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.
Many spy and wizard units weakened. 2/5 becomes 1/2. 1/2 becomes 1/3, 1/3 becomes 1/4. 1/4 stays 1/4. acred Order Fanatic cost lowered from 1000p, 50r, 1 Monk to 900p, 50r, 1 Monk. Lightning Bolts reduced from 0.75% to 0.33% base damage. Void moved to Independent. Goblin returns to the Empire, with weaker units but…
Enter key does not work on the invade page. You have to click the Invade button. A dominion which invades another dominion, remains the attacked dominion’s range regardless of guards or size limitations for a period of 3 hours. All castle improvements base max increased by 5%. Void improvements max bonus decreased from 100% to…
General Land generated on invasion increased by (XP/1000000)%. Spell damage calculations cleaned up and refactored. Forest Haven fireball damage reduction uncapped. If you want to go 12.5% FH for 100% reduction, you do you. Masonry lightning bolt damage reduction also uncapped. Enjoy 80% reduction at 100% Masonries. Fireball base damage increased from 0.33% to 0.50%….
Ants: Pop bonus raised from +140% to +160%. Worker Ants now also produce food (+0.25 food/tick). Flying Ant changed to 3/1.5 and Forest Haven perk removed. Dwarf: Population bonus removed. Thundermaul cost changed to 100,000 ore, 150 gem, and 500 mana. Gains -50% casualties and immortal on fending off. Undead: Skeletons lose immortality and instead…
Instead of randomly joining Commonwealth or Empire, Independent factions now form their own realm. This means we have four standard realms: Barbarians, Commonwealth, Empire, and Independent. Operation success formula changed to an error function. Dimensionalists and Merfolk moved to Independent. Firewalker gains 0.5% pop bonus per 1% Alchemies, max +20% pop at 40% Alchemies. Firewalker…
The 33% rule is removed. The rule required you to always leave 33% of your total DP at home. This is an experimental change and the rule might be reinstate during the round if things get too wacky. Slightly increased Barbarian growth rate and DPA targets. All units have been assigned attributes. More on those…