Prestige interest: prestige grows by [Prestige] * ([Net Victories] / 40,000) per tick.
In order for prestige interest to work, prestige now stored as a decimal value, but only ever shown and used rounded down (floor([Prestige]). This means that you will continue to earn decimals of prestige but only integers count (599.0 and 599.9 both count as 599, and you need to get to >=600 to see an impact).
Barbarian target DPA increase per hour changed from 0.40 to 0.45 and extra DPA per time hit changed from 0.005 to 0.006.
Units that have a dies-into type perk but which are converted by enemy units, no longer die into anything. They are simply lost. (Immortality beats conversion, but conversion beats dies-into.)
Barracks Spies now show spies, wizards, and archmages at home.
Mystic: 6/4 — 500 gold, 50 ore, 1 wizard — no draftee required, counts as 1/2 wizard on offense and 1/5 wizard on defense, immortal as wizard, reduces attrition, converts displaced peasants into Initiates, converts enemy casualties into Initiates.
Due to a persistent, hard to solve bug, Demons are taking a vacation.
Changed Spawn dying into on defense perk from 1-tick delay to instant.
Pop bonus changed from +20% to +30%.
Orangutang cost changed from 1,000 to 850 gold.
Rezoning cost perk changed from -20% to -30%.
Barren forest lumber production removed.
Gains 50 mana/tick production per acre of barren forest.
Can use mana for improvements (1 mana = 4 points).
Nobles lose 1/8 defensive spy perk and gains 1/4 offensive spy on offense during night.
New — Compound (forest, Cult only): houses 30 people, provides 5 jobs, produces 5 food/tick, reduces attrition by 2% for every 1% (max 100% reduction).
New — Plantation (forest, Sylvan only): produces 100 lumber/tick and 20 food/tick.
New — Cogency (Cult only): enemy wizardry casualties are saved and join the Cult as wizards. It takes six ticks for the new wizards to be ready.
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:…
Recap of Barbarian changes: DPA and land gain formula lowered so they will be smaller and weaker. Barbarians now start out a bit smaller. Beastfolk, Myconid, and Growth are now independent. They are randomly placed in Imperial or Commonwealth realms when registering. It’s entirely random for now as I haven’t been able to make it place independent…
Advancements now go to Level 10 (same increments as Levels 8 and 9). New advancement: Conscription: increases drafting by 2.5% at Level 1. Barbarians will construct buildings. They will continue to have -100% production penalty across the board, so the buildings won’t yield anything (since that would make them theft targets), nor will they build…
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…
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…
Energy Mirror changed from 20% to 25% chance to reflect spell. New spell: Aura: reduces damage from spells by 20%. Some under the hood changes to spell damage and spell damage reductions. Mainly, spell damage reduction now also applies to non-instant spells such as Insect Swarm and Earthquake. Rezoning costs reduced by approximately 15%. Prestige…