Human, Dwarf, and Sacred Order get a new hostile spell: Purification, kills 0.50% of Abominations for Afflicted.
Pestilence changes to giving 1% * [Target Peasants] * [Land Ratio] Abominations per tick.
Abomination generation from Pestilence is now also limited by the “Reduced conversions” perk which previously have only lowered traditional conversions.
Abomination extra food consumption increased from 0.125 to 0.15.
Abomination casualty reduction bonus removed.
Spirit -10% max population removed.
Swarm gets -50% damage from Fireballs.
Swarm is immune to Insect Swarm. Both for balancing and lore reasons.
Firewalkers get -50% damage from Fireballs.
Barbarians are assigned a modifier (npc_modifier), which is a random value from 400 to 1000 (skewed towards 1000). This is divided by 1000 to calculate the DPA/OPA of each Barbarian, which means we will have some Barbarians with as little as 40% of the required DPA. Through natural selection, these should end up being small.
Merfolk unit per acre restrictions removed.
Merfolk immune to fireballs and get -50% damage from Lightning Bolts.
Demon soul collection now works on defense. Demons get souls from casualties when defending (regardless of battle outcome).
Demon soul collection limited by “Reduced conversions” perk.
Demon ore unit costs removed. Only platinum, mana, and souls.
Demon lumber costs for construction removed.
Theft caps by stealer’s income removed.
Snow Elf -5% population removed.
Snow Elf gets -50% mana drain.
Snow Elf starts with 1,500 Wild Yetis.
Snow Elf spell cost reduced from 6x to 4x.
Mana and food construction costs tripled, taking them from insignificant to noticeable.
Black-ops! 🔥⚡🔥⚡🌊🌊🌊 Exploration morale drop set to 8% for every 1% of your current land size you explore. If you are 2,000 acres and explore 120 acres, you drop 120/2000 * 8 = 48% morale. It is no longer possible to have a morale drop from exploring greater than your current morale. Platinum production bonus…
General Lots of code clean-ups and trimming of the database. Should have no impact, or maybe save fractions of milliseconds of load times. Info ops removed. Op Center and Intelligence replaced by Insight: Only available once the round starts. Real-time view of all advisors of all dominions which are not protection and whose rounds have…
These changes are tentative until this notice goes away. When you register, you will be asked to pick a Ruler Title: Commander: reduces training costs Conjurer: reduces spell costs Embalmber: increases conversions Engineer: increases improvement points Excavator: increases ore and gem production Healer: reduces casualties Investigator: increases spy strength Pathfinder: dcreases cost of exploration Researcher:…
General Resources 2.0! — beta We are now beta testing Resources 2.0. There is a high risk of resource-related bugs this round. Resources have been decoupled from the Dominion class, same as Spells 2.0, Buildings 2.0, and Imps 2.0. This means it’ll be a walk in the park to add unique resources, which in turn…
Visions sort advancements correctly. However, this change invalidates all previous Vision spells due to underlying technical changes. Units with attributes such as machine, equipment, and ammunition no longer consume food. Only units at home consume food. Units returning from invasion do not count towards food consumption. Barbarians: Barbarian DPA formula changed to (25 + ([Hours]…
No reduced construction costs on conquered or lost acres. Construction costs reduced by 25%. On the Search page, there is now an indicator which shows whether a Dominion’s troops are out (returns “Yes” if more than one unit is returning from invasion). The game will now remember most recent resources exchanged when you go to…