Round 73 Changes

Gameplay All dominions start with Sazal’s Fog and Sazal’s Charge on a 192-tick cooldown, which after protection means 96 ticks of cooldown remaining. A new type of conversion added: Displaced Peasants Random Split Conversion. Instead of all displaced peasants being converted to one unit slot, there is random ratio (x% to y%) which turn into…

Round 72 Changes

Gameplay Land discovered restriction from hitting the same target changed from 12 ticks to 8 ticks. This used to be measured in hours (two hours) and wasn’t reconfigured correctly when I changed it to be ticks based. Sabotage Listen, all y’all, it’s a Sabotage! Like Theft and Sorcery had a baby: what was left of…

Round 71 Changes

Gameplay Free exploration at tick 0 removed. Governors of the Realms get +10% prestige gains. +20% prestige gain if you successfully invade another realm’s governor. Votes for governor can only be changed once every 192 ticks. Units and spells can now be restricted to a deity. Factions Halfling Spies train in six ticks. Human Scythed…

Round 70 Changes

Gameplay Working on some new ideas and concepts, but nothing major this round. World News 2.0 An almost entirely technical change only, but one which was well overdue. The previous World News code was a huge mess. In terms of game impact, just some minor cosmetic changes that will become apparent during the round. General…

Round 69 Changes

Gameplay OP per land required for expeditions changed from [Land] ^ 1.25 * 1.50 * 2 to [Land] ^ 1.25 / 3. Factions Afflicted Can invest miasma for 24 imp points each. Pest Rat gains 0.04 miasma/tick production. Reaper cost changed from 600 gold, 80 food, 5% morale to 600 gold and 60 miasma. Norse…

Round 68 Changes

Gameplay getRecentlyInvadedCount() changed from default of 6 hours to of 24 ticks. getRecentlyInvadedCountByAttacker() changed from default of 2 hours to 8 ticks. This function is currently used to determine whether additional land is discovered when hitting the same target or whether to ignore range limitations temporarily after a hit. isOwnRealmRecentlyInvadedByTarget() changed from default of 6…

Round 67 Changes

General 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…

Round 66 Changes

General MoraleCalculator: Technical change to how morale is calculated. This should not have any gameplay impact. But it opens up for more possibilities for creating perks related to morale. Morale is calculated in two steps: Base Morale and Morale Multipliers. When a perk increases base morale, it’s an additive bonus added to the 100% standard….

Round 65 Changes

General Casualties Calculator 2.0: Major technical changes to how casualties work. This has historically been one of the buggiest parts of the game and also the hardest to troubleshoot (second only to the Tick Service). Primarily, the focus has been on simplifying the code. But some gameplay changes have been implemented as well. For each…

Round 64 Changes

General The technical distinction between immortal and true_immortal has been removed. This should not have any in-game effect but I’m pointing it out in case you notice something I missed. A bigger overhaul of casualties is in the works. Factions Marshlings: Disabled, undergoing overhaul for Round 65. Advancements No changes. Buildings No changes. Deities No…