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New Strategus (new round & mechanics)

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DaveUKR:
Strategus is very close to official reset. We are on the short test round phase. It is LIVE already, feel free to test it out! Changelog is:
· 9 unique Nations are added: Swadia, Rhodok, Khergit, Vaegir, Nord, Sarranid, Yamato, Berezium, Tianxia
· Each faction (clan) and fief have its own nation. Fiefs can only sell/upgrade items of their nation's and common items (construction equipment and some basic items)
· Heroes can only use their nation's and common items. Although they can loot/buy/sell/convert other nation's items or treat them like goods
· Completely reworked fief locations to provide strategical advantages
· Switching between heroes that can take part in Strategus now takes only 1 hours instead of 72 to let mercs pick the most fitting character for certain battles
· All regions will use the same map (former EU map)
· Battles now only happen during 4 hour prime time for each region. If attack is launched less than 12 hours before prime time, it will get postponed to the next day's prime time
· Region of battle will be defined differently: if attacking AI fief or hero on the open field - your region&time will be used, if attacking a fief with the owner - defender's region&time will be used
· New heroes now start with 200 troops and 50,000 gold to give a better start
· Troop Generation decreased to 1.5 per hour (randomly 1-2, planning to change troop generation mechanic entirely)
· XP rewards formula change. Overall XP increase, huge XP increase for lower tier gear battles, slight XP increase for shiny battles
· Mercs autohire until roster is filled with people or gets updated during last hour before the battle
· Strat Equipment Buff: HP increased for most offensive equipment
· Change to Looting Mechanics: you now loot 10% of silver if you successfully perform a raid or win an open field attack
· Garrison & population hard caps added: village max population&troops - 200&1300, castle max population&troops - 1000&2000, town max population&troops - 2000&2500
· Gold (not silver) reward (5-30k of cRPG gold depending on performance) for merc participation in strat battles added: Formula is "base reward (10k) + (kills*300 - deaths*100)"
· Merc gold reward is doubled for defenders if it is a successful AI defense (10-60k of cRPG gold)
· Strategus Tick Generation during Strategus Battles added
· Added freeze of Attacker&Defender troop generation until fight is over
· Added a softcap of 1500 troops per hero. Wage for 1,500 and below stays the same (174 silver per hour for 1500 troops), after that it rapidly goes above (1600 - 460, 1700 - 1356, 1800 - 3133, 1900 - 5989, 2000 - 10094, 2100 - 15597, 2200 - 22630, 2300 - 31317, 2400 - 41772, 2500 - 54102)
· Many minor bugfixes (such as Mules and Plated Donkeys becoming Slow Horses, bugged itemsheets for AI battles etc)
· Increased Fall Damage so it's more dangerous to jump from the walls (planning to change damage calculation entirely)
· Merge Function is changed: reduced to 2 items per loom level
· Strategus map only shows approximate numbers of Troops and Gold other heroes have. Numbers for troops: >100 - pack, >500 - lots, >700 - small army, >1000 - army, >1500 - huge army, >1500 - horde. Numbers for gold: < 1000 - poor, <= 10000 - handful, <= 50000 - abundance, <= 100000 - a lot, <= 300000 - rich, <= 1000000 - tons, > 1000000 - shiny
· Playing other game modes now generate more silver
· Catapults now take much less shots to destroy the wall
· Added item conversion mechanic: you can convert looted items to your equal or cheaper national items of the same item type and rank
· Using construction/siege equipment and throwing weapons now generates additional XP (all throwing category didn't generate XP at all in the past)

njames89:
Awesome changes.  Very much looking forward to this new round.

Nickleback:
Sounds exciting ,this is just too much for us nice diligent dave

Lord_Carlos:
 :D :D :D :D :D :D :D :D

the real god emperor:
we dont deserve Dave

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