Author Topic: New Strategus (new round & mechanics)  (Read 21230 times)

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Offline DaveUKR

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New Strategus (new round & mechanics)
« on: February 19, 2019, 01:30:16 pm »
+29
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)
« Last Edit: February 20, 2019, 05:10:44 pm by DaveUKR »

Offline njames89

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Re: New Strategus (new round & mechanics)
« Reply #1 on: February 19, 2019, 02:22:17 pm »
0
Awesome changes.  Very much looking forward to this new round.

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Re: New Strategus (new round & mechanics)
« Reply #2 on: February 19, 2019, 02:35:58 pm »
+3
Sounds exciting ,this is just too much for us nice diligent dave

Offline Lord_Carlos

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Re: New Strategus (new round & mechanics)
« Reply #3 on: February 19, 2019, 04:49:55 pm »
+1
 :D :D :D :D :D :D :D :D

Offline the real god emperor

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Re: New Strategus (new round & mechanics)
« Reply #4 on: February 19, 2019, 04:54:40 pm »
+3
we dont deserve Dave

Offline Yeldur

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Re: New Strategus (new round & mechanics)
« Reply #5 on: February 19, 2019, 05:04:59 pm »
+2
we dont deserve Dave

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Re: New Strategus (new round & mechanics)
« Reply #6 on: February 19, 2019, 06:03:40 pm »
+1
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.
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Re: New Strategus (new round & mechanics)
« Reply #7 on: February 19, 2019, 06:22:20 pm »
+1

Offline DaveUKR

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Re: New Strategus (new round & mechanics)
« Reply #8 on: February 19, 2019, 06:50:11 pm »
+5
Added item conversion mechanic: you can convert looted items to your equal or cheaper national items of the same item type and rank

Offline DaveUKR

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Re: New Strategus (new round & mechanics)
« Reply #9 on: February 19, 2019, 06:53:10 pm »
+1
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.

Offline Drunken_sailor

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Re: New Strategus (new round & mechanics)
« Reply #10 on: February 20, 2019, 04:29:51 am »
0
So am I going to get -$ for going -10/30 from performing epic ladder revenuers?
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Offline DaveUKR

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Re: New Strategus (new round & mechanics)
« Reply #11 on: February 20, 2019, 10:18:50 am »
+1
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.

Offline Rest_in_Peace

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Re: New Strategus (new round & mechanics)
« Reply #12 on: February 20, 2019, 12:57:16 pm »
+1
Cool :))

Offline Drunken_sailor

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Re: New Strategus (new round & mechanics)
« Reply #13 on: February 20, 2019, 04:04:26 pm »
+1
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
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Offline njames89

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Re: New Strategus (new round & mechanics)
« Reply #14 on: February 20, 2019, 04:28:59 pm »
+1
Nice to see the national banners on the upcoming battles tab.

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Looks good  8-)