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Dec 31, 2009, 6:56am




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Sizzler
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 Round 19 Changes
« Thread Started on Aug 3, 2003, 6:04pm »

Below are the changes for round 19. More may follow, but nothing is planned as of yet:

* Round 18 strongest/largest ranks will be saved, and mid-round you will be presented with an option to pair your previous round's result up with your current account...this will set up your lifetime account, for rankings purposes. A new subsection of Valhalla will begin ranking players' lifetime accounts starting from Round 18.

* Factories now reduce building cost by 3 * factories / total land % to 75%, down from 4 * % to 80% max.

* Wizard Guilds will reduce spell cost by 2 * wizard guilds / total land % to a max of 40%, down from 2.5 * % to 50% max.

* Forest Havens will now protect 4 * Havens / total land % of your population from fireballs.

* Lightning bolt damage has been slightly reduced.

* Players with low wizard and spy ratios will take somewhat less damage than last round. Last round's levels were simply too high. Low ratio players will still take more damage to make it worthwhile to keep your ratios halfway decent.

* Banker's Foresight now gives +5% platinum production down from 10%.

* Race Changes:

* Human/Nomad Knight/Blademaster up 50p,15r to 1000p/100r

* Halfling Staff Master and Master Thief each up 15r.

* Firewalker Salamander reduced by 65r to 100r.

* Kobold gain another +5% max population to +40%.

* Goblin gain +5% attack strength against Humans/Nomads.

* Firewalker gain +5% attack strength against Icekin.

* Lycanthrope gain +5% attack strength against Wood Elf.

* Icekin gain +5% attack strength against Gnomes.

* Goblin Orc has been renamed to Hobgoblin.

* New Race Added - Orcs

Orcs
Alignment: Evil
Homes: Forest
+20% Food consuption
-20% Population Growth Rate
Unaffected by Fear

Savage 3/0, 300p0r
Guard 0/3, 300p25r
Voodoo Magi 0/5*, defensive power reduced by 1 for every 15% gryphon nests of attacker, max -2, 800p,0r
Bone Breaker 7*/2, offensive power reduced by 1 for every 10% guard towers of defender, max -2, 1250p,125r

Spell: Bloodrage - +10% Attack Strength but +20% Casualties (of the Orc player)

* Dragons are being modified significantly. Lesser Dragon loses it's 10 offense and is reduced to 6, while platinum cost is reduced to 1000p. Landgains will work like normal landgains. Dragon's 1 week restriction has been trimmed to 2 days. The dragons are now less of an offensive threat, but power:cost wise they are still strong. They should require more skill to play now.

* A new storyline race will be added in the first storyline events of the new round (Titans). This race will be identical to the Dragons in the form of units and abilities. However, Dragons will only be able to attack good aligned dominions (and vice versa), and Titans will only be able to attack evil aligned dominions (and vice versa). BOTH storyline races remain alignment neutral.

* New wonder: Monument of Protection. Gives +5% defensive strength, and no one in the realm may attack or be attacked by Titans.

* New wonder: Wizard Academy. All spell damage taken by controlling realm is reduced by half.


As always, these changes are themselves subject to modification, may be removed before round 19 begins, or may be added to.

Once again, I will randomly select from the top 50 premium accounts 20 players to play the storyline-based race accounts. These players will receive email invitations Monday or Tuesday. *IF* there are storyline based races next round the selection process will remain the same.
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Sizzler
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 Re: Round 19 Changes
« Reply #1 on Aug 3, 2003, 6:05pm »

In addition to previously announced...

* Kobold grunt to 200p from 225p.
* Kobold Overlord cost to 850p from 950p.
* Kobold Beast from 850p to 950p.
* Kobold boats hold 40 troops instead of 30.
* Orc Voodoo Magi reduces by 25% GN instead of 15%.
* Lycanthrope Scavenger -25p to 300p.
* Lizardfolk merfolk attack bonus reduced to 5% from 10%.
* Icekin Ice Elemental 4* increases by .6 * WPA instead of .5
* Icekin Archmage cost reduced 150p to 850p.
* Goblin gem production +10%
* Wood Elf Druid gets +1 offense and +1 defense for every 20% forests, down from 25% forests
* Wood Elf Druid starts at 3/1, down from 3/3.
* Dwarven Warrior now 7/1 with no special abilities.

* Factories back to the way they were, but build cost function changed to be based on built land or total land / 2, whichever is greater.

* Dragons/Titans: Will take 1/2 land gains instead of full or 1/5.
* Dragons/Titans: Retaliation attacks from the same dragon hit on it's attacker inflicts 3/5 land gain instead of 1/2.
* Dragons/Titans: Can attack the same target every 4 days instead of 2.
* Dragons/Titans: Units die at 1/5 normal casualties on hits under 70%.


Also, previously unmentioned on the General Discussion messageboard:

* Dwarf -5% population now that Warrior is back to 7.
* Orc Savage now 4/0, +25p.
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