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GM Stormcrow View Drop Down
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Direct Link To This Post Topic: 07OCT11 - Release & Patchnotes
    Posted: 07 Oct 2011 at 19:05
Hi All,

  • CHANCERY OF ESTATES
    This building has now been released onto live.  It provides a 2% cost reduction in the cost (both research and gold) of claiming Level 1 Sovereignty, per level of the Chancery of Estates building.

    The 2% Cost reduction only applies to Level 1 Sovereignty costs, but if you go beyond Level 1 Sovereignty on a square, the cost of the Level 1 part of your Sovereign claim continues to be discounted.

    You may build multiple copies of this building, which reduce their effectiveness by half with each additional building.

    The five existing Sovereign technologies that related to the number of squares you could claim (Serfs through Subjects) have been changed to now refer to the number of Sovereign Structures you may build from a particular town.  This remains capped at 20 Sovereign Structures.

    Five new technologies (Socage through Serjeanty) have been introduced that specifically deal with the number of sovereign squares you can claim from a particular town.

    Every town that had the Serfs technology has been granted the new Socage technology automatically (that allows up to 20 Sovereign squares to be claimed) - which is only fair, given that we've changed the purpose of the old technologies. 

  • GLOBAL CHAT
    Sieges against <= 10 pop towns are no longer reported to chat.

    An Alliance declaring multiple wars will only alert 3 times per hour to global chat, however there alerts will still be reported in the following two new chat commands:
    /news
    /news24
    which are now available and give the last 2 hours of news and the last 24hrs of news directly to your chat window, respectively.

  • ALLIANCE RELATIONSHIPS EDIT PAGE
    Now says Accept & Reject rather than Accept & Accept as the two options (!)

    Alliances can now offer peace to more than one alliance at a time (!)

  • GEOMANCERS RETREAT UPGRADE NOTIFICATION
    Upgrading a Geomancers Retreat no longer identifies an incorrect spell (sometimes a Blight!) as suddenly receiving a bonus.  This was a display-only issue but has been resolved.

  • DEMOLISH BUILDING PAGE MAKEOVER
    It now looks tidier.

    Drop down list is now categorised into groups (Town, Resource, Wall).

    Drop down list is now sorted alphabetically then by level.

    When a building is added to demolition queue it is will be the default item selected for next click rather than jumping back to top of list, so it's now easier to demolish multiple levels of the same building without having to reset the drop down every time.

    Items added to demolition queue now display underneath the demolition button with timer and progess bar.

    Prestige insta-demolish options have been added to page.

  • EXODUS & MOVING CITY RULES
    Dropped (suspended) players are no longer counted in the 10-square exclusion list, so you can now move into their areas

    You can now move onto a square that you have claimed Sovereignty Level 5 on, regardless of whether another player or alliance is within 10 squares of the location.

    A blockade or siege that has landed (and/or set up) will hold the city from using Exodus.

    Incoming units will not prevent a city move (unless they are a returning Sally Forth or a capturing/razing army).

    Reinforcements already in the town will prevent a city move.

    You cannot sally forth for 5 days after moving your city, or move your city for 5 days after moving your city. 

    Incoming sieges and blockades that had not arrived before the city chooses to move away will be changed to attacks on the square that they we going to set-up on, and return immediately after. The sieging or blockading army's owner will be informed immediately via in-game mail when the city moves.

    Incoming reinforcements to the city will be changed to occupations of the square. The reinforcing army's owner will be informed immediately via in-game mail that the city has moved.  This may lead to some interesting strategies and considerations for both the attacker and defender. 

    Long city moves caused a slight error, this has now been resolved.

Regards,

SC


Edited by GM Stormcrow - 07 Oct 2011 at 19:05
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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 07 Oct 2011 at 19:13
cool Cool
keep it up!
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shadow View Drop Down
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Direct Link To This Post Posted: 07 Oct 2011 at 19:30
Gotta love new buildings!! Looks like exodus is turning into a defensive move as well now...good show.  
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Brids17 View Drop Down
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Direct Link To This Post Posted: 07 Oct 2011 at 19:31
Quote Now says Accept & Reject rather than Accept & Accept as the two options (!)

How did that type even get by in the first place?
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Direct Link To This Post Posted: 07 Oct 2011 at 19:33
Originally posted by GM Stormcrow GM Stormcrow wrote:


  • DEMOLISH BUILDING PAGE MAKEOVER
    ...
Halelujah! Big smile
"Apparently, quoting me is a 'thing' now."
- HonoredMule
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Direct Link To This Post Posted: 07 Oct 2011 at 21:06
Originally posted by GM Stormcrow GM Stormcrow wrote:

  

  • Incoming sieges and blockades that had not arrived before the city chooses to move away will be changed to attacks on the square that they we going to set-up on, and return immediately after. The sieging or blockading army's owner will be informed immediately via in-game mail when the city moves.

    Incoming reinforcements to the city will be changed to occupations of the square. The reinforcing army's owner will be informed immediately via in-game mail that the city has moved.  This may lead to some interesting strategies and considerations for both the attacker and defender. 



I wonder SC, if this will be changed with Tenaril's Spell of Ultimate Teleportation as well at some point? At the present, all units follow the city.
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Direct Link To This Post Posted: 07 Oct 2011 at 21:31
Originally posted by Brids17 Brids17 wrote:

Quote Now says Accept & Reject rather than Accept & Accept as the two options (!)

How did that type even get by in the first place?
We have a dedicated bug department, full of very keen people who enjoy their jobs far too much...

Or something like that... Tongue
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Direct Link To This Post Posted: 07 Oct 2011 at 21:33
Originally posted by shawdow shawdow wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:

  

  • Incoming sieges and blockades that had not arrived before the city chooses to move away will be changed to attacks on the square that they we going to set-up on, and return immediately after. The sieging or blockading army's owner will be informed immediately via in-game mail when the city moves.

    Incoming reinforcements to the city will be changed to occupations of the square. The reinforcing army's owner will be informed immediately via in-game mail that the city has moved.  This may lead to some interesting strategies and considerations for both the attacker and defender. 



I wonder SC, if this will be changed with Tenaril's Spell of Ultimate Teleportation as well at some point? At the present, all units follow the city.
Incoming diplomats and armies will prevent a city moving using the spell - due to a distruption in the magical vibe...
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Direct Link To This Post Posted: 07 Oct 2011 at 22:14
Originally posted by GM Stormcrow GM Stormcrow wrote:


  • CHANCERY OF ESTATES
    The 2% Cost reduction only applies to Level 1 Sovereignty costs, but if you go beyond Level 1 Sovereignty on a square, the cost of the Level 1 part of your Sovereign claim continues to be discounted.

    The five existing Sovereign technologies that related to the number of squares you could claim (Serfs through Subjects) have been changed to now refer to the number of Sovereign Structures you may build from a particular town.  This remains capped at 20 Sovereign Structures.
Okay, the Chancery of Estates. So if I had the correct technologies researched and enough of the Chancery's built, I could claim 75 or 100 squares under sovereignty, but I could only build sovereignty structures on 20 of those squares. Correct?

I'm not sure I follow the "the cost of the Level 1 part of your Sovereign claim continues to be discounted" part, though. So with one Chancery building, a level I claim at 1 distance would be 6 research points and 60 gold. Level II would be 16 research points and 160 gold, Level III would be 26 research points and 260 gold, Level IV would be 36 research points and 360 gold, and Level V would be 46 research points and 460 gold (instead of 50 research points and 500 gold)? Or what?

Thank you.


Edited by Mara Zira - 07 Oct 2011 at 22:14
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Direct Link To This Post Posted: 07 Oct 2011 at 22:21
Originally posted by Mara Zira Mara Zira wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:


  • CHANCERY OF ESTATES
    The 2% Cost reduction only applies to Level 1 Sovereignty costs, but if you go beyond Level 1 Sovereignty on a square, the cost of the Level 1 part of your Sovereign claim continues to be discounted.

    The five existing Sovereign technologies that related to the number of squares you could claim (Serfs through Subjects) have been changed to now refer to the number of Sovereign Structures you may build from a particular town.  This remains capped at 20 Sovereign Structures.
Okay, the Chancery of Estates. So if I had the correct technologies researched and enough of the Chancery's built, I could claim 75 or 100 squares under sovereignty, but I could only build sovereignty structures on 20 of those squares. Correct?

I'm not sure I follow the "the cost of the Level 1 part of your Sovereign claim continues to be discounted" part, though. So with one Chancery building, a level I claim at 1 distance would be 6 research points and 60 gold. Level II would be 16 research points and 160 gold, Level III would be 26 research points and 260 gold, Level IV would be 36 research points and 360 gold, and Level V would be 46 research points and 460 gold (instead of 50 research points and 500 gold)? Or what?

Thank you.
Correct - The Chancery of Estates is more for land claim rather than production advantage.
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