Builds

From 1100ad

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Contents

Introduction

While the game is developing, many changes to the functionality are made. From time to time snapshots of the current state is taken and the latest version being installed on the exact game world (server). This is called a build, identified by natural incrementing number.

Server details

Builds that are installed on game servers:

  • Beta: #796
  • Crusade: #795
  • Grail: #795
  • Livonian: #795

Note, that build number will probably never be the same like it is listed on build details, since it is incremented each time when a build is installed, so installing same build (1) to 3 servers will lead that they will have builds 1,2 and 3 installed.

Builds details

#796 (2010/05/21)

new features:

  • Kingdom Events - multiple events can happen in your cities, some are good, some are bad. There are always several options to choose what to do and first option is selected automatically if you did not choose anything within 3 days. Possible events (with estimated chances):
    • heroes wish to join (free until death) (twice per year)
    • troops wish to join (once per few weeks)
    • local revolt in a city (once per few weeks)
    • global revolt in all cities (once per few months)
    • resources from a merchant (once per few weeks)
    • only one event of one type can be active at the same moment for a player
  • Discard city - now it is possible to discard a city from your control once per month, to give it to be operated by computer, and free your city control point
  • Artifacts added (Beta server only!). Now it is possible to get an artifact while fighting computer troops in different locations.
    • the more tough location is, the better artifacts, and with higher chances are available
    • currently only first type of artifacts (with time limit, like increasing hero skill for 1 hour) are added
    • artifacts could be from level 1 to level 5 (which are extremely rare)
    • only artifacts from one (first) hero in an army is applied, so if you have 2 heroes in a single army, only ones artifacts will work
    • artifacts could be exchanged between heroes via our new hero screen in a Castle / Tavern
    • new hero skill: Artificer added, limiting amount of artifacts a hero can wear in his bag (10 base, plus 15,20 and 25 depending on the skill)

tweaks / improvements:

  • approximated troops number in tactics now supports army size within precision of 5000 for higher armies.
  • disabling popping out (sliding) messages panel on lower screen resolutions due to most players complained with that
  • time for mercenary revolt suppression increased to 1.5 days
  • city image rendering engine updated to use less traffic (run on client-side now)
  • active battles panel is not shown in all pages
  • city valley fog (hide city from a map) is now 20% cheaper for silver and 50% cheaper for gold account users
  • when you capture a mercenary camp, its name is automatically extended with a digit to distinguish several similar locations
  • added support for sending SMS notification when revolt in a city detected
  • it is now possible to cancel terrain-forming order (no resources are returned thou)
  • fixed case when player issued a long command (like robbing) by several armies and had no protection army - they never switched to reply
  • incoming mercenaries spread ratio is tuned, now no group in Castle should occupy more than 20% of available slots (was 40% before)
  • mercenary troops are currently a subject of hunger-like operation - the more time passes, the more extra mercenaries will leave if you do not have sufficient mercenary points. At the same time, mercenaries will still be destroyed at once, when obelisk/fountain destroyed and/or diplomacy deals changed

balance:

  • Fight engine balance: now some of the units, killed within a strike (30-40%) proceed with responding strike, leading to more logical spread of casualties, and allowing some losses even for striking troops (Beta server only!). Ranged units never get response, so this is true for melee troops only.

bug fixes:

  • fixed resources extraction calculation (castle and gold/newbie subscription bonuses counted incorrectly)
  • fixed impossibility to leave city due to screen refresh while active battles where in progress
  • fixed demolishing houses by rams when distance allowed it for catapults only and both were in army
  • fixed order master contract sometimes changed relation between order member and member vassals
  • fixed message notification about new Order chat messages sometimes appearing even if no new messages were available
  • fixed several scenarios leading for empty armies creation
  • fixed problems with possibility to cheat mercenary points by abusing diplomacy, all mercenary points now recalculated
  • many fixes as usually

#742 (2010/04/08)

new features:

  • revolts for mercenary camps (locations) activated, they happen usually once per week or two and are successful if not eliminated within 16 hours. Cities with active revolts are shown in Campaigns side panel
  • new option added: changing a supplying city of armies within a single screen. Available for gold account users, costs per-operation 75 gold for all other players (option is in profile/settings page)
  • added keyboard support for silver professional account users (gold users can configure shortcuts), current shortcuts are:
    • 1 (numeric pad) opens castle (city)
    • 2 storehouse (city)
    • 3 market place (city)
    • 4 library (city)
    • 5 tavern (city)
    • 6 obelisk (city)
    • 7 fountain of glory (city)
    • ` show cells grid (city)
    • arrow keys (L-R) navigates between cities (city/tactics)
    • arrow keys (U-D) navigates between city and tactics view (city/tactics)
    • arrow keys (L-R-U-D) scrolls the valley (on map)
  • new skill for Orders - vassals limit, ALLOWING (at least) Order members having vassals (the skill limits the amount of vassals). All current Orders are granted level 1 of this skill

tweaks / improvements:

  • limit number of mercenary camp locations you can capture by vassal points+1
  • automatic rename of captured mercenary camp (location) to give unique per-player names to it (like camp 1, camp 2, etc)
  • fixed mercenaries entering cities when there are a lot of other mercenaries and too little of the current group. should eliminate units never available for hire problem
  • approximated troops counter (tactics/campaign) now supports any army size with precision within 5k

balance:

  • decreased thieves amount in slave market

bug fixes:

  • problem with placing the same hero to auction twice (not sold at first lot) caused hero being lost
  • problem with multiple obelisks within a city
  • problem with messages reading (occurred on Grail but could happen on other servers as well) fixed
  • resources calculation (castle and gold/newbie subscription bonuses counted incorrectly) fixed
  • many fixes as usually

#708 (2010/03/12)

new features:

  • added possibility to re-start account (accessed via profile menu): lose everything and get a new city (it is possible to select a valley to start in), only gold and heroes are saved, newbie protection activated
  • added a secondary password (per-server): security code. currently it is being asked during account re-start, maybe other uses in the future. it is recommended for all of you to set up one
  • tactical window re-design, main features is an ability to see your armies how they are stationed in a formation, ability to split army to up to 4 similar armies (silver) or up to 10 (gold pack), and many usability fixes and improvements
  • new capture-able valley locations (mercenary camps) featuring Teutonic Knights, Knight Templar, Barbarians and slaves. No city control required, 4 hours to capture. Gives mercenary points to owner, and some mercenary points (shared) to the Order owner belongs to. It allows hiring featured troops by owner/Order with a limited amount (the more locations you control, the more troops you can hire). From time to time local citizens starts a revolt for a freedom, so if they are not punished within 16 hours, the location will be free once again
  • new tab in obelisk/fountains allowing to hire special mercenaries provided by controlled mercenary camps (controlled by you, our Order or lord)

tweaks / improvements:

  • allow moving buildings in city when opponents are nocommanders
  • when operating formations from tactics, it is no longer leading to other screen (formation configuration is built-in to tactics view)
  • it is now possible to switch between graphical and text combat log mode by clicking on top left amber

balance:

bug fixes:

  • many fixes as usually


#693 (2010/02/25)

new features:

  • support sliding lower and right panel if window resolution is too low, making game better playable with lower resolutions (like notebooks with 1280x800, etc). Sliding is disabled if a page is scrolled a bit, so a temporary solution if you will have any problems with this could be scrolling few pixels to the bottom, and report to us, of course :)

tweaks / improvements:

  • hero purchase / resurrect (with exp lose) changed from 50 to 10 gold coins
  • mercenaries will no longer leave commanders on server restart
  • increased chance for mercenaries leaving if you are inactive for a while
  • grid in city now works when you move mouse over the amber (no need to click there)

balance:

bug fixes:

  • dead purchased hero was lost from the resurrection tab and lost its owner
  • changed top calculation for control points in ratings (top) since the previous leaded to incorrect results on siege server
  • and a lots of small things as always :)

#678 (2010/02/18)

new features:

  • newbie protection extended, added level 2 and level 3. if newbie enters lord-vassal and/or Order partnership, both level 2 and level 3 protections are removed
  • newbie level 2: 4 weeks from registration (deny demolishing buildings),
  • newbie level 3: 2 months from registration, active player is protected from attacks by a player that has 3x more experience
  • new very slow defending unit Trebuchet with high range (5), approx equal to 150 archers by hit points and 10-20 by attack, 4 of them are given to newbie players while they are completing newbie quests to increase newbie survival chances. in future would be accessible via some quests (like wells) for all players
  • newbie pack cost decreased to 250 gold weekly and it is now possible to buy it for 4 weeks for 450 gold
  • added possibility to buy/extend all subscriptions for 1, 3, 6 and 12 months with discount up to 50% (it is possible to purchase a year of gold account for a price of a silver one, for example)
  • resources extraction bonus for gold account raised up to 30% as a promo action, the bonus will be reviewed after 2 months (decreased or left the same)

tweaks / improvements:

  • fountain mercenary points (and population requirements) increased a bit (leading to +300 points on 5th level)
  • units training speedup now applies to the whole order (if you ordered 30 troops, they are usually split to 10 and 20 training orders, currently they are speed up at the same time). the cumulative price stayed the same
  • estimated account balance revamped to be more user-friendly
  • swap 1100AD string and server ident in page title
  • city ratings for displaying another city image in map (valley) view increased, it was too fast to reach higher image
  • is is now possible to view troops parameters information in tavern
  • due to constant spam of players that are using auction (gimme gold, make ally, etc) and a lots of complains to it, we started masking winning player name, showing just first 2 letters of the nick, if it will not improve situation, will remove nick showing at all

balance:

  • chance of successful hit of machines has been decreased (approximate power modification -22%) if fighting against troops

bug fixes:

  • about field change in player profile not saved if name/e-mail was empty
  • call for arms button should ignore pressing when player have no free mercenary points
  • error opening landscape tab if terraforming was ordered
  • fixed machines/cavalry possibility to climb to walls when entering city
  • it was possible to purchase units on auction even if you are lacking enough free population (removed this from buy now)
  • and a lots of small things as always :)

#665 (2010/02/07)

new features:

  • new building Watchtower giving extra sight range (limit of 2 per city, starting from 3rd level requires gold to upgrade, max level 5) - reveals square from 1 to 5 tiles (depending on level) around in in tactical map
  • new unit Ballista (machine, mercenary) to demolish walls from distance 3, it is comparable with 10 catapults/rams
  • new game background
  • new building Fountain of Glory (for gold, max level 5) allowing to convert 1.5 population to 1 mercenary point
  • Dutch game translation launched

tweaks / improvements:

  • show +button for heroes skills always (people not understanding that after some time upgrades costs 2/3 points)
  • added mercenary points validation when signing a deal
  • winter ended
  • added resources panel to strongbox and cache in addition to storehouse
  • added possibility to mark building from Overview panel for future building movement
  • sort commanders when exiting city
  • updated user information page with with graphical content
  • added a graphical marker to city when a building construction has been ordered with popping out information about the building and requirements

balance:

  • royal guard 15% faster

bug fixes:

  • fixed showing population/mercenary points in campaign result in resources report
  • fixed Safari/Chrome3.0 problem by wall/gate visual style panel
  • fixed several localization problems
  • fixed a cooldown reset when splitting armies
  • fixed returning from another valley not counting valley jump and thus ending much faster than should be
  • and a lots of small things as always :)

#625 (2010/01/14)

  • fixed images not being displayed in some cases
  • fixed simultaneous strike in tactics causes the second strike not displayed in log until refresh will occur
  • fixed checking of having city control points only on starting castle siege
  • do not heal unit when there is not enough population in city
  • fixed progress bars in IE
  • it is now possible to propose a new diplomatic contract over existing L-V or Order
  • increased resource prizes in adventure huts
  • balance: catapults have required population decreased to 15
  • added Order ratings (tops)
  • fixed message panel not displayed in some cases in IE
  • fixed double campaign appearance for prof. accounts
  • show total army capacity when robbing town
  • added mail notification about resources being lost when forming or ending campaign
  • added option to move an obelisk to another city in landscape tab
  • balance: Teutonic knight decreased attack to 40 and increased hits to 150
  • resources exchange 1:1 is now more user-friendly when need to exchange more than 30k resources
  • added in-game mail priority based scheduler, so even if there are tons of messages (like on siege server), your private messages or war reports will be delivered faster
  • fixed ally troops being displayed on auction when creating new lot
  • castle now has sight range of 1, meaning that will reveal extra 1 tile around
  • fixed tavern giving too high leadership bonus for defenders
  • fixed hidden cities were displayed in exit screen
  • fixed hidden cities were not shown in related cities panel even if you already have troops there
  • increased max order chat message length to 150 characters, and now message is trimmed if being too long, not just ignored
  • balance: swordsman morale increased, highwayman decreased
  • new building Watchtower increasing sight range in your city (limit 2 per city, max level 5, each level gives +1 to its sight range, costs gold to upgrade after level 2)

Historical Updates

Builds 2009-2-Half

Builds 2009-1-Half

Builds 2008-2-Half