Post by Belouch on May 28, 2021 23:00:25 GMT 1
Game Update - 28 May 2021
In case you missed it, we had a Game Update last week, make sure to check it out before reading today's: Game Update - 21 May 2021
Game Changes - 28 May
-Runic XP
-PvP XP
-Infrastructure upkeep tweaks
-Infrastructure upkeep tools
-Tweaks to quest rewards
-New Titanium gear
Game Event - Titanium Wars - Briefing
Rush server update
Game Changes
Runic XP
Moving forward, whenever you manipulate runes in any way, you should gain a small amount of experience. This won't revolutionize the way you level runic but will slowly and passively give you some progress or evo points.
You get XP when Merging Runes:
You get XP when Runing:
You get XP when Unruning:
Lightfoot Runic bonus: As Runic is one of their preferred General Skills, Lightfoot get a +10% XP bonus from their tribal affinity.
PvP Leadership XP
Leadership as a skill is a general appraisal of your fame and notoriety to both your friends and enemies. Whether it is landing the final blow on a Dragon, making your name known through politics, or placing well in the myriad of events or tournaments, word gets around and you embolden your allies and strike fear into your opponents. Now, appropriately, your performance in PVP combat will increase this value, especially if you are a prolific raider. Characters like Grahf, Mutuwa, and Tiana are known and feared for a reason, and now leadership will help reflect that in game. One day, you may be feared as well!
Also, we gave retroactively award experience per kill to all characters, but not nearly as much as you can gain moving forward.
Infrastructure Upkeep Tweaks
Our initial idea was to start rather high, and lower it if needed after testing. Because of so many concerns raised by players, we decided to do it the other way around. We will start low, and will possible increase them after testing.
Keep in mind that the objective is to make sure factions are responsible for their road network, that they don't just spam roads everywhere as if it was just a one-time effort for a lifetime road, but at the same time this should not be a chore for the players, more of a soft-cap on network size, and an opportunity for players to make cash.
Very briefly, these changes reduce the amount of limestone needed overall by almost half in exchange for a slight increase in paving stones (+10%) needed, and combined with other factors (see tools below) makes it easier to carry the materials needed to repair. The Masonry EXP and three extra months to do one full round of repair should give you an easier time to find workers willing to help out, and make it less repetitive.
Infrastructure Upkeep Tools & Improvements
Infrastructure Assessment Summary
When viewing the infrastructure page, mayors will now have the option to pay 1000 gold coins (taken directly from the treasury) to have NPC scouts send them a report in the mail containing a list of all infrastructure on their side of the map, along with their type, location, and condition at the time. As it is an in-game mail, it will be timestamped but it will use server time (Paris).
Warning messages when condition drops below 10%
In addition to the above, mayors will get an automated complaint message from travelers or nearby farmers that conditions on their nearby infrastructure are excessively poor. This 10% warning equates to roughly 18 days before the infrastructure is completely ruined.
With these two additions, we hope it will be easier to monitor your networks and plan repairs.
Infrastructure upkeep fund and direct automated payments
To aid in the convenience of paying workers, mayors will have a secondary account in the treasury where they can deposit money to be paid to workers as they repair structures. Mayors can set the amount to be paid upon successful repair of both bridges and roads, and the money will be transferred automatically from the repair fund account to the worker's bank account.
Wagons!
In essence, this is a big big wheel cart. While a wheel cart is useful everywhere and commonly used for individual projects, the wagon is designed only for smooth travel across roads, and becomes very cumbersome in any other terrain. With that limitation of movement comes a very large increase in carry capacity, which will aid workers when trying to move anything along the road networks.
Wagon
The Recipe will be activated right after the PvP Event.
Tweaks to quest rewards
We removed the Ancient Relic from the rewards of Fauna quests 1, 2 and 3. Despite it being extremely easy to catch, we still regularly have new players who think this is a great opportunity to create a multi to farm easy relics for their main char, and we are tired of having to monitor and keep freezing new players for this. So we removed this temptation.
To compensate the 3 relics, and to go along the huge boost we have given them lately, the XP rewards (particularly of seeking skill and main weapon skill) of every quest below 300 skills has been significantly increased (in a crescendo manner), in addition to a few other bonuses (potions, etc). Those increased weapon skill rewards will also contribute to getting new players faster to soft/hardcap.
The requirements for Fauna 1 and Fauna 2 were also made much more accessible (1 monster kill for each terrain instead of 1-3).
New resource and gear: Titanium gear!
In general, players don't want to lose their investments, no matter what they are, and players are predisposed to keep useful items for a rainy day where they may need them, even if that day never comes. Players keep their Tier 5 gear safe or just don't craft any, because it is very expensive, and easily lost in one bad engagement. The same goes for Tier 4, to a lesser extent. Even if players find Tier 3 gear cheap enough to risk and raid with, they may find it not strong enough to raid with on average, depending on the defender's equipment and numbers.
This is where Titanium comes in!
Titanium being a very light and sturdy metal, armor pieces have traded some physical protection and runage capacity, for a boost in defense power and a gain in weightlessness. This makes them subpar to tier 3 or 4 armors for training on monsters, but attractive for PVP. However, they still aren't truly powerful enough to keep around for a tournament, or any other rainy day. The only real application for this armor is to risk it in PvP for greater gains, or trade it to someone who will. Along with it being injected into the economy by an event, it won't have taken players an enormous amount of time to earn them, either. Hopefully this armor can provide an extra tool especially for raiders, and for it to get looted and traded back and forth many times, or lead you to success and riches on the battlefield.
Summary of the specificities of Titanium gear:
Currently, we are starting by adding chest armor, a pair of leggings, a shield, some nice rings, and an extra trinket item, a belt that helps loot runners and road workers. There could be more upcoming Titanium items, we’ll see what the future holds!
All Titanium Recipes will be activated after the Event has ended.
Game Event - Titanium Wars (Briefing)
This Event is a King of the Hill / Capture the Flag kind of event.
It will start Tuesday 1 June 8 PM server time and end Saturday 8 PM server time (4 days total duration).
Backstory
In the past we've openly talked about searching for ways to do territory control, as none of the ones we've found or know are exactly the cleanest for fitting into the existing world or systems of Agonia, and we've still been looking on and off over time. A while ago after some requests for more direct PVP, especially with contested resources, we started looking into territory control again.
One thing unique to Agonia is tile fertility, and while herbs are easy enough to find, our mining system heavily regulates the income of ores into the world, as well as causes some contention and competition even between allied players. If there were very heavy competition over a specific resource, the fertility of a tile and your ability to pull resources from it is the closest thing we currently have to a "territory" to control at the moment.
In this upcoming PVP event, we want to experiment with this a little!
Event
Due to numerous quakes, magma flows underneath the island of Agonia and its volcano have approached the surface and pushed small deposits of a new valuable metal to the surface, all along the spine and middle reaches of the island! Initial reports claim this lightweight but sturdy metal ore could be invaluable in creating new armors forged for one purpose: War. The Ancients on both sides have sent scouts out, found the locations of the deposits, and have prepared for an all out conflict over this new but scarce resource.
Controlling the tiles and fertility of the Titanium deposits will require teamwork, coordination, strategy and positioning, as you fend off the enemy faction who want to mine it as much as you. Strong soldiers, nimble scouts, and brilliant tacticians to call the shots could all prove invaluable in turning the tide in your favor, gathering you more titanium to craft with!
In this event:
- There will be 7 locations, with one tile each, that serve as Titanium Mines for this event. These are spread up and down the center regions of the map.
- They will have normal fertility rules, refreshing 10% per hour.
- The explore table on these mines is 100% Titanium. You can not fail to get Titanium, so long as you succeed in the seeking check and the tile has fertility.
- You must secure, protect, and transport as much ore as you can to safety, which can be used to craft gear after the event.
- The titanium on the ground will disintegrate every few minutes. That means you cannot stash it! You'll have to keep it in your inventories, so either take the risk of keeping it on you in the no man's lands, or come up with some kind of transport to bring it home safe quickly!
The location of the 7 mines will be announced at the start of the Event.
Special deaths/resurrection during the Event
Insisting that all capable members of the faction give their all to procure as much Titanium as possible, the Ancients are pushing the capital priestesses to their limit, as they utilize their most powerful blessings yet. At great risk to their own health, they will now protect all of your most precious belongings in the unfortunate circumstance that you are killed, wisping them away with you through the spirit world as you return to the capital to be resurrected.
Items such as herbs, ores, potions, gold coins, materials like wood, stone, and most importantly the titanium ores will still drop on death.
Rush Server Update
We keep making very good progress on this. Since last week's update:
-Map has been uploaded into the game successfully.
-The Admin backend code has been adjusted to handle both servers and is now operational.
-Game login system has been adjusted to handle multiple servers.
Next steps:
-Import many different data tables from Agonia (skills, stats, items, weapons, rune effects, spells, tribes, etc)
-Maybe make the first ingame tests!
---
Bel & Em & Dspe
We're on Fire! Another significant Game Update is planned for next week, including some long-awaited features such as the new Kiith spell, the new Leafborn spell and General Ranks, new quest lines, and more!
In case you missed it, we had a Game Update last week, make sure to check it out before reading today's: Game Update - 21 May 2021
Game Changes - 28 May
-Runic XP
-PvP XP
-Infrastructure upkeep tweaks
-Infrastructure upkeep tools
-Tweaks to quest rewards
-New Titanium gear
Game Event - Titanium Wars - Briefing
Rush server update
Game Changes
Runic XP
Moving forward, whenever you manipulate runes in any way, you should gain a small amount of experience. This won't revolutionize the way you level runic but will slowly and passively give you some progress or evo points.
You get XP when Merging Runes:
- 3 level 1 into 1 level 2: 50 XP
- 3 level 2 into 1 level 3: 150 XP
- 3 level 3 into 1 level 4: 450 XP
- 3 level 4 into 1 level 5: 1350 XP
You get XP when Runing:
- Level 1: 33 XP
- Level 2: 100 XP
- Level 3: 300 XP
- Level 4: 900 XP
- Level 5: 2700 XP
You get XP when Unruning:
- Same XP scheme as for Runing!
- No XP if the rune blows up in your face (30% chance)
Lightfoot Runic bonus: As Runic is one of their preferred General Skills, Lightfoot get a +10% XP bonus from their tribal affinity.
PvP Leadership XP
Leadership as a skill is a general appraisal of your fame and notoriety to both your friends and enemies. Whether it is landing the final blow on a Dragon, making your name known through politics, or placing well in the myriad of events or tournaments, word gets around and you embolden your allies and strike fear into your opponents. Now, appropriately, your performance in PVP combat will increase this value, especially if you are a prolific raider. Characters like Grahf, Mutuwa, and Tiana are known and feared for a reason, and now leadership will help reflect that in game. One day, you may be feared as well!
- Landing the final blow on a player character will now reward you with leadership experience.
- You do not earn XP if the player you killed is from your faction.
- The amount of XP depends on the Faction Power of the player you kill.
- The minimum amount is 100 XP, and the maximum XP (if you kill the #1 player in Faction Power) is 600 XP, with a +/- 20% randomness to avoid smartypants calculating Power.
Also, we gave retroactively award experience per kill to all characters, but not nearly as much as you can gain moving forward.
- Retroactive reward of 200 XP per kill for everyone.
Infrastructure Upkeep Tweaks
Our initial idea was to start rather high, and lower it if needed after testing. Because of so many concerns raised by players, we decided to do it the other way around. We will start low, and will possible increase them after testing.
Keep in mind that the objective is to make sure factions are responsible for their road network, that they don't just spam roads everywhere as if it was just a one-time effort for a lifetime road, but at the same time this should not be a chore for the players, more of a soft-cap on network size, and an opportunity for players to make cash.
- Decay is slowed down from 1% daily to 0.55% daily (meaning it takes 6 months for an infrastructure to go from 100% to 0%)
- Amount of paving stones is increased from 5 to 10
- Weight of paving stones is changed from 2kg to 1.5kg
- Fixing is now 3 Masonry turns instead of 2 Stoneworking turns
Very briefly, these changes reduce the amount of limestone needed overall by almost half in exchange for a slight increase in paving stones (+10%) needed, and combined with other factors (see tools below) makes it easier to carry the materials needed to repair. The Masonry EXP and three extra months to do one full round of repair should give you an easier time to find workers willing to help out, and make it less repetitive.
Infrastructure Upkeep Tools & Improvements
Infrastructure Assessment Summary
When viewing the infrastructure page, mayors will now have the option to pay 1000 gold coins (taken directly from the treasury) to have NPC scouts send them a report in the mail containing a list of all infrastructure on their side of the map, along with their type, location, and condition at the time. As it is an in-game mail, it will be timestamped but it will use server time (Paris).
Warning messages when condition drops below 10%
In addition to the above, mayors will get an automated complaint message from travelers or nearby farmers that conditions on their nearby infrastructure are excessively poor. This 10% warning equates to roughly 18 days before the infrastructure is completely ruined.
With these two additions, we hope it will be easier to monitor your networks and plan repairs.
Infrastructure upkeep fund and direct automated payments
To aid in the convenience of paying workers, mayors will have a secondary account in the treasury where they can deposit money to be paid to workers as they repair structures. Mayors can set the amount to be paid upon successful repair of both bridges and roads, and the money will be transferred automatically from the repair fund account to the worker's bank account.
Wagons!
In essence, this is a big big wheel cart. While a wheel cart is useful everywhere and commonly used for individual projects, the wagon is designed only for smooth travel across roads, and becomes very cumbersome in any other terrain. With that limitation of movement comes a very large increase in carry capacity, which will aid workers when trying to move anything along the road networks.
Wagon
- Weight: 500 kilos
- Carrying capacity: +500 kilos (so +750 when overloaded)
- +12 moves on Roads and Town tiles
- +100 moves on every other Terrain types
The Recipe will be activated right after the PvP Event.
Tweaks to quest rewards
We removed the Ancient Relic from the rewards of Fauna quests 1, 2 and 3. Despite it being extremely easy to catch, we still regularly have new players who think this is a great opportunity to create a multi to farm easy relics for their main char, and we are tired of having to monitor and keep freezing new players for this. So we removed this temptation.
To compensate the 3 relics, and to go along the huge boost we have given them lately, the XP rewards (particularly of seeking skill and main weapon skill) of every quest below 300 skills has been significantly increased (in a crescendo manner), in addition to a few other bonuses (potions, etc). Those increased weapon skill rewards will also contribute to getting new players faster to soft/hardcap.
The requirements for Fauna 1 and Fauna 2 were also made much more accessible (1 monster kill for each terrain instead of 1-3).
New resource and gear: Titanium gear!
In general, players don't want to lose their investments, no matter what they are, and players are predisposed to keep useful items for a rainy day where they may need them, even if that day never comes. Players keep their Tier 5 gear safe or just don't craft any, because it is very expensive, and easily lost in one bad engagement. The same goes for Tier 4, to a lesser extent. Even if players find Tier 3 gear cheap enough to risk and raid with, they may find it not strong enough to raid with on average, depending on the defender's equipment and numbers.
This is where Titanium comes in!
Titanium being a very light and sturdy metal, armor pieces have traded some physical protection and runage capacity, for a boost in defense power and a gain in weightlessness. This makes them subpar to tier 3 or 4 armors for training on monsters, but attractive for PVP. However, they still aren't truly powerful enough to keep around for a tournament, or any other rainy day. The only real application for this armor is to risk it in PvP for greater gains, or trade it to someone who will. Along with it being injected into the economy by an event, it won't have taken players an enormous amount of time to earn them, either. Hopefully this armor can provide an extra tool especially for raiders, and for it to get looted and traded back and forth many times, or lead you to success and riches on the battlefield.
Summary of the specificities of Titanium gear:
- Low physical protection
- High defense power
- Low weight (so you can bring home more loot!)
- Cannot be runed
Currently, we are starting by adding chest armor, a pair of leggings, a shield, some nice rings, and an extra trinket item, a belt that helps loot runners and road workers. There could be more upcoming Titanium items, we’ll see what the future holds!
All Titanium Recipes will be activated after the Event has ended.
Game Event - Titanium Wars (Briefing)
This Event is a King of the Hill / Capture the Flag kind of event.
It will start Tuesday 1 June 8 PM server time and end Saturday 8 PM server time (4 days total duration).
Backstory
In the past we've openly talked about searching for ways to do territory control, as none of the ones we've found or know are exactly the cleanest for fitting into the existing world or systems of Agonia, and we've still been looking on and off over time. A while ago after some requests for more direct PVP, especially with contested resources, we started looking into territory control again.
One thing unique to Agonia is tile fertility, and while herbs are easy enough to find, our mining system heavily regulates the income of ores into the world, as well as causes some contention and competition even between allied players. If there were very heavy competition over a specific resource, the fertility of a tile and your ability to pull resources from it is the closest thing we currently have to a "territory" to control at the moment.
In this upcoming PVP event, we want to experiment with this a little!
Event
Due to numerous quakes, magma flows underneath the island of Agonia and its volcano have approached the surface and pushed small deposits of a new valuable metal to the surface, all along the spine and middle reaches of the island! Initial reports claim this lightweight but sturdy metal ore could be invaluable in creating new armors forged for one purpose: War. The Ancients on both sides have sent scouts out, found the locations of the deposits, and have prepared for an all out conflict over this new but scarce resource.
Controlling the tiles and fertility of the Titanium deposits will require teamwork, coordination, strategy and positioning, as you fend off the enemy faction who want to mine it as much as you. Strong soldiers, nimble scouts, and brilliant tacticians to call the shots could all prove invaluable in turning the tide in your favor, gathering you more titanium to craft with!
In this event:
- There will be 7 locations, with one tile each, that serve as Titanium Mines for this event. These are spread up and down the center regions of the map.
- They will have normal fertility rules, refreshing 10% per hour.
- The explore table on these mines is 100% Titanium. You can not fail to get Titanium, so long as you succeed in the seeking check and the tile has fertility.
- You must secure, protect, and transport as much ore as you can to safety, which can be used to craft gear after the event.
- The titanium on the ground will disintegrate every few minutes. That means you cannot stash it! You'll have to keep it in your inventories, so either take the risk of keeping it on you in the no man's lands, or come up with some kind of transport to bring it home safe quickly!
The location of the 7 mines will be announced at the start of the Event.
Special deaths/resurrection during the Event
Insisting that all capable members of the faction give their all to procure as much Titanium as possible, the Ancients are pushing the capital priestesses to their limit, as they utilize their most powerful blessings yet. At great risk to their own health, they will now protect all of your most precious belongings in the unfortunate circumstance that you are killed, wisping them away with you through the spirit world as you return to the capital to be resurrected.
- You will have 1500 moves when resurrecting instead of 500.
- You will still lose 1 weapon skill points upon dying.
- From Tuesday 8AM (12 hour before Event begins) to Sunday 8AM (12 hour after Event ends) all weapons and armor type items are soul-bound!
Items such as herbs, ores, potions, gold coins, materials like wood, stone, and most importantly the titanium ores will still drop on death.
Rush Server Update
We keep making very good progress on this. Since last week's update:
-Map has been uploaded into the game successfully.
-The Admin backend code has been adjusted to handle both servers and is now operational.
-Game login system has been adjusted to handle multiple servers.
Next steps:
-Import many different data tables from Agonia (skills, stats, items, weapons, rune effects, spells, tribes, etc)
-Maybe make the first ingame tests!
---
Bel & Em & Dspe
We're on Fire! Another significant Game Update is planned for next week, including some long-awaited features such as the new Kiith spell, the new Leafborn spell and General Ranks, new quest lines, and more!