Difference between revisions of "Round Changes"

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'''Race Reworks'''
 
'''Race Reworks'''
* Kobold Reworked
+
* '''Kobold Reworked'''
* Undead Reworked
+
  '''Racial'''
   '''''Racial'''''
+
  * +30% max pop
 +
  * +15% pop growth
 +
  * -25% food consumption
 +
  * +10 boat capacity
 +
 
 +
  '''Units'''
 +
  * Underling, 2.5/0, 300p 25r
 +
  * Tunneler, 0/2.5, 325p 25r
 +
  * Taskmaster, 3/3, 1400p, +2 paired with Tunneler
 +
   * Overlord, 3/2, 1000p 50r, +2 paired with Underling
 +
 
 +
 
 +
* '''Undead Reworked'''
 +
  '''Racial'''
 
   * +5% maximum population (potentially 2.5%)
 
   * +5% maximum population (potentially 2.5%)
 
   * +10% mana production
 
   * +10% mana production
 
   * -50% food consumption
 
   * -50% food consumption
 +
 
 
   '''Units'''
 
   '''Units'''
 
   * Skeleton 3/0, 275p
 
   * Skeleton 3/0, 275p
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   * Death Knight 2/5, 1050p, -50% casualties, Converts enemy peasants into Ghouls (up to one for every 10 sent on attack)
 
   * Death Knight 2/5, 1050p, -50% casualties, Converts enemy peasants into Ghouls (up to one for every 10 sent on attack)
 
   * Necromancer 5/3, 1250p, immortal, Converts enemy peasants into Ghouls (up to one for every 15 sent on attack)
 
   * Necromancer 5/3, 1250p, immortal, Converts enemy peasants into Ghouls (up to one for every 15 sent on attack)
 +
 
 
   '''Spells'''
 
   '''Spells'''
 
   * Cull the Weak: Sacrifice 10% of your peasants (while active, the effects of Harmony and Plague are ignored), Necromancers now convert enemy peasants into Death Knights instead of Ghouls
 
   * Cull the Weak: Sacrifice 10% of your peasants (while active, the effects of Harmony and Plague are ignored), Necromancers now convert enemy peasants into Death Knights instead of Ghouls

Latest revision as of 21:38, 30 May 2023

Round 35 Updates: 1.35.0 (Kobbo & Undead Rework Round)[edit]

Changed[edit]

Formulas

  • Invasions below 75% no longer cause XP loss
  • Discounted construction from invasion now scales up by 1% per day from Day 20 to Day 40 (was 2% per day from Day 25 to Day 35)
  • Base dock protection increased to 2.25 (from 2), scaling unchanged
  • Increased temporary portion of Lightning Bolt damage to 10% base (from 0% base), conditional 25% from wizard resilience still applies
  • Cyclone now awards wizard mastery when rebuilding a wonder at the same rate as wonder prestige, 25-75 based on damage dealt

Race Changes

  • Dark Elf Swordsman: -10p, Ascendence now a unit perk
  • Dark Elf: new spell Delve into Shadow reduces explore cost by 1% per 100 Wizard Mastery and failed spells refund 50% of their mana cost
  • Goblin: gem investment bonus reduced to 15% (from 20%)
  • Icekin Ice Elemental: added -10% casualties on offense
  • Orc: prestige bonus increased to 7.5% (from 5%)

Race Reworks

  • Kobold Reworked
 Racial
 * +30% max pop
 * +15% pop growth
 * -25% food consumption
 * +10 boat capacity
 
 Units
 * Underling, 2.5/0, 300p 25r
 * Tunneler, 0/2.5, 325p 25r
 * Taskmaster, 3/3, 1400p, +2 paired with Tunneler
 * Overlord, 3/2, 1000p 50r, +2 paired with Underling


  • Undead Reworked
 Racial
 * +5% maximum population (potentially 2.5%)
 * +10% mana production
 * -50% food consumption
 
 Units
 * Skeleton 3/0, 275p
 * Ghoul 0/3, 300p, -50% casualties
 * Death Knight 2/5, 1050p, -50% casualties, Converts enemy peasants into Ghouls (up to one for every 10 sent on attack)
 * Necromancer 5/3, 1250p, immortal, Converts enemy peasants into Ghouls (up to one for every 15 sent on attack)
 
 Spells
 * Cull the Weak: Sacrifice 10% of your peasants (while active, the effects of Harmony and Plague are ignored), Necromancers now convert enemy peasants into Death Knights instead of Ghouls
 * Raise the Dead: Converts increased by 60% hitting bots below 75% range (half cost of typical racial spell)

Round 34 Updates: 1.34.0 (Draft Round)[edit]

New Additions[edit]

New Wonder: Altar of Heroes

 * Hero bonuses increased by 100%
 * +5% hero experience gains

New Wonder: Wayfarer's Outpost

 * +2% platinum production
 * -5% exploring platinum cost

New Valhalla Rankings: Largest and Strongest solo players

Changed[edit]

Formulas

  • Prestige formula changed to 100x[RATIO] - 40 + [LAND]/150 (from 120x[RATIO] - 50 + [LAND]/250)
  • Tech cost changed to 2.5x[LAND] + 100x[TECHS] (from 2.5x[LAND] + 150x[TECHS])

Spy & Wizard

  • Wizard resilience is again gained immediately, 10 per successful fireball or lightning bolt
  • Wizard resilience now increases peasant change by [RESIL/125]% of your population deficit
  • Fireball damage increased to 2.75% (from 2.5%)
  • Lightning bolt repair invest bonus replaced with temporary damage portion based on wizard resilience, [RESIL/40]% of damage is automatically repaired in 12 hours
  • Black op spells with duration changed to 8 hours, +2 in war, +4 in mutual war (from 6, +3, +6)
  • Shadow League: cannot leave for 24 hours after joining (down from 48)
  • 25% of assassins lost to black ops will be placed in the training queue as spies

Race Changes

  • Nox: research point generation bonus increased to 15% (from 10%)
  • Nox: Nightfall reduced to +5% offense (from +7.5%)
  • Goblin Wolf Rider: +25p (from 1275p), +10r (from 100r)
  • Goblin Hobgoblin: -25p (from 1050p)
  • Halfling: Frenzy casualty reduction increased to 35% (from 30%)
  • Firewalker Salamander: casualty reduction increased to 45% (from 40%)
  • Orc: gains 5% additional prestige from invasions
  • Wood Elf Longbowman: -20p (from 380p)

Quality of Life

  • Land spy now shows percentages with incoming land instead of constructed


Round 33 Updates: 1.33.0[edit]

New Additions[edit]

  • Ability to automatically perform protection ticks by importing your Excel Sim log

Changed[edit]

War

  • Minimum war duration changed to 48 hours (from 72), however the invasion bonuses will remain active for 12 hours after war is cancelled
  • Maximum war duration changed to 108 hours (from 120)

Buildings

  • Docks now protect 2 + [0.05 x daysInRound] boats (from 2.5 + 0.05 x [daysInRound - 25] after Day 25)

Improvements

  • Spires improvement no longer increases defensive wizard power, only offensive

Spy & Wizard

  • Fireball damage reduced to 2.5% (from 2.75%)
  • Wizard resilience now takes 12 hours to go into effect
  • Wizard resilience now grants and additional fireball damage reduction of [RESIL/12.5]% (cap from all sources remains at 80%)
  • Wizard resilience now increases population growth by [RESIL/100]% of your current peasants (was percentage of maximum peasants)

Race Changes

  • Dark Elf Adept: changed to .2 wizard on defense (was .25)
  • Dark Elf Swordsman: +25p (from 460p)
  • Kobold: removed -10% spy/wiz power penalties
  • Kobold Beast: -10p (from 960p)
  • Lizardfolk Lizardman: +25p (from 1050p)
  • Merfolk: explore cost penalty reduced to +2.5% (was +5%)
  • Nomad: +50% research point gains from invasion
  • Nox: Nightfall increased to 7.5% offense (from 5%)
  • Nox Nightshade: changed to 0/2 +1 DP for every 10% swamps (from 0/3 +1 DP for every 12% swamps)
  • Sylvan Dryad: changed to .2 wizard on offense (was .25)
  • Undead Progeny: -25p (from 860p)
  • Undead Vampire: converts up to one Progeny for every 18 sent on attack (from 20)

Tech Updates

  • Architect's Flourish increased to -10% construction platinum cost (from -7.5%)
  • Carpenter's Knowhow increased to -5% construction platinum cost (from -2.5%)
  • Dark Pact increased to 10% mana production (from 7.5%)
  • Explorer's Instinct increased to -5% construction platinum cost (from -2.5%)
  • Lumberjack's Devotion now grants +2 population from barren land
  • Menace increased to +2 mana and +1.5 mana per war (max +5) from +1 mana and +2 per mana war (max +4)
  • Midas's Bargain reduced to 2% platinum production (from 2.5%)
  • Midas's Fountain reduced to 4% platinum production (from 5%)
  • Miser's Grasp now grants +10% defensive spy power
  • Planar Emmissaries reduced to 5% mana production (from 7.5%)
  • Prefabrication increased to -10% construction cost (from -5%)
  • Urg Smash Technique now grants discounted construction equal to 25% of acres destroyed (was platinum refund equal to 7.5% of current construction cost)
  • WaveHack's Expertise increased to -10% construction lumber cost (from -5%)