Target DP is now shown on the Invade page. The DP shown is the target’s real DP including all unit perks and your own target DP modifier (such as Temples). It is not updated in realtime. It updates when you select the target or change unit composition.
OP shown on the invade page takes into account all perks, based on the selected target.
World News can be customised to only show such events type as you deem newsworthy. Can be changed from the Settings page.
Ruler Title can be changed immediately upon registration. The option goes away if you take any action.
You can now select up to ten dominions to watch. Shows up in the sidebar on the right on the on Status, Military, Invade, World, World News, and Notes pages. There is also a link to bigger, more informative view of your watched dominions.
Defender morale change is [Attacker Morale Change]*-1 for under 60% and [Attacker Morale Change]*-0.60 for other. This calculation is done before attacker’s morale modifiers are applied.
Ore improvement points changed from 4 to 3.
Ice Drake gains +0.5 DP per 1 defensive WPA.
All units except Leshy no longer die into a sapling.
Converts captured spies to crypt bodies.
Cannot send expeditions.
Max 2 per round.
Ghoul: 3/2 — cannot be trained, requires 1/4 housing.
Skeleton: 2/1 — cannot be trained, no pop, max 5 per Necromancer, 10% attrition, always suffers 100% casualties on overwhelmed invasions.
Wight: 8/8 — 400 mana, 1 crypt body — no pop, increases enemy casualties, dies into Wight.
Necromancer: 0/6 — 3,500 gold, 25 mana, 1 lumber — counts as 1/2 wizard on offense, counts as 1/4 wizard on defense, immortal as wizard, immortal on fending off.
Stoneworks disabled for Dwarg.
Glacier changed from -1% to -1.5% invader OP per 1% (max -15%).
New — Drafting:
Reserved: -50% drafting.
At Ease: -80% drafting.
New — Necromantic Fascination (Undead only):
Corrupt The Flesh: each Necromancer summons 0.04 Ghouls/tick.
Bone Hoarder’s Horde: each Necromancer summons 1 Skeleton/tick, -100% attrition.
An Army of The Damned: each Necromancer summons 0.02 Ghouls/tick,-90% attrition, +30% wizard strength, +10% mana production, +5% WS/tick recovery.
New — Vassals: Limited Self-Governance (Legion only):
Enabled: annexed Barbarians attack freely but will send all troops at home out to support the Legion.
New — Vassals: Show of Force (Legion only):
Enabled: can invade annexed Barbarians, successfully invading annexed Barbarians incurs no casualties and extends annexation by 96 ticks, unsuccessfully invading breaks the annexation and normal casualties are incurred.
New — Vassals: Spoils of War (Legion only):
Enabled: distribute land discovered on invasions to annexed Barbarians. You only keep conquered land.
Affinity (Sylvan only): coefficient raised from 4,000 to 6,000.
Troll improvement changes:
Bashing: from 50% to 65% max, coefficient from 8,000 to 8,500.
Building: from 50% to 65% max.
New — Fighting: reduces offensive casualties (-40%/5,000) and defensive casualties (-60%/5,000).
Glimmering: from 50% to 65% max.
Hunting: from 90% to 115% max.
Muttering: from 50% to 65% max.
Nesting: from 40% to 60% max, coefficient from 4,500 to 5,000.
RockThrowing: from 50% max to 65% max.
Smashing: from 50% to 65% max, coefficient from 8,000 to 8,500.
Sneaking: from 90% to 115% max (except spy losses, which get 100% max).
Trampling: from 70% to 95% max, coefficient from 4,500 to 4,800.
Training: no changes.
Uprooting: from 50% to 65% max.
Invocations: increases mana production (45/5,000).
Necromancy: increases pairing limit (20/8,000).
Wizardry improvement variant shared with Revenants replaced with new Wizardry: increases wizard strength, reduced spell damage, and increases wizard housing (45/5,000).
Spells and Sorcery
Dark Rites (Undead only): converts 1 crypt body to 1 Ghoul per 50 Necromancers each tick.
General Prestige gains perks now also apply to Expeditions. Barbarians get a new improvement (Tribalism), into which they invest each tick. The amount invested is 4,000 * (1 + [Ticks] / 1000). Theft 3.0: Theft is no longer a single spy-op that you spam at a target. Instead, you go to the new Theft page,…
The 33% rule is removed. The rule required you to always leave 33% of your total DP at home. This is an experimental change and the rule might be reinstate during the round if things get too wacky. Slightly increased Barbarian growth rate and DPA targets. All units have been assigned attributes. More on those…
General Improvements 2.0 Beta test of Improvement 2.0: there are no known issues/bugs. As of writing, left to do: Support for permanent and temporary improvements damage. Masonries. Unit-pairing and other perks reliant on improvements. Improvements are aspects of your dominion that the government (you) invests resources into. They are not physical manifestations of anything. As…
General Barbarian Tribalism investments increased by a bit. Expedition land gains doubled. XP per land gained on invasions changed form 37.50 to 40. Buildings that provide wizard and spy housing will now house wizard and spy units in training. Factions Armada: Inability to explore replaced with +100% cost of exploration. New — Aurei: A magical…
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…
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…