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xilla View Drop Down
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Direct Link To This Post Posted: 21 May 2010 at 21:41
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Zaldaine View Drop Down
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Direct Link To This Post Posted: 21 May 2010 at 21:22
Great job, I especially like the taxation and production changes.
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Direct Link To This Post Posted: 21 May 2010 at 21:15
Looks excellent.
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Direct Link To This Post Posted: 21 May 2010 at 19:44
Blooming heck..some good work gone into it
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Direct Link To This Post Posted: 21 May 2010 at 19:38
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Direct Link To This Post Posted: 21 May 2010 at 19:23
We hope you like.
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Direct Link To This Post Posted: 18 May 2010 at 14:57
RELEASE WEEKEND
21-24MAY10 RELEASE 1 OF 3

So much stuff going live this weekend, it's almost literally unfathomably amazing.

And without further ado:

1. SIEGE ENCAMPMENTS
Limited Siege - using siege engines in one-off attacks - has been up and running for a while; and it's now time for Full Siege, which is now live and back onstream.

We should give you some explanation on how it works.

If you have:
  • Barracks Level 20
  • Siege Engines
  • The Siege Encampment technology researched
... you can now send out armies under orders to Siege.

You can siege Capital Cities (more on this later) as well as second cities.

Sieges are divided into 5 Distinct Phases.

PHASE 1: MOVING TO SIEGE
On the Army Move screen, select your target city as normal (or choose "Send Army" from the map).

If your target is not a friendly city, you will have the option to Siege.

You will need to assign your army to take up position at a neighbouring square to the target city for your Siege (just like you do in Blockade).  This is where your army will set up its Siege Encampment, and so you will likely want to choose the most defensible square suitable for your army - in case someone counter-attacks your siege camp.

You will also need to select a length of time for the siege to last.  Please be aware that Sieges of less than 13 Hours are not permitted, as this is the minimum period of time to set up a siege camp and have at least one bombardment.   However, you are likely to want to set a substantially larger time than this, for a variety of reasons that will become clear as we go through the process.

When you're ready to go, send your army off.

PHASE 2: SETTING UP CAMP
When your army arrives at the Siege location it will begin to set up camp.

You (and the target city's owner), will be notified via email that a Siege Camp is being set up at this location.

Setting up the Siege Encampment takes 12 hours.

PHASE 3: BOMBARDMENT
When the Siege Encampment has been built, we take stock of the target city's current population.

Your death-dealing Siege Engines (vs Walls and vs Buildings) will hit the city at this point, and continue to hit the city every hour.

As the siege continues, your Siege Engineers become more confident with their equipment and range, and gain a 1% "to hit" bonus with each passing hour.

When the target city's population has been reduced by 75%, the city can be stormed.

You storm a city (and see a summary of what is going on with your siege camp at any point) from the Military Summary / Sieges page.

If - as the sieging player - you have sufficient population to settle another city of your own via settlers, then you will have the option to Storm & Capture

If you do not have the population requirements to settle another city, you have the option to Storm & Raze.  You can, of course, choose Storm & Raze even if you have the population requirements; it's up to you.  The point is that you can only capture a city if you would normally be able to settle another city of your own.

Choosing either of the Storm options then sets your army in motion from the next door siege camp and into the City.

PHASE 4: STORMING THE CITY
This is the final battle, pitting the Sieging army against the remaining defenders and reinforcements inside the city, and operates like a standard attack stratagem.

If the Sieging army loses the battle, it is destroyed and the Siege is lifted.

If the Sieging army wins the battle, the defenders are destroyed and we move into the final phase.

PHASE 5: FINAL OUTCOME
Storm & Capture
If you are able to, and have chosen to Storm & Capture, the city is now yours. 

You receive the city with the remaining buildings as they are, the existing distribution of the land resource plots, the current resoures in the city - and all of the technology researched in that city.

Your victorious sieging army transfers its orders to Reinforce in your new city for whatever amount of time remains from your original Siege timer.

Storm & Raze
If you have chosen the Storm & Raze option, the city will be utterly destroyed.

In both scenarios (Capturing & Razing), all units, armies, caravans, spells, trade offers and other effects belonging to the fallen city are removed from the game.

All armies incoming to the city (but which have not yet arrived) are turned back, immediately.

All armies surrounding this city on other siege camps or blockades have their orders transformed into "Occupy".

THE LOSING PLAYER
If the player who has just lost his or her city has more than one city, then it is simply lost and the game continues as usual.  If the city was the Capital City, then the Capital City flag shifts to the next largest (population) city that the player owns.

If, however, this is the player's only remaining city in the game then the player will be restarted with a new city (with some starting resources) in a random spot on a different quadrant on the map.  The losing player also starts this new city with all the research technologies that his lost city had accumulated to this point; which softens the blow somewhat.

We will be putting together a help file, complete with everything else you need to know and some helpful screenshots shortly.


2. REINFORCING ABROAD & THE PEACE OF THE CAMP
You can now stack armies on top of friendly armies who are stationed abroad using the Occupy stratagem.

Friendly armies are defined as those who are:
  • Your own armies, or

  • Armies belonging to people who are:
    • in your alliance, or
    • in a NAP with your alliance, or
    • in a Confederation with your alliance
To reinforce another army abroad, simply send your army out with orders to occupy the same square as the friendly army for whatever preset time you choose. 

On arrival at the location, your army's Occupy order will be transformed into a Reinforce order.

You can stack as many armies as you like on a square.  Please note that this only applies to armies; not to caravans or diplomatic units.

Clarification: You may still only have one army performing a Siege or Blockade on any single square at any one time. ie you cannot stack 2 sieging armies, 1 blockading army and 3 reinforcing armies on the same square.  But you could stack 1 siege army (with a reinforcing army) on one square; another siege army (with a reinforcing army) on another square, and 1 blockading army (with a third reinforcing army) on yet a third square.

THE PEACE OF THE CAMP
There are (as you might imagine) some caveats, clarifications and intricacies to this rule change, especially regarding multiple alliances with different relationships all interacting on the same square. 

The arriving army must be friendly with only one of the occupying armies to assume the Peace of the Camp, and therefore count the whole stack of armies as temporarily Friendly under a common flag of truce.

So it is possible to form a fairly unholy alliance of players defending the same square, so long as a player who is friendly with the arriving party is present before they arrive.
Quote THE PEACE OF THE CAMP EXAMPLE
Alliance A is enemies with Alliance B
Alliance C is friendly with both Alliance A and Alliance B

If Alliance C is in occupation of a square, then reinforcements from Alliance A and Alliance B can both arrive to help defend the square, and Alliance A and Alliance B will agree to the Peace of the Camp enforced by their mutual friendships with Alliance C.

Even if Alliance C leaves the square the Peace of the Camp remains in force, and the armies from the 2 enemy alliances will jointly defend the square against threats to either party until their recall order.

We can certainly foresee some interesting strategies by players who take full advantage of these mechanics.

3. COMBAT REPORTS

We had previously made a change so that players would not receive a detailed combat report about a combat outcome if:
  • You were the aggressor and your forces were destroyed, or
  • You were the defender and your forces were destroyed outside of a Town environment
This was an attempt to stop players from using a single unit essentially as a Scout.

However, the side-effect of this is that players now feel understandably let down when they get an email essentially saying "Your army was destroyed", with no indication of who destroyed it or how many casualties were inflicted.

This state of affairs becomes especially peculiar as you can broadly work out how many casualties you inflicted simply by looking at the Experience value that your commander gained.

We completely understand that part of the player experience is the satisfaction of knowing that whilst your army died, your glorious defeat dragged x of them down to hell with you.  And the "complete destruction" report is, rightly, annoying a lot of players.

So we've changed the detailed combat report system again.

Quote THE NEW, NEW DETAILED COMBAT REPORT
This now works as follows:
  • Defenders always receive a detailed combat report

  • Attackers receive a detailed combat report if they win

  • Attackers who lose receive a detailed combat report if their total attacking value was greater than 20% of the defenders defence value. 

    So (assuming equal values for this example) a force of 3 units attacking (and losing) to a defending force of 10 units will get a detailed combat report, but a force of 1 or 2 units attacking will still get the "Complete Destruction" mail.

  • Attackers using the Raid Stratagem do not receive a detailed combat report on the defender's troops if their total attacking force was smaller than the total defending force, otherwise they will receive a detailed report.
We believe this brings back the right (and rightful) balance of information to players, but prevents attackers from using either the raid stratagem or the "single/handful" of units as surrogate scouts.

4. COMMANDER SEASONING (SELF BONUSES)
Quote Please note that there is a change here from the 18MAY announcement:
It is now the strength of the whole army that must exceed the commander's individual value in a particular area - not solely the units in a commander's own division. 

We believe this balances the utility of personally heroic commanders with the need to provide some support for them in the army as a whole; without making heroic commanders simply the exact equivalent of building the same number of troops.

Commanders are more than heroic individual fighting machines - they get their strength from their ability to co-ordinate, lead and inspire the troops around them.

To this end, a commanders' personal attack and defence values will now fluctuate up to their "levelled-up maximum" according to the total strength of all the forces in their army.

A commander acting on his own in an army without any troops will be no better or worse than 2 units of the commander's base type - regardless of his levelled up strengths in any personal heroism area.

To get a commander to perform up to his full potential, he needs to be in an army that has an total strength equal to or exceeding the commanders' individual strength.

Quote AN EXAMPLE
A level 1 Militiaman Commander (Base attack of 7), leveled up in Heroism (personal attack) has a personal attack value of 49.

To actually use that attack value, the commander will need to be part of an army that has a total attack value equal to or in excess of 49.  Any troop total attack value less than 49 will scale the commander's personal attack downwards, pro-rata, to a minimum of 2x Militiamen (ie 14).

A second commander in the army - even in another division operating on his own - would also have the "49" criteria applied to his personal attack.

This change puts more emphasis on army troop deployment, rather than simply commander deployment; but retains the utility of heroic commanders within the context of a whole army.

5. MILITARY SUMMARY
The military summary now tells you what type of orders your army is undertaking or has undertooken (yes, we know that's not a word but we like it anyway) while in they are motion:
  • Raiding
  • Attacking 
  • Reinforcing  
  • Occupying
  • Blockading
  • Sieging
  • Razing, or
  • Capturing
6. DIPLOMATIC MISSION STEALTHINESS
Incoming diplomatic missions have become more stealthy!

They are now only visible as hostile incoming missions when they are within (Consulate level * 0.5) + 5 squares of your town.

Quote EXAMPLE:
You have a consulate Level 16, so the first time you are made aware of incoming hostile diplomats will be when they are within (16*0.5) = 8 (+ 5) = 13 squares.


This means that they will not show on the summary page, the top icon bar counters or the right hand side incoming units scroll until they are within this range.

7. TAXATION & PRODUCTION
The Tax Slider now accurately forecasts the changes that changing your tax rate will accomplish.  

For production the effects on following resources are calculated:
  • Wood
  • Clay
  • Iron
  • Stone
  • Food
  • Mana
  • Research
For taxation the effects on the following gold values are calculated:
  • Raw Revenue (Income)
  • Revenue - Current Upkeep (Profit)
  • Future Profit/Loss with Diplomatic Units currently in training
  • Future Profit/Loss with Military Units currently in training
  • Future Profit/Loss with All Units currently in training
It does not currently calculate the affects on Alliance tithes; although the Alliance taxes come out from profit, so you won't find yourself unexpectedly short because of this.

In addition, if you accidentally set the tax rate to the identical rate it was before, then the 24 hour cooldown timer does not start.


8. OTHER CHANGES & FIXES
  • A number of typographical errors have been fixed in various descriptions

  • Players who are *not* in an alliance now have the "friendly fire" rules applied correctly; so should now be unable to attack their own army by accident.

  • Player City Population was not decreasing when Buildings were destroyed (either by siege engines or by use of the Demolition technology) this has now been rectified.

  • Any account that does not log in (or has a sitter log in on his behalf) for a period of 4 weeks is now put on the "available for deletion" list and is subject to immediate account deletion

  • Under certain circumstances, attacking armies that were destroyed by runes would live on as "Phantom armies" without any troops in them, popping up briefly on the map for a second or two, and appearing in the Troop Movements summary as "Completed..." permanently.  This has been rectified, and dead armies should stay dead.  However if you have one of these phantom armies, let us know and we'll kill it off for you!

  • The exploit where the map source of troop movements could be determined by looking at the underlying HTML inside a page has been closed. Also the angle of attack of the incoming armies has been randomly perturbed, so is no longer mathematically perfect; to discourage passive metatool developments. We will be performing the same on destination data shortly.

  • Having more than 10 commanders (including both alive and dead commanders) no longer causes an error in the commander page.

  • The occasionally broken timers in the Military Summary page for encampments have been fixed. 

  • The size of the reply to button on mails has been increased, so you should actually be able to see the player's name you are replying to.

  • Commanders who ran into Glyphs/Runes of Fear were generating a message that they had been slain, rather than simply darkening their underclothes.  This has been rectified.

  • The Options graphic in the top left hand corner has changed to highlight the "Options" menu and the menu items have been alphabetised.

  • The server clock in the top right hand corner now ticks, making it easier for you to time the sending of armies.

  • Enhanced Map Options: You can now click on any square on the map and receive options to:
    a) Send Army (Except on Impassable squares)
    b) Send Diplomatic Mission (Except on Impassable squares)
    c) Send Settlers (Except on NPC and Impassable squares)






Edited by GM Stormcrow - 29 May 2010 at 10:48
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