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.
No reduced construction costs on conquered or lost acres. Construction costs reduced by 25%. On the Search page, there is now an indicator which shows whether a Dominion’s troops are out (returns “Yes” if more than one unit is returning from invasion). The game will now remember most recent resources exchanged when you go to…
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…
Enter key does not work on the invade page. You have to click the Invade button. A dominion which invades another dominion, remains the attacked dominion’s range regardless of guards or size limitations for a period of 3 hours. All castle improvements base max increased by 5%. Void improvements max bonus decreased from 100% to…
Visions sort advancements correctly. However, this change invalidates all previous Vision spells due to underlying technical changes. Units with attributes such as machine, equipment, and ammunition no longer consume food. Only units at home consume food. Units returning from invasion do not count towards food consumption. Barbarians: Barbarian DPA formula changed to (25 + ([Hours]…
Gameplay Overwhelm cutoff changed from 85% to 80%. Base XP gained on invasion changed from 40 to 60, decreasing by 0.04 per tick down to 40. Base XP gained from discovered land changed from 1 to 5 on regular invasions and from 2 to 10 on hitting someone who recently invaded you. Morale change code…
Gameplay Starting this round, some terrain perks affect barren housing. However, since buildings are decoupled from terrains, barren housing is calculated as follows. The default remains 5. On that, generic (not terrain-specific) faction specific perks are added. For each terrain type, the game looks to see if the dominion’s faction has the perks fixed_barren_housing_raw or…