Round 29 Changes

  • 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 later.
  • Offensive actions are now randomly disabled at some point 195 to 330 minutes of the round.
  • Ruler Title bonus from unspent XP changed from (1 - exp(-[XP]/ 500000)) to (1 - exp(-[XP]/ 100000)).
  • Some Ruler Title bonuses changed:
    • Commander: from 1% to 2%.
    • Conjurer: from 5% to 10%.
    • Survey: from 5% to 7.5%.
    • Investigator: from 7.5% to 10%.
    • Pathfinder: from 5% to 7.5%.
    • Excavation: from 2.5% to 3.25%.
    • Healer: from 2.5% to 5%.
    • Embalmer: from from 2.5% to 5%.
    • Warden: from 2.5% to 5%, and renamed to Forester.
  • New Ruler Title: Merchant: 10% better exchange rate.
  • Demon imp point per soul changed from 400 to 300.
  • Growth:
    • Imp point per food changed from 1 to 1.20.
    • Coefficient for Tissue lowered from 100,000 to 75,000.
  • Icekin Snow Witch gain +1 DP per 50% mountain, max +2.
  • Gnome Suicide Squad renamed Bomb Squad.
  • Merfolk spell renamed Maelstrom.
  • Lizardfolk Archaesaur no longer limited by number of Chameleons.
  • Swarm:
    • Extra barren housing increase from 25 to 27.
    • Cocoons (draftees) count as 1 DP.
    • Naga changed from +1 OP per 6.5% barren acres (max +2) to +2.5 OP per 15% barren acres (max +2.5).
    • Arachnid changed to +1.5 OP per 15% barren (max +1.5).
    • Scarab changed to +1.25 OP per 15% barren (max +1.25).
    • Burrowers, Naga, and Arachnid are immortal if successfully fending off attacker.
    • Cocoon mana production increased from 1 mana/tick to 1.5 mana/tick.
    • Chitin spell changed to: +15% DP if the attacker has Insect Swarm.
  • Artillery:
    • Cannons changed from immortal to immortal on victory.
    • Cannons changed from 1/4 to 0/4 and given a perk which enables sending them despite having zero OP.
    • Cannonball changed from +4 to +5 OP when paired with a Cannon.
    • A fully loaded Cannon has 0+(1+5)+(1+9)=16 OP, just like before.
  • Imperial Gnome Airship lose faster return.
  • Myconids:
    • Psilocybes no longer produce XP.
    • Psilocybes produce 0.222 gems/tick.
    • Mushrooms and Amanitas produce 0.111 gems/tick.
    • Mushrooms produce 0.0001 Fruitbodies/tick.
    • Psilocybe Fruitbodies production increased from 0.0001 to 0.0003/tick.
    • Amanita Fruitbodies production increased from 0.0001 to 0.0002/tick.
    • New spell: Defensive Warts: stops land generation.
    • Amanitas gain +2 DP if Defensive Warts is active.
  • Vampires:
    • Vampirism (Vampiric conversion) changed to apply to all Vampire units and for all casualties.
    • Cooldown for Fine Arts spell removed.
  • Snow Elf:
    • Arbalist changed from 0/4 to 0/5 and cost changed from 500 plat, 50 ore, 5 lumber to 550 plat, 60 ore, 25 lumber.
    • Ice Boulder cost changed from 775 plat, 110 mana to 500 plat, 100 mana.
    • Trebuchets cost changed from 1,700 plat, 150 lumber to 1,000 plat, 150 lumber, 10 mana.
    • Yeti cost changed from 1,500 plat, 120 ore, 120 food to 1,250 plat, 100 ore, 50 food.
    • Trebuchet changed from 2/0 to 0/0 and given a perk which enables sending it despite having no OP.
    • Ice Boulder changed from +25 OP when paired with a Trebuchet to +29, for a total of 30 OP.
    • Yetis gain plunder perk: 2 food and 2 gems.
  • Void:
    • Sell rate for mana changed from 0.05 to 0.10.
    • Void now start with 1,000 Ziggurats (up from 500).
    • Ziggurat housing increased from 15 to 18.
  • Units with the following attributes cannot be converted: Ammunition, Equipment, Magical, Mechanical, and Ship.
  • New faction: Cult (Independent):
    • A mysterious cult has gathered in the western forest. With powerful magic and fanciful words, they seize the minds of their foes and twist them to their will.
    • Perks:
      • +15% population growth.
      • Unique (max 1 per round).
      • Min rounds played: 6.
    • Units:
      • Thrall: 3/0 – cannot be trained, 1% attrition/tick, wins into Initiate, does not count as population.
      • Initiate: 4/3 – 0.2% attrition/tick – 300 plat, 8 mana.
      • Disciple: 0/6 – produces 1 food and 2.7 platinum per tick, reduces attrition, converts enemy casualties to Thralls – 800 plat, 8 mana.
      • Mystic: 6/3 – counts as 1/5 wizard, immortal wizard, produces 0.0333 Initiates/tick (30 Mystics on average yield 1 Initiate/tick), converts enemy casualties to Thralls, does not require draftee to train. – 1,000 plat, 25 mana, 1 Wizard.
    • Spells:
      • Mind Control: During an invasion, some of the invading units will switch sides and join you in defending. Mind controlled units provide 2 DP each.
      • Persuasion: Captured spies and espionage units join the Cult as spies.
      • Cogency: Wizardry casualties are saved and join the Cult as wizards. Take 12 ticks to arrive.
      • Menticide: Mind Controlled units join the Cult permanently as Thralls.
      • Enthralling (hostile spell): Some of the units and draftees released by the target join you as Thralls. Take up to 12 ticks to arrive.
      • Treachery (hostile spell): The target’s spies return some of what they steal to you.
    • For full details, check The Scribes.

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