
If PM'ing via Discord include your support ID
Have the 30 credits in your account so that I can consume them and enable your Kingdom
Once enabled:
The Monarch of a Kingdom will automatically have Admin status within your Kingdom
You will have instructions from the Intel-Site admin area on how to link your Discord, if you need further help please contact DavidC or post in Discord and someone will help
How To Videos located here: https://utopia-game.com/wol/game/intel_bot_setup (one video to invite to your server and one video to link the bot to your kd/server)
UtoBot/IntelBot important info:
Currently there is only one admin for the Kingdom and that will be the Monarch
Once a Kingdom has a Monarch or when the Monarch changes, the admin permissions will automatically change
We plan to work out a method to provide other levels of permissions but for now we want there to be complete control of Kingdom intel to one person, the Monarch
Basic How to Use Bot: https://utopia-game.com/wol/game/intel_bot_basics (includes one video and lots of commands with details on how to use commands and what they do)
As always, we encourage new Kingdoms looking to form their own private Discord server and to visit our Template Kingdom Server that illustrates the potential features provided by Discord for your Kingdom. Join the MUGA Discord for all the details (link below)
Please join us for some discussion on Discord: https://utopia-game.com/discord
Age 80 End Schedule
Age 81 Revised Changes: April 25, 2019
Age 81 Final Changes: April 26-27 , 2019 (likely posted during EoA downtime)
Age 80 End: Saturday April 27, 2019 @ 00:00 GMT
WoL Age 81 Open: Saturday April 27, 2019 @ 12:00 GMT
WoL Age 81 Start: Wednesday May 01, 2019 @ 18:00 GMT
Age 81 REVISED Changes
Races
Avian
Bonuses
+10% birth rates
-20% Attack travel time
+1 Defensive Specialist Strength
-50% Ambush Land Losses
Penalties
-10% gains on attacks
Cannot Use War Horses/Stables
+10% Military Casualties
Spell book: Greater Protection, Bloodlust
Elite: Offense: 8 Defense: 3 Networth: 8.5 Cost: 850
Soldiers: Offense: 1 Defense: 1
Age 80
Bonuses
-20% Attack travel time
+1 Defensive Specialist Strength
-50% Ambush Land Losses
Penalties
Cannot Use War Horses/Stables
+10% Military Casualties
Spell book: Fanaticism, Greater Protection, Aggression, Bloodlust
Elite: Offense: 7 Defense: 3 Networth: 8.0 Cost: 750
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+20% Building Efficiency
-50% Construction Cost
+25% Building Credits from attacks
Penalties
+100% Food consumption
Spell book: Inspire Army, Clear Sight, Ghost Workers, Mystic Aura
Elite: Offense: 7 Defense: 5 Networth: 10.5 Cost: 950
Soldiers: Offense: 1 Defense: 1
Age 80
Bonuses
+20% Building Efficiency
-40% Building Construction Time
+25% Building Credits from attacks
Penalties
+100% Food consumption
Spell book: Mystic Aura, Inspire Army, Clear Sight, Reflect Magic
Elite: Offense: 6 Defense: 6 Networth: 8.5 Cost: 825
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+1 Defensive Specialist Strength
Can Cast Support Spells on Kingdom Mates
-30% Military Train Time
+10% Military Efficiency
Penalties
+20% Explore Cost
Spell book: Inspire Army, Mage's Fury, Mystic Aura
Elite: Offense: 7 Defense: 3 Networth: 8.5 Cost: 800
Soldiers: Offense: 1 Defense: 1
Age 80
Bonuses
-25% Rune Costs
Can Cast Self Spells on Others
-25% Military Train Time
+10% Military Efficiency
Penalties
+15% Explore Cost
Spell book: Inspire Army, Mage's Fury
Elite: Offense: 7 Defense: 4 Networth: 9.5 Cost: 950
Soldiers: Offense: 1 Defense: 1
Faery
Bonuses
Access to All Racial Spells
+25% Wizards Per Acre
Penalties
-1 General
-10% Maximum Population
Spell book: All racial spells plus Tree of Gold
Elite: Offense: 3 Defense: 8 Networth: 10.0 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Age 80
Bonuses
Access to All Racial Spells
+20% Wizards Per Acre
Penalties
-1 General
-5% Maximum Population
Spell book: All racial spells plus Tree of Gold
Elite: Offense: 4 Defense: 8 Networth: 10.0 Cost: 1200
Soldiers: Offense: 1 Defense: 1
Halfling
Bonuses
Homes house +20 population
+50% Thievery Effectiveness (TPA)
-50% Thief Losses
Mercenaries and Prisoners fight with 10 strength
Can use Specialist credits to train Thieves
Penalties
Cannot use hospitals
Spell book: Aggression, Town Watch
Elite: Offense: 6 Defense: 6 Networth: 8.0 Cost: 500
Soldiers: Offense: 2 Defense: 2
Age 80
Bonuses
+50% Thievery Effectiveness (TPA)
-50% Thief Losses
Mercenaries and Prisoners fight with 10 strength
Can use Specialist credits to train Thieves
Can use Specialist credits to train Elites
Penalties
Cannot use hospitals
Spell book: Aggression, Town Watch
Elite: Offense: 5 Defense: 5 Networth: 6.5 Cost: 200
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+15% Science Effectiveness
+1 Offensive Specialist Strength
-25% Military Wages
Penalties
-1% Mana Recovery Per Tick
Spell book: Quick Feet, Revelation
Elite: Offense: 5 Defense: 7 Networth: 9.5 Cost: 1050
Soldiers: Offense: 1 Defense: 1
Age 80
Bonuses
+15% Science Effectiveness
+1 Offense Specialist Strength
Penalties
-1% Mana Recovery Per Tick
Spell book: Greater Protection, Inspire Army, Quick Feet, Revelation
Elite: Offense: 5 Defense: 7 Networth: 10 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Orc
Bonuses
+5% Maximum Population
-50% Draft Costs
+15% Enemy military casualties
Penalties
20% of Spells Fail
20% of Thievery Operations Fail
+15% damage from sabotage operations
Spell book: Inspire Army, Fanaticism
Elite: Offense: 9 Defense: 3 Networth: 9.0 Cost: 1000
Soldiers: Offense: 1 Defense: 1
Age 80
Bonuses
+5% Maximum Population
-50% Draft Costs
+10% Enemy military casualties
Penalties
20% of Spells Fail
20% of Thievery Operations Fail
Spell book: Inspire Army
Elite: Offense: 9 Defense: 2 Networth: 8.75 Cost: 1050
Soldiers: Offense: 1 Defense: 1
Undead
Bonuses
+15% Maximum Population
-30% Military casualties on offense and defence
Some specialists convert to elites on Traditional Marches
No food needed
Spreads and is immune to the Plague
Penalties
Only Basic Thievery Intel Operations available
-35% Science Effectiveness
-1 Offense Specialist Strength
-1 Defensive Specialist Strength
Spell book: Animate Dead, Chastity, Ghost Workers
Elite: Offense: 10 Defense: 2 Networth: 10.0 Cost: 2250
Soldiers: Offense: 1 Defense: 1
Age 80
Bonuses
+15% Maximum Population
-40% Military casualties
Some specialists convert to elites on Traditional Marches
No food needed
Spreads and is immune to the Plague
Penalties
Only Basic Thievery Intel Operations available
-25% Science Effectiveness
-1 Offense Specialist Strength
-1 Defensive Specialist Strength
Spell book: Animate Dead
Elite: Offense: 11 Defense: 3 Networth: 10.5 Cost: 2050
Soldiers: Offense: 1 Defense: 1
Personalities
The Heretic
All Guilds are 50% more effective
Reduced thief losses on failed operations (-50%)
+20% WPA and TPA
+35% Cunning Science Effectiveness
Access to Blizzard, Fool's Gold and Nightmare
Starts with +400 Wizards and +400 thieves
Age 80
All Guilds are 75% more effective
Reduced thief losses on failed operations (-75%)
+25% WPA and TPA
+25% Cunning Science Effectiveness
Access to Blizzard, Fool's Gold, Nightmare and Gluttony
Starts with +400 Wizards and +400 thieves
The Mystic
All Guilds are 100% more effective
+50% Channeling Science Effectiveness
+30% Rune Production
Access to Meteor Showers, Chastity, Mage's Fury, Revelation and Paradise
Starts with +800 Wizards
Age 80
All Guilds are 150% more effective
+60% Sorcery Science Effectiveness
+1 Mana per tick
Access to Meteor Showers, Chastity, Mage's Fury and Paradise
Starts with +800 Wizards
The Paladin
Troops attack dragon with +35% increased power
Can Cast Support Spells on Kingdom Mates
+50% Valor Science Effectiveness
Starting Soldiers +400
Starting Specialist Credits +400
Starts with +400 Wizards
All Paladin Only Spells
Paladin Only Spells
Paladin's Inspiration (Paladin Only) - This spell has ~25% increased effects as Inspire Army (low difficulty;moderate/high duration)
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +10% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide -20% damage from thievery operations (moderate/high difficulty;moderate duration)
Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)
Divine Shield (Paladin Only) - Increase magic defense (will stack with Magic Shield;low/moderate difficulty;moderate duration)
Sorcery
Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 25% for duration (moderate difficulty)
Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)
Age 80
Troops attack dragon with +35% increased power
+50% Valor Science Effectiveness
Starting Soldiers +600
Starting Specialist Credits +600
The Rogue
All Guilds are 50% more effective
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 75% more effective
+50% Crime Science Effectiveness
Access to Invisibility, Revelation and Paradise
Starts with +800 thieves
Age 80
All Guilds are 50% more effective
+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
+50% Crime Science Effectiveness
Access to Invisibility and Paradise
Starts with +800 thieves
The Tactician
-15% Attack Time
+20% Specialist and Building credits gained in combat
Accurate Espionage
+25% Siege Science Effectiveness
Starting Soldiers +800
Starting Specialist Credits +800
Access to Fanaticism
Age 80
Attack Time -15%
+20% Specialist and Building credits gained in combat
Accurate Espionage
+20% Siege Science Effectiveness
Starting Soldiers +800
Starting Specialist Credits +800
Access to Fanaticism
The Cleric
Immune to The Plague
-35% Military Casualties
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection and Animate Dead
Age 80
Immune to The Plague
-35% Military Casualties
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection
The War Hero
+100% Honor Bonuses
+5% Military Efficiency In War
-25% Military Train Time
Dragon Immunity
Some specialists convert to elites on successful Traditional Marches
Starting Elites +800
Access to War Spoils and Pitfalls
Age 80
Honor Bonuses +100%
+5% Military Efficiency In War
+25% Heroism Science Effectiveness
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+10% Offensive Military Efficiency
+1 Offensive Specialist Strength
-50% Mercenary Costs
-25% Military Wages
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Age 80
+15% Offensive Military Efficiency
+10% Tactics Science Effectiveness
-25% Military Wages
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Mechanics
Hostile Meter
- Sending a Dragon will move the Hostile meter by 18 points instantly
- The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher
War
- Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth
- Learn attack effects while in war will be increased
- Out of range wars will yield war points based on relative size at the war start and scale appropriately, for example:
Example: 79.9% range = 100% points
- 75% range = 85% points
- 70% range = 70% points
- 60% range = 25% points
- < 60% range = 0 points
Force Cease-Fire
- If you are in war range (80-125%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (80%)
- This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom
Buildings
- Guilds will now produce wizards 50% faster, base rate will increase from 2% to 3%
Spells
- Ghost Workers will work similarly to Blizzard but have the opposite (favorable) effect
- Spells will have a new category called Support
- Currently there are:
- Fading (duration)
- Instant (one time effect)
- New Category Support will include only the spells that are castable onto Kingdom Mates that have the ability to cast on other Kingdom members. There will not be any visible distinction on your spell options, but they will be listed in game
- Support Spells will include (only available if your race/personality has access to them, i.e. having the ability to cast Support spells on Kingdom mates will not grant access to all of these spells)
- Minor Protection
- Greater Protection
- Fertile Lands
- Magic Shield
- Mystic Aura
- Nature's Blessing
- Love and Peace
- Builder's Boon
- Inspire Army
- Patriotism
- All Paladin Spells
- Paladin's Inspiration
- Scientific Insight
- Illuminate Shadows
- Wrathful Smite
- Divine Shield
Game Administration Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules.
Miscellaneous
- Current Training time duration will be displayed on the Military page
- Current Kingdom Ritual efficiency will be displayed for all users throughout casting period instead of just Monarch/Stewards
- Adding Slot # to various drop down menus when selecting provinces in a Kingdom
- Adding EoWCF duration / end time to various areas (News Event / Throne page)
- When choosing a sitter, the display information will be more intuitive and easier on mobile devices
- Addition of a MAX button for allocation to your science page to allow for easier allocation
GOLD STATUS
- We would like to implement Gold Status for the coming age but would like your feedback on the current thoughts of benefits
- Benefits of a Gold Account (tentative cost based on current listed benefits would be 25 credits for age duration)
- Ad-Block Active
- Hostile Meter Active
- Free Sitting Credits (10)
- Add a Scientist Name to the name pool (pool will be significantly reduced on age start)
- Enable 'Mentor' status on your Province to allow Mentoring of other Provinces within your own Kingdom
Mentor Status
- Any Province can set another as their Mentor (you can only take control of a Mentee if you have Gold Status active)
- Allows the Mentor to take control of the source province at any time for a brief period (max 4 hours, this time period is open to discussion) ... think of this as setting a sitter but the sitter can take control at any time, for only a max duration of 4 hours in this example
- Taking control of a Province can only take place once per Utopian Month (or 24 hour cooldown, this is open to discussion)
- The desired effect from this is to allow more casual, or new inexperienced players an opportunity to have more experienced players assist with their gameplay and provide a more hands on approach to mentoring
- If a province becomes abandoned the Mentor will be removed and no longer have access to the province which means this can not be used to permanently play provinces that don't have owners. This also ensures that the owner is actively playing their Province
- A Mentor CAN also have a Province set them as a Sitter, however, you cannot Take Control of a Mentee while Sitting for another province is set on you, this means you can only ever be in control of 2 Provinces at any point in time.
Bug Fixes
- Fix personality +1 spec on dragon display page
- Thief training cost is using a float instead of the displayed integer on the page, it will use the integer for cost purposes as all others do
-
Ritual Types (Stats listed here are considered 'base effectiveness')
Affluent: Income +20% & Draft Speed +25%
Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Age 80
Affluent: Income +20% & Draft Speed +25%
Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Please use this thread to provide your feedback or suggestions: Feedback and Suggestions Thread
Changelog
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