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Old 11-03-2014, 07:54 PM   #1
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Default [AMUN] - Version 1.11 Patch Notes and Changelog: Invasions!

Version 1.11

Gameplay - Invasions
  • Modified: Relic timers start when at least two buildings are captured by the same realm.
  • Fort and fort: Relic Cage opens in 30 minutes. If castle is captured after, 10 minutes less to open.
  • Fort and castle: Relic Cage opens in 20 minutes. If the remaining fort is captured, 5 minutes less to open.
  • If a castle is lost, 10 minutes are added to the timer. If it is a fort, 5 minutes.
  • In all cases, the third building capture DOES NOT absorb the time remaining on the already captured fortifications. This is intentional, as it avoids possible exploits regarding the fact that you could open up a third relic by just waiting for the already captured buildings to hit 00:00.
  • New: Realm Wall Power source. This is a special altar located in three different points of the Realm Wall. Used to store a Relic. For each relic stored, a 10 minute vulnerability of the Realm Door is granted.
  • Locations are shown in the map with a discreet and small icon.
  • New: When the vulnerability of a Realm Door ends, all buildings are restored to the owner realm and all Relics restored to their altars.
  • Modified: When selecting a building door, the status bar can be seen as when selecting a player or creature.
  • Modified: Players can't mount when carrying a Relic.
  • Modified: Dragons are summoned after placing the second Relic in the Realm Wall Power sources. As soon as the invasion finishes, they go away.
  • New: "Captured" Realm Wall Status. In this state, the wall belongs to the invading Realm. This means that the doors will be invulnerable to attacks, and that the flag cannot be interacted with. During this instance, the invaded Realm must protect its gems until the "Captured" timer reaches zero.
  • New: Capturing the Realm Wall now lasts for the same amount of vulnerability time obtained. This is shown in the map as a counter.
  • Modified: Internal Wall doors now act like front doors too. Meaning they will be invulnerable or not at the same time than the front door.


Realm Balance Tweaks:
  • Modified: Realm Doors have more health than regular Fort Doors.
  • Modified: Realm Door is stronger when the realm is the least populated.
  • Added: War Confidence power that is casted automatically when players of the least populated realm are near a fortification or Realm Door.

Still to be enhanced or tweaked:
  • Visuals of the dragons at walls and their paths and the time they take to get to the wall or between attacks.
  • Dragons, when the invasion finishes they disappear. We will make them fly away gracefully.
  • Realm Wall Power sources may need their locations to be balanced.

---

What you'll see in Amun now is what the next update will bring. There's always room for improvements, but we think that this will serve as a base to allow a lot of said improvements, and above all it'll give even more space for strategy for both defenders and attackers. It's also worth mentioning that improvements can vary from objects being relocated, to even terrain modifications.

Onto strategies for example, each army that carries a relic will be able to "trick" the enemy by taking different paths each way. The defenders can also send other group of players to certain spots to take the enemy by surprise. There's really a lot of room for planning tactics, and as you play, we'll gather up feedback on what can improve the experience.

---

We're looking forward for your suggestions and feedback!

Best,

Amun updated! 05/11/2014

- Added: Trapdoor icons in map when realm is captured to show alternative exit/entrance. (Also, when trying to attack the captured doors, the game tells you about it).
- Fixed: Some points near the wall capture point where you could relog and stay there to recapture.

Amun - Version 06/11/2014

- Modified: Sound of Energy Barrier when casting and also when being hit. (it was so annoying!)
- Added: Realm Balance. When a realm is in disadvantage and the players die in their own Realm Door zone, the respawn is instant.
- Added: Realm Balance. When carrying a Relic, it casts a power that allows to reduce the speed of the carrier just a little bit. This is set individually by relic, to balance distances of all realms.

We'll upload this version in a few minutes!

Amun - Version 10/11/2014

- Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.
- Modified: Dragon Wish of Warmaster Coins raised to 12500 WM Coins.
- Modified: Dragon Wish of Experience raised to 30%.
- Modified: Dragon Wish of Dragon Dungeon reduced to 4 days. (7 days, in the long run, makes it less desirable as people get tired of it).
- Modified: Dragon Wish "There can only be one" removed.
- Modified: War Confidence now grants a 25% health bonus.
- Added: Dragon Wish "Let there be drop". Grants a Scavenger Gem which raises significantly the drop rate for 6 hours. This Gem is granted to each player at the Dragon Cave.
- Added: War Confidence is also casted in main cities (Montsognir, Altaruk, Fisgael).

Last edited by Frosk; 11-10-2014 at 05:48 PM.
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Old 11-03-2014, 08:07 PM   #2
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Quote:
  • New: When the vulnerability of a Realm Door ends, all buildings are restored to the owner realm and all Relics restored to their altars.
  • Modified: When selecting a building door, the status bar can be seen as when selecting a player or creature.
  • Modified: Players can't mount when carrying a Relic.
+1 for these.

A bit skeptical about Captured state: Doesn't the Capture state now makes it easier for the more numbered invaders to go as a total zerg to each single gem and take them?

Looks good anyhow, will test and see. Nice work.
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Old 11-03-2014, 08:22 PM   #3
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Quote:
Originally Posted by Loque View Post
A bit skeptical about Captured state: Doesn't the Capture state now makes it easier for the more numbered invaders to go as a total zerg to each single gem and take them?
This is something we will have to see in practice. Bear in mind that now, getting to capture is more difficult. I think that we will have to work more on how we make it easier to get to this stage to lower populated realms than making it more difficult to steal the gems.
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Old 11-03-2014, 08:26 PM   #4
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How does the war confidence boost work? Is it based on current population online, counted over a period of time, or so?
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Old 11-03-2014, 08:28 PM   #5
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Originally Posted by Hopeakettu View Post
How does the war confidence boost work? Is it based on current population online, counted over a period of time, or so?
We will not give details in order to avoid prediction. But it depends on the activity of high level players.
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Old 11-03-2014, 08:30 PM   #6
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Quote:
Originally Posted by Adrian View Post
We will not give details in order to avoid prediction. But it depends on the activity of high level players.
I see, it's a good idea anyhow

And this update looks promising so far.
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Old 11-03-2014, 08:41 PM   #7
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I'm impressed, a rare +1 from me

Best,
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Old 11-03-2014, 09:17 PM   #8
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Critical bug with Confidence Boost buff:

Please keep an eye on the health bar in the video. Base hp is 5.5k.
https://www.youtube.com/watch?v=sBbflPJlFQY
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Old 11-03-2014, 11:25 PM   #9
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Amun open again!

Fixed:

- Problems when placing relics after capturing.
- Accumulation of War Confidence power when entering/leaving fortification zones. (Thank you Loque)
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Old 11-03-2014, 11:43 PM   #10
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The global cooldown triggered by War Confidence feels funny.
I think this could be an issue if fighting on the buffs border line by blocking spellcasts
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