Game Update - 9 September 2020
Sept 9, 2020 22:47:16 GMT 1
Giant Dad, stratosphere, and 2 more like this
Post by Belouch on Sept 9, 2020 22:47:16 GMT 1
Game Update 9 September 2020
Intelligence formula
The new intelligence formula is up and running. Effects of intelligence are now a bit more homogeneous (it used to drop XP very fast and then plateau):
XP/hit bonus for Strength
The XP/hit you get when attacking creatures is now affected by your strength!
This was a quite important handicap for strength tribes. Now that strength has an even bigger impact on damage it was not very fair. Even if only a small fraction of the strength is used in the case of training weapons, as the gap between low-strength and high-strength tribes gets bigger, the difference starts getting significant. For example, with the new fight system, a Giant with 80 STR deals +11% damage compared to a Nuruk with 40 STR. The new tweak accounts for that, and the Giant will now get +11% XP/hit compared to that same Nuruk. End point: you no longer lose training XP because of your strength.
Reasons are multiple:
-Agility and Health give only benefits to training, there is no reason that Strength gives a malus
-In fact now Strength has a new benefit on training as it reduces a bit the time you need to train (while still getting the same XP), in addition to its effect already existing on hit/dodge rates
-Players should not shy away from raising their strength because of a negative impact on training.
The reference point is quite low therefore this means that XP/hit will increase at least slightly for most of you. It was something that we expected and it was also meant to compensate the fact that creatures had been buffed, pushing most players to drop by 0.5 or 1 tier their training (other compensation were the softcap modifier boosted from 25% to 33%, the intel formula, and the evo formula).
Uncraft has been boosted. The required skill to uncraft was reduced significantly, it is now 50% of the crafting skill for optimal chances of recovery, which is 70% for each ingredient. You can uncraft even before that, but your odds of recovering material will drop by 1% for every missing skill. For example, you only need 113 skills to best uncraft a T3 weapon (previously 225) and 175 for a T4 weapon (previously 350).
Uncrafting requires the same building as the crafting recipe. This is to prevent raiders from uncrafting their loot in the wild (shame on you if you thought about doing that!).
Uncrafting now gives as much XP as crafting (it used to be 7xp).
Unruning is also boosted. Forget everything you know about the old Unrune system, here is how the new one works:
Stat rings
The new fight system has nerfed the impact of some of the stat rings. Their bonus has been increased to compensate:
This is valid for Strength / Agility / Intelligence / Health Rings
Other changes
-Runic: agonia.boards.net/thread/435/runes-runic
-Terraforming: agonia.boards.net/thread/436/terraforming-map-faction-infrastructure
Anticheat
As most of you know, we had a serious cheater issue, via several SQL injections made by a player who has had access to some of the original code even before Agonia opened.
In case you missed it, the details are here: agonia.boards.net/post/1652/thread
The player is now permantenly banned from the game. We worked hard to find any potential similar breach and close them.
Needless to say, this took a lot of our time away from development, so please don't cheat guys, it's a waste of time for everyone, especially for the cheater himself and devs.
Next couple of days will be very busy dev-wise so expect a new update very soon (including final weapon balancement)
Intelligence formula
The new intelligence formula is up and running. Effects of intelligence are now a bit more homogeneous (it used to drop XP very fast and then plateau):
- Less intense drop at very low intel (a bit easier for really low intel races to begin)
- The 10-25 range is somewhat very close to old formula
- After 25-30, the curve doesn't plateau anymore, meaning it's still relevant to invest in intel beyond that point
XP/hit bonus for Strength
The XP/hit you get when attacking creatures is now affected by your strength!
This was a quite important handicap for strength tribes. Now that strength has an even bigger impact on damage it was not very fair. Even if only a small fraction of the strength is used in the case of training weapons, as the gap between low-strength and high-strength tribes gets bigger, the difference starts getting significant. For example, with the new fight system, a Giant with 80 STR deals +11% damage compared to a Nuruk with 40 STR. The new tweak accounts for that, and the Giant will now get +11% XP/hit compared to that same Nuruk. End point: you no longer lose training XP because of your strength.
Reasons are multiple:
-Agility and Health give only benefits to training, there is no reason that Strength gives a malus
-In fact now Strength has a new benefit on training as it reduces a bit the time you need to train (while still getting the same XP), in addition to its effect already existing on hit/dodge rates
-Players should not shy away from raising their strength because of a negative impact on training.
The reference point is quite low therefore this means that XP/hit will increase at least slightly for most of you. It was something that we expected and it was also meant to compensate the fact that creatures had been buffed, pushing most players to drop by 0.5 or 1 tier their training (other compensation were the softcap modifier boosted from 25% to 33%, the intel formula, and the evo formula).
Crafting buildings
Some town buildings are now required for crafting recipes:
Unrune & Uncraft boost
Some town buildings are now required for crafting recipes:
- All Blacksmith recipes for Tier 3 and above weapons/armors/shields require a Blacksmith
- All Tailoring, Woodworking, Stoneworkin for Tier 3 and above weapons/armors/shields require a Workshop
- All Alchemy recipes above 300 skills require an Alchemical Laboratory
- All Unruning requires a Hall of Wonders
Unrune & Uncraft boost
Uncraft has been boosted. The required skill to uncraft was reduced significantly, it is now 50% of the crafting skill for optimal chances of recovery, which is 70% for each ingredient. You can uncraft even before that, but your odds of recovering material will drop by 1% for every missing skill. For example, you only need 113 skills to best uncraft a T3 weapon (previously 225) and 175 for a T4 weapon (previously 350).
Uncrafting requires the same building as the crafting recipe. This is to prevent raiders from uncrafting their loot in the wild (shame on you if you thought about doing that!).
Uncrafting now gives as much XP as crafting (it used to be 7xp).
Unruning is also boosted. Forget everything you know about the old Unrune system, here is how the new one works:
- You need to be in a town with a Hall of Wonders built. This is to prevent raiders from unruning their loot in the wild (really? again?).
- Optimal success recovery rate is reached if you have 3 times the amount of runic required to hold the rune in question.
- Optimal success rate is 70%, you lose 1% for each missing skill.
- If you successfully extract the rune, it stays the same level (extract a level 2, you get a level 2).
- If you fail, it blows up in your face.
- The damage of the explosion is affected by your WILL and by your armor elemental resistance if you have any.
Stat rings
The new fight system has nerfed the impact of some of the stat rings. Their bonus has been increased to compensate:
- Amethyst stat rings still give +2 Stats
- Emerald stat rings now give +4 Stats
- Diamond stat rings now give +6 Stats
This is valid for Strength / Agility / Intelligence / Health Rings
Other changes
- Terraforming: As the average Woodworking and Stoneworking skill increases in the Agonian population, terraforming becomes easier. The pile recipes have been increased and now require 400 raw stone or logs, and the Roads now require 250 paving stone (amount of limestone stays the same).
- Guide: Emiliana kindly developed three new forum guides:
-Terraforming: agonia.boards.net/thread/436/terraforming-map-faction-infrastructure
Anticheat
As most of you know, we had a serious cheater issue, via several SQL injections made by a player who has had access to some of the original code even before Agonia opened.
In case you missed it, the details are here: agonia.boards.net/post/1652/thread
The player is now permantenly banned from the game. We worked hard to find any potential similar breach and close them.
Needless to say, this took a lot of our time away from development, so please don't cheat guys, it's a waste of time for everyone, especially for the cheater himself and devs.
Next couple of days will be very busy dev-wise so expect a new update very soon (including final weapon balancement)