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Age 115 Changes

Closed Sanzo opened this discussion on

Sanzo -

Greetings Players. Here are your changes


UI Changes
- You can now stay logged in


Thievery Operations
Survey
Cost reduced to match that of Thieves Trap (-33% TP req)


Races

Swapped Out:
High Elf, Tiefling, Owl

Swapped In:
Raven, Rept Hai, Wood Elf

Class change:
Balrog: Cursed - Attacker --> Cursed Mage


Raven (Winged Attacker)

Silent but oh so violent. Highly intelligent birds lurking in the shadows, their blackened wings give the advantage of extreme speed. This is no birdwatching outing and the flock is hard to see until it's too late.

Racial Abilities
1 month attack time
1 month retreat time, but general need 1 month extra to recover
Deal 25% reduced damage on attacks
Clear a Permimeter: -50% gains
-25% losses for Blackwings when attacking and defending

Military Units
Class Off/Def Cost
Basic Nester 0/0 10 cr
Off Blackclaw 3/0 250 cr
Def Razorwing 0/6 540 cr
Elite Blackwing 5/5 850 cr
Thief Screecher 0/0 275 cr


Rept Hai (Ork Attacker)

The cold, calculating Lizardfolk are Orks who took to the swampy regions of Orkfia and acquired reptilian features. They have tamed many terrifying beasts for their army with virulent venom and deadly gazes. Most fearsome of all however is their brilliant military tactics.

Racial Abilities
3 months build time
Cause 250% of normal military losses to attackers when defending
Cunning: 1% offence bonus per month your general has stayed home since his last attack, with a maximum bonus of 15%.
Immune to Poison and Poison Water

Military Units
Class Off/Def Cost
Basic Hatchling 0/0 50 cr
Off Wyvern Rider 6/0 550 cr
Def Basilisk 0/7 750 cr
Elite Hydra 8/3 1,000 cr
Thief Gorgon 0/0 300 cr


Wood Elf (Elf Thief)

With a powerful affinity for nature suffused in a romantic knowledge of the birds and the bees, Wood Elves are the quickest to recover their population in times of crisis. However peace and love do not extend to their enemies, upset a WE to your peril, their magically quick-filling and extra-filled thief hideouts make them a force of nature indeed.

Racial Abilities
Quickie: +25% TP regeneration rate
Deadly: +25% maximum thief plans
+50% damage on Intrigue

Military Units
Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Woodrider 5/0 600 cr
Def Druid 0/6 600 cr
Elite Tree Ent 0/9 1,300 cr
Thief Grassrunner 0/1 150 cr

--

Balrog
Cursed Mage

Change: 20% homes allowed --> 15% homes allowed
Remove: Farms, Mines and Yards produce 75% of normal ( --> now 100%)
Remove: Citizens killed when raided is halved (including minimum)
Remove: Gives pestilence to target on a successful attack. --> works like any other cursed race. spread if pestilence is cast
Change: Starting Money: -30% --> -35%

Basic Damned Soul 0/0 50 cr
Off Dread Beast 9/0 675 cr --> 15/0 950 cr
Def Occultist 0/9 750 cr --> 0/15 950 cr
Elite Demon 14/6 1,600 cr --> 12/12 1,250 cr
Thief Imp 0/0 200 cr --> 250 cr


Brittonian
Elite 2/6 1,150 cr - -> 2/7 1,225 cr
Thief 0/1 200 cr - -> 1/0 125 cr


Dragon

Remove: 3 months attack time
Homes hold 200 citizens --> Homes hold 175, non homes hold half (barracks 40 military, HOs 20 citiziens, others 5)
Remove: Pillage: +25% gains

Basic Baby Dragon 1/1 125 cr --> 2/2 175 cr
Off Green Dragon 6/0 250 cr --> 10/2 525 cr
Elite Red Dragon 14/3 1,000 cr --> 15/6 1,300 cr


Eagle

Change: Mage level is equal to 5 + TPA home (if higher than from Academies) --> TPA boosts ML by 0.5
Change: Gains 10% chance that a hostile army is unable to find your tribe (1 month retreat) each month (stacks till 30%, lost when triggered) --> Gains 5% elude chance per hour, maximum 50%. Chance reduced by half per each elusion. (Up to 60% elude with political science)
Guilds hold 0.5 mp and 0.5 tp (includes Regen)
Cannot build Hideouts
Military Units
Class Off/Def Cost
Basic Nester 0/0 50 cr
Off Emesen 4/1 350 cr
Def Vendo 0/5 500 cr
Elite Anekonian 2/8 1,100 cr
Thief Razorbeak 0/0 250 cr


Synergy
Human
Remove: Black ops grant 20 RP per building destroyed
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