Post by Belouch on Jun 20, 2021 21:36:41 GMT 1
Game Update - 20 June 2021
Game News
-Double Crafting EXP Event
-Rush Alpha Update
Game Updates
-Faction Watchtowers
-Leadership for Masters
-Leadership & Bonus EXP for Crafters
-Larger Dwelling Storage
-Power Formula and Damage Changes
-Relic Academy Movement Changes
-Character Name Change Rule Update
-User Interface Improvements
-And other changes
Game News
Double Craft EXP Weekend
We'll have a double crafting XP weekend the first weekend of July. You have about a week and a half to gather materials, talk to your allies and figure out what you want to work on that weekend.
From Friday July 2nd 8PM Server Time (Paris) until Sunday July 4th 8PM, all XP relating to crafting (and crafting only) will be doubled!
Crafting does include cutting stones, chopping wood, and doing masonry work for group towns (not infrastructure maintenance however).
Rush World Alpha Update
The players currently testing the rush world have been at it for about a week and a half, and we've been watching their progress and thoughts daily. On the technical and backend side everything is going fairly smooth so far, which is a big relief for us. As for the game design and balance perspective things could definitely be a lot worse, our new STR and AGI system implemented in Agonia in Summer 2020 is holding strong, much much better than the previous power system, but there are still many holes we need to plug to make the scenario more balanced, interesting, and fun.
Without spoiling too much, it's fairly obvious character growth will be accelerated as it is a limited duration world, but we'll also be adjusting tribal movement costs, crafting favors, crafting recipes, a whole new NPC shop, and preparing a surprise or two. Once the alpha ends, we will need some time to design and make all these changes so we don't have a time estimate for when we will launch the first rush world at this moment. The alpha isn't over though, but once they stop competing the two teams will work together to crunch and search heavily for obscure bugs that might have popped up.
We're excited to get it out for everyone to enjoy but we want to make it right and make it fun, even for our first round throw-away scenario! We hope to let you know more soon.
Game Updates
Faction Watchtower Infrastructure
With our new Infrastructure backend completed and managing your roads now, we can finally start adding new features and building types. First up is Faction Watchtowers!
Watchtowers are made with Stoneworking, similar to bridges and roads, and also can not be moved once they are built. Unlike bridges, roads, and terraforming however, the watchtower system is fully automated and does not need any admin interaction or map update.
Watchtowers are currently limited to specific tileset sprites, ones that contain a single terrain type and only that terrain type. There can also be no other Infrastructure on the tile.
Once you have crafted the Watchtower on a valid tile, you must go to the Infrastructure Page (listed in the "Location Information" section of the main page on all tiles now) and click the designated link to "Activate" the watch tower. The Watchtower item will be removed from your inventory, and a Watchtower will be placed on the tile as infrastructure, the map graphic will automatically update to show the watchtower, meaning that they are visible to all as long as they can see the tile.
The effects on Sight (+3 range in Look Around) are immediate as soon as the tower is activated, and it does not stack with group town watchtower's Building bonus. It will stack with magical equipment (nazar talismans) and spells (Kiith's Warg spell).
Maintaining the watchtowers is the same process as with roads and bridges, a small part of the base recipe to repair condition of the structure, rewarding masonry EXP, and so on.
Very Important: In a future update (soon), these Faction Watchtowers will be a PVP asset and can be destroyed by those who are not in your faction. They are meant to be cheaper alternatives to full-blown group towns in areas you want sight bonuses in, but they will need to be maintained and guarded, and repaired or rebuilt entirely.
The Watchtower recipe is:
You need 250 in Stoneworking and 250 turns.
This recipes produces 1 Watch Tower
Ingredients needed: 360 Dimensional stone, 1440 Plank, 60 Dozen copper nails, 10 Dozen iron nails
Tools: None
Building: None
Leadership for Masters
Along with our introductions of Leadership EXP for PVP combat, we are working down the list of other ways that characters can stand out amongst their peers. A notable one that is often suggested is Masters, who even if they ask for some gold coin in return, provide a valuable training service for their whole faction.
Masters will receive 1 leadership EXP for every turn they spend training a student.
Leadership for High Level Crafters, and Bonus EXP on Higher Level Recipes.
High End Crafting is another way for players to stand out while benefitting their faction, though even with tribal bonuses and investment into intelligence, the upper levels of crafting are large investments for less benefits. These bonuses aim to ease the burden on crafters who support the faction through their hard work and sacrifice.
Recipes over 250 required skill will give an additional 1 EXP per turn.
Recipes over 350 required skill will give an additional 2 EXP per turn, as well as 1 Leadership EXP per turn.
Recipes over 450 required skill will give an additional 3 EXP per turn, as well as 2 Leadership EXP per turn.
Larger Personal Dwellings in Group Towns
This is a common request and a simple change as we don't want to add additional levels just yet, we will simply make the existing dwelling upgrade slightly bigger.
Level 1 Dwelling: 100 Weight Max, no change
Level 2 Dwelling: 500 Weight Max, up from 250 weight max
Power Formula and Monster Damage Changes
Last update we added recipes for the new leggings equipment, and after allowing a grace period for players to get their items crafted, we are now making the changes to monsters to compensate appropriately. Some players have asked us why we'd add the leggings if we're going to make monsters stronger, so the intention behind this is not very clear, we will go further into it.
Lower level monsters (think fauna 1 and 2) will not receive any notable boost at all, meaning that even leather leggings are helpful, but higher level leggings are a massive boost for new players in these areas.
Mid level monsters (think fauna 3 and 4) will receive enough boost to offset leather leggings, meaning that you will roughly break even if wearing them. However, wearing the higher level leggings is still a nice increase to defenses in these areas.
Higher level monsters (what players call fauna 5, 6, 7 and above) will receive boosts that are enough to begin offsetting the higher level leggings on average, stronger monsters will receive stronger boosts.
These changes allow newcomers to invest their quest gold into more training equipment, and allows mentors to provide more benefits to their trainees. On the high end, the different protection selections on leggings allows players to pick the armor that's appropriate for the areas they prefer or enemies they may face and shave off a damage or two, but the goal to make training easier is only notably for lower monster areas, where newcomers will spend a lot of time training main and then mostly secondary weapons.
As for PVP, the attack power vs. defense power baseline is tightly controlled, and we expect all combat to be done in the new baseline of the +5 DP leggings, so players will receive a flat +5 AP globally. Titanium Leggings are meant specifically for PVP, and are meant to be a bonus and will keep their additional 5 (10 total) defense power, but as is normal for titanium items, they have lower protection values as a trade-off.
To also offset the extra protection (and not spoil the weapon balance in PvP), the damage formula was slightly tweaked with a flat bonus of +1 damage for T2 weapons (to compensate leather leggings) and +2 damage (to compensate the higher level leggings) for T3/T4/T5 weapons.
Movement Refill at Relic Academy NPCs
Similar to the capital NPC, the Relic Academy teachers can now help you regenerate your Movement Points up to 500. Similarly to the Elder Priestess, there is a small cost associated of 1 turn per 170 movement points.
This should make it less burdensome to go to the Ancients, particularly for Order cap.
Updated Name Change Rules
Like character deletion, name changes are done through asking the admins to perform one. While diplomacy settings and PVP history are now transferred properly to the new name, we still don't want players to switch too often, and as a rule we will always announce name changes so the community remains aware.
- You will still be required to make a roleplay post explaining the name change, in the roleplay library on these forums.
- You may not ask for a name change more often than once every 2 years.
- You may need to wait until the next Game Update where it can be announced, depending on the timing.
User interface improvements
- When casting a spell that can target others, players may can now click the name of the target, instead of only the small checkbox. This should help mobiles users a bit. It's valid for both spellcasting pages (in-fight and out of fight)
- When frames load or refresh in the Fight page, they should no longer flash white temporarily. Make sure to clean your cache (Ctrl+F5 on Chrome for example) and say goodbye to those white flashes forever!
- Infrastructure details are now shown in the 'Location Information' of the Main Page. Players can now access the Infrastructure page on any tile, by clicking on it.
- Ranks and Titles should now be visible in the Local Chat window.
- The display of kill history in the Faction page should look much better now.
Other Changes
- Switching your Rank and Title should now actually go through, and we are fixing all of the pages that still show the incorrect title as we can.
- General Skill Ranks are now shown in the Agonia Facts database, and there's a section with all of the publicly Ranked players listed.
- Voting for Agonia now has a page shown in Agonia Facts, displaying who has voted the most for the game and kept us high on the advertising boards.
- The issue with duplicate names on characters which could lead to errant messages and impossible to search characters is now fixed. All duplicate characters have been cleaned up and the creation system now prevents if from happening again.
- The Map has been updated with recent terraforming and infrastructure constructions.
---
Bel & Em & Dspe
Game News
-Double Crafting EXP Event
-Rush Alpha Update
Game Updates
-Faction Watchtowers
-Leadership for Masters
-Leadership & Bonus EXP for Crafters
-Larger Dwelling Storage
-Power Formula and Damage Changes
-Relic Academy Movement Changes
-Character Name Change Rule Update
-User Interface Improvements
-And other changes
Game News
Double Craft EXP Weekend
We'll have a double crafting XP weekend the first weekend of July. You have about a week and a half to gather materials, talk to your allies and figure out what you want to work on that weekend.
From Friday July 2nd 8PM Server Time (Paris) until Sunday July 4th 8PM, all XP relating to crafting (and crafting only) will be doubled!
Crafting does include cutting stones, chopping wood, and doing masonry work for group towns (not infrastructure maintenance however).
Rush World Alpha Update
The players currently testing the rush world have been at it for about a week and a half, and we've been watching their progress and thoughts daily. On the technical and backend side everything is going fairly smooth so far, which is a big relief for us. As for the game design and balance perspective things could definitely be a lot worse, our new STR and AGI system implemented in Agonia in Summer 2020 is holding strong, much much better than the previous power system, but there are still many holes we need to plug to make the scenario more balanced, interesting, and fun.
Without spoiling too much, it's fairly obvious character growth will be accelerated as it is a limited duration world, but we'll also be adjusting tribal movement costs, crafting favors, crafting recipes, a whole new NPC shop, and preparing a surprise or two. Once the alpha ends, we will need some time to design and make all these changes so we don't have a time estimate for when we will launch the first rush world at this moment. The alpha isn't over though, but once they stop competing the two teams will work together to crunch and search heavily for obscure bugs that might have popped up.
We're excited to get it out for everyone to enjoy but we want to make it right and make it fun, even for our first round throw-away scenario! We hope to let you know more soon.
Game Updates
Faction Watchtower Infrastructure
With our new Infrastructure backend completed and managing your roads now, we can finally start adding new features and building types. First up is Faction Watchtowers!
Watchtowers are made with Stoneworking, similar to bridges and roads, and also can not be moved once they are built. Unlike bridges, roads, and terraforming however, the watchtower system is fully automated and does not need any admin interaction or map update.
Watchtowers are currently limited to specific tileset sprites, ones that contain a single terrain type and only that terrain type. There can also be no other Infrastructure on the tile.
Once you have crafted the Watchtower on a valid tile, you must go to the Infrastructure Page (listed in the "Location Information" section of the main page on all tiles now) and click the designated link to "Activate" the watch tower. The Watchtower item will be removed from your inventory, and a Watchtower will be placed on the tile as infrastructure, the map graphic will automatically update to show the watchtower, meaning that they are visible to all as long as they can see the tile.
The effects on Sight (+3 range in Look Around) are immediate as soon as the tower is activated, and it does not stack with group town watchtower's Building bonus. It will stack with magical equipment (nazar talismans) and spells (Kiith's Warg spell).
Maintaining the watchtowers is the same process as with roads and bridges, a small part of the base recipe to repair condition of the structure, rewarding masonry EXP, and so on.
Very Important: In a future update (soon), these Faction Watchtowers will be a PVP asset and can be destroyed by those who are not in your faction. They are meant to be cheaper alternatives to full-blown group towns in areas you want sight bonuses in, but they will need to be maintained and guarded, and repaired or rebuilt entirely.
The Watchtower recipe is:
You need 250 in Stoneworking and 250 turns.
This recipes produces 1 Watch Tower
Ingredients needed: 360 Dimensional stone, 1440 Plank, 60 Dozen copper nails, 10 Dozen iron nails
Tools: None
Building: None
Leadership for Masters
Along with our introductions of Leadership EXP for PVP combat, we are working down the list of other ways that characters can stand out amongst their peers. A notable one that is often suggested is Masters, who even if they ask for some gold coin in return, provide a valuable training service for their whole faction.
Masters will receive 1 leadership EXP for every turn they spend training a student.
Leadership for High Level Crafters, and Bonus EXP on Higher Level Recipes.
High End Crafting is another way for players to stand out while benefitting their faction, though even with tribal bonuses and investment into intelligence, the upper levels of crafting are large investments for less benefits. These bonuses aim to ease the burden on crafters who support the faction through their hard work and sacrifice.
Recipes over 250 required skill will give an additional 1 EXP per turn.
Recipes over 350 required skill will give an additional 2 EXP per turn, as well as 1 Leadership EXP per turn.
Recipes over 450 required skill will give an additional 3 EXP per turn, as well as 2 Leadership EXP per turn.
Larger Personal Dwellings in Group Towns
This is a common request and a simple change as we don't want to add additional levels just yet, we will simply make the existing dwelling upgrade slightly bigger.
Level 1 Dwelling: 100 Weight Max, no change
Level 2 Dwelling: 500 Weight Max, up from 250 weight max
Power Formula and Monster Damage Changes
Last update we added recipes for the new leggings equipment, and after allowing a grace period for players to get their items crafted, we are now making the changes to monsters to compensate appropriately. Some players have asked us why we'd add the leggings if we're going to make monsters stronger, so the intention behind this is not very clear, we will go further into it.
Lower level monsters (think fauna 1 and 2) will not receive any notable boost at all, meaning that even leather leggings are helpful, but higher level leggings are a massive boost for new players in these areas.
Mid level monsters (think fauna 3 and 4) will receive enough boost to offset leather leggings, meaning that you will roughly break even if wearing them. However, wearing the higher level leggings is still a nice increase to defenses in these areas.
Higher level monsters (what players call fauna 5, 6, 7 and above) will receive boosts that are enough to begin offsetting the higher level leggings on average, stronger monsters will receive stronger boosts.
These changes allow newcomers to invest their quest gold into more training equipment, and allows mentors to provide more benefits to their trainees. On the high end, the different protection selections on leggings allows players to pick the armor that's appropriate for the areas they prefer or enemies they may face and shave off a damage or two, but the goal to make training easier is only notably for lower monster areas, where newcomers will spend a lot of time training main and then mostly secondary weapons.
As for PVP, the attack power vs. defense power baseline is tightly controlled, and we expect all combat to be done in the new baseline of the +5 DP leggings, so players will receive a flat +5 AP globally. Titanium Leggings are meant specifically for PVP, and are meant to be a bonus and will keep their additional 5 (10 total) defense power, but as is normal for titanium items, they have lower protection values as a trade-off.
To also offset the extra protection (and not spoil the weapon balance in PvP), the damage formula was slightly tweaked with a flat bonus of +1 damage for T2 weapons (to compensate leather leggings) and +2 damage (to compensate the higher level leggings) for T3/T4/T5 weapons.
Movement Refill at Relic Academy NPCs
Similar to the capital NPC, the Relic Academy teachers can now help you regenerate your Movement Points up to 500. Similarly to the Elder Priestess, there is a small cost associated of 1 turn per 170 movement points.
This should make it less burdensome to go to the Ancients, particularly for Order cap.
Updated Name Change Rules
Like character deletion, name changes are done through asking the admins to perform one. While diplomacy settings and PVP history are now transferred properly to the new name, we still don't want players to switch too often, and as a rule we will always announce name changes so the community remains aware.
- You will still be required to make a roleplay post explaining the name change, in the roleplay library on these forums.
- You may not ask for a name change more often than once every 2 years.
- You may need to wait until the next Game Update where it can be announced, depending on the timing.
User interface improvements
- When casting a spell that can target others, players may can now click the name of the target, instead of only the small checkbox. This should help mobiles users a bit. It's valid for both spellcasting pages (in-fight and out of fight)
- When frames load or refresh in the Fight page, they should no longer flash white temporarily. Make sure to clean your cache (Ctrl+F5 on Chrome for example) and say goodbye to those white flashes forever!
- Infrastructure details are now shown in the 'Location Information' of the Main Page. Players can now access the Infrastructure page on any tile, by clicking on it.
- Ranks and Titles should now be visible in the Local Chat window.
- The display of kill history in the Faction page should look much better now.
Other Changes
- Switching your Rank and Title should now actually go through, and we are fixing all of the pages that still show the incorrect title as we can.
- General Skill Ranks are now shown in the Agonia Facts database, and there's a section with all of the publicly Ranked players listed.
- Voting for Agonia now has a page shown in Agonia Facts, displaying who has voted the most for the game and kept us high on the advertising boards.
- The issue with duplicate names on characters which could lead to errant messages and impossible to search characters is now fixed. All duplicate characters have been cleaned up and the creation system now prevents if from happening again.
- The Map has been updated with recent terraforming and infrastructure constructions.
---
Bel & Em & Dspe