New round mode: fixed duration, a round which ends after a certain number of ticks.
Morale perks from units which are tied to a building are capped by the building’s morale perk. This is a general change but (for now) effectively limited to Halflings: Bards housed in Taverns beyond 5% do not provide any morale bonus.
As per Buildings changes below, Barbarians now have a home-type building on each land type.
Barbarians will build these buildings on each barren land type at a ratio of max(0.15, min(([Round Ticks] / 1000), 0.65), which should mean they build at least 15% home buildings until tick 150 and then increasing each tick up to a maximum of 65% (tick 650).
Thunder Hammerer changed from 160/120 to 240/40.
Pop bonus changed from +40% to +50%.
Bard changed from +0.5% per Tavern.
Defender gains -5% casualties per 1 SPA.
Master Thief changed from 7/4 to 0/0 and from counting as 1 spy to counting as 2 spies, +100% carry capacity, increases spy strength refresh at a rate of ([Master Thieves] / [Total Population]) * 10.
Staff Master changed to: 3/5 — 1,000 gold, 5 lumber — +0.50 OP per 1 SPA (max +5), -5% casualties per 1 SPA.
Swamp gas improvement points changed from 3 to 2.25.
Spy cost set to 600 gold.
Draftee DP: 3
+20% exchange bonus
+10% lumber production
Warrior: 7/7 — 580 gold, 120 ore, 60 lumber — dies into 1 champion on victory or fending off, suffers +50% casualties, increases enemy casualties on defense.
Berserker: 7/7 — 1 champion — immortal, increases own casualties, no draftee required, increases morale gains on invasions by ([Berserkers] / [Units Sent]) * 2 (no effect on defense).
Homeguard: 0/9 — 1 champion — immortal, no draftee required.
General Casualties Calculator 2.0: Major technical changes to how casualties work. This has historically been one of the buggiest parts of the game and also the hardest to troubleshoot (second only to the Tick Service). Primarily, the focus has been on simplifying the code. But some gameplay changes have been implemented as well. For each…
Ants: Pop bonus raised from +140% to +160%. Worker Ants now also produce food (+0.25 food/tick). Flying Ant changed to 3/1.5 and Forest Haven perk removed. Dwarf: Population bonus removed. Thundermaul cost changed to 100,000 ore, 150 gem, and 500 mana. Gains -50% casualties and immortal on fending off. Undead: Skeletons lose immortality and instead…
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…
Spells Blizzard duration changed from 48 to 24 tick duration, a cooldown of 12 hours added, and theft protection changed from -100% to -75%. Druva’s Call unit generation changed from 1-8 at random per acre of forest to 2, increased by 1.25% per hour into the round. Factions Beastfolk: Goat Witch changed from 2 +1…
General Lots of code clean-ups and trimming of the database. Should have no impact, or maybe save fractions of milliseconds of load times. Info ops removed. Op Center and Intelligence replaced by Insight: Only available once the round starts. Real-time view of all advisors of all dominions which are not protection and whose rounds have…
General Barbarian target DPA (and OPA) is now based on the Barbarian’s own number of ticks in the round, not the total round ticks. This means late-starting Barbs don’t suddenly jump to the DPA required for the time they join. Barbarians now favour building Sheds slightly more (90% of all hills, up from 70%). Factions…