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…

Round 63 Changes

General Round game mode: Deathmatch — Barbarians are in #1 and everyone else is in realm #2. In-realm invasions are enabled. Barbarians are excluded from in-realm invasions. They will not be hitting each other. Factions Aurei: Gold Wyrm cost changed from 60,000 gold, 8,000 food to 70,000 gold, 8,000 food. Halcyon cost changed from 300…

Round 62 Changes

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…

Round 61 Changes

General Lots of cleaning up of old, used data from the database. Trimmed a lot of unused code from the Tick Service, which is risky but extensive testing (for a change) has shown no problems. Spell cooldowns now use ticks instead of hours. And all previous spell cooldowns adjusted accordingly. Barbarians improvements in Tribalism increased…

Round 60 Changes

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,…

Round 59 Changes

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…