Greetings Players. Here are your long awaited age changes:
User Interface
Clicking on a race on an alliance page will show a pop up of race stats and abilities (desktop)
Clicking on racial synergy will now show a pop up of the bonus (desktop)
On Interface Settings, you can add option to highlight Research tab when you have X RPA available to invest ( <- actually was added last age)
Global Random Event effects show on Global News page
* Global Random Events *
At the start of each Orkfian year (at 00 and 12 Server Time), small chance for a global event to trigger:
“Martel’s Comet”
Chance: Common
Duration: Long
Effects: Labs produce 2 RPs per hour, increase chance for free science random tribe news.
“Harvest Moon”
Chance: Common
Duration: Long
Effect: Farms produce 50% more food.
“Blood Moon”
Chance: Uncommon
Duration Medium
Effect: -5% offense and +5% defense
“Revelation of the Gods”
Chance: Rare
Duration: Short
Effect: Inter-alliance hostility drops by 200 points, Generals are forced to rest for one month. zero MP & TP regeneration
... and a few more surprises!
War
Truce
Change: Can truce if both alliances have >20% power -> can truce anytime
Hostility
While in war hostility gains incoming, and outgoing are halved
Spoils
RP spoils from war has been removed, market goods adjusted
Win
Same Fame as now
Market goods { 50 cr ; 1.5 kg ; 0.25 log ; 0.1 basic } * alliance acres * %power
Can get spoils with any power (even if lower than 20%)
Loss
Same Fame as now
Market goods { 15 cr ; 0.45 kg ; 0.075 log ; 0.03 basic } * alliance acres * %power
Can get spoils with any power (even if lower than 20%)
Truce
No Fame gains
No market goods
No nothin'!!
Surrender
Conditions:
- Must be losing
-18 months elapsed
- If in multiple wars, you can surrender any war except the most recent one when it have lasted for at least 12 months.
20% fame loss -> Lose 15% fame
Change triggered spell Stunted Growth -> Deam's Absolution (see below)
Change negative market goods -> bonus market goods: { 500crs ; 15 kgs ; 2.5 logs ; 1 basic } * alliance acres
Deam's Absolution (triggered spell)
Cannot be voided, can be cleansed
Duration 12 hrs
Bonus 10% protection from Mage, Thief, and 5% extra defense
Exploring is 50% more expensive
Research
War Research
Add: @90%: Ability to declare war at 650 hostility
Growth Research
Add: @90%: Temples produce 1 more Priest per month
Politics Research
Add: @90%: Non-Basic military trains one month quicker
Thievery Operations
Self Operations
Remove: Camouflage
Black Operations
Add: Survey -- Thief only black op
Description: Your thieves journey to the enemy tribe and survey the area for any traps.
Cost: Arson * 0.6
Chance: Difficult
TPA required: 0.7 TPA
Effect: Per each success, enemy Thief Trap duration is reduced by 1 month [hour]
Dark Spells
Add: Dragon's Vengeance (WAR ONLY)
Description: Using the dark, forbidden magic, your mage conjures the great Dragon to inflict its vengeance upon the world!
Acres required: 5,000
Chance: Very Difficult
Cost: Very expensive (roughly DragonMage * 23)
Effect: 5% all military units, 25% priests killed. 15% non-resource producing buildings {Homes, Barracks, Walls, Weaponries, Academies, Guilds, Churches, GuardHouses, Hideouts, Temples} destroyed.
Races
Eagle
Elude: up to 50% chance of enemies failing an attack on your tribe (accrues 10% each month, an Elude reduces this stacked bonus by 30%) --> 50% chance of enemies failing an attack on your tribe (constant 50% elude)
Each Home store and regen Mana equivalent to 1/3 a guild --> Each Home store Mana equivalent to 1/3 a guild, Each Home regen Mana equivalent to 1/6 a guild
Remove: +50% damage on Wrath of XENE
Elite Anekonian 2/7 1,140 cr --> 1,080 cr
Thief Razorbeak 0/0 300 cr --> 350 cr
Light Elf
Elendian, Matawaska, Lord of Harvest and Quanta cannot be voided --> Immune to Magical Void
Add: Alliance spells and race spells cost 50% less Mana
Off Maia 3/0 300 cr --> 4/0 500 cr
Elite Valar Scion 2/5 900 cr --> 975 cr
Mori Hai
Def Engineer 0/4 320 cr --> 350 cr
Elite Mountain Ogre 4/5 600 cr --> 900 cr
Owl
Basic Nester 0/0 50 cr --> 40 cr
Thief Swift Feather 0/5 600 cr --> 560 cr
Raven
Off Blackclaw 3/0 270 cr --> 230 cr
Def Razorwing 0/6 620 cr --> 540 cr
Rept Hai
Cause 200% of normal military losses to attackers when defending --> Cause 250% of normal military losses to attackers when defending
Add: Immune to Poison and Poison Water
Spirit
Add: Intel Operations cost: -50%
Elite Banshee 6/3 750 cr --> 680 cr
Templar
Add: Can have 20 PPA
Off Knight 4/0 475 cr --> 525 cr
Elite Paladin 5/6 900 cr --> 5/5 1,050 cr
Undead
All units are immortal when attacking and defending --> Vampires are immortal when attacking and defending
Off Skeleton 6/0 666 cr --> 7/0 725 cr
Def Mummy 0/4 300 cr --> 0/5 375 cr
Elite Vampire 7/8 1,000 cr --> 7/9 1,200 cr
Viking
Off Swordman 5/1 415 cr --> 375 cr
Elite Berserker 9/3 1,085 cr --> 9/4
Wizard
Elite Grey Wizard 4/8 1,220 cr --> 1,280 cr
Wood Elf
Elite Tree Ent 0/10 1,450 cr --> 0/9 1,275 cr
Forums
Age 102 Changes
Closed Sanzo opened this discussion on
Sanzo -
Lil Britty -
“... and a few more surprises!“
Sooooo grasshopper 2x as strong?
Sooooo grasshopper 2x as strong?
Gits -
Wow quite a bit of changes but I do have a few questions.
#1. RPs are removed from wars. So that means that only way to get RPs for the most part will be labs, Napa and Synergy? Are you guys going to make RPs easier to get by the above? Getting RPs to fill the gauges will be very tough if are high in acres especially if you warring constantly like #19 and #40. If that is the case getting to 90 percent in multiple gauges will be very hard and the changes to 90 percent in research gauges will not be used as intended..
#3. Not sure I like the “survey” thief op for one reason only. The ability to not remove TT was done because the only way a thief is kinda safe when sending out was by TT and a few GHs. Now they would need at least 10 percent GHs to be safe or to overpop by having thieves at home and even then a mage can Jura. This one is probably the worst change and one that I highly recommend to rethink it.
#3. For the “Deams Absolution” spell. Basically if I surrender while in 2 wars, we will get a TM bonus. At least that is how I took it. If that happens, then I can war an easy ally then war another ally even if it's tougher for hostility and surrender the 1st ally and still get good TM bonus def against the 2nd which was the ally I wanted to war anyway. Seems it could be abused or am I mistaken?
#4. Dragon vengeance. Let me give an example. Say 11 wars 125. 125 has a Rept the ally has reality 1 big attacker and the rest are small tms. All 11 has to do is have 3 of their mages cast that spell every 4 or 5 ticks and the Rept will lose all his priests that took all age to gather, not to mention everything else he will lose. Kinda sucks but if u guys think it's great...
#5. Raven is already an overpowered fast attacker. Now we protecting it by making their Def spec cheaper and raven hunting harder from the get go?
#1. RPs are removed from wars. So that means that only way to get RPs for the most part will be labs, Napa and Synergy? Are you guys going to make RPs easier to get by the above? Getting RPs to fill the gauges will be very tough if are high in acres especially if you warring constantly like #19 and #40. If that is the case getting to 90 percent in multiple gauges will be very hard and the changes to 90 percent in research gauges will not be used as intended..
#3. Not sure I like the “survey” thief op for one reason only. The ability to not remove TT was done because the only way a thief is kinda safe when sending out was by TT and a few GHs. Now they would need at least 10 percent GHs to be safe or to overpop by having thieves at home and even then a mage can Jura. This one is probably the worst change and one that I highly recommend to rethink it.
#3. For the “Deams Absolution” spell. Basically if I surrender while in 2 wars, we will get a TM bonus. At least that is how I took it. If that happens, then I can war an easy ally then war another ally even if it's tougher for hostility and surrender the 1st ally and still get good TM bonus def against the 2nd which was the ally I wanted to war anyway. Seems it could be abused or am I mistaken?
#4. Dragon vengeance. Let me give an example. Say 11 wars 125. 125 has a Rept the ally has reality 1 big attacker and the rest are small tms. All 11 has to do is have 3 of their mages cast that spell every 4 or 5 ticks and the Rept will lose all his priests that took all age to gather, not to mention everything else he will lose. Kinda sucks but if u guys think it's great...
#5. Raven is already an overpowered fast attacker. Now we protecting it by making their Def spec cheaper and raven hunting harder from the get go?
Sanzo -
Quote: Gits
Getting RPs to fill the gauges will be very tough if ... you warring constantly
Getting RPs to fill the gauges will be very tough if ... you warring constantly
You're supposed to choose, war, growth, or science. Not stay WM and get a ton of RPs from barely any work.
Currently each branch takes 15 RPA to max out. To max out all four branches takes 8 days and 8 hours at 30% labs. That is not unreasonable, especially considering other means to attain RPs (napanometry, pillage, human synergy, random news)
Quote: Gits
Survey ... probably the worst change
Survey ... probably the worst change
If it doesn't work we will remove it after an age or two
Quote: Gits
Seems surrender could be abused
Seems surrender could be abused
Maybe. I'm sure anything can be abused, but I don't think it's as much of a given as you're making it out to be
Quote: Gits
Dragon vengeance
Dragon vengeance
I am not going to tell people how to play. If people want to empty their guilds in hopes of succeeding 1 spell per day, they are more than welcome.
Quote: Lil Britty
“... and a few more surprises!“
Sooooo grasshopper 2x as strong?
“... and a few more surprises!“
Sooooo grasshopper 2x as strong?
Thanks for the idea
Gits -
Quote
You're supposed to choose, war, growth, or science. Not stay WM and get a ton of RPs from barely any work.
Currently each branch takes 15 RPA to max out. To max out all four branches takes 8 days and 8 hours at 30% labs. That is not unreasonable, especially considering other means to attain RPs (napanometry, pillage, human synergy, random news)
You're supposed to choose, war, growth, or science. Not stay WM and get a ton of RPs from barely any work.
Currently each branch takes 15 RPA to max out. To max out all four branches takes 8 days and 8 hours at 30% labs. That is not unreasonable, especially considering other means to attain RPs (napanometry, pillage, human synergy, random news)
Your Statement is kinda flawed when you say barely no work. As being in wars is more work than sitting with labs. Not only that but isn't this supposed to be a war game? You are right to max all branches takes 8 days, yet at how many players doing that? With no growth? There are alot of variables. But if this is what you think it's best sure, just keep in mind that I told you so.
Quote
If it doesn't work we will remove it after an age or two
If it doesn't work we will remove it after an age or two
This isn't about a test. It's about common sense Sanzo, not about hope it works, we all know what the outcome will be. Look at 40 and how they love to target thieves. Imagine with no TT at all lol
Quote
Maybe. I'm sure anything can be abused, but I don't think it's as much of a given as you're making it out to be
Maybe. I'm sure anything can be abused, but I don't think it's as much of a given as you're making it out to be
So if the possibility is there to be abused, why do it that way and not actually think about the pro's and con's and ways to maybe tweak it first before implementing a change that “can” be abused?
Quote
I am not going to tell people how to play. If people want to empty their guilds in hopes of succeeding 1 spell per day, they are more than welcome.
I am not going to tell people how to play. If people want to empty their guilds in hopes of succeeding 1 spell per day, they are more than welcome.
Again, the abuse part can come into play. You are right, you are not going to tell people how to play, then again it's not 1 spell per day is it? It would be 1 spell every 5 ticks or so.
Sanzo -
Quote
You are right to max all branches takes 8 days, yet at how many players doing that?
You are right to max all branches takes 8 days, yet at how many players doing that?
Maxing all branches shouldn't be easy, nor should it come without risk. Sitting in War Mode is what I call no risk.
Quote
This isn't about a test.
This isn't about a test.
I never said it was a test. Mages have Void, now thieves have Survey. With your attitude about only adding things that are without flaw and will never need changing in the future, well then why bother, right? Age changes intentionally include obstacles that force players to adapt and try something new. I'd hate to see every age be the same.
Kairon -
Pls bring back dark elf
Rudy -
Hostility
While in war hostility gains incoming, and outgoing are halved.
Could we reduce the damage from outside alliances oping into a war?
For example we have been warring a lot this age to not just 19 & 40 😉. We have had a alliance sit full wm and even reducing homes, farms, and other buildings for max ops. I have been seeing 1500-2000 buildings blown up every 3-4 ts from 50% dmg but with max ops. Smaller tribes 2400+ sit with 26% homes 3% farms 24% ml and 47% guilds. There should be a penalty if a tribe builds like this imo. Max ops to knock down my tm def while in war with another alliance also hitting me is dirty as hell but says a lot about who they are.
Nothing would stop tribes like this from max casting vengeance or any other spells...
Atleast look into it.
While in war hostility gains incoming, and outgoing are halved.
Could we reduce the damage from outside alliances oping into a war?
For example we have been warring a lot this age to not just 19 & 40 😉. We have had a alliance sit full wm and even reducing homes, farms, and other buildings for max ops. I have been seeing 1500-2000 buildings blown up every 3-4 ts from 50% dmg but with max ops. Smaller tribes 2400+ sit with 26% homes 3% farms 24% ml and 47% guilds. There should be a penalty if a tribe builds like this imo. Max ops to knock down my tm def while in war with another alliance also hitting me is dirty as hell but says a lot about who they are.
Nothing would stop tribes like this from max casting vengeance or any other spells...
Atleast look into it.
Rudy -
Also can we implement more races that are “support” characters?
I like the addition to LE and wish fairy was brought back, but we need more races that can help shield and protect alliance mates. Maybe thieves could provide more than just tt and attackers could sacrifice off to sheild 10-15% dmg to an alliance member.
Some of my guys love to play supporting roles and right now the races don't reflect that.
I like the addition to LE and wish fairy was brought back, but we need more races that can help shield and protect alliance mates. Maybe thieves could provide more than just tt and attackers could sacrifice off to sheild 10-15% dmg to an alliance member.
Some of my guys love to play supporting roles and right now the races don't reflect that.
Newt -
someone was buzy with age changes this round... thanks for the hard work... the only thing i really hate is being able to thwart a TT .. everything else i believe we can all adjust to easily...
Jolten -
SoD is voidable
Why should TT not be countered?
Why should TT not be countered?
Gits -
Well in theory let's say it's “Tit for Tat”.
A mage against another mage is mgl against mgl roughly and Sod (unless they got CH but in this instance it's not). So a mage cast DMs per se and blows a load [:p. The other mage will still be ok on the defensive portion of going against eachother that it's.
Now, a thief against a thief is basically TPA against TPA and TT “if it's on”. In this instance say there are no GHs on either side. Thing is when a thief blows his load. The other thief will have a big advantage on successful ops.
Reality, that is the main reason TT was decided back in the olden days thst it should not be voided as a thief is more vulnerable than a mage. Now this isn't even including that a thief has to have a higher pop count due to thieves. All those factors came into play on the decision making.
Now I am not saying that admins can never remove TT. What i am saying is, if you do, then you have to think about a counter balance to the hinderance of pop and sending thieves out. ATM there is no said counter, especially when compared to a mage and thus then it should not be implemented until such a counter happens or you make the mages vulnerable as well and if you do this, then all thieves will always Be the 1st targeted unless there is a way easier target.
A mage against another mage is mgl against mgl roughly and Sod (unless they got CH but in this instance it's not). So a mage cast DMs per se and blows a load [:p. The other mage will still be ok on the defensive portion of going against eachother that it's.
Now, a thief against a thief is basically TPA against TPA and TT “if it's on”. In this instance say there are no GHs on either side. Thing is when a thief blows his load. The other thief will have a big advantage on successful ops.
Reality, that is the main reason TT was decided back in the olden days thst it should not be voided as a thief is more vulnerable than a mage. Now this isn't even including that a thief has to have a higher pop count due to thieves. All those factors came into play on the decision making.
Now I am not saying that admins can never remove TT. What i am saying is, if you do, then you have to think about a counter balance to the hinderance of pop and sending thieves out. ATM there is no said counter, especially when compared to a mage and thus then it should not be implemented until such a counter happens or you make the mages vulnerable as well and if you do this, then all thieves will always Be the 1st targeted unless there is a way easier target.
Player 2 -
Relative to mage, thief damage already sucks. They have 30% auto fail even on undefended target and they are restricted by both TPA and tps.
I'm all for anything that increases damage of thieves relative to mage.
The rest of the changes.... Suck.
We dont need more random events, makes the game more luck based and less skill/activity based. Why should someone be penalised 5% offence when the clock ticks 12 when there exists a mechanism to rust/cut supply weps or winds of distress and have it done via player interaction? Why does someone get 2x research for free while the other guy has to Napa every tick?
Race changes are generally OK, if not unimaginative.
Removal of camo is good (less RNG, the better).
War changes... Might be hard to get feedback on that because you've made the incentive to war so low it might be alliances at growth next age. We'll see. I guess you dont have to fix the broken hostility system if noone wants to war.
I'm all for anything that increases damage of thieves relative to mage.
The rest of the changes.... Suck.
We dont need more random events, makes the game more luck based and less skill/activity based. Why should someone be penalised 5% offence when the clock ticks 12 when there exists a mechanism to rust/cut supply weps or winds of distress and have it done via player interaction? Why does someone get 2x research for free while the other guy has to Napa every tick?
Race changes are generally OK, if not unimaginative.
Removal of camo is good (less RNG, the better).
War changes... Might be hard to get feedback on that because you've made the incentive to war so low it might be alliances at growth next age. We'll see. I guess you dont have to fix the broken hostility system if noone wants to war.
Bradbury -
Personally I like the changes to research gains/alteration to war rewards; that is the style of play that I generally go for and it makes going down that path of research and growth more viable. It makes investing in labs actually meaningful, was really annoying to see all the max research (or at least high research) when people have gone full war mode.
I still think that if we are looking at things from a balance perspective then we need to look at the alliance max tribes. Changes to races is nice and it might alter the number of people picking a particular race and give us a greater variety, but at the end of the day it is a team/war based game and at the moment you are trying to balance something where you have wildly different numbers on each side.
I still think that if we are looking at things from a balance perspective then we need to look at the alliance max tribes. Changes to races is nice and it might alter the number of people picking a particular race and give us a greater variety, but at the end of the day it is a team/war based game and at the moment you are trying to balance something where you have wildly different numbers on each side.
Gwaihir -
I am very much a newcomer to the game and haven't much to add to this that wouldn't make me sound ignorant or naive. I just wanted to add interest to the role of support based classes for the future. Rudy one of my elders made a post about this earlier, and as one of the said players in his team that love supps I would be thrilled to create strategies that are based more so around protecting my teammates.
Anyway, this is my first post in the global forums and as a concluding note I'd just like to say hello to the community, and I hope for more fun times in the ages ahead.
Anyway, this is my first post in the global forums and as a concluding note I'd just like to say hello to the community, and I hope for more fun times in the ages ahead.
Tommies -
Welcome to the community. We can always use more support!
HaRRy -
I don't know Fairies (I guess I missed those) but I like the support class idea.
Of course it would be too late for this age(and maybe even next) because it also takes time to code and test changes.
I'm not writing this as staff, I'm only given a staff role to make it easier for me to update my Attack and construction helpers
Some traits for support race(s) that should be relatively easy to implement (compared to entirely new features):
- Increased lab production
- Are the only ones to cast SoD/TT/Heal/whatever on alliance(maybe not even available as self spells to others)
- Decreased dark spells/black operation damage or not even available
- Can vision spirit
- For every food/wood produced, alliance market will be surplussed by 10% of the production.
Probably harder to add;
- Revive lost units due to attacks on alliance tribes to basics
Of course it would be too late for this age(and maybe even next) because it also takes time to code and test changes.
I'm not writing this as staff, I'm only given a staff role to make it easier for me to update my Attack and construction helpers
Some traits for support race(s) that should be relatively easy to implement (compared to entirely new features):
- Increased lab production
- Are the only ones to cast SoD/TT/Heal/whatever on alliance(maybe not even available as self spells to others)
- Decreased dark spells/black operation damage or not even available
- Can vision spirit
- For every food/wood produced, alliance market will be surplussed by 10% of the production.
Probably harder to add;
- Revive lost units due to attacks on alliance tribes to basics
Bongo -
RPS in war wins being reduced was a good thing.. seems 19 warred house of blues every 5 minutes for quick easy win and stocked up on RPS that way.. so they abused the system.. good catch by the way..
PheNom -
The rp system has been abused for several ages now.
Whether 19 or others did it to abuse it, is imo irrelevant.
But that door needed to be slammed shut.
Whether 19 or others did it to abuse it, is imo irrelevant.
But that door needed to be slammed shut.
Gits -
I totally agree. Then again reality is not that we warred 29. Its how did it happen and especially so quick? We finished the war with 40 and 10 mins later wasted 29 with no hostility. There was alot of intended that we did what we did to find flaws in the system and we reported those as well.
I self reported the reason how allies can war some allies quickly regardless of acreage or tribes. This is actually something on the code that needs to be fixed. Once they do that it should go back to being normal as before.
Sometimes its not good to reinvent the wheel but to tweak it.
I self reported the reason how allies can war some allies quickly regardless of acreage or tribes. This is actually something on the code that needs to be fixed. Once they do that it should go back to being normal as before.
Sometimes its not good to reinvent the wheel but to tweak it.
Sanzo -
I think you are missing the point.
It doesn’t matter that some ops create more hostility than others. And yes, hitting a tribe who has a disproportional size compared to the rest of the alliance will generate a quicker war win.
Not like any of that is a secret though...
What matters is that alliances were using wars for the sole purpose of farming RPs by spamming random ops.
If you want to suggest a war mechanic, by all means feel free to post in Suggestions
It doesn’t matter that some ops create more hostility than others. And yes, hitting a tribe who has a disproportional size compared to the rest of the alliance will generate a quicker war win.
Not like any of that is a secret though...
What matters is that alliances were using wars for the sole purpose of farming RPs by spamming random ops.
If you want to suggest a war mechanic, by all means feel free to post in Suggestions
Gits -
Think maybe you confused what I said or I didnt clarify to your understanding.
When I can get over 1500 hostility with just myself opping a tribe in a 2 man ally. That is a problem.
Now, when you say what matters is that allies war to get research. Then tell me this, once you remove the RPs, what benefit is there to war other than to kill for land?
Then again, you make a kill on a say 2k acre tribe sometimes it doesnt matter cause they will redrawn at same acreage. Now, if you remove that feature and have them restart at a different formula then yes war could indeed be useful.
But with those changes Sanzo, the game becomes who is more active for growth and thus we should rename the game from, alliances at war to alliances at growth.
When I can get over 1500 hostility with just myself opping a tribe in a 2 man ally. That is a problem.
Now, when you say what matters is that allies war to get research. Then tell me this, once you remove the RPs, what benefit is there to war other than to kill for land?
Then again, you make a kill on a say 2k acre tribe sometimes it doesnt matter cause they will redrawn at same acreage. Now, if you remove that feature and have them restart at a different formula then yes war could indeed be useful.
But with those changes Sanzo, the game becomes who is more active for growth and thus we should rename the game from, alliances at war to alliances at growth.
Sanzo -
I am closing this thread, as it is only an announcement, not a discussion.
Please post here if you have any comments/complaints:
https://alliancesatwar.com/forums/game/762380/discuss-age-102-changes/
Please post here if you have any comments/complaints:
https://alliancesatwar.com/forums/game/762380/discuss-age-102-changes/
Sanzo -
* ATTENTION *
Arsenic Infusion has been tweaked!
Was:
Kills 0.05% of all units with off points
Now:
Kills 0.1% of offensive specialists
Arsenic Infusion has been tweaked!
Was:
Kills 0.05% of all units with off points
Now:
Kills 0.1% of offensive specialists
Page 1