Round 111
Gameplay
A lot of changes and optimisations under the head, which should either have no impact or the game or make things slightly faster. Primarily, it’s making maintenance easier. However, this change has made it so that buildings now produce within the tick that they finish.
Factions
Afflicted
- No changes.
Ants
- Fixed extra drafting to be +2% on top of the base 1% correctly (total 3% drafting/tick).
Aurei
- No changes.
Beastfolk
- No changes.
Dark Elf
- No changes.
Demon
- No changes.
Dragons
- No changes.
Dwarg
- No changes.
Glimjir
- No changes.
Gnome
- No changes.
Goblin
- No changes.
Growth
- Traits:
- Peasants (prions) produce 0.50 food/tick, regardless of employment.
- Cannot train spies.
- Cannot train wizards.
- Cannot train archmages.
- Cannot perform sorcery.
- Cannot sabotage.
- Cannot change draft rate.
- No morale changes.
- +200% population growth.
- -99.99% food stolen from.
- -99% drafting.
- +0.10% drafting per time invaded.
- Units:
- Scute: 0.25/1.00 — cannot be trained, cannot be released.
- Incisor: 1.00/0.75 — cannot be trained, cannot be released., kills enemy units into 10,000 food per OP (on defense) or DP (on offense) killed.
- Pincer: 1.25/0.50 — cannot be trained, cannot be released., plunders up to 10 lumber.
- Quill: 1.50/0.25 — cannot be trained, cannot be released., -20% casualties on offense.
Kobold
- No changes.
Icekin
- No changes.
Nox
- No changes.
Qur
- No changes.
Reptilians
- No changes.
Simian
- No changes.
Snow Elf
- No changes.
Swarm
- No changes.
Sylvan
- No changes.
Troll
- No changes.
Undead
- No changes.
Wood Elf
- No changes.
Vampires
- Traits:
- +20% population bonus.
- -50% food consumption.
- +100% ruler title perks.
- -20% deity power.
- Units:
- Servant: 0/4 — 700 gold, 1 draftee — +20% casualties.
- Acolyte: 3/3 — 900 gold, 1 draftee — +2 OP between 18:00 and 06:00, 0.10% of this unit evolves into Magistrate (takes 12 ticks).
- Magistrate: 4/5 — +2 OP and +2 DP between 18:00 and 06:00, returns two ticks faster if sent out between 18:00 and 06:00, 0.05% of this unit evolves into Nobles (takes 12 ticks), -20% casualties, max 0.333 Magistrates per 1 Acolyte
- Noble: 7/7 — +1 OP between 18:00 and 06:00, +2 DP between 06:00 and 18:00, returns four ticks faster if sent out between 18:00 and 06:00, -40% casualties, max 0.333 Nobles per 1 Magistrate.
Yeti
- No changes.
Advancements
- No changes.
Artefacts
- No changes. Only available in artefact rounds.
Buildings
- Abscess (Growth only): +3.33% improvements per 1% (no max), 88 housing.
- Cartilage (Growth only): 112 raw DP, 88 housing.
- Cyst (Growth only): -4% sorcery damage suffered per 1% (max -80%).
- Dermis (Growth only): produces 0.50 Scutes per tick, 66 housing.
- Hide (Growth only): +1.2% DP per 1% (max +120%), houses 66.
- Mutator (Growth only): produces 0.08 Incisors, Pincers, and Quills per tick, 44 housing.
- Sinew (Growth only): -4% casualties per 1% (max -60%).
- Teratoma (Growth only): +1% OP per 1% (max +100%), houses 88.
- Tissue (Growth only): produces 12 food/tick, houses 176.
Decrees
- No changes.
Deities
- No changes.
Improvements
- Calcification (Growth only): Pincer generation (50/60,000), Incisor generation (-20/60,000), Quill generation (-20/60,000).
- Enamel (Growth only): Incisor generation (50/60,000), Pincer generation (-20/60,000), Quill generation (-20/60,000).
- Keratin (Growth only): Quill generation (50/60,000), Pincer generation (-20/60,000), Incisor generation (-20/60,000).
- Tissue (Growth only): population (120/82,000) and food production (120/82,000).
Magic
- No changes.
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
- Metabolism (Growth only): +100% raw food production.
Divine Spells
- No changes.
Quickstarts
- No changes.
Research
- Not invented yet.
Resources
- No changes.
Sabotage
- No changes.
Terrain
- No changes.
Theft
- No changes.
Titles
- No changes.