Lots of cleaning up of old, used data from the database. Trimmed a lot of unused code from the Tick Service, which is risky but extensive testing (for a change) has shown no problems.
Spell cooldowns now use ticks instead of hours. And all previous spell cooldowns adjusted accordingly.
Barbarians improvements in Tribalism increased by approximately 50%.
Land gains from expeditions increased by 50%.
You need at least 20% Spy Strength to send out spies (but you can send less than 20% Spy Strength’s worth of spies).
Amount stolen is now calculated as [Amount Stolen] = ([Number of Spy Units] * [Mod Max Carry Per Spy]) * MAX(MIN((1-([Target SPA] / [Thief SPA])*0.5)),1),0)
Removed lumber theft from Sylvan.
Servants of Azk’Hurum, each Demon army is lead by an Archdemon, acting as a holy emissary.
Start devoted to Azk’Hurum.
Cannot renounce deity.
Peasants produce 2.7 gold/tick and 0.10 blood per tick.
Souls increase improvements at a rate of [Souls] / ([Land] * 1000) %.
Blood is worth 8 imp points. Souls no longer have imp points value.
Hellhound: 2/0 — 50 gold, 6 blood — returns six ticks faster, 1/4 housing, converts enemy casualties into 1 soul each, converts enemy casualties into 4 blood and 8 food per raw DP, cannot be released.
Congregant: 0/0 — 600 gold, 8 blood, 1 soul — +8 DP if paired with Archdemon, produces 0.14 blood/tick, converts enemy casualties into 1 soul each, converts enemy casualties into 4 blood and 8 food per raw OP, cannot be released, dies into 1 soul, cannot be released.
Adjudicator: 0/10 — 2,000 gold, 24 blood, 1 Congregant – converts enemy casualties into 1 soul each, converts enemy casualties into 4 blood and 8 food per raw OP, cannot be released, dies into 1 soul, cannot be released.
Archdemon: 1/0 — 60,000 blood, 60,000 mana, 60,000 souls — +1 OP per every 2 souls, immortal, max 1, cannot be released, converts enemy casualties into 1 soul each, converts enemy casualties into 6 blood and 12 food per raw DP.
Clerics changed from 4/6 to 4/7.
Magma Fragment attrition changed from 4% to 2%.
Gnarls lose +1 DP during day.
Nobles count as 1/8 spy at all times, in addition to counting as 1/8 spy on offense at night or 1/8 spy on defense during day time. This means Nobles now live in Forest Havens and can be used for theft.
Nobles return four ticks faster during the night.
Altar (Demon only): increases blood production by 5% for every 1%, max +60%.
New — Dungeon (Demon only): houses 30.
Granaries: protects 10,000 food, and 5,000 lumber from theft.
Vault: protects 10,000 gold, 4,000 ore, and 1,000 gems from theft.
New —Azk’Hurum (Demon only):
+5% OP on retaliations
+10% enemy casualties
-30% prestige gains
+20% population growth
+20% food consumption
New — Secret Compartments (Swarm only): reduces gold, food, and gems theft (-100, 10,000/8,000/12,000).
New — Storage: increases theft protection (40, 6,000).
General Tick Service 1.1: a bunch of technical changes will be tested (and changed) during the round. Expect things to get buggy and spicy as I try new features to reduce/remove frozen ticks (or at least reduce the damage they cause). Casualties Calculator 1.1: big under the hood changes. All old stats and imps (before…
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…
Spells Totally revamped spell system. This makes it much easier to add new spells and create different features around spells. It also leaves no room for mismatch in the previously hardcoded spell description, instead using dynamic descriptions just like Techs and Ruler Titles. I’ve done testing and patched all bugs I’ve found but expecting some…
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…
General The technical distinction between immortal and true_immortal has been removed. This should not have any in-game effect but I’m pointing it out in case you notice something I missed. A bigger overhaul of casualties is in the works. Factions Marshlings: Disabled, undergoing overhaul for Round 65. Advancements No changes. Buildings No changes. Deities No…