Round 107

Gameplay

  • When ticking, dominions are no longer handled in order of registration (lowest dominion ID and up), but rather in a random order.

Barbarians

  • Extra DPA from time invaded increased from 0.006 to 1.5.
  • NPC modifier skewed more towards higher values (this determines starting size and ongoing DPA target).
  • OPA multiplier changed from 1.10 to 4/3.

Desecration

Instead of desecrating individual battlefields, bodies are now tracked on a round level. No more picking specific battlefields. You just send units out to desecrate and they do their thing.

Units returns after 8 ticks.

Bodies decay at a rate of 2% during the day (06:00—18:00) and 0.5% during the night (18:00-06:00).

Factions

Afflicted

  • No changes.

Ants

  • No changes.

Aurei

  • Alchemist gold improvement perk increased by 10x.
  • Gold Wyrm changed from 200 to 1,000 DP.

Beastfolk

  • No changes.

Dark Elf

  • No changes.

Demon

  • Succubus changed to every five Succubus killing one peasant into 5 blood and 1 soul per tick.

Dragons

  • No changes.

Dwarg

  • No changes.

Glimjir

  • Reaver cost changed from 1,700 to 1,600 gold, casualties per victory changed from -1% to -1.50%.
  • Kraken cost changed from 400,000 to 360,000, removed pairing limit by Abyss.

Gnome

  • No changes.

Goblin

  • Traits:
    • +60% population (from +40%).
    • +60% improvement points (from +30%).
    • +40% improvements perks.

Kobold

  • No changes.

Icekin

  • No changes.

Nox

  • Traits:
    • Peasants (Dwellers) produce 2.5 gold and 0.05 mana/tick
    • Draftees (Neophytes) count as 0.10 wizard and provide 0.5 DP.
    • -25% population
    • Cannot train archmages
  • Units:
    • Phantom: 2/0 — 60 mana — does not count as population, max 12 per Evoker, counts as 0.1 spy.
    • Shade: 0/5 — 260 mana — does not count as population, max 10 per Evoker, increases enemy casualties on defense.
    • Fiend: 6/6 — 514 mana — does not count as population, max 8 per Evoker, plunders up to 60 mana.
    • Nightmare: 8/5 — 700 mana, 2% wizard strength — does not count as population, max 6 per Evoker, +1 OP if paired with 1 gloom on attack, reduces target morale by 0.04 if successful on invasion (down to a minimum of 30%).
    • Evoker : 0/4 – 2,200 gold, 124 mana, 1 wizard — counts as 3 wizards, immortal.

Reptilians

  • Eternal One cost increase changed from 2.00% per unit to 2.75% per unit.

Simian

  • Traits:
    • Lumber provides 3 imp points.
    • +10% spy strength.
    • -10% wizard strength.
    • 2 ticks faster construction.
  • Units:
    • Mauler: 3/2 — 600 gold, 1 draftee — -1% casualties on offense per 1% forest and jungle of the target (max -50%), +0.1 OP per victory (max +2).
    • Vine Strider: 0/4 — 600 gold, 1 draftee — -1% casualties per 1% forest and jungle (max -50%).
    • Ironwood Guardian: 4/5 — 1,200 gold, 100 lumber, 1 draftee — -1% casualties on offense per 1% forest and jungle of the target (max -50%), -1% casualties per 1% forest and jungle (max -50%).
    • Ironwood Berserker: 5/4 — 1,400 gold, 200 lumber, 1 draftee — -1% casualties on offense per 1% forest and jungle of the target (max -50%), -1% casualties per 1% forest and jungle (max -50%), +0.1 OP per victory (max +2).

Snow Elf

  • Gryphon: 100/100 — 20,000 food, 1 draftee — does not count as population, max 4 per Gryphon Nest, 10% attrition if you don’t have enough Gryphon Nests, +4 food/tick consumption, -20% casualties.

Swarm

  • No changes.

Sylvan

  • No changes.

Troll

  • No changes.

Undead

  • No changes.

Werewolves

  • Removed.

Wood Elf

  • No changes.

Yeti

  • No changes.

Advancements

  • No changes.

Buildings

  • Colony housing changed from 80 to 110.
  • New — Dark Spire (Nox only): produces 7 * [Defensive WPA] mana/tick.
  • New — Grove (Simian only): houses 30, provides 0 jobs.
  • New — Night Tower (Nox only): produces 30 mana/tick and 0.6 gloom/tick from 18:00 to 06:00.
  • Gryphon Nest: Gryphon summoning changed from 0.005 to 0.004 per tick (max 25%).
  • Orchard, Stronghold, and Institute changed from +1.5% to +2% improvements per 1%.
  • School changed from +1% to +1.5% improvements per 1%.

Decrees

  • Azk’Hurum food penalty removed, prestige perk changed from -15% to -10%.

Deities

  • No changes.

Improvements

  • No changes.

Magic

All spells with a cooldown of 96 ticks have been changed to a cooldown of 92 ticks.

Cantrips (Level 0)

  • No changes.

Level 1

  • No changes.

Level 2

  • No changes.

Level 3

  • No changes.

Level 4

  • No changes.

Level 5

  • No changes.

Faction Spells

  • New — Nocten Acrimony: +40% OP.
  • New — Nocten Fervour: -40% target DP mods.
  • New — Nocten Veil: +40% DP.
  • New — Rainy Season: +100% DP, +100% population growth, +50% food production, +50% lumber production, cannot invade, cannot send expeditions.

Divine Spells

  • No changes.

Quickstarts

  • No changes.

Research

  • Not invented yet.

Resources

  • New — Gloom: A dark, thick liquid produced bottling starlight and filtering the shine out of it.
  • Kelp can now be both bought and sold.

Sabotage

  • No changes.

Terrain

  • No changes.

Theft

  • No changes.

Titles

  • No changes.

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