Patch 0.5.0 Notes

version 0.5.0

Damage in battle corrections

  1. Logic: Armies cause damage per second

  2. The formula of damage: Damage in battle = basic damage to all units * The battle time/basic battle time

  • For example, If the battle lasts 6 hours, the armies cause only 25% of their basic damage to each other

  1. A battle with a maneuvering army cannot last more than the time left before the end of the maneuver

  • For example, 6 hours are left until the end of the maneuver. The estimated battle time is 12 hours. But due to this rule, the battle will still last only 6 hours, and the army will cause 25% of the damage typical to a 6-hour battle

  1. The battle with the cultists always lasts the basic time, and the armies cause 100% of the basic damage to each other

Exhaustion (the inability of the army to perform active actions)

  1. An army that reaches a settlement gets exhaustion equal to 60% of the maneuver time

  • The maneuver time does not change

  • Maneuver includes 2 phases

  • The first phase lasts 5 hours per each hex of distance (simple movement as before)

  • The second phase lasts 3 hours per each hex of distance (the army has already moved to another settlement but has exhaustion)

  • Acceleration affects both phases in proportion

  • For example: - The distance between settlements A and B is 3 hexes - The army departs from settlement A to B - The maneuver time is 15 hours - at this moment, the army can be attacked from settlement A - The exhaustion time is 9 hours - during this time, the army can already be attacked from settlement B and cannot be attacked from settlement A

  1. After the battle, all the armies of the losing side get exhaustion, equal to 25% of the full battle time

  • The losing side is determined by the largest loss coefficient

  • The loss coefficient is considered as (the total attack of all troops of side B of the first phase / total defense of all troops of side A of the first phase + the total attack of all troops of side B of the second phase / total defense of all troops of side A of the second phase)

  • A draw is treated as a loss for both sides. And all the armies that left the battle got an exhaustion

  • All armies of the losing side additionally lose 1 unit of each type at the end of the second phase

  1. Exhaustion from different sources is not cumulative; the exhaustion time is equal to the longest one from all sources

  2. Exhaustion: An army cannot

  • Attack

  • Join battle

  • Start siege / leave siege / rearrange siege

  • Hire an army

  • Demilitarize an army

  1. The battle does not cancel exhaustion

  2. A zero-unit army gets exhaustion at the end of the battle and the end of the maneuver

Passive production

  1. Bring in a concept of passive production to the game.

  2. Passive production is possible in all 5 buildings requiring workers (including Fort).

  3. Passive production does not require player participation and will never stop.

  4. Passive production can be increased in each building, but only as an alternative to increasing capacity.

  5. Also, when choosing passive production as an alternative, the upgrade will cost less but take more time.

  6. Cultists' penalty applies to passive production.

  7. Passive production goes to the Treasury in the same way as usual.

  8. Shares apply to passive production.

Upgrades

  1. The player is offered a choice of two upgrades

  2. The building level is the total level of the two types of upgrades

  3. Passive upgrade:

  • increases the passive production ratio - by +1 if the building level is from 2 to 5 - by +2 if the building level is from 6 to 10 - by +3 if the building level is from 11 to 15 - etc.

  • requires only wood

  • increases the building level by 1

  • increases the treasure according to the building level

  • does not increase the limit of workers

  • takes time = building level * 6 hours

  1. Active upgrade:

  • increases the limit of workers

  • the limit of workers increases depending on the building level - by x1 if the building level is from 2 to 5 - by x2 if the building level is from 6 to 10 - by x3 if the building level is from 11 to 15 - etc.

  • requires only ore

  • increases the building level by 1

  • increases the treasure according to the building level

  1. The price:

  • the ratio is always 1 wood to 1 ore

  1. Passive production efficiency relative to active production of the same level

  • Farm passive production 50% (50 food per day * passive production coefficient)

  • Lumbermill passive production 35% (24.5 wood per day * passive production coefficient)

  • Mine passive production 25% (12.5 ore per day * passive production coefficient)

  • Smithy passive production 20% (6 weapons per day * passive production coefficient)

  • Fort passive production 20% (1 hp per day * passive production coefficient

  1. Fort has a similar choice, with its max hp increasing with level regardless of the upgrade chosen.

  2. Fort has the same cost and upgrade duration as other buildings of the same level

  3. Fort max hp = the building treasury of the same level / 5

  4. Fort starting max hp - 8

  5. Fort starting hp - 4

The hex capturing using the prosperity

  1. Hexes can be captured in favor of a settlement using the prosperity

  2. A settlement can capture up to 3 hexes in total

  • ownership of the previously captured hexes can be canceled

  • previously captured hexes can be captured by other settlements

  • it is impossible to attempt capturing a fourth hex if a settlement already owns three ones

  1. Captured hexes provide an economical bonus - by filling the capacity of a certain building with free workers for some percentage of its maximum value

  • For example, if a hex bonus property is to fill 50% of the farm capacity and it is captured by a settlement with a farm capacity of 20 workers, then the hex will fill 10 worker places on the farm

  • The effect from captured hexes adds up but cannot exceed 70% of the building's capacity

  • Workers gained from hex capturing are rounded down - If two or more hexes with the same effect are captured, the effects are added up first and then rounded down

  • Regular workers already occupying work slots in a building are displaced when workers are gained from capturing hexes, and they cannot return until the limit changes

  • With an active upgrade, the percentage of workers from the hex will increase proportionally to the growth of the capacity and the hex's effect

  • Both hex workers and regular workers can work in the same building at the same time, but their sum cannot exceed the building's capacity

  1. Different hexes have different features and qualities of bonuses - The hex bonus is pseudo-randomly determined when the zone is created

  2. To capture a hex, you need to have prosperity greater than 0

  3. Hexes can be captured in another zone

  4. When a settlement is placed on a hex, its bonus is nullified

  5. When capturing begins, the settlement creates a bid that does not affect the settlement itself - Prosperity is neither burned nor frozen - For example, if a settlement has 250 prosperity, it can place a bid ranging from >0 to <=250 - Important in the context of points 10 and 11 of the list

  6. You can also capture a hex that already has an owner, but the current owner will continue to receive bonuses until the capture is completed

  7. One settlement can only capture one hex at a time

  8. The capture has a "capture time" proportional to the distance from the capturing settlement to the hex

  • 9 hours for each hex of distance from the settlement to the selected hex

  1. While capture is in progress, any other player with prosperity exceeding the previous bid by 30% can intervene and start capturing the same hex

  • The progress of the previous bidder is reset in this case

  1. A player cannot claim a capture if he has less than 70% of the previously placed bid in his account. Until the winning player makes a claim in the auction, the capture of the hex can be intercepted

  • For example, the bid was 300 prosperity, and the player spent 150 on workers, and now he has 150 prosperity. He wins the capture, but until he accumulates the required amount of prosperity, he cannot make a claim and will not start receiving bonuses

  • The capture cannot be claimed if the player has a negative or equal to 0 prosperity

  1. The capture can be abandoned by paying 25% of the previously placed prosperity

  • It is possible to go into negative prosperity

  • If a player wins the auction but has less than 70% of the placed prosperity, he can refuse without any cost

  1. Hex types based on their appearance and the percentage bonus from the current building's capacity

Effect

Chance of appearance, %

15% Farm

10

20% Farm

7

25% Farm

5

20% Lumbermill

10

30% Lumbermill

8

40% Lumbermill

6

30% Mines

10

45% Mines

6

60% Mines

4

50% Smithy

6

70% Smithy

4

20% Fort

12

30% Fort

7

40% Fort

5

  1. There are approximately 52 hexes in each zone (15% chance that a hex will have a bonus)

  2. If a hex doesn't have a current captor, you can place prosperity > 0 on it

  • It doesn't matter if it has an owner and for how much the current owner captured it

  1. The owner can participate in capturing a hex he already owns

  2. The owner can initiate the capture of a hex he already owns

Logic fixes

  1. The minimum distance between settlements now is 2 hexes. But the new settlement must be on the border of another one (including cultists settlements)

  2. We remove the prohibition of maneuver acceleration from the home settlement and when the army size is less than the fort hp.

  3. Only a zero-unit army cannot accelerate.

  4. Toxicity is not affected by the resources invested in a building

  • When investing resources in a building, the toxicity of the settlement is reduced by the toxicity of the invested resource

  • When withdrawing resources from a building, its toxicity returns to the settlement's balance

  • Resources that are consumed during production do not decrease toxicity

  1. The penalty to the invested resource when investing in a building is equal to the cultists' penalty in the zone

  2. The prosperity coefficient from a resource in the treasury decreases based on the building level using the formula:

  • Building prosperity = resource coefficient * resource amount in the building's treasury / building level coefficient

  • Max prosperity = resource coefficient * max treasury size of the building / building level coefficient

  • Prosperity can go into negative values when upgrading

  • For this, we rebalance army demilitarization - now it is again fixed in prosperity for each type of troops and burns demilitarized units without returning them to the pool - warrior - 2 prosperity points - archer - 3 prosperity points - horseman - 4 prosperity points

  • As a result, each next building level provides the same increase in max prosperity (level 3 of Lumbermill gives 10, and level 4 also gives 10)

Balance changes

  1. But each next installation in the zone increases the cost of the subsequent installation by 30% and slows down the rate of fall in the price per hour by 30%

  2. Wipe requires an average number of cultists of 5000 in each zone (currently, the number is 3000)

  3. New formula for cultists' growth in the zone: (zone toxicity / 10) - current number of cultists in the zone / 2

  • previously: zone toxicity / 25

  • cannot be less than 0

  1. Buildings, including the fort, have a second level initially

  2. At the start, buildings have one upgrade of basic and advanced production

  3. The workers' cost drops by 33% per day (it was 50%)

  • 0.9999953648537215 per second from the previous value

  1. The daily cost reduction for troops

  • Warriors: 25% (0.99999667035192695039295859180685 per second from the previous value)

  • Archers: 20% (0.99999741732334305248660734320574 per second from the previous value)

  • Horsemen 15% (0.99999811899564064444950018115692 per second from the previous value)

  1. Fix the treasury formula because now the growth is less than it should be, starting from the 6th level.

  2. Remove getting weapons for liquidation

  3. 30% of protected resources should be changed to 10%

  4. New coefficients of the treasury resources to prosperity: ore - 2 (previously 3), weapons - 3 (previously 10)

  • food - 0

  • wood - 1

  • ore - 2

  • weapons - 3

  1. The cooldown for army demilitarization is 2 days (previously 1 day)

  2. Starting cost of workers is 5 prosperity (previously 20)

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