Author Topic: New Strategus (new round & mechanics)  (Read 16910 times)

0 Members and 1 Guest are viewing this topic.

Offline Gurgumul

  • Duke
  • *******
  • Renown: 595
  • Infamy: 99
  • cRPG Player
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #30 on: February 22, 2019, 10:03:02 am »
+2
· Added Nation filters into cRPG shop
· We added some more Common gear and going to add more of that
this I like, good job

╱╱┏╮
╱╱┃┃t
╱╱┃┃h
╱╱┃┃u
╱╱┃┃m
╱╱┃┃b
▉━╯┗━╮
▉┈┈┈┈┃u
▉╮┈┈┈┃p
╱╰━━━╯

Offline Tristan_of_Erzoth

  • Game Admin
  • *****
  • Renown: 1000
  • Infamy: 217
  • cRPG Player
  • I dont know
    • View Profile
    • steam id
  • Faction: Calradian Confederacy
  • Game nicks: Tristan_of_Erzoth, Sorcerer_Tholamin, Big_Dick_McCallister
  • IRC nick: wtf is an IRC
Re: New Strategus (new round & mechanics)
« Reply #31 on: February 22, 2019, 11:06:09 am »
+1
How do i apply or join a faction?

Find them on the map, click on their little dot, click on their faction, click apply. Invite link doesnt work anymore
visitors can't see pics , please register or login

http://steamcommunity.com/id/evilmagic/

Offline Novamere

  • Duke
  • *******
  • Renown: 599
  • Infamy: 273
  • cRPG Player
  • Feed me your tears!
    • View Profile
  • Game nicks: Knightmare_
Re: New Strategus (new round & mechanics)
« Reply #32 on: February 22, 2019, 04:38:58 pm »
+1
Find them on the map, click on their little dot, click on their faction, click apply. Invite link doesnt work anymore

No I mean like how do I become Rhodok or Swadian or something like that?

Offline njames89

  • the Old Leaf
  • Supreme Overlord
  • *******
  • Renown: 1488
  • Infamy: 457
  • cRPG Player
  • Deus vult, Dieu le veut, God wills it!
    • View Profile
  • Faction: Kingdom of Acre, The Holy Chadzian Empire
  • Game nicks: King James IV, John IV, Temujin of the Wolves, William III
Re: New Strategus (new round & mechanics)
« Reply #33 on: February 22, 2019, 05:50:40 pm »
0
No I mean like how do I become Rhodok or Swadian or something like that?

When making a faction the creator selects what nation to be a part of

Offline Novamere

  • Duke
  • *******
  • Renown: 599
  • Infamy: 273
  • cRPG Player
  • Feed me your tears!
    • View Profile
  • Game nicks: Knightmare_
Re: New Strategus (new round & mechanics)
« Reply #34 on: February 22, 2019, 05:58:10 pm »
+1
When making a faction the creator selects what nation to be a part of

Thank you!

Offline DaveUKR

  • Supreme Overlord
  • *******
  • Renown: 1456
  • Infamy: 242
  • cRPG Player
  • Small rain lays great dust
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #35 on: February 22, 2019, 09:37:32 pm »
+6
Today's update of Strategus:
·  Pseudonyms are fixed. It took half a day to fix it since it was broken way too deep and required fixed in a lot of places. Feel free to use it!
·  We've added additional gear to nations, we're still working on it
· Improved visual part on the map. Now hovering on players on the map uses better colors. Amount of troops is now more obvious and shows the approximate number
(click to show/hide)
. Gold approximate amount is also shown now.
· A dozen of other quality fixes that improve stability of Strategus, these are what you don't usually see but what you can be influenced by


An important side note: This round is a TEST round, some things are getting fixed (including those that were broken for years), the other things are getting tested/added/balanced. The more we test - the better. And we need you, our beloved players, to help us with that. With both tests and your feedback. We will restart Strategus in 2 scenarios:
1) Positive one - when we add all the needed minimal gear to nations (we have a lot of work for item managers now to add and balance out needed items), ideally when we add national fiefs (we got ready fiefs but we still need map managers to adapt them where needed). And what's more important when we add/test/fix/change all the needed functionality. When we fit these simple requirements then we announce a new official Strategus round and start it within week(s) after announcement. As you can expect, no real ETA can be given but I would personally like it to happen in somewhere in March.
2) Negative one - if we face some ugly bug/exploit that ruins the game for everyone (like item dupe for instance), then we fix it and start new official round earlier. Alternatively if that happens really early then we restart the test round and delay things.

Hopefully this removes some confusion that was created lately and such announcement has to be created earlier, but I wasn't really aware that players were confused.

Offline mcdeath

  • Marshall
  • ********
  • Renown: 797
  • Infamy: 349
  • cRPG Player A Gentleman and a Scholar
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #36 on: February 23, 2019, 12:17:38 am »
0
Hold up this is a test round? Guess I am going back to not playing the game again.  :rolleyes:
McDeath: This guy doesn't shut his lip, but he's one of the funniest players in-game.

Offline Yeldur

  • Global Head Retard
  • Duke
  • *******
  • Renown: 574
  • Infamy: 189
  • cRPG Player
  • Trained by Nord BlueKnight
    • View Profile
  • Faction: Nordmen, Burg Krems, Acre
  • Game nicks: ladoea, Yeldur
Re: New Strategus (new round & mechanics)
« Reply #37 on: February 23, 2019, 05:35:38 am »
0
Hold up this is a test round? Guess I am going back to not playing the game again.  :rolleyes:
It's a long term test round with no specific end. The game will EVENTUALLY be reset, but it will be at least a month or so before it actually happens unless a game breaking bug occurs. Either way, you should play the game, because Dave can't find and fix bugs if the playerbase  fucks off because it's just a test round :P
visitors can't see pics , please register or login

he,  the god admin.  drink the tea, not ascared to  fight in th  batefield,

Offline Asheram

  • King
  • **********
  • Renown: 1107
  • Infamy: 124
  • cRPG Player
  • stuck in a never ending time loop
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #38 on: February 23, 2019, 06:53:19 am »
0
visitors can't see pics , please register or login
Mortal Combat!ARYS "@Asheram you arent even what you stole from me bud"
PENDULUM
For everything that could have been At least we took the ride There's no relief in bitterness Might as well let it die

Offline DaveUKR

  • Supreme Overlord
  • *******
  • Renown: 1456
  • Infamy: 242
  • cRPG Player
  • Small rain lays great dust
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #39 on: February 23, 2019, 09:03:57 pm »
0
· Changed flag cap mechanic: it is now required to have a teammate within 350 range (around 3.5 meters) and no enemies in order to put a flag down. It is still a thing to send ninja squads to drop down flags but since it could be done by a single man made it frustrating for attackers, so now it has to be a pair of players to drop down it instead of a solo player, making in much more complicated.
· I added Faction button to all fiefs so that if faction owns a fief  anyone can apply to join it by clicking on a fief info from anywhere on the map
· Rebalanced and added more items for nations. Work in progress and we're doing it really fast!

Offline chesterotab

  • Game Admin (trial)
  • ****
  • Renown: 634
  • Infamy: 45
  • cRPG Player
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #40 on: February 24, 2019, 12:18:58 am »
+1
While probably alright for field battles and villages, the new flag cap mechanic will make capturing towns undoable . The classic one defender running around putting flags back up over a huge city for 2 hours was already a nightmare scenario.

▲ ▲
visitors can't see pics , please register or login

Offline Finse

  • Game Admin (trial)
  • ****
  • Renown: 391
  • Infamy: 61
  • cRPG Player
    • View Profile
  • Faction: Mercenaries
  • Game nicks: Finse, Hated
Re: New Strategus (new round & mechanics)
« Reply #41 on: February 24, 2019, 12:59:30 am »
0
Maybe it should only apply for defenders, so they cant run out alone and down all the flags?

Offline Novamere

  • Duke
  • *******
  • Renown: 599
  • Infamy: 273
  • cRPG Player
  • Feed me your tears!
    • View Profile
  • Game nicks: Knightmare_
Re: New Strategus (new round & mechanics)
« Reply #42 on: February 24, 2019, 03:00:51 am »
0
While probably alright for field battles and villages, the new flag cap mechanic will make capturing towns undoable . The classic one defender running around putting flags back up over a huge city for 2 hours was already a nightmare scenario.

I actually agree with this gelatinous blob

Also Dave you fucked flags up
« Last Edit: February 24, 2019, 03:16:10 am by Novamere »

Offline mcdeath

  • Marshall
  • ********
  • Renown: 797
  • Infamy: 349
  • cRPG Player A Gentleman and a Scholar
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #43 on: February 24, 2019, 04:59:44 am »
0
It's a long term test round with no specific end. The game will EVENTUALLY be reset, but it will be at least a month or so before it actually happens unless a game breaking bug occurs. Either way, you should play the game, because Dave can't find and fix bugs if the playerbase  fucks off because it's just a test round :P

Yeah and what is the point of playing if its constantly being changed? I bought a bunch of -1 gear with my 50k and the next day it was all regular. Also now flags are broken
McDeath: This guy doesn't shut his lip, but he's one of the funniest players in-game.

Offline DaveUKR

  • Supreme Overlord
  • *******
  • Renown: 1456
  • Infamy: 242
  • cRPG Player
  • Small rain lays great dust
    • View Profile
Re: New Strategus (new round & mechanics)
« Reply #44 on: February 24, 2019, 04:20:32 pm »
0
· Added Vicinity mechanic showing the closest fief to a hero (a subject to change and add mechanics over it)
· Fixed clan journals crashing on c-rpg website
· Changed merc reward formula to 5000 + (kills* 300 - deaths * 100) + (amount of ticks player received during the battle * 500)
if hero received less than 5 ticks - he doesn't get the gold
· AI now provides even more gold: if won a battle your gold reward gets tripled, if lost - your gold reward is doubled
· AI should now add public messages to promote their defenses
· 2 players required to cap flags is now only applied to defenders, attackers can put down flags alone just like before
· Added 2 nations: Staufen (Germanic inspired) and Ferocia (Frankish inspired), they have no fiefs yet and gear is in progress, they'll partially take current Swadia's gear and probably fiefs, also later Swadia is going to become more Britannic inspired rather than general mid-Western Europe