Round 61 Changes

General

  • 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%.
  • Theft 3.0:
    • 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.

Factions

  • Demon
    • Returns!
    • Servants of Azk’Hurum, each Demon army is lead by an Archdemon, acting as a holy emissary.
    • Traits:
      • 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.
    • Units:
      • 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.
  • Dwarf
    • Clerics changed from 4/6 to 4/7.
  • Firewalker
    • Magma Fragment attrition changed from 4% to 2%.
  • Vampires
    • 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.

Advancements

  • No changes.

Buildings

  • 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.

Deities

  • New —Azk’Hurum (Demon only):
    • +5% OP on retaliations
    • +10% enemy casualties
    • -30% prestige gains
    • +15% population
    • +20% population growth
    • +20% food consumption

Improvements

  • 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).
  • New — Vigilance (Wood Elf only): increases theft protection (60, 7,500).

Resources

  • Swamp Gas improvement points raised from 2 to 3.

Spells

  • New — Blessing of Azk’Hurum (Demon only, friendly spell): +2.5% OP on retaliation.
  • New — Feast of Azk’Hurum (Demon only): +100% population growth, +20% food consumption.
  • Infernal Fury (Demon only) disabled.
  • New — Mark of Azk’Hurum (Demon only, hostile spell): -5% defensive power.
  • New — Sacrifice to Azk’Hurum (Demon only): converts 50% of your peasants to 1 soul and 6 blood each.

Spy Ops

  • No changes.

Titles

  • No changes.

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