Post by Belouch on Jul 16, 2020 23:53:48 GMT 1
Game Update - 17 July 2020
As announced earlier, following the change of the fight engine and fight system, several other parameters had to be adjusted in order to fit the new system while maintaining the balance.
EVO Reset
The most obvious change is the fact that all stats of all chars had to be reseted, in order to start clean with new starting stats and new evocosts that fit the new system in a balanced and sustainable way.
So that everyone can restat themselves safely, we teleported everyone in their capital.
Change to evocosts
If the evocost of your race changed, it is because the new formula system made it stronger or weaker than it was supposed to be. Don't see it as a boost or a nerf, it is an adjustment to fit the new formulas and keep tribes balanced.
Norsk: Endurance changed to 4.5 (old value 5)
Dwarr: Health changed to 4.5 (old value 5), endurance changed to 6 (old value 7) and agility changed to 9 (old value 8)
Giant: no change
Leafborn: no change
Lightfoot: Agility changed to 4 (old value 4.5)
Kiith: Strength changed to 8 (old value 7)
Nuruk: Endurance changed to 5 (old value 4)
Mythos: Health changed to 10 (old value 9)
Tribe evocosts were balanced extremely meticulously. Basically, every little perk or malus that a tribe has, translates into a bonus or malus to the efficiency of their evocosts. Giants have almost no perks, so their evocost efficiency is the highest. Lightfeet have a lot of perks, so their evocosts are of lower efficiency. All other tribes are somewhere in between depending on how good their perks are, and we considered EVERYTHING: intelligence difference, preferred weapon skills, general skill bonuses, move perks, spells, etc, even the -1 sight of dwarr was taken into account.
If you choose to make a leafborn, you knew you traded a bit of evocost efficiency for a faster progress rate (high intel) and spells. And this is what you got.
If you choose a nuruk, you knew you'd have no terrain malus and a stoneskin spell but that it would translate into medium evocosts.
And if you picked a Giant you knew you'd sacrifice every other perk to get the best evocosts.
Evocost efficiency was calculated using a statbuild calculator that calculates the optimal distribution for all tribes for 10k, 20k, 50k, 100k, 200k, 500k, 1Million evocost, so the accuracy is to the .1%.
Please note that the new balance takes into account some new tribe perks that have not yet been added into the game (but will soon):
-a minor spell for Norsks
-a 4th spell for Leafborn
-a 4th spell for Kiith
-a +15% flee-chance passive perk for Mythos
Change to starting stats
Starting stats had to be remade from scratch so they don't skew this and so that the balance remains stable over time and evos. All tribes lost some starting stats.
The new starting stats follow the same pattern as the new evocosts, it's basically the average stats each tribe would have if they started with 0s everywhere and had 2,500 EVOs to spend. This way they do not skew the balance, they are directly in-line with the whole system.
Tribe: Agility/Strength/Health/Endurance
Norsk: 11/21/19/8
Dwarr: 12/20/19/7
Giant: 8/23/23/7
Leafborn: 25/13/12/7
Lightfoot: 26/10/13/7
Kiith: 22/13/14/8
Nuruk: 18/14/17/8
Mythos: 23/21/10/6
Change to move costs
While rebalancing tribes, the following tweaks were made on tribe movement:
-Kiith moves in forest changed to 22 (old value 23) and in waste changed to 19 (old value 20)
-Lightfoot moves in plain changed to 21 (old value 20)
Change to the EVO formula
This is the formula that dictates how much EVO you can spend based on your total skills. The formula was revised to fit the new system. Depending on where you were on the curve, you might have more or less EVOs than previously. This change affects ALL tribes the same way.
Creature stats adjustment
Data for creatures have been adjusted. This work is still in progress, expect some further fine-tuning tomorrow.
Overall, due to the lower starting stats and to the new formulas, training is harder than before, and most characters will probably need to lower their usual training ground by 0.5 or 1 tier. This is completely intended. (In fact what was not intended initially was to have people training on pteranodons and the like at 400 skill!). Two other adjustments will make up for the fact that training will be rougher: new intelligence formula and adjustment to softcap rate (see further).
New intelligence formula (coming 1st August)
The effect of intelligence will be tweaked to be more durable. The current formula has a sort of plateau, meaning it is not really worth training it far beyond 30. This new formula will ensure that it has an effect that is more sustainable. In a way it also boosts the intelligence stats and therefore it will lower the XP required to skill-up for almost everyone.
New softcap rate
Training after softcap meant that the XP was divided by 4. Now, the softcap XP is divided by 3. This is aimed to make it easier for softcapers to reach hardcap.
Newbie bonus on steroids
Old bonus was +30% XP for months 1 and 2; and +15% for month 3.
New bonus is +40% / +30% / +20% / +10% for months 1 / 2 / 3 / 4.
The effect is retroactive so anyone under 4 months will have the bonus.
Attack Power bonus
The Attack Power bonus was reduced from 100 to 70. The Defense Power bonus remains at 50. This doesn't effect the balance of tribes. (It does affect the balance of some weapons and shields but those have not been adjusted to the new system yet anyhow).
Future spell system
Since you will restat, we prefer to announce this early. One of the next task will be to revamp the spell system and that will include to change the MP formula. The new formula will likely be MP = 3 * WILL + 1 * INTELLIGENCE.
This information is particularly important for Kiiths and Leafborns who might want to invest more in those stats.
As announced earlier, following the change of the fight engine and fight system, several other parameters had to be adjusted in order to fit the new system while maintaining the balance.
EVO Reset
The most obvious change is the fact that all stats of all chars had to be reseted, in order to start clean with new starting stats and new evocosts that fit the new system in a balanced and sustainable way.
So that everyone can restat themselves safely, we teleported everyone in their capital.
Change to evocosts
If the evocost of your race changed, it is because the new formula system made it stronger or weaker than it was supposed to be. Don't see it as a boost or a nerf, it is an adjustment to fit the new formulas and keep tribes balanced.
Norsk: Endurance changed to 4.5 (old value 5)
Dwarr: Health changed to 4.5 (old value 5), endurance changed to 6 (old value 7) and agility changed to 9 (old value 8)
Giant: no change
Leafborn: no change
Lightfoot: Agility changed to 4 (old value 4.5)
Kiith: Strength changed to 8 (old value 7)
Nuruk: Endurance changed to 5 (old value 4)
Mythos: Health changed to 10 (old value 9)
Tribe evocosts were balanced extremely meticulously. Basically, every little perk or malus that a tribe has, translates into a bonus or malus to the efficiency of their evocosts. Giants have almost no perks, so their evocost efficiency is the highest. Lightfeet have a lot of perks, so their evocosts are of lower efficiency. All other tribes are somewhere in between depending on how good their perks are, and we considered EVERYTHING: intelligence difference, preferred weapon skills, general skill bonuses, move perks, spells, etc, even the -1 sight of dwarr was taken into account.
If you choose to make a leafborn, you knew you traded a bit of evocost efficiency for a faster progress rate (high intel) and spells. And this is what you got.
If you choose a nuruk, you knew you'd have no terrain malus and a stoneskin spell but that it would translate into medium evocosts.
And if you picked a Giant you knew you'd sacrifice every other perk to get the best evocosts.
Evocost efficiency was calculated using a statbuild calculator that calculates the optimal distribution for all tribes for 10k, 20k, 50k, 100k, 200k, 500k, 1Million evocost, so the accuracy is to the .1%.
Please note that the new balance takes into account some new tribe perks that have not yet been added into the game (but will soon):
-a minor spell for Norsks
-a 4th spell for Leafborn
-a 4th spell for Kiith
-a +15% flee-chance passive perk for Mythos
Change to starting stats
Starting stats had to be remade from scratch so they don't skew this and so that the balance remains stable over time and evos. All tribes lost some starting stats.
The new starting stats follow the same pattern as the new evocosts, it's basically the average stats each tribe would have if they started with 0s everywhere and had 2,500 EVOs to spend. This way they do not skew the balance, they are directly in-line with the whole system.
Tribe: Agility/Strength/Health/Endurance
Norsk: 11/21/19/8
Dwarr: 12/20/19/7
Giant: 8/23/23/7
Leafborn: 25/13/12/7
Lightfoot: 26/10/13/7
Kiith: 22/13/14/8
Nuruk: 18/14/17/8
Mythos: 23/21/10/6
Change to move costs
While rebalancing tribes, the following tweaks were made on tribe movement:
-Kiith moves in forest changed to 22 (old value 23) and in waste changed to 19 (old value 20)
-Lightfoot moves in plain changed to 21 (old value 20)
Change to the EVO formula
This is the formula that dictates how much EVO you can spend based on your total skills. The formula was revised to fit the new system. Depending on where you were on the curve, you might have more or less EVOs than previously. This change affects ALL tribes the same way.
Creature stats adjustment
Data for creatures have been adjusted. This work is still in progress, expect some further fine-tuning tomorrow.
Overall, due to the lower starting stats and to the new formulas, training is harder than before, and most characters will probably need to lower their usual training ground by 0.5 or 1 tier. This is completely intended. (In fact what was not intended initially was to have people training on pteranodons and the like at 400 skill!). Two other adjustments will make up for the fact that training will be rougher: new intelligence formula and adjustment to softcap rate (see further).
New intelligence formula (coming 1st August)
The effect of intelligence will be tweaked to be more durable. The current formula has a sort of plateau, meaning it is not really worth training it far beyond 30. This new formula will ensure that it has an effect that is more sustainable. In a way it also boosts the intelligence stats and therefore it will lower the XP required to skill-up for almost everyone.
New softcap rate
Training after softcap meant that the XP was divided by 4. Now, the softcap XP is divided by 3. This is aimed to make it easier for softcapers to reach hardcap.
Newbie bonus on steroids
Old bonus was +30% XP for months 1 and 2; and +15% for month 3.
New bonus is +40% / +30% / +20% / +10% for months 1 / 2 / 3 / 4.
The effect is retroactive so anyone under 4 months will have the bonus.
Attack Power bonus
The Attack Power bonus was reduced from 100 to 70. The Defense Power bonus remains at 50. This doesn't effect the balance of tribes. (It does affect the balance of some weapons and shields but those have not been adjusted to the new system yet anyhow).
Future spell system
Since you will restat, we prefer to announce this early. One of the next task will be to revamp the spell system and that will include to change the MP formula. The new formula will likely be MP = 3 * WILL + 1 * INTELLIGENCE.
This information is particularly important for Kiiths and Leafborns who might want to invest more in those stats.