Post by Belouch on Feb 19, 2019 12:46:26 GMT 1
Game Update 20 February 2019
Skillcap
We decided that we would first put a hard-cap at 350 and no soft-cap for the moment.
Rationale is that the game is still in its beginning, and we are still waiting for a last few features (faction chat and new GUI) before really publicizing the game and trying to get a lot of new players. Therefore we don't want the first players to get too strong before the game is really out there. It will also push the top players to get a bit closer to the new players as they will start training their secundaries.
Mayor taxes
Once a month, each mayor gets a 30,000 Gold tax income.
Of course those taxes are meant to support and maintain critical functions for the factions but the mayor is completely free to spend it how he/she wants.
Options include:
This is also why you have to trust the mayor you are electing!
Flora herbarium quests
Six new quests are available from your favorite biologist. You can accept the first five of them at once and do them in parallel. They require 60 seeking skill. We don't recommend to do them actively, they are more like passive quests.
New portraits for Kiiths and Mythos
Only Nuruks and Leafborns left and then we will do the female portraits.
Faction infrastructures and map modifications
The map is yours. Your actions can have an impact on it. You can decide to build infrastructures for your faction (roads, bridges, other things to come in the future) or do a bit of landscaping.
Here are the possibilities today:
Roads
Skill required: Stoneworking
Maintenance cost for Mayor: 60 gold per months (for every road tile)
Materials needed:
Raw limestone can be found in limestone mountains by exploring. It is quite abundant.
Limestone powder is made by crushing raw limestone (40 stoneworking recipe) to make the cement.
Paving stones are cut from raw stones (80 stoneworking recipe).
The final recipe to create the road requires 150 stoneworking skill and 100 turns.
Roads can only be built on plain or waste tiles.
Bridges
Skill required: Stoneworking
Maintenance cost for Mayor: 400 gold per months
Materials needed:
The final recipe to create the bridge requires 200 stoneworking skill and 250 turns.
You need to build the bridge on the shore of where you want the actual bridge to be.
Deforestation
Skill required: Woodworking
No maintenance cost
You can turn any forest tile into a plain tile. To do so, you must cut 750 logs and leave them on the tile.
The forest encounter will be replaced by a plain encounter.
Breaking mountains
Skill required: Stoneworking
No maintenance cost
Similar to deforestation, except it's for mountains and it requires a lot more work.
To turn a mountain level 2 tile into a level 1 tile, you must cut 1500 raw stones and leave them on the tile.
To turn a mountain level 1 tile into a plain tile, you must cut 1000 raw stones and leave them on the tile. The mountain encounter will be replaced by a plain encounter.
Important: you cannot destroy a level 1 that is adjacent to a level 2 mountain (because we cannot have a plain/lvl2 interface). So you first need to turn the adjacent lvl2 into a lvl1.
IMPORTANT: For all items above, the change on the map is not automatic. An update will be run once a week (on sundays) to apply all the changes at once.
Maintenance costs: the costs will be directly removed from the monthly tax income that mayors get. If a mayor chooses to stop maintenance for one of the roads or bridges, it will be removed.
In the future, we will have more faction infrastructures giving other benefits.
We will also add some items to help you carry much more stuff in one trip like a wheelcart.
The map is yours. Please don't ruin it
Dragons
Dragons are by far the strongest beasts who ever roamed the island of Agonia. Yet they are not an endemic species as they are only rare sights and no one has ever spotted a Dragon nest or even juvenile Dragons. One of them tends to show up every once in a while to feed on Mammoths and other large creatures, destroying everything in its path. It takes a very large number of skilled fighters to take such a beast down, and it is never without losses.
Concretely:
In the very near future (i.e. these features will be activated for the NEXT dragon):
In the not-so-near future (i.e. these features will not be activated until announced):
For this first Dragon, things are a bit different:
Runes & Runic
The Runic system is now up and running!
Runes are powerful and extremely rare stones found in Dragons. Fire runes for example, are stones found inside Dragons' fire glands which enables them to spit out storms of flames.
If managed by skilled hands, they can be added to weapons or armors.
1. Runes come in different levels of power. You can merge them to increase their level. For exemple, 3 level 1 runes can be merged into 1 level 2 rune. 3 level 2 runes can be merged into 1 level 3 rune etc
2. Items have a certain number of rune-slots. For example:
3. You need runic skill to be able to wear runed items.
The higher the rune level and the higher the requirement. Example: a fire rune level 1 requires 30 runic. If your weapon has 2 level 1 fire runes, you need 60 runic to wear it.
Fire runes
Small monster changes
The HP of most minion creatures was reduced. The XP/hit of the stronger creatures was increased so that the overall XP/fight remains identical for every spot in the map.
The purpose of this was:
Bugs
Skillcap
We decided that we would first put a hard-cap at 350 and no soft-cap for the moment.
Rationale is that the game is still in its beginning, and we are still waiting for a last few features (faction chat and new GUI) before really publicizing the game and trying to get a lot of new players. Therefore we don't want the first players to get too strong before the game is really out there. It will also push the top players to get a bit closer to the new players as they will start training their secundaries.
Mayor taxes
Once a month, each mayor gets a 30,000 Gold tax income.
Of course those taxes are meant to support and maintain critical functions for the factions but the mayor is completely free to spend it how he/she wants.
Options include:
- Maintenance of faction infrastructure: roads, bridges, and future faction infrastructures have a maintenance cost which is deducted automatically from the monthly tax income.
- Pay other players for work conducted in the interest of the faction (e.g. road-building, material gathering/hauling, mapping, etc).
- Keep some of it for him/herself as mayor salary
- Buy equipment for new players
- Support a group who's work benefits the faction
- Support crafters in their training
- Organize any sort of contest
- Give money to weapons, alchemy-pharma and narcoberries lobby who helped getting him/her elected
- Any other thing you can do ingame with gold
This is also why you have to trust the mayor you are electing!
Flora herbarium quests
Six new quests are available from your favorite biologist. You can accept the first five of them at once and do them in parallel. They require 60 seeking skill. We don't recommend to do them actively, they are more like passive quests.
New portraits for Kiiths and Mythos
Only Nuruks and Leafborns left and then we will do the female portraits.
Faction infrastructures and map modifications
The map is yours. Your actions can have an impact on it. You can decide to build infrastructures for your faction (roads, bridges, other things to come in the future) or do a bit of landscaping.
Here are the possibilities today:
Roads
Skill required: Stoneworking
Maintenance cost for Mayor: 60 gold per months (for every road tile)
Materials needed:
- 40 x Limestone powder
- 150 x Paving stone
Raw limestone can be found in limestone mountains by exploring. It is quite abundant.
Limestone powder is made by crushing raw limestone (40 stoneworking recipe) to make the cement.
Paving stones are cut from raw stones (80 stoneworking recipe).
The final recipe to create the road requires 150 stoneworking skill and 100 turns.
Roads can only be built on plain or waste tiles.
Bridges
Skill required: Stoneworking
Maintenance cost for Mayor: 400 gold per months
Materials needed:
- 80 x Limestone powder
- 150 x Paving stones
- 150 x Dimensional stones
- 150 x Planks
The final recipe to create the bridge requires 200 stoneworking skill and 250 turns.
You need to build the bridge on the shore of where you want the actual bridge to be.
Deforestation
Skill required: Woodworking
No maintenance cost
You can turn any forest tile into a plain tile. To do so, you must cut 750 logs and leave them on the tile.
The forest encounter will be replaced by a plain encounter.
Breaking mountains
Skill required: Stoneworking
No maintenance cost
Similar to deforestation, except it's for mountains and it requires a lot more work.
To turn a mountain level 2 tile into a level 1 tile, you must cut 1500 raw stones and leave them on the tile.
To turn a mountain level 1 tile into a plain tile, you must cut 1000 raw stones and leave them on the tile. The mountain encounter will be replaced by a plain encounter.
Important: you cannot destroy a level 1 that is adjacent to a level 2 mountain (because we cannot have a plain/lvl2 interface). So you first need to turn the adjacent lvl2 into a lvl1.
IMPORTANT: For all items above, the change on the map is not automatic. An update will be run once a week (on sundays) to apply all the changes at once.
Maintenance costs: the costs will be directly removed from the monthly tax income that mayors get. If a mayor chooses to stop maintenance for one of the roads or bridges, it will be removed.
In the future, we will have more faction infrastructures giving other benefits.
We will also add some items to help you carry much more stuff in one trip like a wheelcart.
The map is yours. Please don't ruin it
Dragons
Dragons are by far the strongest beasts who ever roamed the island of Agonia. Yet they are not an endemic species as they are only rare sights and no one has ever spotted a Dragon nest or even juvenile Dragons. One of them tends to show up every once in a while to feed on Mammoths and other large creatures, destroying everything in its path. It takes a very large number of skilled fighters to take such a beast down, and it is never without losses.
Concretely:
- Dragons spawn every once in a while on the map (they will be very rare, maybe 12 per year)
- You'll need as many people as possible to fight one
- In the beginning they will stay on the same tile, but in the future they will move around
- They will drop a LOT of goodies and other materials which are used for the best items ingame
- The xp/hit is huge
- The beast is absolutely deadly, don't join a Dragon raid if you are not mentally prepared to die
- When going to the fight, we suggest you keep on you the bare minimum of items you need. If many people die, it will be easier to recover your items.
- If you fail the attack (i.e. everybody dies) and the Dragon loses more than half its HP, it will flee from the island
In the very near future (i.e. these features will be activated for the NEXT dragon):
- Dragons will spawn in random locations on the map, there will not be a fellowship dragon and a forsaken dragon. It's about whichever faction hunts it first.
- Dragon spawns will not be announced
- Dragons will move around randomly on the map
In the not-so-near future (i.e. these features will not be activated until announced):
- Dragons will show up as red figures on the map
- The HP bar of the Dragon will be shown in the fightpage
For this first Dragon, things are a bit different:
- Exceptionally there are two dragons, one for each faction
- We kept things rather simple for this first one as we want a maximum of players to participate
- The creatures mentioned in the RP post are just for RP purpose, do not take them for hints on the Dragons' location
- 80% of the dragons attacks are not evadeable, this means that they will hit a new player just the same as an elite player
Runes & Runic
The Runic system is now up and running!
Runes are powerful and extremely rare stones found in Dragons. Fire runes for example, are stones found inside Dragons' fire glands which enables them to spit out storms of flames.
If managed by skilled hands, they can be added to weapons or armors.
1. Runes come in different levels of power. You can merge them to increase their level. For exemple, 3 level 1 runes can be merged into 1 level 2 rune. 3 level 2 runes can be merged into 1 level 3 rune etc
2. Items have a certain number of rune-slots. For example:
- Tier 1 weapons have 0 slot
- Tier 2 weapons have 1 slot
- Tier 3 weapons have 2 slots
- Tier 4 and higher weapons have 3 slots
3. You need runic skill to be able to wear runed items.
The higher the rune level and the higher the requirement. Example: a fire rune level 1 requires 30 runic. If your weapon has 2 level 1 fire runes, you need 60 runic to wear it.
Fire runes
- Weapon: adds damage (+1-3 per rune level)
- Armor: adds fire resistance (+5% per rune level)
- Rings/Talisman: adds fire resistance (+5% per rune level)
- Shield: adds slicing protection (+1 slicing per rune level)
- Runic requirement: 30 runic per level
Small monster changes
The HP of most minion creatures was reduced. The XP/hit of the stronger creatures was increased so that the overall XP/fight remains identical for every spot in the map.
The purpose of this was:
- To make the game a bit less grindy (it should take about 20% less daily fight time when training)
- To increase the XP/hit of the tougher monsters. Because the balance is made by encounter table and not by monster, you sometimes had very tough ones that didn't give great XP.
Bugs
- Dwellings! They are finally fixed! You have 100kilo of private storage in your group town if the dwelling is built. We are still planning to move the dwellings to capital and to give them to all players in the mid-term.
- Snowy obstacles: some snow areas of the map were inaccessible because of a map bug. It even blocked some people from doing the Ice Explorers quest. This is now fixed.
- We have a recipe bug for spirits so we haven't been able to add the sorcery recipes ingame. We are focusing on other developments first (such as faction chat) so this will be delayed a bit, sorry!