Update to 1.12

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DeletedUser452

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Morning,

The international beta has just been updated to 1.12. The changelog is not available yet, it will be added as soon as it is out. With 1.12, the new colonizsation system was introduced, please play and give your feedback.

Happy testing!
 
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DeletedUser

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Features/Changes:
  • casting powers from command info
  • providing more essential information about towns in buildings overview
  • generate building orders from town overview
  • better facebook news feed integration
    1. when player signs up for another world
    2. when player conquers a town
    3. when player joins an alliance
  • reports of farm town attacks (without troop losses) are now seperated from other reports
  • activity status of alliance members for alliance admins (also shows vacation status)
  • when using partial unit recall a report will be generated
  • alliance forum: increased post display from 10 to 20
  • command-overview - now shows own running spies in command list
  • town name in game layout now indicates a casted power

Gameplay:
  • new revolt based conquest system
  • new worlds will be set up with the new system right away
  • existent worlds will adopt the changes in a couple of weeks

Bugfixes:
  • fixed break down of ghost towns
  • conquest - after a successful town takeover mythological units should not be sent back
  • improved behavior of dropdown town list: links now keep url parameters
  • fixed favor calculation when favor is decreased
  • uninhabited place info now shows missing cultural point to colonize that place
  • fixed support link for banned players
  • now support commands containing mythological units will return if target town god has changed to an incompatible god
  • a besieged player could still use the late game overviews to build troops etc
  • fixed pagination when searching ranking list
  • on 'no conquest worlds' it was possible to conquer another player's town under a certain circumstance
  • Autocomplete result limit was too low especially for highly frequent town names e.g. 'Athens'
  • Fixed IE bug: in sea ranking list the ocean number could not be specified
 
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DeletedUser

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I should have explained the new revolt system in more depth yesterday, my apologies. Please be aware that this system will only be introduced on new worlds. The current worlds will not be effected. This will come into effect on world Zeta which we intend to launch on Thursday 6th of May.

The revolt system is a slightly more complex system involving a lot of tactical elements and improves gameplay. We need to bring this in as a better balancing system for smaller players as they are effectively locked out of the game when a colonisation occurs.

Revolt will replace conquest in the academy. When a player attacks his opponent he will have the option of declaring a revolt. He raises a rebel army during the assault and then departs, as for a normal attack. The rebels attempt to gain support during the next twelve hours. After these twelve hours have passed the revolt begins. This revolt lasts another twelve hours. If the original attacker then arrives with a colony ship within the time of the revolt and wins the fight he will take the city.

During this entire period the player suffering the revolt still has full control of his city and can build regiments and buildings.
 
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