Round 112

General

  • Upgrade from Laravel version 7 to Laravel version 11.
  • Aggressively trimmed a lot of old and unused Laravel packages.
  • Lots of backend changes, the impact of which should be that the game runs the same or slightly faster. Probably bugs.
  • A little indicator will now show up when the game is ticking. It goes away automatically when the tick has finished.
  • Gravatar dropped (outdated package and a privacy concern). You can either upload your own avatar or generate an avatar by going to the Settings page.
  • On the Invade page, OP will appear green if you are sending OP greater than the target’s DP, red if you don’t, and nasty-looking brown-ish orange if the target is fogged.
  • Other minor UI/UX fixes.
  • Migrated to new server and added support for IPv6.
  • Multithreaded ticks: instead of each dominion ticking simultaneously, the game will now queue up all dominions to tick, and then run several of them in parallel.
  • Push notification: some browsers (Firefox, Chrome, Brave) will/may ask if you want to accept push notifications. If you accept, you will/may receive push notifications when invaded. This is just very early testing. If you don’t want to be asked, simply say no, and instruct your browser to not ask you again.

API

A few API endpoints have been created. No authentication is required. You can simply GET them. There is a throttle limit on them and Cloudflare might get angry if you overdo it. Proper API docs will come at some point.

  • /api/v1/is-round-ticking returns true or false depending on whether the round is ticking.
  • /api/v1/server-time returns the server time.
  • /api/v1/latest-round returns the latest round ID.
  • /api/v1/rounds returns a list of all round IDs.
  • /api/v1/round/{roundId}/dominions returns the IDs of all dominions in that round.
  • /api/v1/round/{roundId}/realms returns the IDs of all realms in that round.
  • /api/v1/realm/{realmId}/dominions returns the dominion IDs of all dominions in that realm.
  • /api/v1/dominion/{dominionId} returns the dominion (as a JSON object), if the round has ended.
  • /api/v1/dominion/{dominionId}/{model} returns the relationship (if any) between a dominion and the model, for example /dominion/123/building returns the dominion buildings.
  • /api/v1/dominion/{dominionId}/queues returns all the queues for the dominion.
  • /api/v1/dominion/{dominionId}/queues/{type} returns all the queue for the dominion by type.
  • /api/v1/queue-types returns available queue types.
  • /api/v1/models returns available models.
  • /api/v1/{model}/{modelId} returns the instance of that model by model ID.

Factions

Afflicted

  • No changes.

Ants

  • No changes.

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

  • Added +100% reduced conversions (so they don’t generate bodies).
  • Drafting returned to normal.
  • Unit:
    • Tendril: 1/1 — 500 food, 1 draftee.

Human

  • Traits:
    • -10% construction costs
    • +10% food production
    • +10% improvement points
    • +10% improvements
    • +20% prestige gains
    • -10% rezoning costs
    • 50% salvage
    • +10% XP generation
    • +100% XP gains (e.g., invasions, expeditions)
    • +1 morale per 1% of land as castle buildings.
  • Units:
    • Archer: 0/4 — 550 gold, 50 lumber.
    • Halberdier: 0/6 — 800 gold, 220 ore.
    • Foot Soldier: 5/4 — 1,000 gold, 160 ore.
    • Knight: 6/4 — 1,500 gold, 300 ore, 1 horse — -20% casualties on offense, returns three ticks faster.

Kobold

  • No changes.

Icekin

  • No changes.

Nox

  • Gems removed.
  • Improvement points per gloom changed from 24 to 36.
  • Instead of relying on pairing of units to Evokers, Nox fighting units now instead rely on wizard points.
  • Units:
    • Phantom: 2/0 — 100 mana — does not count as population, counts as 0.10 spy, requires 1 wizard point (to train or send).
    • Shade: 0/5 — 380 mana — does not count as population, requires 0.5 wizard points (to train).
    • Fiend: 6/6 — 800 mana — does not count as population, requires 1.2 wizard points (to train or send).
    • Nightmare: 8/5 — 1,000 mana — does not count as population, +1 OP if paired with 1 gloom (spent on attack), requires 1.5 wizard points (to train or send).
    • Evoker: 0/0 — 1 wizard, 200 mana, 3,000 gold — counts as 3 wizards.
    • Envoy of Darkness: 0/0 — 1 Evoker, 1,000 mana, 10 gloom, 1,000 gold — counts as 3 wizards, counts as +3 wizards between 18:00 and 06:00, does not contribute towards sorcery (neither defensively nor offensively).

Qur

  • No changes.

Reptilians

  • No changes.

Simian

  • No changes.

Snow Elf

  • No changes.

Swarm

  • No changes.

Sylvan

  • No changes.

Troll

  • No changes.

Undead

  • Traits:
    • Can desecrate.
  • Units:
    • Desecrator: 0/4 — 560 gold, 1 draftee — can desecrate up to 8 bodies, kills enemy casualties into bodies.
    • Ghoul: 4/2 — 250 mana, 1 body — kills enemy casualties into bodies, -50% casualties.
    • Wight: 6/4 — 1,400 gold, 220 mana, 1 body — dies into Wight, increases enemy casualties on offense, kills enemy casualties into bodies, +1 OP if devoted to Kinthys, can desecrate up to 4 bodies.
    • Lich: 0/6 — 1,500 gold, 100 mana, 1 lumber, 1 body — -50% casualties, kills enemy casualties into bodies, +1 DP if devoted to Zidur.

Wood Elf

  • No changes.

Vampires

  • Disabled.

Yeti

  • No changes.

Advancements

  • No changes.

Artefacts

  • No changes. Only available in artefact rounds.

Buildings

  • Abscess produces 0.36 Tendrils/tick.
  • Cartilage removed.
  • Cyst produces 0.36 Tendrils/tick.
  • Dark Spire changed to 25 mana/tick and 1*[WPA] mana/tick.
  • Hide renamed Scute, housing changed from 66 to 88, produces 0.18 Tendrils/tick.
  • Night Tower gloom production changed from 0.6 to 1 per tick between 18:00 and 06:00.
  • Sanctuary (Druva holy building): +4% lumber production, +4% food production, +4% population growth, and -4% casualties on defense per 1% (max +/-40% of each perk).
  • Sinew produces 0.24 Tendrils/tick.
  • Spire changed from +2.5% max +50% to +5% max +100% spell duration.
  • Stone Wall now available to Dragon and all who could previously build Walls.
  • Teratoma renamed Quill, produces 0.18 Tendrils/tick.
  • Tissue housing raised from 176 to 212, produces 0.06 Tendrils/tick.

Castle

Humans have a unique building category called Castle. The castle is built within Walls.

  • Armoury: max 1 per 20 Walls, houses 20 Foot Soldiers and 20 Knights, +20% prestige per 1% (max +50%), no other housing.
  • Bastion: max 1 per 20 Walls, houses 30 Halberdiers, provides 10 raw DP, +5% DP per 1% (max +12.50%), no other housing.
  • Casern: max 1 per 20 Walls, houses 80 military units and 60 draftees, no other housing, no jobs.
  • Keep: max 1 per 100 Walls, houses 100, provides 80 jobs.
  • Smithy: max 1 per 10 Walls, houses 15 Halberdiers and 10 Foot Soldiers, -5% unit ore costs per 1% (max -25%), no other housing.
  • Stable: max 1 per 20 Walls, produces 1 horse/tick, -30% horse theft per 1% (max -75%).
  • Turret: max 1 per 10 Walls, houses 50 Archers, +5% DP per 1% (max +25%), no other housing.
  • Wall: +1% DP per 1% (max +50%), provides 8 raw DP, houses 2 Archers and Halberdier, no other housing.

Decrees

  • No changes.

Deities

  • No changes.

Improvements

  • Tissue: perks changed from 120/82,000 to 140/90,000.

Magic

  • No changes.

Cantrips (Level 0)

  • Maelstrom: added +20% food consumption.

Level 1

  • No changes.

Level 2

  • No changes.

Level 3

  • No changes.

Level 4

  • No changes.

Level 5

  • No changes.

Faction Spells

  • New — Spurt (Growth only): converts 100,000 food into 1 land (uses all available food).

Divine Spells

  • Barathu Bint’s Intuition: +20 morale, gain 1 gold per peasant.
  • Ix’s Virtue: +20% improvement points.
  • Ix’s Wisdom: one free advancements.
  • Glimj’s Tide: +0.08% OP and + 0.12% DP per 1% water terrain.
  • Sazal’s Charge: resets spell cooldowns.
  • Sazal’s Vision: +15% mana production.
  • Zidur’s Bane: +10% enemy casualties.

Quickstarts

  • No changes.

Research

  • Not invented yet.

Resources

  • No changes.

Sabotage

  • No changes.

Terrain

  • No changes.

Theft

  • No changes.

Titles

  • No changes.

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