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Age 56 changes

Open Archived Bolle opened this discussion on

Bolle -

Dear Orkfians,

Below you'll find the changes for age 56. These include quite a number of player suggestions from Game Talk. For instance, you can now see race ratings on the Wiki. You are in fact free to edit these ratings, as you are free to edit anything on the Wiki.

Additionally, Dev would like to inform you that Dagyrox is now a member of Development.

Finally - you may have noticed the changes are announced much earlier than usual - Dev has started as of this age with maintaining deadlines to ensure a smoother progression from age to age. In practice, this means that any ideas launched in the second half of every age have very little chance to actually make it into the changes, while those launched in the final two weeks have no chance at all. So-called bugs are of course exempt from this procedure, but it has to be quite the bug.

Here's the list of age changes. Enjoy the read!


Spells

Lightning Bolt
– 50% default chance → 40% default chance*

Mystical Rust
– 30% default chance → 40% default chance

Wrath of Cyclops
– 30% default chance → 40% default chance

Rupture
– 30% default chance → 37% default chance

Meteor Storm
– 30% default chance → 37% default chance

*Default chance reflects the chance of success when mages of equal power clash. Additionally, a lower default chance reduces the effect of a difference in mage level. To give you an idea: 40% is the current level for Fireball.


Races

Brittonian

Removed: 2 hours thievery return time. A 2 hour thievery return time can be achieved by running 20% combat sci or higher.

Bandit 3/7 875 cr → 3/7 825 cr


Templar

Cleric 2/1 250 cr → 2/2 300 cr
25% defense against thievery


High Elf

Remove: 400% fame loss on retreating.
Add: 1 fame gives 0.001% protection against magic/thievery


Uruk Hai

Inflicts 200% losses in combat → Inflicts 200% losses when attacking.
Ogre Shaman 0/7 700 cr → 0/7 750 cr
Half-Giant 10/4 1300 cr → 10/4 1350 cr


Undead

Undead cannot explore → Undead cannot explore or use Land Claim.


Invasions

Race modifier is now applied to minimum citz killed on Raid.



Other

When using stop on success, your mage will now cast until the current duration of the spell has been exceeeded. Of course the mage will still stop once the set amount of tries has been performed.

Random events which kill military are now affected by race modifiers.

Random events are now based on size of army rather than age (If possible, that is! It's currently based on tribe age).

All self ops now work just like LC in the sense that autofill is enabled. Moreover, you'd better send at least 1 TPA, because sending too little reduces gains. This change makes the game more mobile-friendly.

Removed: anti-suicide protection when sending too much military away, signalled by the message “the citizens are tired of seeing their tax money go to far–away military campaigns instead of defending their homes. XXX citizens have left your tribe.”
Suicides should be punished by retaliations.




Player Suggestions

Race rating at signup is a lot of work to maintain, which brings the risk of outdated race ratings. Therefore it will be tested on Wiki first. If the ratings are indeed properly maintained, they may then make it to the signup page. You can already view these ratings on the Wiki, with many thanks to Sanzo.

There is now a time stamp on thievery operations.

Additionally, you will see a lot of player suggestions in the sneak peek below.




Sneak peek

In the Sneak peek section, ideas are presented on which Dev is looking for additional player feedback. Such feedback often stops the sneak peek from becoming reality. Occasionally, the Sneak peek features larger projects which are being worked on.

A tribe activity log in the 'Tribe' menu detailing acts you have lately performed (attacks, spells and operations). Project

T/M/A damage scaling with size will be nerfed in age 57. It will still scale, but not as much. Moreover, thievery will be likely to receive a different/extra kind of boost since the TP boost does not profit them as much as it should. Project/feedback

Tutorial mode/walkthrough. Project

Alliance Spells and Operations are a good way to increase teamplay, so here are some suggestions! Feedback

Circle of Mages
– War Only
– Blocks 5% of spells
– Increases mage damage by 5%
– Only one of these spells can be run at the same time. It will be shown on the War Room page.
– Same difficulty as Seal of Deflection
– Mana cost is (race spell * no. of tribes), to be paid by the caster.

Subterfuge
– War Only
– Blocks 5% of thievery operations
– Increases thievery damage by 5%
– Only one of these operations can be run at the same time. It will be shown on the War Room page.
– Same difficulty as Thieves Trap
– Requires you to send (TPA * no. of tribes) thieves, to be sent by the thief.
– TP cost is (same as arson * no. of tribes), to be paid by the thief.

Halc -

very nice work overall

race changes looks sensible in general

templar needs the little buff
HE is a lot more attractive - maybe too attractive once they get out of the 1-5k, i felt it was a bit too easy after 7k but we will see how that goes

uruk/UD/britt - meh

Kelvin -

Quote
High Elf
Add: 1 fame gives 0.001% protection against magic/thievery


Is that protection lower succesrate or lower damage or both? I never can seem to understand that :P

Pollito -

[up]

Old guy -

Quote
Invasions

Race modifier is now applied to minimum citz killed on Raid.


Does this mean that drags lose land*.4 citz from a raid?

Do people find that a little strong now and make it too difficult to kill a drag? I assume that was the purpose of the change

CBeast -

Looks good

Bolle -

@gonzo.

First question: yes, that's what it means in terms of minimum citz killed. Normally, raid simply kills 20% of citz.

Second question: Yes, people do think so, and yes, that was a reason for the change, but it's not why we settled for this way. (yay I can explain it now [:D])

Over the past ages we've removed draggie's extra defences: 25% damage reduction, -25% citz lost from raid/fb/etc. This in effect made draggies like other races, but it made them really vulnerable to raid - because of the minimum damage. So AgmAr came up with the idea to apply race modifiers to the minimum damage, and that sort of made sense because it doesn't just balance dragon but also races like Balrog and light elf. And it's balanced, because that's what the race modifiers are for.

Of course it could now turn out that dragons are too efficient, but I doubt that [;)]

Dark Cloud -

I do not see the change that allows you to only invest the amount of rps that you choose instead of all or nothing.

Darkwing -

I am not too sure about the HE 1 fame is 0.001 protection thingy..... [8)]

Bolle -

Just LB them and the fame will be gone *poof* just like that.

Quote
New magic fame formula: (base+(destroyed*1))*(smaller_size/larger_size).


Age 53. Fame will fluctuate more at large sizes, which means focusing a HE will generally be quite rewarding in those situations.

Halc -

question: templar's 25% resistance against thievery.

does op success on a templar go like this?:
(ops*autofail%) * 75%* (%GHs*3)%

or does it add with GH protection?
ie. 25%+(GH%*3)% protection total?

i'm guessing the former? as latter would be OPed..and bugged

Bolle -

everything modifies the base (as always).

So you'd get something like:

100 * SuccessRate * GH * Resistance * Thievery Trap

It's not 100 * (successrate+GH+res+TT); the defenses aren't cumulative.

Not sure if this is clear enough [:$]

Halc -

yep thanks that sounds about right.
kudos for getting through my convoluted question[up]

Sanzo -

Yes everything is multiplicative and not additive.

Successrate = (1-(%GH*3))*(1-penalty)*(1-auto_fail_rate)
So for example, if you were to arson a templar with 10% GH the successrate would be = (1-0.1*3)*(1-0.25)*(1-0.3)*100 = 36.75% chance of success

You can read more about it here:
http://orkfia.wikia.com/wiki/Success_Rate#Thievery

d0nc35 -

and orkfia wiki always up to date

Bolle -

I have to announce that the following changes are altered:

Quote
When using stop on success, your mage will now cast until the current duration of the spell has been exceeeded. Of course the mage will still stop once the set amount of tries has been performed.

Random events which kill military are now affected by race modifiers.

Random events are now based on size of army rather than age (If possible, that is! It's currently based on tribe age).


The stop on success change is postponed.

To ensure the most efficient processing of the update or tick random events which kill military will be based on that category of military rather than size. This also removes the need to apply race modifiers.

Random events will now kill up to 0.67% of your military in that category. This should in general be exactly the same damage as it used to be.

Sanzo -

It kills a constant 0.67% or is that the maximum?

I guess this works fine without a race or unit stat modifier [:D][up]

Bolle -

The random event (cuz it happens randomly) kills up to 0.67%.

edited for hodor's benefit.

Hodor -

That's not really random [:p]

xiannic -

It's a fixed event that happens randomly.

Better?

robokop -

it does kill a random amount up to .67%

hardar -

Quote
Bolle, 6 hours ago, edited
The random event (cuz it happens randomly) kills a constant 0.67%.

edited for hodor's benefit.


[quote]
robokop, 24 minutes ago
White Dragon
it does kill a random amount up to .67[/quote]

[8)]

Is that max or fixed?

Sanzo -

It's a secret. Only the coders know! :x

Bolle -

/me has changed history. What is this discussion about? Can't you people read? Who mangled the quote up there? [evilgrin]

dumahz -

dragon FTW

Jamzi -

when does the new age start? :)
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