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.
General Resources 2.0! — beta We are now beta testing Resources 2.0. There is a high risk of resource-related bugs this round. Resources have been decoupled from the Dominion class, same as Spells 2.0, Buildings 2.0, and Imps 2.0. This means it’ll be a walk in the park to add unique resources, which in turn…
General Rounds are now indefinitely long. Instead, a countdown starts when someone reaches a certain land size and when that countdown ends, the round ends. For round 44, the countdown is 12 hours and starts as soon as someone has reached 10,000 or more acres. A dominion is considered having reached this goal when they…
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…
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…
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…
OP and prestige bonuses removed from war. War is now black-ops only. Black Orc Impaler changed to +2 OP per 0.1 Warbosses, meaning 1 Warboss inspires 10 Impalers to increase from 3 to 5 OP. Black Orc Shieldbearer changed to +2 DP per 0.10 Warbosses, meaning 1 Warboss inspires 10 Shieldbearers to increase from 3…