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Phailak
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Re: Announcements

Postby Phailak » Tue Dec 11, 2018 9:13 am

Buffs VS Debuffs

I have no idea how I missed this but basically using tactics that increase attacks and defense goes by 15-30-45 (Sortie, Scout, Rupture, etc) when they should go by 10-20-30, this is changed effective immediately. Also noticed some other changes with less impact but just didn't make sense

Aid / Succor should be like Faze, should give back 3-6-9
Discipline should be like Deride, 5-10-15
Escort should be like Poison, 5-10-15

These have been updated in the database and rules.

If anyone wants to make a case where they built a character using one of these and wants to change a skill, PM me. Don't @ me with stuff like Aid 1 that you got at sign up and you want it changed because it sucks. I'm talking about skills you spent time growing and now feel they suck because of this change.

Also, this whole I have 210 attack, opponent has 10 so I cause 200x damage is also changing. Minimum of damage factor will be 25%, so even if you have 1 attack vs 200 def, you will cause some casualties. Same for the opposite, 200 attack vs 1 defense will max out at 400%. I may adjust these if needed. It doesn't affect the formulas except in these extreme cases we've seen.

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Re: Announcements

Postby Phailak » Mon Dec 17, 2018 4:53 pm

It's going to be a pain to manage, but implementing some basic ground rules on abandoning locations.

First of all, this only applies if it's your last location. Deciding not to defend a location because of positioning is fine.

So if it's your last stand location, depending on the location type, this will happen:

Village, garrison will fight with 100 of your soldiers. If your garrison is empty, you will suffer defections to fill it. So if you abandon your last village and it has 0 in the garrison, you lose 600 troops or all your troops if you have less than 600. 2 NPCs will fight

Towns that number becomes 1000 of your soldiers plus another 1000 for garrison. 5 NPCs will fight.

Cities that number becomes 5000 of your soldiers and another 2500 for garrison. I assume cities won't be given away but you never know.

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Re: Announcements

Postby Phailak » Tue Dec 18, 2018 8:27 am

Choso help me find another issue with PPs, basically all the boosting actions were being used for all locations, not just the ones they were meant for so people with multiple locations got MORE than they were supposed to. No easy way to go back and correct this but I fixed it for future turns so don't be surprised if output is lower

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Re: Announcements

Postby Phailak » Mon Dec 24, 2018 3:01 pm

Leaving for xmas at my parents, tomorrow at my GF's aunt's, so likely won't be on until 26th or 27th. Merry Xmas to you all!!!

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Re: Announcements

Postby Phailak » Fri Dec 28, 2018 10:58 am

Mercs and Training

If you buy a small amount, training doesn't get affected (think one soldier)

Don't do it. I'll check if anyone has done so and adjust training. Buy soldiers once or twice a turn, more than that looks like trying to use this bug. I don't have an easy way to fix this.

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Re: Announcements

Postby Phailak » Fri Jan 04, 2019 10:30 am

Seems to the tool fails to limit to 10 officers in battle, weird we never caught this before:

viewtopic.php?p=183111#p183111

Basically, need to rerun one of the battles, not sure how / if it will affect turn change, checking with Zhang Gao and we'll see from there.

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Re: Announcements

Postby Phailak » Mon Jan 07, 2019 11:53 am

Reran battle, extending turn to tomorrow 11am

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Re: Announcements

Postby Phailak » Mon Jan 07, 2019 12:38 pm

Slander.

So it works that you gain X% (5, 10 or 15) while your opponent loses that amount. That % is applied on your own numbers, which is not as intended but makes sense from the logic of the code. No easy way to fix so will leave for now.

Example, you have 1500 troops attacking 1000.

Slander will reduce your opponent by 100, you will gain 150.

Opposite is the same, 1000 vs 1500 means you gain 100, he loses 1500.

When I have a chance, will review the logic since I can see this being way too powerful.

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Re: Announcements

Postby Phailak » Wed Jan 09, 2019 1:53 pm

Don't usually announce these but two villages freed up with Mal's retirement, so extending the turn until tomorrow morning (also, I am busy)

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Re: Announcements

Postby Phailak » Thu Jan 10, 2019 3:16 pm

Garrisons

Seems that I didn't implement the logic for garrisons properly.

So initially garrisons were meant to 'absorb' some soldiers from invaders to slow down expansion. To 'encourage' that, we made it so if you do not provide a garrison, your output for the location would be reduced, except for soldiers. At the time, had an issue on how to include the garrison in the max number of soldiers that you can bring in defense SO just decided as an added bonus, they would not count towards the limit. Some didn't like it but with no alternative at the time, that is how we proceeded.

Fast forward to Turn 18

So when you specify your army to defend, garrison is auto added and max soldiers from COM is ignored BUT when you later on set your layers, you can only assign max according to SUM of COM. So in reality, you do not get to bring free soldiers.

To me, this is a good thing that I could not 'fix' at first so I want to keep as is. Some have brought up the point that some of you had plans to use the garrison this way. My proposal is as a one time exception to allow players to withdraw from their garrison pool to go back in your soldier pool, has to be requested by end of turn 18.

If I am missing something and this has to absolutely be as is, I'll need time to find a way to make it work, let me know ASAP if one of you planned their whole game around this rule / limitation.


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