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 Post subject: Changes Round 1
PostPosted: Tue Jul 24, 2012 01:31 
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GENERAL CHANGES
  • The round will last for 5 weeks.
  • Unique Hero Acerac to +150% food production
  • War bonuses changed to:
      +5% OP
      +20% land gains
      +10% casualties
      Mage spell cost cut in half. Spy black ops losses cut in half.

HUMAN
    No change.

TOLLSPRY
    Removed, replaced with Centaur

GRYPHON
    No change.

DWARF
    Ironbreaker -0.5/-0.5 (to 5/5)
    Ironbreaker +20 casualties (to 100 casualties)
    Longbeard +10 casualties (to 100 casualties)

SHINOBI
    Move to EVIL, replaced with Elemental.
    Night Strike -2% offense (to +3% offense)
    Ronin +3 hour train time (to 12 hours)

BARBARIAN
    No change.

FLAMEWEAVER
    Reduced cost of Ashes to Ashes, Dust to Dust spell

VAMPIRE
    Lich +2 defense (to 4 defense)

ELEMENTAL
    Move to GOOD, replaced with Shinobi.
    No change.

TROLL
    Removed, replaced with Frostzorb

MINOTAUR
    No change.

GOBLIN
    +15% worker rezone-, build- and raze cost (to -35%)




FROSTZORB -- Achievements Round 2 (840 ticks)
  • -20% Population
  • -20% Lumber and food production
  • +2% Peasant growth rate
Name          Attack Defense Return Train Casualties Mages Spies Price
Snow Bear 4.0 12.0 9.0 100 450g
Chill Beast 4.0 9.0 100 450g
Ice Hunter 3.0 7.0 12.0 12.0 100 900g, 30dm
Frost Giant 10.0 3.0 12.0 12.0 100 1,250g, 250r, 45dm
Frozen Shadow 9.0 1.0 1.0 2,000g
Gem Splitter 9.0 7,500g, 1ru
Zorb 60g

  • Casualties for Frost Giant on attack is reduced with 0.4*%tundra.
  • Every Gem Splitter produce 15 diamonds each hour.

Frost Breath SELF, ONE-TIME Increases offensive powers with 10%.

Igloo (Home)		Tundra	
Jail (Court House) Tundra
Tavern Tundra
Farm Tundra
Laboratory Mountain
Cannot build Slave Pits





CENTAUR -- Achievements Round 2 (840 ticks)
  • No special bonuses or penalties
Name    Attack Defense Return Train Casualties Mages Spies Price
Foal 3.0 12.0 9.0 100 450g
Filly 3.0 9.0 100 435g
Pony 5.0 2.0 12.0 12.0 100 750g
Hexataur 5.0 7.0 12.0 12.0 100 1,350g
Horseman 9.0 6.0 10.0 12.0 100 1,800g
Unicorn 9.0 1.0 1.0 1,350m
Donkey 110g

  • Foal and Filly are trained directly from peasants.

Overtime Work SELF Increases amount of max trainable workers per hour with 50%

Stable (Home) Mountains




Please note no change is official until posted in the Announcement thread by an Administrator. Most changes are likely to come and all changes here are subject to change.


Last edited by quaffle on Tue Jul 31, 2012 23:28, edited 3 times in total.

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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 00:56 
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Posts: 89
Location: outer Mongolia
* No one said anything about changing the human; although, I did, early on.

Anyway, I am sure this post doesn't belong here and it probably has been talked/ mentioned before; I searched the threads but didn't seem to find it, but, what if one were able to hold their land bonus(s) and allow them to accumalate until one wanted them, or took the amount of acreage one wanted. For instance; if one had 10 stored up, that would be 360 acres, then one could elect to take 100 acres, then, some other amount at a later time while more land was piling up. Albeit, I suppose, this is all really moot since it would be straight across the board for everyone. I mean, so what does it matter if one gets 36 free acres or 360; although, it is a big deal when one is 1/4th through the round only to discover your relamies are saying, 'What bonus'?


Anyway, if you don't want to change the humans or give them an 8/0,0/8, or even an 8/8(mercenaries with a possible defection rate if, lets say, not enough Taverns or something-or even have to pay them in gold each tick-expensive yes-but oh, what an advantage!), then maybe they could have this type of land bonus, the human race, since it would give them a great 'adjustment' bonus quickly to keep up with the demands of the round and offset the other realms builds. This indeed would be something good for a human!

* This post is composed of two thoughts: either give the humans Mercenaries of 0/8,8/0. or 8/8 -with some tweaking or give the human a different land bonus then all the other races.

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The Age of the:
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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 02:33 
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Joined: Tue Jun 05, 2012 04:47
Posts: 38
Location: New Zealand
Human seem strong and fine the way they are.

And the LB. Best the way it is. The only reason to not take the LB is if you jump into someones range. And noobs saying what bonus? well tough luck really. Can just see it being abused. It also benefits the guys who are more active. Though you can just select auto take I guess.


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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 02:48 
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Location: Chi-Town
Land bonus has always been around, I do not know the exact reasoning why it was added. But it is a nice way to keep adding land to the game to prevent stagnation. Making it "stockable" is a bit strange. I cannot see why a kingdom would knowingly ignore their land bonus for longer than a day.

Humans are known as the base race of Elveron. Every other race is balanced based on how Human can perform. For that reason, myself and the rest of the DT are very conservative with them. I wouldn't eagerly expect any changes to Human anytime soon(ever).

Also, it seems I totally forgot to add the round length! I apologize. The round will be 840 ticks! Which equates to 5 weeks long.

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 06:55 
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Joined: Fri Apr 27, 2012 19:33
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Location: outer Mongolia
Oh, ok.

Just didn't know how some races can come back to life and that balances them with humans but perhaps they(humans) don't die as readily as other races or are not as expensive and thought Mercenaries would perhaps spice things up a bit, since, they could be unpredictable. Like, the opponent could leverage gold to win Mercenary to their side without enemy being aware of it, but then I guess there are so many algorithims as it is that another variable would even make Einstein pull his hair out; probably not, since when one uses variables it is only a matter of plugging in numbers which become familiar with time. Anyway, that didn't come out correctly: there is only one grid with infinite combinations.

@Jcinnz, well, ok, just glad there are some weaker elements in the game one is able to take advantage of; ouch, tough luck(please keep in mind, I am only use to playing in random realms where players are usually new and don't know anything and are locked on visual overload). About jumping in and out of someones range; what better way to smoke someone than to out do them by using tools one has at ones discretion.


Anyway, those are just my thoughts, and thankfully we all think, cogito.~

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The Age of the:
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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 15:18 
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I like how Acerac's bonus is going back to the way it was supposed to be, so that it can work in the way it's supposed to (special strategies with food). It would be good, I believe, if there were some extra explanation there, to make sure everyone realizes it's PLUS 150% food production, instead of 150% food production. Perhaps even an explanation in the text itself (not just in the bonus, but in the hero description).

Although I believe swapping Shin & Elemental for the balance of good & evil is a good move from a technical perspective, it totally doesn't fit the description. Elementals in the form of the seven sins can't possibly be good. Calling Frostzorb 'good' would be more esthetically pleasing..... Or otherwise, maybe it would be good to change elemental to it's original (?) names, where we had earth, air, fire, etc. elementals.

Excited to see Frostzorb & Centaur. I've heard a lot of speaking about zorb, but have yet to see them in action! Centaurs don't look so special, but I'm sure there's many more strategies there than meets the eye!


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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 16:26 
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Yeah what about instead of using cent to replace minotaur with a more unique race?


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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 16:36 
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Not sure how definitive the changes are, but continuing on Jcinnz's comment, I believe, as a relative newb, the following races would be interesting for new players:

1. Illith
2. Animator (yes, I know they were just removed)
3. Undead (can Undead & Vamp be together in the same round? I guess they are different enough, but perhaps there's some kind of tradition that prevents this?)
4. Elf
5. Sylvan


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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 17:13 
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Elementals are usually the four elements on good alignment yes, i would expect zip to fix that back (water, earth, rock, fire, air, wind or something like that.

We didnt even really discuss why we brought centaur in, but i for one (and i would think the rest of the dev team thinks along the same lines) think it is good to bring a very basic all gold race in as a replacement to shin (which is also a basic all gold race).

Regarding races to be brought back we appreciate suggestions. There will not be more race replacements for this round though i expect.
Out of the five rogerus mentions Animator was just booted and sylvan was recently in as well. Ilith, elf and undead should all be possible to consider however. Ilith and undead are both kind of hard to balance, but that should be sortable if we really want to bring them in one of the upcoming rounds.


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 Post subject: Re: Changes Round 1
PostPosted: Fri Jul 27, 2012 17:50 
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Location: Chi-Town
To elaborate on Dante's points, we always try to make sure each alignment has a nice balance of complex, simple, fast, and slow. Fast and slow are a bit more grayish since well designed races could be both.

_________________
The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Changes Round 1
PostPosted: Sat Jul 28, 2012 23:04 
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Location: Bethany Beach
I would love to see Leshkins come back they have been gone for a very long time. Very easy race to play all gold to build troops except for mages if i remember correctly. Very good imping race.


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 Post subject: Re: Changes Round 1
PostPosted: Sun Jul 29, 2012 05:06 
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Well minotaur is much more basic than centaur lol so could go for a more fancy race =p I hear Elf was good


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 Post subject: Re: Changes Round 1
PostPosted: Sun Jul 29, 2012 05:53 
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Why the quite heavy changes on Dwarf? Because of the Draft Round (Kalle 1/2 way super Dwarf realm)? Introduce back the Original Halfling and Plague Bearer in future. It will guarantee the new players will be actives posting in this Forum.


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 Post subject: Re: Changes Round 1
PostPosted: Sun Jul 29, 2012 09:28 
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NEVER ADD ANIMATOR TO THIS GAME EVER AGAIN THEY ARE THE WORST RACE.

:)

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 Post subject: Re: Changes Round 1
PostPosted: Mon Jul 30, 2012 09:14 
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Joined: Fri Jul 30, 2010 01:38
Posts: 83
can we make sign up periods longer?

before it was typically ~5 days right?
the number of land def kingdoms is very few compared to the previous rounds that i played. im pretty sure it will help generate additional land def kingdoms in oop.


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