Round 67 Changes

General

  • 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.

Factions

Barbarians

  • 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).

Dwarg

  • Thunder Hammerer changed from 160/120 to 240/40.

Halfling

  • 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.

Marshling

  • Swamp gas improvement points changed from 3 to 2.25.
  • Spy cost set to 600 gold.

Norse

  • Traits:
    • Draftee DP: 3
    • +20% exchange bonus
    • +10% lumber production
  • Units:
    • 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.
    • Einherjar: 9/7 — immortal, kills enemy casualties into champions, increases prestige gains.

Advancements

  • No changes.

Buildings

  • New Barbarian buildings, to ensure they have homes on all land types:
    • Shed (Plains)
    • Shack (Hills)
    • Shelter (Mountains)
    • Cabin (Forest)
    • Hovel(Swamp)
    • Shanty (Water)
    • Each houses 54.
  • Granary theft protection increased 2.5x.
  • Hollow Trunk theft protection increased 2.5x.
  • Spawning Pool marshling production changed from 0.12 to 0.08 per tick.
  • Tavern changed from +6% morale per 1% (max +30%) to +8% morale per 1% (max +40%).
  • Vault theft protection increased 2.5x.

Deities

  • New — Urugdakh (Black Orc and Orc only): +5% offensive power, +5% offensive power on retaliation, +10% casualties, +7.5% construction costs.

Improvements

  • Storage changed from 40/6,000 to 40/4,000.
  • Vigilance changed from 60/8,500 to 60/7,000.

Resources

  • No changes.

Spells

  • New — Pyromancy (Firewalker only): no unit attrition.
  • New — Sazal’s Charge (available to most): resets all spell cooldowns. 480 ticks cooldown.

Spy Ops

  • No changes.

Titles

  • No changes.

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