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 Post subject: Changes round 1
PostPosted: Sat Apr 24, 2010 13:03 
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Round will be 5 weeks, that is 840 hours.

GENERAL CHANGES

Base defender casualties are changed to 4% instead of 5%

RACE CHANGES

HUMAN
no change

DWARF
+15g, +50r on Ironbreakers
From 430g, 1,400r
to 445g, 1450t

SYLVAN
no change

ELEMENTAL
no change

SHINOBI
no change

NYMPH

Naiad 375g, 10m. +35g, 15m to 410g, 25m
Dryad 375g, 10l. +35g, 15m to 410g, 25l
Wild Nymph 3*/0 changed to 4*/3 + 65r to 1,500g, 100r
Enchantress 0.5 mages into 0.2 and 12h train time
Sylph and Nymphet no longer has a MAGE POWER

Savage Freedom cost is doubled

GOBLIN
no change

DARK DWARF
no change

LESHKIN
Stygians and Amaranthine increases exploration gold cost by (Stygians and Amaranthine * 5 / land size)%

5 changed to 6.

Teamwork Leshkin, SELF
Increases diamond production by 10%, while decreasing gold production by 5%

Changed to 15%, 5%

Russet -20g, to 500g
Malachite -30g, to 730g
Burgundy -25g, to 1300g
Stygian +25g, to 1600g
Amaranthine +100g, to 2100g


UNDEAD

Racial "bonus" added;
-50% mage power

Zombie -10g to 370g
Skeleton -10g to 340g, 20r
Wraith gets 20% casualties
Vampire +1dp to 4/3 -25g
Necromancer -2dp to 5.5/0. From 1,725g, 50m, +25g,+25m, to 1,750g, 75m. From 0.75 Mage to 1.0

Undead Guild Quarters back to 2.5

FLAMEWEAVER
no change

ORC
Torture Chamber
(Tavern) Increases offense and defense with 0.5 * building% (no max). Reduces corruption with 1.5 * building%

0.5 changed to 0.6


More changes might come during simming period, but hopefully 100% done before it is 24hours left of simming.

Schedule will come later.

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In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Protection Hour-Changes
PostPosted: Sun Apr 25, 2010 20:34 
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Me and Kalle have decided to make the protection 48 hours long and give you 12 free hour-changes to use in protection. These free hour-changes must be used at least 6 hours before you leave protection. You will find a link at the main overview and some information text.

We understand that this is against the result from the poll but we make decision that we think are best for the game. The poll still had big value to us.

Other Changes
Nymph's networth will now have land type factor included in the formula.

Dead troop resource recycle will now only work on successfully made attacks and all defenses.


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 Post subject: Re: Changes round 1
PostPosted: Tue Apr 27, 2010 16:09 
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LSD's hero from round 8 is added. You can see him in the guide.
LSD's second hero will be added later.
Kerwil's hero will also be added.
If you have won a round and still haven't contributed your hero, please send it to me or zip.

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In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Changes round 2
PostPosted: Thu Jun 10, 2010 14:09 
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Round will be 4 weeks, that is 672 hours.

GENERAL CHANGES

The attack restriction - Defense You cannot send out more than half of your defense the same hour, has been taken away.

RACE CHANGES

HUMAN
no change

DWARF
Axe Man +25g to 500g
Longbeard +25g to 500g

SYLVAN
Young Sapling +50g, +25l to 975g, 675g

ELEMENTAL
Earth elemental +5g to 400g, 25m
Elementin (workers) -10g to 100g

SHINOBI
- Max 80% of Crystal Assassins 'normal casualties' on successful attacks or defenses are automatically reborn as Shadowsylphs.
- Max 50% of Crescent Knights 'normal casualties' on successful attacks or defenses are automatically reborn as Shadowsylphs.

up to 90% and 60%

25% casualties on the shadowsylph, from 60%

NYMPH
Removed for terranoidhttp://www.elveron.com/elveron/archive/guide/52/military.html#race3

Changes:

Rock Slinger 1 less dp, -25g, +25l to 4/1 575g, 50l
Earth Burrower +25r to 1,550g, 175r

GOBLIN
Removed for Amazon http://www.elveron.com/elveron/archive/guide/51/military.html#race6

amazon workers up to 400% casualties, from 350%.

DARK DWARF
Spider Riders+50g, -25r to 1,050g, 50r

LESHKIN
Amaranthine +50g to 2150g. 12 hours return, from 10 hours.


UNDEAD
Removed for vampire
http://www.elveron.com/elveron/archive/guide/53/military.html#race7

FLAMEWEAVER
Flame Invoker +1dp
Phoenix -25g to 1,300g, 20dm.
Magmasur -25g to 1,400g, 100r

ORC
Thug -20g to 335g, 15r
Lackey-15g to 330g, 30r
Bloodblade -25g, -25r to 1,150g, 75r
Half-Breed -50g, +50ll to 1,350g, 175l
Shaman +0.5 offense, -15% casualties, +0.15 mages, +450g, -20dm to 4.0 75% 1.0 1,450g, 20dm.

Bloodlust Orc, SELF, ONE-TIME
Every 10 shamans increases offense similar to 1 Torture Chamber (does not affect defense) and casualties are increased by the same %

changed to;

Increases offense and casualties by 10% for each shaman per acre (The increase is floating. For example, it can be 450 shamans on 1000 acres and then the increase is 4.5%)


It is the same as changing the 10 to 6, but worded differently for it be faster and easier to understand the modifications without using a calculator.
Unless you are running Energy Charge or Spires or both you can just look at your Managers->Statistics->Mages per Acre and just multiply that with 10 to figure it out.

Schedule will come later.


EDIT
Those changes are now online
//zip

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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PostPosted: Sun Jun 13, 2010 01:10 
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GENERAL CHANGES

The attack restriction - Defense You cannot send out more than half of your defense the same hour, has been taken away.

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Changes Round 3
PostPosted: Sun Jul 18, 2010 13:34 
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Round length is 40 days, that is 5 weeks and 5 days.

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In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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PostPosted: Wed Jul 21, 2010 00:01 
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Round will be 5 weeks and 5 days, for a total of 960 hours.


GENERAL CHANGES

Kingdoms that sign up on the 6th day and forward of the round will have Take Daily bonus: ON

From round 9, last age. This will be just like JMtP suggested then, OFF is default for all round for all kingdoms.

The triple tap will now not grant "defending" realm new hits to be made on the "attacker" after bounces. This is to prevent one kingdom to purposely bounce several times on one realm, so that realm can hit that kingdom back more than two times.

New spell added
Power Farsight INSTANT
Looks at another kingdoms main overview with no inaccuracy. Spell will almost never fail.


RACE CHANGES

HUMAN
Longbowman +0.3 dp +50g +10l to 7dp 1,050g 150l
+1dp on Battle Mages

DWARF
Axe Man -30g to 470g
Longbeard -30g to 470g

SYLVAN REPLACED BY ELF
NO CHANGE

ELEMENTAL
Earth -10g, +5m to 390g, 30m
Rock +10g to 420g, 35m
Fire +5g, -5m to 440g, 35m

SHINOBI
Ronin 9h train time. 125% casualties. 360g

- Max 90% of Crystal Assassins 'normal casualties' on successful attacks or defenses are automatically reborn as Shadowsylphs.
- Max 60% of Crescent Knights 'normal casualties' on successful attacks or defenses are automatically reborn as Shadowsylphs.

Change to not be scaled by land. And 70% for both.

TERRANOID
Rock Slinger -25l to 575g, 25l
Living Grotto +200g, +50f to 12,200g, 700fd
The Enlightened -1500g to 3,000g 50m
Shadow Walker-300g to 1,500g

AMAZON
both Workers to 500% Casualties

VAMPIRE
NO CHANGE

ORC
Bloodblade +25r, to 1,175g 100r

DARK DWARF REPLACED BY TROLL
Forest Troll up to 100% casualties
Whelps to 500% casualties and 140g
+5% gold production gone
+10% construction cost gone

LESHKIN
+50g amaranthine to 2,200g

FLAMEWEAVER
Phoenix +5dm to 1,300g, 25dm
Magmasur +50r to 1,400g, 150r

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Schedule Update
PostPosted: Mon Jul 26, 2010 16:45 
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The server stopped working just as kalle posted the updated schedule. The hosting company did believe that the migration did work as expected but after 24 hours the disks started to report losses. The current hosting is quite complicated as it's in the Cloud.

We are currently securing backups of the server if something would go even worse. We have a discussion if we are going to move to a new host or give them one more chance.

We won't start a new round before we have stable server. We understand that you want to start the new round and so do we.


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 Post subject: Changes Round 4
PostPosted: Sat Sep 11, 2010 09:48 
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It appears we totally forgot to post about the round length. It will be 792 hours, that is 33 days.

With 48 magical hour-changes this is then comparable to an old 5 week (840 hours) round.

GENERAL CHANGES
Spy on hero will show how many more ticks a unique hero is in service for this kingdom.

Each topic in the realm council can have up to 100 post. The realm council will also have up to 30 different topics.

The realm system will change slightly. There will be random realms which holds up to 30 kingdoms. These random realms is only for those that sign up for random realm or decides to defect. The random realm cannot invite other players to the realm nor declare war.

Starting land will be 350 acres

Protection will last for only 12 real hour changes, with 48 magical free hour-changes. You will be able to use the free hour-changes until you have 6 hours left in protection, as before.

A kingdom's first 60 game time hours, it will not be able to invest in realm improvements. GAME TIME able to invest=GAME TIME kingdom created+60 GAME TIME HOURS. Using the free magical hour changes will thus not have any effect on when you can start investing in realm improvements.

As a direct logical implication of this, this old change will be obsolete;
(Change from round 9 last age;
Kingdoms that are in protection after Game Time > 144 (one week) will not be able to invest in realm imps until they are out of protection.)

RACE CHANGES

HUMAN
No Change

DWARF
Axe Man +5g to 475g
Longbeard +5g to 475g

ELF
No Change


ELEMENTAL
No Change

SHINOBI
No Change

TERRANOID
No Change

AMAZON
No Change

VAMPIRE
No Change

ORC
Shamans up to 90% casualties

TROLL
Cave Troll -100g, -20f

LESHKIN
Burgundy -25g to 1,275g
+75g amaranthine to 2,275g

FLAMEWEAVER
No Change


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 Post subject: Re: Changes Round 4
PostPosted: Sun Sep 12, 2010 00:52 
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You will have to PM zip about which realm your draft-pack is in, so he can increase the size from 6 to 8 players.

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In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Re: Changes Round 4
PostPosted: Sun Sep 12, 2010 12:09 
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Additional changes

Increased initial lumber with 20k, from 40k to 60k.

You will not be able to quest during protection.

The merging kingdom must not be over 1,000 acres (and this includes incoming acres). NOTE: The acre limit works on a floating value, which means that as long as you are below 1,000 acres at the time of the merger you are still eligible (even if you had at one time previously been over 1,000 acres).

1,000 changed to 1,500

Added units lost on attack in the statistics manager. Restart of the kingdom is needed for the statistics to work.


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 Post subject: Re: Changes Round 4
PostPosted: Mon Sep 13, 2010 17:23 
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It appears we totally forgot to post about the round length. It will be 792 hours, that is 33 days.

With 48 magical hour-changes this is then comparable to an old 5 week (840 hours) round.

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Re: Changes Round 4
PostPosted: Tue Sep 14, 2010 15:03 
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The free magical hour-changes are different to normal Game Time hour-changes, that means you will be able to take first land bonus during sign up period and then after 24 real GameTime hour-changes, which means 12 hours after Out Of Protection, you will be able to take a second daily land bonus.

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In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Changes Round 5
PostPosted: Wed Oct 27, 2010 17:58 
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GENERAL CHANGES


Frost temples and academy change.
http://www.elveron.com/forum/viewtopic.php?f=4&t=15174
EDIT2 see post below.

Construction and destroy building change.
Construction of buildings and destruction of buildings will be changed.
Construction will be second order polynomial function.
Details can be read here.
EDIT see post below.


Unique heroes
Unique heroes with +10% against one type for race will be decreased to +6%.

Attack Exploration; Attacks generate land.
Your military units will explore land while they march from the battlefield. The amount of explored land is around 14% of the grabbed land from your victim.


Details;
Land gain is -1/8, generating land is 1/7.

A normal 100 acres grab is now 87.5 land lost for the defender, and the attacker gains a generated land of 12.5. 87.5*1/7=12.5. So the attacker is still gaining 100 acres but the defender only lost 87.5.
So the game automatically adds magical land on successful attacks.
Gain= OLD GAIN*7/8+ GENERATED LAND
GENERATED LAND=LOST*1/7.

RACE CHANGES

HUMAN
No Change

DWARF
+15g on Longbeard to 490g (up from 475g)

ELF
Archer of Light and Syvlan Ranger to 100% casualties (up from 90%)
Conversions 70% (up from 60%)
Shadow Elves to 2 defense points (up from 1.5)


ELEMENTAL
No Change

SHINOBI
No Change

TERRANOID
Replaced by spirit. See guide.
Spirit
Shade +1.5 op, from 1 to 2.5. Up to 200% casualties, from 150%.

AMAZON
Replaced by frostzorb. See Guide.

VAMPIRE
no change
ORC
Removed the Reed Hut because that building position will be Hospital.
Bloodblade to 6/6 (down from 6.5/6.5) and 1050g, 100r (down from 1100g, 100r)
Shaman down to 3.5 op

TROLL
no change

LESHKIN
no change

FLAMEWEAVER
Magmasur -50g

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Re: Changes Round 5
PostPosted: Wed Oct 27, 2010 23:48 
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Frost temples and academy change.
Previous:

Frost Temple Tundra Reduces casualties by Frost Temple% * 2.5 to max 50%, Reduces attacking time, and incoming land, by Frost Temple% * .15 to max 6 hours. Attacking time can never be less than 6 hours. Decreases hero mortality by Frost Temple% * 4.0 (no max).

Academy Grassland Increases chance of gaining a hero in battle with 7 * Academy%. Increases XP gain in all battles won except quests by 5 * Academy%. Increases the chance to find items in quest with Academy% to max 20%

New:
Hospital [Highland] Reduces MILITARY casualties by Hospital% * 5 to max 50%

Frost Temple [Tundra] Reduces attacking time, and incoming land, by Frost Temple% * .3 to max 6 hours. Attacking time can never be less than 6 hours.

Academy [Grassland] Increases chance of gaining a hero in battle with 7 * Academy%. Increases XP gain in all battles won except quests by 5 * Academy%. Increases the chance to find items in quest with Academy% to max 20%. Decreases hero mortality by Academy% * 4.0 (no max).

See forum topic for more information
http://www.elveron.com/forum/viewtopic.php?f=4&t=15174


Construction and destroy building change.

Previous:
raze= MAX(1000, land-500)
build=500+ land/2

New:
raze= MAX(500, land-400)
build= (1/10000) * land^2 + 0.3 * land+300

EDIT
The game will be updated tomorrow.


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