cRPG

cRPG => Announcements => Topic started by: DaveUKR on February 19, 2019, 01:30:16 pm

Title: New Strategus (new round & mechanics)
Post by: DaveUKR on February 19, 2019, 01:30:16 pm
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)
Title: Re: New Strategus (new round & mechanics)
Post by: njames89 on February 19, 2019, 02:22:17 pm
Awesome changes.  Very much looking forward to this new round.
Title: Re: New Strategus (new round & mechanics)
Post by: Nickleback on February 19, 2019, 02:35:58 pm
Sounds exciting ,this is just too much for us nice diligent dave
Title: Re: New Strategus (new round & mechanics)
Post by: Lord_Carlos on February 19, 2019, 04:49:55 pm
 :D :D :D :D :D :D :D :D
Title: Re: New Strategus (new round & mechanics)
Post by: the real god emperor on February 19, 2019, 04:54:40 pm
we dont deserve Dave
Title: Re: New Strategus (new round & mechanics)
Post by: Yeldur on February 19, 2019, 05:04:59 pm
we dont deserve Dave

I
WONDER
IF
U
KNOW

HOW WE LIVE
IN
TOKYO
Title: Re: New Strategus (new round & mechanics)
Post by: Jona on February 19, 2019, 06:03:40 pm
Whatever I guess I'll try it.

How do factions work? Can two Nord clans war against eachother?

Nations just limit which gear you can use in battle (and which fiefs you can produce that gear at). Factions are the same as before, only they have an assigned nationality, limiting the gear that faction can use. Any faction can own any fief, however they won't be able to produce their own nation's gear in a fief of a different nation. And yes, two nords can fight one another.
Title: Re: New Strategus (new round & mechanics)
Post by: pogosan on February 19, 2019, 06:22:20 pm
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 19, 2019, 06:50:11 pm
Added item conversion mechanic: you can convert looted items to your equal or cheaper national items of the same item type and rank
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 19, 2019, 06:53:10 pm
Interesting way to break the meta, but argueably could harm merc pool, or make one faction vastly overpowered towards another as the game is balanced around individual items rather than across factions/origin. Are things like long spears and arbalests "common" items? Vaegirs will always get the archer mercs, Rhodoks will get the dedicated lonspear mercs, etc. Not to mention clan build diversity. Just curious to how these are being looked at

So far only construction/siege equipment and basic stuff (peasant) is common.

But for better merc compatibility with nations like Khergits for example (which are cav oriented) there is this point:
"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"

So that mercs can effectively switch between alts to get the best character. And remember that you can respec alts everyday for free.
Title: Re: New Strategus (new round & mechanics)
Post by: Drunken_sailor on February 20, 2019, 04:29:51 am
So am I going to get -$ for going -10/30 from performing epic ladder revenuers?
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 20, 2019, 10:18:50 am
So am I going to get -$ for going -10/30 from performing epic ladder revenuers?

You'd still make 4k gold or 8k if winning for AI. You need to get a score worse than -20:40 or like -10:70 or 0:100 to get no revenue.

Also in this Strat round using construction stuff generates additional XP, thanks for reminding to put that in the list of changes.
Title: Re: New Strategus (new round & mechanics)
Post by: Rest_in_Peace on February 20, 2019, 12:57:16 pm
Cool :))
Title: Re: New Strategus (new round & mechanics)
Post by: Drunken_sailor on February 20, 2019, 04:04:26 pm
You'd still make 4k gold or 8k if winning for AI. You need to get a score worse than -20:40 or like -10:70 or 0:100 to get no revenue.

Also in this Strat round using construction stuff generates additional XP, thanks for reminding to put that in the list of changes.

challenge accepted
Title: Re: New Strategus (new round & mechanics)
Post by: njames89 on February 20, 2019, 04:28:59 pm
Nice to see the national banners on the upcoming battles tab.

visitors can't see pics , please register or login


Looks good  8-)
Title: Re: New Strategus (new round & mechanics)
Post by: Jufasto on February 20, 2019, 04:58:28 pm
Amazing work! Excited to play strat again  :D
Title: Re: New Strategus (new round & mechanics)
Post by: Gandalf77 on February 20, 2019, 05:18:58 pm
where is the summary of last round ? :F
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 20, 2019, 06:02:48 pm
where is the summary of last round ? :F

Professor is responsible for that.

(click to show/hide)
Title: Re: New Strategus (new round & mechanics)
Post by: njames89 on February 20, 2019, 06:17:45 pm
where is the summary of last round ? :F

At least some screenshot compilations from battles on moddb  8-)
Title: Re: New Strategus (new round & mechanics)
Post by: Pawiu on February 20, 2019, 06:54:23 pm
lolo gj with deleting every worthy fief
(Like whole area where mighty GO once lived)
Title: Re: New Strategus (new round & mechanics)
Post by: Jona on February 20, 2019, 07:11:53 pm
lolo gj with deleting every worthy fief
(Like whole area where mighty GO once lived)

The only 2 worthy fiefs that have been deleted are almerra and unuzdaq castles. Both of which should be re-added and teleported up to the Nord lands.  8-)
Title: Re: New Strategus (new round & mechanics)
Post by: njames89 on February 20, 2019, 07:17:28 pm
muh Durquba and Curaw made the cut  :wink:
Title: Re: New Strategus (new round & mechanics)
Post by: Gandalf77 on February 20, 2019, 11:10:14 pm
Professor is responsible for that.

(click to show/hide)

anyway

Polanie have won.


no Ryibelet = no Rider on the map :F


Removing GO lands and expecting them to come back :D ???
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 21, 2019, 03:53:37 am
Great Job
Title: Re: New Strategus (new round & mechanics)
Post by: Tristan_of_Erzoth on February 21, 2019, 06:10:42 am
Why would you want to take the same spot every strat round, no wonder you guys get bored and quit after a month
Title: Re: New Strategus (new round & mechanics)
Post by: Yeldur on February 21, 2019, 11:10:33 am
Why would you want to take the same spot every strat round, no wonder you guys get bored and quit after a month
idgaf what gay town i have i just need my chinese armies to RISE UP
Title: Re: New Strategus (new round & mechanics)
Post by: Ikarus on February 21, 2019, 04:54:56 pm
jesus, I didn't expect so many battles so early after reset :shock:
Title: Re: New Strategus (new round & mechanics)
Post by: Yeldur on February 21, 2019, 11:01:28 pm
jesus, I didn't expect so many battles so early after reset :shock:
ikr, it's pretty crazy, even serr and pogosan have come across from LO to start playing some c-rpg again lmao

Dave actually has revived EU, something I thought couldn't be done lmfao.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 21, 2019, 11:13:47 pm
·  Default loom level of gear that fiefs sell is now 0 instead of -1
·  Mercs get autohired every minute (starting at 5 hours after the attack was launched so that we don't hire people when the attack can still be cancelled and ending with 30 minutes before the battle not to screw up manual roster changes, AI autohires every minute up to the very battle start)
· Used equipment that you loot now degrades 1 loom level instead of previous 2, it makes it more useful with synergy of converting items to your nation
· Added Nation filters into cRPG shop
· You only see items that you can upgrade in the fief upgrade tab, no mess anymore
· We added some more Common gear and going to add more of that
· Merc cRPG gold rewards should finally work now
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 22, 2019, 06:35:28 am
How do i apply or join a faction?
Title: Re: New Strategus (new round & mechanics)
Post by: Gurgumul on February 22, 2019, 10:03:02 am
· Added Nation filters into cRPG shop
· We added some more Common gear and going to add more of that
this I like, good job

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╱╱┃┃b
▉━╯┗━╮
▉┈┈┈┈┃u
▉╮┈┈┈┃p
╱╰━━━╯
Title: Re: New Strategus (new round & mechanics)
Post by: Tristan_of_Erzoth on February 22, 2019, 11:06:09 am
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
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 22, 2019, 04:38:58 pm
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?
Title: Re: New Strategus (new round & mechanics)
Post by: njames89 on February 22, 2019, 05:50:40 pm
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
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 22, 2019, 05:58:10 pm
When making a faction the creator selects what nation to be a part of

Thank you!
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 22, 2019, 09:37:32 pm
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.
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on February 23, 2019, 12:17:38 am
Hold up this is a test round? Guess I am going back to not playing the game again.  :rolleyes:
Title: Re: New Strategus (new round & mechanics)
Post by: Yeldur on February 23, 2019, 05:35:38 am
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
Title: Re: New Strategus (new round & mechanics)
Post by: Asheram on February 23, 2019, 06:53:19 am
visitors can't see pics , please register or login
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 23, 2019, 09:03:57 pm
· 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!
Title: Re: New Strategus (new round & mechanics)
Post by: chesterotab on February 24, 2019, 12:18:58 am
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.
Title: Re: New Strategus (new round & mechanics)
Post by: Finse on February 24, 2019, 12:59:30 am
Maybe it should only apply for defenders, so they cant run out alone and down all the flags?
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 24, 2019, 03:00:51 am
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
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on February 24, 2019, 04:59:44 am
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
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 24, 2019, 04:20:32 pm
· 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
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 24, 2019, 04:23:40 pm
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

The point is to help test it out to see what works (both technically and gameplay-wise) and what doesn't. Also not being a complete noob when it gets official and understand how things work.
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 24, 2019, 04:26:13 pm
· 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

Good job please god keep this Devotion Dave, your like when ARK first came out those fuckers patched it once a week with new and great shit and optimization for like every week for 6 months.
Title: Re: New Strategus (new round & mechanics)
Post by: Gurgumul on February 24, 2019, 04:47:17 pm
· 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

Very nice. Previously I couldn't care less about strat, but with these bribes rewards, I might just start playing it.
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on February 24, 2019, 05:57:45 pm
The point is to help test it out to see what works (both technically and gameplay-wise) and what doesn't. Also not being a complete noob when it gets official and understand how things work.

It is unappealing to me to participate in a test round and with no actual end in sight I don't care about it at all. Also the raid mechanic is broken seeing how I attacked something and changed the battle to a raid and it is listed as a siege.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 24, 2019, 09:33:11 pm
It is unappealing to me to participate in a test round and with no actual end in sight I don't care about it at all. Also the raid mechanic is broken seeing how I attacked something and changed the battle to a raid and it is listed as a siege.

What was the fief? So instead of reporting a bug you decided to explain everyone how you don't care and all. Last time I tested it - it worked just fine. You can change siege type only during 2 hours after launching an attack.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 24, 2019, 11:16:51 pm
·  Made Strategus map much more comfortable to use, removed unnecessary elements from it (like header with black background) and added a fullscreen toggle for a more comfortable map overview. Keep in mind that you can access Strategus Map without outside UI at http://strategus.c-rpg.net/ Make sure to refresh your page with ctrl + F5 combo
·  It is now impossible to attack if your army is too lightly armed (considered as naked or extremely underarmed like equipment for 10% of troops)
·  Looted gear of foreign nation is now calculated as cargo and doesn't influence your level of arming (so having even a lot of gear of foreign nation and none of yours will still list you as unarmed)
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on February 24, 2019, 11:34:56 pm
What was the fief? So instead of reporting a bug you decided to explain everyone how you don't care and all. Last time I tested it - it worked just fine. You can change siege type only during 2 hours after launching an attack.

I know how it works and The fief is Bulugur. I changed it immediately after attacking it. The battle is tonight and I reported the bug as soon as I noticed that my raid is actually a siege.
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 24, 2019, 11:36:43 pm
I know how it works and The fief is Bulugur. I changed it immediately after attacking it. The battle is tonight and I reported the bug as soon as I noticed that my raid is actually a siege.

That happened to me last strat several times I attacked and immediately tried to change it to raid and it stayed a siege..................
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 24, 2019, 11:59:05 pm
I know how it works and The fief is Bulugur. I changed it immediately after attacking it. The battle is tonight and I reported the bug as soon as I noticed that my raid is actually a siege.

Bulugur is AI fief, you can't raid AI fiefs newbie. I don't think you ever could.

That happened to me last strat several times I attacked and immediately tried to change it to raid and it stayed a siege..................

Report it if it happens again, I don't think it was ever bugged.
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 25, 2019, 12:20:57 am
Bulugur is AI fief, you can't raid AI fiefs newbie. I don't think you ever could.

Report it if it happens again, I don't think it was ever bugged.

Will do!
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on February 25, 2019, 12:52:53 am
Bulugur is AI fief, you can't raid AI fiefs newbie. I don't think you ever could.

I mean, I have before.
Title: Re: New Strategus (new round & mechanics)
Post by: the real god emperor on February 25, 2019, 01:50:11 am
·  It is now impossible to attack if your army is too lightly armed (considered as naked or extremely underarmed like equipment for 10% of troops)

yeah fuck Druzhina
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 26, 2019, 01:58:29 am
I mean, I have before.

According to file logs raiding neutral fiefs was already impossible before cRPG got added to SVN (version control system), so it was impossible before mid 2012. So either you bullshit or it was bugged.
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on February 26, 2019, 04:11:47 am
According to file logs raiding neutral fiefs was already impossible before cRPG got added to SVN (version control system), so it was impossible before mid 2012. So either you bullshit or it was bugged.

It was definitely bugged then. I also noticed the ai fief message claims it will pay you triple whatever you ask for which is ridiculous considering they don't have that kind of silver but also I haven't received any silver at all. I know Cassander has actually received silver so I don't think its broken I am just not sure if everyone gets paid because the fiefs don't actually have the money to pay out.
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 26, 2019, 05:16:11 am
Dave make it so we make a fuck ton more silver if we play EU1 or NA1, it might boost the population like " Hey dude get on and play for an hour or 2 so you can make strat silver and not wait 3 weeks to do a trade run on a map"

Idk personally i think it would get clans to play again and make things more fun as long as it couldnt be abused like you need atleast 15 on na1 or eu1 to get it started.

I know this isnt a suggestions forum but since its strat related and you seem to be working so fast i just wanted to toss the idea around
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 26, 2019, 09:09:15 am
It was definitely bugged then.

Not sure because I think it was never possible to raid AI, at least I remember it somehow. Wouldn't everyone just raid empty AI fiefs if it was possible? Also I didn't touch that part of the code so most likely you remember it wrong.


I also noticed the ai fief message claims it will pay you triple whatever you ask for which is ridiculous considering they don't have that kind of silver but also I haven't received any silver at all.

I think you misread the text. "We will pay triple gold reward of what attackers suggest if we successfully defend and double if we lose somehow."
It is about cRPG gold based on your performance, formula is in the changelog, not silver.
Title: Re: New Strategus (new round & mechanics)
Post by: Yeldur on February 26, 2019, 11:52:56 am
Dave make it so we make a fuck ton more silver if we play EU1 or NA1, it might boost the population like " Hey dude get on and play for an hour or 2 so you can make strat silver and not wait 3 weeks to do a trade run on a map"

Idk personally i think it would get clans to play again and make things more fun as long as it couldnt be abused like you need atleast 15 on na1 or eu1 to get it started.

I know this isnt a suggestions forum but since its strat related and you seem to be working so fast i just wanted to toss the idea around

I'd be okay with something like this but I don't think it should offer you much. It should offer an amount less than you get from gold imo.
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on February 26, 2019, 04:18:26 pm
I'd be okay with something like this but I don't think it should offer you much. It should offer an amount less than you get from gold imo.

Yea but enough to make a good amount of silver so people and clans will play more not everyone likes doing week long trade runs to make silver could you imagine makinmg good silver just playing EU1 or NA1 every night? mucg better
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 26, 2019, 10:02:23 pm
·  Item conversion can now convert to Common items too. Especially useful if trying to convert low tier national gear and your nation doesn't have a cheaper alternative.
·  We are highly concerned about issues current Strategus has with ranged so there is a little revamp there. Archers being extremely powerful during early stages of Strategus when players can't get any decent armor is a major issue that ruined game experience. Indeed, amount of ranged players itself is a problem as well but we can't really limit people from playing/abusing the META. Instead we decided to have a different approach. First of all, we went back to limiting Common bows to just Short Bow. It lost 1 damage also. Second is regular Arrows are removed from Common items and are made Swadian with stats changed. Third and most important: Common cheap arrows are now Wooden Arrows which are basically old Arrows but with -6 cut and lower price/weight. Hopefully such a huge damage reduction (19+7 base damage for Short Bow in the past -> 18+1) will make it less of a problem.
·  We added a certain amount of items to factions (both old assigned and completely new added), work is still in progress.
Title: Re: New Strategus (new round & mechanics)
Post by: Little Lord Lollipop on February 27, 2019, 04:01:13 am
TLDR

Nerfed Short Bow lel

Title: Re: New Strategus (new round & mechanics)
Post by: Yeldur on February 27, 2019, 12:23:38 pm
TLDR

Nerfed Short Bow lel
blame eu for having no self control
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 27, 2019, 02:13:27 pm
·  Equipment help formula is adjusted so that it helps with equipment more often, it is a subject to change though but it is better than before
·  Selling price of items in fiefs is decreased from 40% to 20% to make it less attractive to sell gear rather than merge/convert it.
·  Soak value for cut is increased from 0.4 to 0.5. Actual effect is making higher armor being more effective against lower cut damages.
·  Cut 1h received +1 damage to get compensated. Cut archers became less effective against high armors (it was impossible to balance because pierce and cut used to have the same soak value)
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on February 27, 2019, 02:15:08 pm
blame eu for having no self control

It was very effective, I'd say super overpowerful in certain circumstance. We can't blame people for willing to win. I hope it goes smooth after recent changes.
Title: Re: New Strategus (new round & mechanics)
Post by: the real god emperor on February 27, 2019, 03:46:55 pm
Well the changes are on point and fast, so it's pretty good I think. The single biggest problem when trying to keep the game alive is losing the momentum imo. Archery is gonna be okay in lategame strat, but early game nerfs were needed so much.
Title: Re: New Strategus (new round & mechanics)
Post by: The_Bloody_Nine on March 01, 2019, 12:02:11 pm
so, you think it's a good time getting into strat for the first time really? ;)
Title: Re: New Strategus (new round & mechanics)
Post by: Farrix on March 01, 2019, 12:31:51 pm
I appreciate the new nation "Ferocia" and the item work that must go along with forming such a nation. I intend to declare it as a nation at some point because of it's equipment but at the moment they're not an option within the faction page and they do not have any feifs within their nation. Will they be put within any feifs (you had mentioned swadian) during this test phase or after the official strat round begins? I'd like to know the wisdom of waiting for access to the Ferocia equipment or just immediately claiming a different nation.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 01, 2019, 02:22:25 pm
I appreciate the new nation "Ferocia" and the item work that must go along with forming such a nation. I intend to declare it as a nation at some point because of it's equipment but at the moment they're not an option within the faction page and they do not have any feifs within their nation. Will they be put within any feifs (you had mentioned swadian) during this test phase or after the official strat round begins? I'd like to know the wisdom of waiting for access to the Ferocia equipment or just immediately claiming a different nation.

Claim a different faction for now. Ferocia and Staufen will be added later. We still haven't decided on what fiefs & where they get. Most likely they'll just used Swadian fiefs (maybe get more castles & villages per town). We're focused on adding items to existing active nations.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 01, 2019, 02:44:13 pm
·  Item (including goods) dupe possibility was found and it's fixed, duped items are removed so it won't affect this round's economy and there is no restart yet. It was a major logic bug in database structure and I believe it could be widely used in previous Strategus rounds but I have no logs to check it out.
·  Power Throw now reduces Throwing WPF by 8 per skill point instead of 11
·  Item conversion is changed to reduce item level by 1 if it's loomed (Converting non-loomed or broken items doesn't reduce loom level, converting +3 will result in getting the same amount of +2 equal or lower in price national/common items of the same item type)
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on March 01, 2019, 07:14:32 pm
·  Item (including goods) dupe possibility was found and it's fixed, duped items are removed so it won't affect this round's economy and there is no restart yet. It was a major logic bug in database structure and I believe it could be widely used in previous Strategus rounds but I have no logs to check it out.
·  Power Throw now reduces Throwing WPF by 8 per skill point instead of 11
·  Item conversion is changed to reduce item level by 1 if it's loomed (Converting non-loomed or broken items doesn't reduce loom level, converting +3 will result in getting the same amount of +2 equal or lower in price national/common items of the same item type)

Jesus Dave please keep up the great work!!! Mod is actually looking really good right now population wise and patch wise im enjoying it.
Title: Re: New Strategus (new round & mechanics)
Post by: Farrix on March 02, 2019, 04:37:10 am
thank you dave for the quick reply
Title: Re: New Strategus (new round & mechanics)
Post by: LordLargos on March 04, 2019, 08:10:05 am
Catapults don't need a damage buff against walls. If you want to buff them/make breaches quicker, decrease their material requirement. Making them take down walls faster negates possible counter catapults because they won't have time to dial in enemy catapults. While I succeeded at this tactic last strat with the help of spotters, it's obviously not easy. Making walls weaker takes away this strategy that only a few NA players are capable of (Probably Jaren, Me, a couple of others).

If people suck with a catapult, they should reach out to a skilled engineer merc not get an easier time from dev changes.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 04, 2019, 08:14:25 am
Catapults don't need a damage buff against walls. If you want to buff them/make breaches quicker, decrease their material requirement. Making them take down walls faster negates possible counter catapults because they won't have time to dial in enemy catapults. While I succeeded at this tactic last strat with the help of spotters, it's obviously not easy. Making walls weaker takes away this strategy that only a few NA players are capable of (Probably Jaren, Me, a couple of others).

If people suck with a catapult, they should reach out to a skilled engineer merc not get an easier time from dev changes.

The fastest way to take down catapult is to get out of the castle/town and destroy it. 1-2 sneaky guys with an axe can destroy it quite easily.

It is a subject to change anyway because we are to test it in real sieges.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 04, 2019, 09:46:05 pm

·  Character's title and clan banner are not shown any more if player is using a pseudonym during Strategus battle
·  Added Lallan tiny nation (items and fiefs), inspired by Scots and Irish regions
·  Two-handed weapons of high tier got their strength requires increased drastically to prevent AGI spam with them
·  Added more gear for several nations (and will add MUCH more in future)
·  Item conversion will now only convert to non-loomed items (no matter if item was loomed or broken) with national priority (if there is any national item, even worse than common, then it's gonna be prioritized, it will only get converted to common if there are no national items)
·  Field battles now also reward with captured troops: if attacker wins by capping flags - half of survived defenders get converted to attacker's army, if defender wins by capping flags - 1/4 of survived attackers get converted to defender's army
·  Field battles now reward with more silver loot: minimal silver loot from a field battle is 10,000 now, if defender has less than that - he loses all of his silver. If loser has 100,000+ silver, he'll lose 10% of his silver
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on March 05, 2019, 03:31:43 pm
How does it make any sense that attackers get to choose the server and time for a battle? Makes no sense at all it should be one of the other I just noticed this and it is appalling!

If I attack an EU player its on NA servers at NA primetime........................Should be fixed ASAP to fix that......if anything defender should get the boost and help
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 05, 2019, 03:55:27 pm
How does it make any sense that attackers get to choose the server and time for a battle? Makes no sense at all it should be one of the other I just noticed this and it is appalling!

If I attack an EU player its on NA servers at NA primetime........................Should be fixed ASAP to fix that......if anything defender should get the boost and help

We're in transitional state in that question. Vicinity is gonna decide the battle region for players with different region. But well, other than that it is fair IMO. Attackers always risk more than they get and safe caravans for huge distance should not be a thing. Defenders also get equipment help if they lack that.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 06, 2019, 01:37:46 am
·  Fief vicinities mechanic expanded: captured fiefs now have a certain area of influence. 3km for villages, 5km for castles, 10km for towns.  Priority is also important if fiefs' area of influence overlap each other: towns>castles>villages. If positioned in the area of two or more fiefs of equal type then the closest fief is considered the most influencing. Fiefs vicinity can be toggled to be shown on the map. Make sure you refresh your page
·  Place and time of battles is now picked differently. Possible scenarios are:
1) Attacker and defender have the same region and are in/out any fief vicinity (regardless): battle takes part on their regional server in their primetime;
2) Attacker and defender have different regions and are within a fief vicinity: the battle takes part on vicinity's regional server, time will be adjusted to be more suitable for both regions (it will try to place a battle at least 3 hours later of EU's prime time start if server is EU or 3 hours earlier NA's primetime if server is NA);
3) Attacker and defender have different regions and are out of any fief vicinity AKA "No man's land": the battle takes part on defender's regional server, time will be adjusted to be more suitable for both regions (it will try to place a battle at least 3 hours later of EU's prime time start if server is EU or 3 hours earlier NA's primetime if server is NA);
·  You now see exact numbers of your faction's fiefs'/parties' armies and silver
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on March 06, 2019, 03:27:00 am
·  Fief vicinities mechanic expanded: captured fiefs now have a certain area of influence. 3km for villages, 5km for castles, 10km for towns.  Priority is also important if fiefs' area of influence overlap each other: towns>castles>villages. If positioned in the area of two or more fiefs of equal type then the closest fief is considered the most influencing. Fiefs vicinity can be toggled to be shown on the map. Make sure you refresh your page
·  Place and time of battles is now picked differently. Possible scenarios are:
1) Attacker and defender have the same region and are in/out any fief vicinity (regardless): battle takes part on their regional server in their primetime;
2) Attacker and defender have different regions and are within a fief vicinity: the battle takes part on vicinity's regional server, time will be adjusted to be more suitable for both regions (it will try to place a battle at least 3 hours later of EU's prime time start if server is EU or 3 hours earlier NA's primetime if server is NA);
3) Attacker and defender have different regions and are out of any fief vicinity AKA "No man's land": the battle takes part on defender's regional server, time will be adjusted to be more suitable for both regions (it will try to place a battle at least 3 hours later of EU's prime time start if server is EU or 3 hours earlier NA's primetime if server is NA);
·  You now see exact numbers of your faction's fiefs'/parties' armies and silver

Wow and I only complained today holy shit your good Dave
Title: Re: New Strategus (new round & mechanics)
Post by: Turkhammer on March 06, 2019, 04:15:17 pm
Dave how are these rules for battle times effected by the no battle during a time period selected in the settings?  IE. I can now select no battle commencement for a period of 8 hours, starting at 1500 in my strat settings.  Is that still observed under these new rules even if it's during EU prime time?
Title: Re: New Strategus (new round & mechanics)
Post by: njames89 on March 06, 2019, 04:18:22 pm
IIRC Currently night time setting is not affecting battle times as they are set to occur during primetime for each zone.
Title: Re: New Strategus (new round & mechanics)
Post by: Turkhammer on March 07, 2019, 03:50:01 pm
IIRC Currently night time setting is not affecting battle times as they are set to occur during primetime for each zone.

So being in NA, if I'm attacked by a EU person the battle will be at EU prime time, which could be at noon time if I live in California.  Or conversely if I'm EU it could be at 3 A.M. if I'm attacked by NA. 
Anyone else see a problem with this system?
Title: Re: New Strategus (new round & mechanics)
Post by: Jona on March 07, 2019, 03:52:39 pm
So being in NA, if I'm attacked by a EU person the battle will be at EU prime time, which could be at noon time if I live in California.  Or conversely if I'm EU it could be at 3 A.M. if I'm attacked by NA. 
Anyone else see a problem with this system?

Not any more. The way it should work is if you're within a circle on the map with a solid red outline, the battle will take place on NA3 during NA's primetime. If you're attacked in a circle with a dashed blue outline the battle will be in EU. If you're attacked outside of a circle the battle should be NA.
Title: Re: New Strategus (new round & mechanics)
Post by: Jarl_Onurb on March 07, 2019, 07:41:07 pm
Not any more. The way it should work is if you're within a circle on the map with a solid red outline, the battle will take place on NA3 during NA's primetime. If you're attacked in a circle with a dashed blue outline the battle will be in EU. If you're attacked outside of a circle the battle should be in the defender region.
Title: Re: New Strategus (new round & mechanics)
Post by: Novamere on March 07, 2019, 09:14:35 pm


Seriously its only the way it is right now cause EU is raiding people and want to win especially the Merc clan other than that it makes no sense!
Title: Re: New Strategus (new round & mechanics)
Post by: Jona on March 07, 2019, 09:27:59 pm


Right, but since he's NA it will be in NA. In general, it is the defender's region.
Title: Re: New Strategus (new round & mechanics)
Post by: Turkhammer on March 08, 2019, 05:11:40 am
Can anyone post a pic of these circles on the strat map?  I zoomed all the way out and don't see red or blue circles.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 08, 2019, 10:39:06 am
Can anyone post a pic of these circles on the strat map?  I zoomed all the way out and don't see red or blue circles.

ctrl+F5 combo to refresh the page, you probably have cached version
Title: Re: New Strategus (new round & mechanics)
Post by: Turkhammer on March 08, 2019, 03:47:48 pm
ctrl+F5 combo to refresh the page, you probably have cached version

That was it.  Thanks.

I've been trying to enter the village of Shibal Zumr.  It's an NA village.  I'm only 1.6 km away and I've been trying since yesterday to enter.  The Party tab says 1.6km and 1:07 to enter.  I never progress and when I refresh the page it says I am now camping, not marching.
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 08, 2019, 03:50:38 pm
That was it.  Thanks.

I've been trying to enter the village of Shibal Zumr.  It's an NA village.  I'm only 1.6 km away and I've been trying since yesterday to enter.  The Party tab says 1.6km and 1:07 to enter.  I never progress and when I refresh the page it says I am now camping, not marching.

Make sure you're not stuck in the water there
Title: Re: New Strategus (new round & mechanics)
Post by: Larvae on March 08, 2019, 09:45:10 pm
how to leave a nation?
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 09, 2019, 12:09:23 am
how to leave a nation?

Leave a faction, it should remove your nation as well.
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on March 09, 2019, 12:30:37 am
ctrl+F5 combo to refresh the page, you probably have cached version

Was trying to figure that out for a few days. Big dumb... thanks
Title: Re: New Strategus (new round & mechanics)
Post by: Larvae on March 09, 2019, 02:01:13 am
Leave a faction, it should remove your nation as well.

i did leave the faction but kept the nation and now i dont know how to remove it .
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on March 09, 2019, 12:44:15 pm
i did leave the faction but kept the nation and now i dont know how to remove it .

Sorry, forgot the join part ;-) You have to join a new faction or create it, then you change the nation.
Title: Re: New Strategus (new round & mechanics)
Post by: Sandersson Jankins on March 09, 2019, 12:49:50 pm
hey dave thanks for doing stuff to strat, to be honest i figure that if the relatively stagnant epochs under Horns and Professor was instead you doing all this shit (and in no time at all wtf) the game would be a good bit more populated
Title: Re: New Strategus (new round & mechanics)
Post by: kasMVC on March 09, 2019, 07:50:46 pm
dave i know nothing about you but i agree with sandderrson that you have put out a shit ton of content in like no time at all and we thank you a lot!
Title: Re: New Strategus (new round & mechanics)
Post by: mcdeath on March 10, 2019, 06:54:11 am
Strat does not work with NA and EU on the same map. Anyone that thinks it does is an absolute retard.

PS I teach special needs and can help you through it

Also #boycottduel
Title: Re: New Strategus (new round & mechanics)
Post by: Asheram on March 10, 2019, 09:28:18 am
Strat does not work with NA and EU on the same map. Anyone that thinks it does is an absolute retard.

PS I teach special needs and can help you through it

Also #boycottduel
Its probably taking into account server costs
Title: Re: New Strategus (new round & mechanics)
Post by: Larvae on March 20, 2019, 03:54:12 pm
is it normal that it takes sometimes several minutes to update ur inventory,movementspeed and also map location where u are at ?
Title: Re: New Strategus (new round & mechanics)
Post by: njames89 on March 20, 2019, 04:57:49 pm
No such lag on my side so could be a problem between you and server perhaps?
Title: Re: New Strategus (new round & mechanics)
Post by: Larvae on March 21, 2019, 12:07:00 am
dunno,100k connection here,on servers i got a ping of 7^^
Title: Re: New Strategus (new round & mechanics)
Post by: Larvae on April 04, 2019, 10:19:41 am
So,this round is a test strat round,when will it end ? And when will a serious round start ?
Title: Re: New Strategus (new round & mechanics)
Post by: DaveUKR on April 04, 2019, 11:03:22 am
So,this round is a test strat round,when will it end ? And when will a serious round start ?

in around 2.5 weeks. We need a couple of days to finish with the text and then we announce a new strat round 14 days before actual start.
Title: Re: New Strategus (new round & mechanics)
Post by: Palito_Albricy on April 29, 2019, 08:57:57 am

Кто-то из наших планирует возвращаться?
Title: Re: New Strategus (new round & mechanics)
Post by: Nickleback on May 08, 2019, 12:22:07 am
in around 2.5 weeks. We need a couple of days to finish with the text and then we announce a new strat round 14 days before actual start.
Change will preserve us! It is the lifeblood of the c-rpg. It will move mountains! It will mount movements!Well,well!What a cool strat patch this is! It's new, and I like new, even if it's bad. And this is bad, isn't it? My, my.