Fixed the all lowercase “rezone” button on the Land page to “Rezone”.
Refactored how stats are stored. Mainly a technical change, but makes things a little more flexible going forward. The game currently tracks over 150 different stats.
Valhalla will be overhauled in the future.
All historical stats prior to round 48 will be deleted at some point soon. This does not affect land, networth, units, resources at final tick, prestige, and morale. It’s things like “Total gold produced”, “Spies lost”, “Mana spent on spells”, and so on.
Refactored how resource conversions work (when casualties are converted into resources). It’s probably just a technical change.
Battle reports now show how many units the attacker sent to both the defending and invading realm.
Base casualties changed from 8.5% on offense to 10% and from 4% to 5% on defense.
The following static networth values have been added:
Artillery Cannonball: 6
Artillery Burning Cannonball: 10
Black Orc Warlock: 8
Black Orc Skull Crusher: 12
Dimensionalist Summoner: 8
Dragon Driller: 2
Gnome Automaton: 20
Gnome Juggernaut: 30
Icekin Ice Drake: 26
Kobold Grunt: 3
Kobold Underling: 3
Nox Nightshade: 8
Simian Chimpanzee: 4
Simian Gorilla: 8
Troll Magical Boots: 5
Troll Ironskin: 8
Void Distortion: 6
Abominations no longer convert.
Abomination attrition changed from 0.50% to 0.25% per tick.
Reaper conversion changed from 4x raw DP killed to 2x raw DP killed.
Hellhound, Subjugator, Succubus, and Archdemon all gain perks to convert every living enemy casualty into one soul and 0.333 blood and 4 food per OP or DP. (This is just a rework of the old soul, blood, and food collection logic.)
Turret upkeep changed from 50 to 25 gold.
Airship changed from 33,000 gold, 10,000 lumber, 1,000 mana to 33,000 gold, 5,000 lumber, 500 mana. Max per factory changed from 2.5 to 4.
Food consumption removed.
Mana production perk removed.
Essence cost changed from 250 gold, 10 mana to 10 gem, 10 mana and training time changed from 2 to 1.
Hex changed from 0/4 to 0/5, training time changed from 9 to 6, and wizard perk doubled.
Vex changed from 4/0 to 5/0, training time changed from 9 to 6, and spy perk doubled.
Pax changed from 8/8 to 10/10, training time changed from 12 to 7, cost changed from 40 gems, 40 mana to 60 gems, 50 mana, and wizard and spy perks doubled.
-50% gold production.
Peasants (called apprentices) produce 0.10 mana/tick.
Loses pop bonus.
Spawn: 10/10 – 350 food, 120 lumber, 50 mana– requires 0.50 WPA to train, no draftee required, dies into three Slimes on defense, dies into three Goos on offense, +500% casualties.
Slime: 1/3 – dies into Slime, 0.25 housing.
Goo: 4/2 – dies into Ooze, 0.25 housing.
Ooze: 3/1 – dies into 0.20 Spawns (five Oozes die back into a Spawn), 0.25 housing.
Apparition cost changed from 1,200 gold, 10 mana to 1,000 gold, 10 mana.
Aspect changed from 10/10 to 11/11 and cost changed from 120 mana to 100 mana.
Necromancers changed from being 1/8 wizard on offense and defense to 1/2 on offense and 1/4 on defense.
Marsh (Marshling only, swamp): houses 30.
Spawning Pool (Marshling only): changed to +2% units trained for every 1% owned (max +30%) and produces 4 mana/tick.
Tower no longer buildable by Marshling.
Pestilence: changed from 1% for 12 ticks to 0.25% for 96 ticks, not affected by land size.
Buildings 2.0! This is a massive technical change and while testing has been done, bugs are absolutely guaranteed affecting everything from mods to pop to production, and other fun things. In the spirit of forcing change (and not have legacy code hanging around for comfort), I have ripped out large swathes of code which likely…
Gameplay Various UI changes. Military and Improvement page overhauled to save space. Some other smaller stuff. Some screenshots below. No land generation for subsequent hits on the same target within 3 hours. Land DP raised from 1.5x to 10x. This will prevent massive OOP farming when someone forgets to train, which can significantly impact a…
General Improvements 2.0 Beta test of Improvement 2.0: there are no known issues/bugs. As of writing, left to do: Support for permanent and temporary improvements damage. Masonries. Unit-pairing and other perks reliant on improvements. Improvements are aspects of your dominion that the government (you) invests resources into. They are not physical manifestations of anything. As…
General None Buildings Aqueduct no longer buildable by Yeti. Colony housing raised from 30 to 180. Incinerator housing changed from 30 to 34. Spawning Pool changed to 1% extra units per 1%, housing increased from 50 to 62. Stone Wall raw DP changed from 100 to 85. Spells Druva’s Crest (Elementals only): rezones 10% of…
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…
Platinum replaced with gold. Barracks spies are now 100% accurate. No prestige gains or discovered land for hitting abandoned dominions. The chronicler of Odarena has prepared a first draft of the Pantheon. Nearly everything of what was left of the old spell system has been replaced (code-wise, spells are now almost identical to advancements). This…