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PostPosted: Fri Oct 21, 2011 00:08 
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GENERAL CHANGES

  • The round will be 4 weeks long. (672 ticks)

  • Each Relic is gained by taking it from the ancient monster that originally guards it. Every so often, the original monster of each Relic will venture out to reclaim it's Relic. If a Realm's Quest Party is weaker than it's Relic's original monster, the monster will reclaim it's Relic.

  • The group of Cave Trolls guarding The Golden Buttocks power increased from 1500 to 3000.
  • The Evil Witch defending the Ring of Barin power increased from 1500 to 3000.
  • The Guardian protecting the Gauntlet of Might power increased from 1500 to 3000.

  • Flameburst
    Burns 1% of the enemy's resources. -- Down from 2%
    Cost increased to 4 magic dust * Land size per attempt. - REMOVED
    Cost increased to 2 magic dust * Land size per attempt.

  • Spire - 0.7 changed to 0.75
    Code:
    Successful offensive spyops and magical spells against kingdom have a chance of getting reflected back 1 - 0.75 ^ (Spire%) (no max) of the times. Increases spy and magic power by 2.5 * Spire% (no max)
    If you'd like to learn a bit more about this change, please follow the link. --> LINK

  • Sabotage Mines cost decreased to 15% -- Down from 25%

RACE CHANGES

GOOD

    HUMAN
  • No Change.

    TOLLSPRY
  • A new revamp to them. Thank you for the patience.
    Code:
    Name                  Atk   Def  Ret  Trn  Cas  Mage  Spy  Cost
    Harmonizers            2     1    10   9   120             230g
    Sweet Melody          1.5    4    10   3   95              10g
    Timber Singer          6     4    12   3   90              10g
    Echoing Bell           8          12   3   85              10g
    Emitter                7     7    14   6   80              10g
    Grave Knoll                            3        .75   .75  1700dm
    Chime                                                      110g
  • 100 sacrificed Harmonizers mature into 48 Sweet Melodys and 2 Grave Knolls.
  • 100 sacrificed Sweet Melodies mature into 65 Timber Singers and 4 Grave Knolls.
  • 100 sacrificed Timber Singers mature into 70 Echoing Bells 8 Grave Knolls.
  • 100 sacrificed Echoing Bells matures into 95 Emitters 16 Grave Knolls.
  • 1 sacrificed Emitter matures into 1 Grave Knoll.
  • Instant Maturation - REMOVED
  • Echo of Melioration - ADDED
    SELF - While active, every 5 Harmonizers sacrificed mature into 1 Grave Knoll and no other units.


    GRYPHON
  • No Change.

    SYLVAN
  • Unique Spire will be removed and replaced with the new Spire change.

    SHINOBI
  • No Change.

    BARBARIAN
  • Longship -4000g, +5000l from 4000g, 1000l to 6000l
  • Sea Reaver -40g from 2000g to 1960g - REMOVED
  • Sister +10% casualties from 100 to 110
  • Up to 50% of Legion 'normal casualties' on successful normal attacks on targets bigger than 67% of your land size, or defenses are automatically retrained into Seareavers to a maximum of Sea Reaver casualties on the battlefield. -- Up from 40%

EVIL

    ANIMATOR
  • Brute +50fd from 530fd to 580fd

    VAMPIRE
  • Daywalker +15g from 850g to 865g

    ELEMENTAL
  • No Change.

    TROLL
  • +5% Gold Production - ADDED
  • Forest Troll +20% casualities from 80 to 100

    MINOTAUR
  • 40 Decorated Shamans summon one Stone Protector each hour. -- Down from 50
  • Goblin Scout +0.25 spy, +150g from 1 spy to 1.25 spy, 1200g to 1350g

    DARK DWARF
  • Slaves die at a rate of 0.5% per hour - ADDED
  • Gray Raider +2 hour return time from 12 to 14
  • Slave Labour - REMOVED
  • Mule Spiders - ADDED
    SELF - ONE TIME Spider Riders gain 3 hour return time and Gray Raiders return 2 hours faster.


Text in RED are changes we decided were not needed.
Text in GOLD are changes we decided to add.


Please comment and subscribe to this thread!

If you'd like fast answers, or would like to voice your concerns directly, you may contact me through instant messenger on MSN. tccentralpride49@hotmail.com Do not send e-mails there, they will never be read. haha

_________________
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


Last edited by quaffle on Wed Nov 16, 2011 04:32, edited 14 times in total.

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PostPosted: Sat Oct 22, 2011 01:35 
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No Dark Dwarfs for next round ?


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PostPosted: Sat Oct 22, 2011 05:27 
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I agree and bring back Leshkin !!! Man im slow just no DD on the list lol. Realized it as soon as i hit the post button. I would like to see Leshkin back tho.


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PostPosted: Sat Oct 22, 2011 07:19 
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Joined: Wed Dec 10, 2008 17:13
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We werent planning to replace any races i think, so i believe that is a typo.


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PostPosted: Sat Oct 22, 2011 16:20 
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Dang, M80! Good eye, haha. Yea... I must have deleted them as I was editted the post from last rounds changes. Evil will not have only 5 races next round. ^_^

Sadly Killer, Leshkin will probably not be returning this round.

_________________
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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PostPosted: Mon Oct 24, 2011 15:47 
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Joined: Wed Jun 17, 2009 23:09
Posts: 1288
Just a few "big picture" stuff, since the round is still on-going, and I have a pretty bad case of bronchitis to think clearly.

1. Bazaar heroes:

Problem: We had a guy take 8 Bazaar heroes this round. Though he didn't necessarily make best use of them, I don't think I need to elaborate why this is a problem.

The player base is too small to sustain the current scheme. Frequently you have a situation where only 1 elite pack is playing an Alignment and hence can dominate the Bazaar heroes for that Alignment. This is unavoidable, and the penalty for being a minority Alignment is minimal now with the reduction in OP boni to opposite Alignment/Faiths.

Solution 1: As Ceekayed and others have advocated, nerf Bazaar heroes a bit more, especially the OP/DP heroes.

Solution 2: Make them available to all Alignments-which is my preferred solution.


2. Alignment power imbalance:

Problem: Right now Evil would be way too strong in a short round, because Good is lacking in viable fast races. Even if you guys think Gryphons can compete with Dark Dwarves and Vampires in a short round after recent series of nerfs, that's still just 1 race, and Gryphons are better at 5 than 4 week rounds anyways.

Solution: I am sure you guys will want Tollsprys boosted, but I fear that that solution is problematic. The basic Tollspry concept is such that the race runs in danger of being over-powered if you over-boost them--just like Halflings.

So introduce a new fast race for Good side. My preference would be to make Amazons Good, since Terranoids are problematic with the recent OOP changes, and nobody has been able to contend with Dwarves since Dante did aeons ago when Amuril's Undead won. Besides, why are Amazons Evil anyways? They are just warlike chicks! ;)

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Our pack's Royal Family Message every round now:

"Please don't hit active guys with huge OP--even if they leave land DP!!!"


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PostPosted: Mon Oct 24, 2011 15:55 
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Location: Pirate. Yarrr
Image

btw trollspy is a bad concept. But whatever.


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PostPosted: Mon Oct 24, 2011 16:14 
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Rain wrote:

btw trollspy is a bad concept. But whatever.


Agreed, but I doubt we are getting rid of them, since enough people want to make it work.

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Our pack's Royal Family Message every round now:

"Please don't hit active guys with huge OP--even if they leave land DP!!!"


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PostPosted: Mon Oct 24, 2011 16:26 
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Fergy wrote:
Code:
               Sweet Melody
Harmonizers -<              >- Echoing Bell -> Emitter
               Timber Singer
I think this would greatly help.

A spell that would allow training of Timber singers from harmonizers. Both sweet Melodies and Timber Singers upgrade into echoing bell.


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PostPosted: Mon Oct 24, 2011 16:52 
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Fergy wrote:
Fergy wrote:
Code:
               Sweet Melody
Harmonizers -<              >- Echoing Bell -> Emitter
               Timber Singer
I think this would greatly help.

A spell that would allow training of Timber singers from harmonizers. Both sweet Melodies and Timber Singers upgrade into echoing bell.


I liked that idea when i saw it. I would play tollsprys for sure if tollsprys were like that.


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PostPosted: Mon Oct 24, 2011 17:34 
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That is a great idea!! Although the melody to bell spell would be better than harm to singer. And the conversion rate would just have to be changed when the spell is active to 3.5 harm to 1 singer in order to balance that.

This idea solves the dp gap issue and really helps with training time

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PostPosted: Mon Oct 24, 2011 18:50 
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anyone agrees that a certain race is OP for xping?


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PostPosted: Tue Oct 25, 2011 00:00 
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hiraishin wrote:
anyone agrees that a certain race is OP for xping?


I think that a certain race is overpowered for land play. Another certain race is overpowered for NW. I think we need to looks into those....

Now that was clear :)


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PostPosted: Tue Oct 25, 2011 00:20 
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Fergy's suggestion above makes Tollspry easy and boring. There is an exciting risk element Tollspry must face during the times they have Timber Singers. I think that makes them very unique and difficult to play.

@ Barca

1. I agree, the way Heroes are bid on is imbalanced. It favors those with time and alignment. But Heroes have always been X-Factors in Elveron, so there is always an imbalance factor associated with them. Can this be fixed?

Solution 1 does not solve the imbalance, in my opinion. Alignment/amount of competition and availability are still driving forces of luck. Getting +5% or +2% offense for 50,000g is still cheap. Solution 2 completely solves the alignment/competition problem, but retains the availability problem. Heroes will completely lose their... rarity(?) if this happens. That makes me upset from a fantasy standpoint.

Instead, lets increase the minimum bid amount of all Heroes. We can go through and make it unique for each Hero. That solves the alignment/competition problem and keeps their rarity (still not sure if thats the right word...).

In addition, we can make the bidding Automatic Bidding style. This solves the availability issue. For exciting purposes, we can make bidding in the lead anonymous.

2. As for the Good vs Evil, I do not totally agree. I do agree Evil has the most flexibility early-mid round, however. Gryphon is the only race on Good right now that can be flexible while playing fast thanks to strong turtle. Evil has 3 races that can play fast with turtle. I believe Tollspry can fill that gap for Good.

I disagree about Tollspry being "unbalanceable". Remember, this is their first round. Be thankful we did not make another mistake of introducing an overpowered race? I am very confident Tollspry can be balanced and play many roles in a realm strategy, as well as for the win.

_________________
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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PostPosted: Tue Oct 25, 2011 01:09 
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Gryph + Sylvan + (a boosted) Tollspry = Vamp + (probably slightly nerfed) DD + Ele


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