Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - 02JUN11 Patchnotes: Commander Changes
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic Closed02JUN11 Patchnotes: Commander Changes

 Post Reply Post Reply Page  <123
Author
GM ThunderCat View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 11 Dec 2009
Location: Everywhere
Status: Offline
Points: 2157
Direct Link To This Post Posted: 02 Jun 2011 at 18:33
PATCHNOTES: COMMANDER CHANGES

We've made some changes to the ways commanders work.  

These are "buff" changes rather than "nerf" changes (I should hasten to add), so please keep your whining hats firmly out of sight until you've read everything through Wink

1. GALLOPING TO T2 CAVALRY COMMANDERS ISN'T THE ONLY BRIDLEWAY 
There's been a prevailing wisdom that the only worthwhile commanders are the second tier (T2) "advanced" cavalry commanders.  

This prevailing wisdom has been, broadly, true.  

The T2 cavalrymen have the benefit of speed, and they also are the most useful for levelling up in Heroism, so they tended to command pretty much all divisions for all advanced players as there was no downside in not doing so.

We've thrown a proverbial cat into the symbolic pigeoncoop of Illyria with this entirely non-metaphorical update.

Each type of commander (Spearmen, Ranged, Infantry or Cavalry) and each Tier of commander (T1 or T2) now provide opportunities to have certain commander skills levelled up beyond Level 10, all the way up to Level 15.

These additional levelling options are:
  • Divisional defence bonuses for T1 commanders, and
  • Divisional attack bonuses for T2 commanders
And the bonuses against type (attack) or versus type (defence) are specific to the type of commander you have.  

So T2 spearmen commanders can provide additional attacking bonuses to spearmen in their division, or - through their knowledge of how spearmen fight - T1 spearmen commanders provide additional bonuses to defense against any attacking spearmen.

Example:
  • You can now take a Militiaman Commander (T1 Spearman) to Level 15 in Phalanx Formation (Divisional Defence Bonus Against Spearmen)

  • You can now take a Knight Commander (T2 Cavalry) to Level 15 in Charge (Divisional Cavalry Attack Bonus).

  • You can now take an Elven Trueshot (T2 Ranged) to Level 15 in Concentrated Fire (Divisional Ranged Attack Bonus).
In summary:

  • T1 Spear commanders = up to L15 Phalanx Formation
  • T2 Spear commanders = up to L15 Close Quarter Penetration
  • T1 Ranged commanders = up to L15 Tortoise Formation
  • T2 Ranged commanders = up to L15 Concentrated Fire
  • T1 Infantry commanders = up to L15 Interlocked Shields
  • T2 Infantry commanders = up to L15 Bloodlust
  • T1 Cavalry Commanders = up to L15 Square Formation
  • T2 Cavalry Commanders = up to L15 Charge
These additional level options now display on the Commanders page, and unit descriptions now contain text indicating what additional commander upgrades are available for each unit.

2. CURTAINS FOR COMMANDERS
Permanently killing off commanders was a feature that used to be available in the old User Interface, but didn't make it over to UIv2.

It is now possible to permanently kill off a commander if you wish.
  1. You must remove the commander from your army and back into the unit pool.
  2. Then "retire" them on your military summary page (if they are still alive)
  3. Finally choose "Destroy" next to their Deceased indicator on the commanders page.

3. I CLICKED ON THE WRONG SKILL
It is now possible to reset your commander's skill points via Prestige or Facebook Credits. This can be done on the spend prestige page.

This action costs 15 Prestige points, or 7 Facebook Credits, and will allow you to redistribute all that commanders' experience points into different skills that he or she would normally be able to learn.

This does also, of course, enable you to take instant advantage of your commanders' native maximum level of specific skill.

You can only perform this action if your commander is at your home town and when the commander is alive; it's not something that can be done when he's out and about or dead.

4. TOO MANY COMMANDERS SPOIL THE GAMEBALANCE
A bug that allowed a player to have more than 5 commanders in a town by resurrecting multiple dead commanders simultaneously has been closed.

Any player with more than 5 commanders in his or her town will have their most recently created commanders (in excess of their first 5) disapparated into a bloody mist by the Circle of Five.

We thank those players who have made us aware of this bug via Petitions.

5. HEAL THYSELF, COMMANDER
All commanders start with Level 1 of Accelerated Healing (2 points of damage healed per hour), and all Commanders with the Accelerated Healing skill can now level up correctly to Level 11 (22 points of damage healed per hour).

6. THESE AREN'T THE IMAGES YOU'RE LOOKING FOR
Some browsers displayed broken images on the commanders page, which have now been tidied away.


We hope you find these changes useful.

Regards,

SC


Edited by GM Stormcrow - 10 Jun 2011 at 20:50
Back to Top
 Post Reply Post Reply Page  <123
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.