Round 38 Changes

  • Bushels of food are now called halms of food. This has no impact on the game, but the measurement bushel was nonsensical. Each person eats 0.25 bushels per tick, which comes to 24 bushels per day. That’s approximately 872 litres. Halms are a fictional unit and it just so happens to be that 24 halms is just about the amount of food an average-sized being eats per day.
  • Gaia’s Blessing and Gaia’s Watch renamed to Druva’s Blessing and Druva’s Watch.
  • If you have a spell that gives positive food production, morale multiplier is always at least 1x for food production.
  • Spells with a cool down now start counting down only after the round starts.
  • Starvation check when exploring removed.
  • UI changes:
    • Rezone, Explore, and Daily Bonus pages merged into one page called Land.
    • Land and Construction Advisors removed. Incoming land and buildings added to Land and Buildings pages instead.
    • Military Advisor removed.
    • Production Advisor and Exchange merged into Resources. Detailed resource spending still found on the Production Advisor page, which is now one click away.
    • Op Center and Intelligence merged into Op Center.
    • Removed some superfluous text here and there to save space.
    • Friendly Ops renamed Friendly Magic.
  • Shrines moved to Forest.
  • Masonries now protect against Cannonballs and Thundermauls.
  • Diamond Mines are renamed Gem Mines.
  • Units with the “no draftee required to train” perk no longer are released into draftees (they just disappear).
  • New advancement:
    • Deep Pockets: increases amount stolen on theft, 5% at level 1 to 40% at level 10. Max per spy is not affected.
  • New spells:
    • Solar Rays (Lux hostile aura): kills 2% of Nox Imps (the unit, not improvements).
    • Purification (Dwarf, Sacred Order, Sylvan, and Kerranad hostile impact): kills 1% of Abominations.
  • Spy-ops changes:
    • Assassinate Draftees and Assassinate Wizards removed for Demon, Growth, and Weres.
    • Slaughter Peasants (Weres, Growth): kill 0.35% of the target’s peasants and convert them to 40 halms of food.
    • Slaughter Draftees (Weres, Growth): kill 1.5% of the target’s draftees and convert them to 40 halms of food.
    • Butcher Peasants (Demon): kill 0.25% of the target’s peasants and convert them to 1 soul, 8 blood, and 40 halms of food.
    • Butcher Draftees (Demon): kill 1.25% of the target’s peasants and convert them to 1 soul, 12 blood, and 40 halms of food.
    • Butcher Wizards (Demon): kill 1.25% of the target’s wizards and convert them to 1 soul, 6 blood, and 40 halms of food.
  • Afflicted:
    • Returns!
    • Necromancer replaced by Wretch: 0/6 – 800 plat.
    • Captured spies converted to Wretches.
    • Executed draftees become Abominations.
  • Armada:
    • Coastal Cannons changed from 2 to 3 per Dock.
  • Dragon:
    • Can now build Guard Towers.
    • Can no longer build Barracks or Docks.
    • Militia replaced with Farmer: 0/2 – 120 plat, 10 lumber – produces 6 food/tick, T2.
    • Lookout replaced with Driller: 0/2 – 120 plat, 20 ore – produces 1 gem/tick, T3.
    • Mercenary changed to 0/6 – 50 plat – and 5 plat/tick upkeep, T4.
    • Dragon cost restored to 50,000 gems (from 45,000).
  • Elementals:
    • All units changed to 6/6 from 5/5.
    • Pop bonus changed from +15% to +20%.
  • Human:
    • -20% rezoning costs.
    • -20% construction costs.
    • 3 ticks faster construction.
  • Lizardfolk:
    • Archaesaur changed from 12/8 to 14/10.
    • Archaesaur casualties reduction removed and replaced with only dying against units with 7 OP (on defense) or 7 DP (on offense).
    • New spy-ops:
      • Sabotage Walls: sabotages 3% of target’s improvements, max 250 damage per spy (damage is repaired automatically after 6 ticks).
      • Sabotage Forges: sabotages 3% of target’s improvements, max 250 damage per spy (damage is repaired automatically after 6 ticks).
      • Sabotage Harbour: sabotages 6% of target’s improvements, max 250 damage per spy (damage is repaired automatically after 6 ticks).
  • Lux:
    • Improvements penalty (-10%) removed.
  • Monster:
    • Exchange bonus changed from +25% to +40%.
  • Norse:
    • Berserker housing changed to 0.5.
  • Nox:
    • Imp changed to 2/0 for 10 mana, max 2 Imps per Lich (increased by Spires %), 75% fixed casualties, and plunders up to 2.5 mana.
    • Acolyte (new): 0/4 – 300 plat, 5 mana (T4) – counts as 1/6 wizard, produces 0.05 mana/tick.
    • Nightshade: 0/4 – 500 plat, 10 mana, 1 Acolyte (T8) – +1 DP per 10% Homes, Temples, Wizard Guilds, and Towers (total), max +6, protects 500 mana from decaying.
    • Lich: 3/4 – 1,000 plat, 15 mana – immortal, +1 OP per 0.5 WPA (max +6).
  • Sylvan:
    • Lumber production bonus removed.
    • +10 housing from barren forest.
    • 15 jobs from barren forest.
    • 100 lumber/tick from barren forest.
    • Salvaging changed from 65% to 100%.
    • Leshy changed to 4/0 and +2 OP if recently invaded.
    • Dryad changed from 0/3 to 0/4.
    • Spriggan cost changed from 650 lumber, 40 mana to 600 lumber, 36 mana.
  • Undead:
    • Captured spies converted to Wights.
    • Wizards train in six ticks.
    • -100% food production.
    • Skeleton: 3/0 – cannot be trained, 1/10 housing required.
    • Ghoul: 0/3 – cannot be trained, 1/10 housing required.
    • Wight: 6/6 – 1,000 plat 8 mana – dies into Wights, increases enemy casualties on offense and defense.
    • Necromancer: 0/6 – 300 plat, 20 mana, 1 lumber, 1 Wizard (T9) – counts as 1/8 wizard, immortal wizard, immortal if fending off, max 40 per Wizard Guild (increased by Spires %).
    • New spells:
      • Rites of Zidur (self aura): every 10 Necromancers raise 1 Skeleton from the Crypt per tick.
      • Rites of Kinthys (self aura): every 10 Necromancers raise 1 Ghoul from the Crypt per tick.
      • Curse of Zidur (hostile aura): +5% casualties.
      • Curse of Kinthys (hostile impact): lowers morale by 25% (6 hour cooldown).
  • Weres:
    • Forest defense bonus removed.
    • Captured spies converted to Werewolf instead of Wolverine.
    • Werewolf and Werebear change places.
    • New spell:
      • Druva’s Call (self impact): randomly spawn up to six Wolves and Bears per acre of forest. 24-hour cooldown.
    • Warg changed to Wolf: 4/0 for 400 plat, 20 food (T6) – converts units 4 DP or less to Wolves and above to Werewolves, no draftee required to train.
    • Wolverine changed to Bear: 0/4 for 300 plat, 20 food(T6) – converts units 4 OP or less to Bears and above to Werebears, no draftee required to train.
    • Werebear changed to 0/10 for 1,100 plat, 50 food – converts units 3 OP or less to Bears and above to Werebears.
    • Werewolf changed to 8/4 for 1,100 plat, 35 food – converts units 3 DP/OP or less to Wolves and above to Werewolves.

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