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A city order queue can now be automatically executed when a city is founded (via the usual page or the 'efound' command)
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City taxes can now be set from an order queue. Setting tax for multiple cities is now available via the 'etax' command.
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The supply gained when the taxes are low is now shown with the city details
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The trade result now shows the price paid per type of good
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The build/train/ritual result now shows the number of goods used
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Fixed a bug in the renamecity event
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When training multiple units at once, the number of units will be trained according to supply left.
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Army order queues beginning with a wait order will now be executed after all other order queues.
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The default log page size can now be set in 'Account Options' or via the 'setlogpagesize' command.
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At the beginning of the age, a few independant villages of each race will be created. These villages will be governed by a mayor. Anybody can attack them since they will always be considered to be of the opposite allegiance. However, the 'Fair Attack' rules also applies to this cities, so pay attention to the counsellor.
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The magic research domain can now be prioritised. Once new spells are available, the research will start automatically if some mana is allocated to research.
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When a player retires or has been eradicated, his cities will now become independant cities for a few moons, afterwards, they will be abandonned progressively.
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The retake city rules have changed: the delay are now shorter when you have owned the city for a short time and the delay may be changed if you take another city of the same player.
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The effect of the Replication spell has been altered: The units will now die less often.
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The Shock Wave spell will now be triggered only after a moral test.
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In order to have more interesting end of age, the delay to break a peace treaty will now be shorter when the target player has a high score: 60 moons if the score is between 90 and 110, 40 moons if the score is above 110.
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Casting runes is now more simple: The runes can (and must) now be casted independantly of each other. As before, no more than 3 runes can be casted on a single unit.
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Your magic units can now combine their efforts to cast a spell, if, at least, one of them know the spell and the spell is an allegiance spell or the magic units are of the same race as the spell: when they combine their efforts, the mana cost is divided among the casters proportionnaly to their magic level.
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The cast command now accept another optional parameter: the percentage of mana kept which has the same meaning as in the recast command.
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The buildings 'Sage Guild' and 'Alchemist' now enables mana to be redistributed to other races with varying efficiency.
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The Goods Advisor now shows the global storage status.
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Some battle spells are now triggered when the unit reaches hand to hand combat to handle situations when the majority of the enemy units are hidden and thus the spells are not started.
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Bug Fix: Units in ambush no longer remains hidden in some cases.
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A new behaviour has been added: Discreet
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In this mode, your army move cautiously so as not to be detected by enemy (MP cost is increased by one half).
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If some units are detected by another players, this player will automatically inform the other players who have a unit in the same location based on the diplomacy status. If you have a peace treaty, nobody will be informed. If you are neutral (no peace treaty nor war), this player will inform all the players in the same location which whom he has a peace treaty. If a war is declared, this player will inform all the players in the same location.
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New units: A spying unit per race is now available
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All those units are available when the Keep is completed.
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The default behabiour for an army containing only spies is 'Discreet'.
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A new command 'spy' allow you to spy a city to see the units defending the city.
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If your spy is detected while spying a city, the defending units will not be discovered and your spy will most likely be killed. Also, if you are discovered when spying a player with whom you have a peace treaty, you will suffer an honor penalty.
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If a spy is not detected while spying a city, all defending units will be displayed except some units who have an ambush order (A or Ma) that the spy has failed to detect.
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In order to further avoid that a player looses his last city and has to start over, the gods now less favor attacks on player with only one city (allegiance bonus no longer applies). This new rule is taken into account by the counsellor.
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Enemy units with an ambush order (A or Ma) will no longer be displayed at the start of the battle. These units will appear when the ambush take place.
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If a unit has been detected prior to a combat (by detecting discreet units or when a unit is not in a discreet mode (Unobstrusive or Wary)), this unit will be easier to spot by an enemy when it tries an ambush. So, if you want to make an attack with some units in ambush, be sure to put your army in Discreet mode.
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Units who have fled a battlefield are now automatically put in 'Discreet' behaviour.
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Scouting information about market prices are now automatically updated when you have a unit or a city in the province.
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Magic units will now start the battle on the Rear Guard.
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When one of your armies in Unobstrusive mode is stopped by an enemy army, the names of the players who have stopped your army are now displayed.
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Modified winning condition: winning score is now 110, player's name are still revealed when the score reaches 90
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The top commands will now show every player who has a score above the visible score (90)
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Changes in virtues related to city capture
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When you retake one of your cities, the negative part of the 'Change Owner' will be lowered if the people liked you when you owned the city. But do not wait too long to retake the city, otherwise this bonus will not apply because the people will have forgotten you.
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If someone attacks a badly protected city of yours, you will suffer a small but cumulative penalty to your honor.
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The grace and honor obtained from the capture of a city is now relative to the difference between your level and the city level. For example: The maximum bonus is obtained for attacking at least a Hamlet for a Penintent/Shadow, a City for a Saint/Vampire, a Huge City for a Demi-God of Law/Demi-God of Evil.
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The grace and honor obtained from the capture of a city is now also relative to the number and quality of units that were involved in the battle (attack and defense, dead or alive) compared to the size of the city. For example: Taking an undefended City with a Spearmen does not bring any grace or honor.
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In a city which has not made an offering to his god, the effects are now much more important:
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The contribution of this city to the player's mana will be consiberably reduced
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Only very few spells (or none) will be available for research
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Only very few rituals (or none) will remain established
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The contribution of this city to the magical score will be considerably reduced.
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You can now excecute army orders that bypass the army order list by using the 'army x (now)' on the web interface or by using the order mode parameter in IRC, see the commands help for more details.
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The garrison of a city (the automatic army created with the same name as your city) can now be used to attack enemy units stationned just outside your city.
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The rituals are no longer destroyed after the capture of a city but they will disapear gradually and be destroyed after 24 moons. Those rituals still belongs to the previous owner, so they are not visible to the current owner and will not forbid the current owner from enchanting is own rituals.
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Your magic units will now recover a part of the mana at a slower rate if the percentage of MP plus the percentage of AP is at least 50% (for example: more than 50% of MP and 50% of AP, or 100% of MP and 0% AP, or 0% of MP and 100% of AP)
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Shock Wave changes: Spell Level: 15, Max Number of 'Shock Wave' per battle side: 3
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The market prices formula has changed, especially around 0
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When you trade large quantitites of goods, each good will be traded by groups of 90 (which corresponds to 3 standard capacity caravans) and the price is updated between each traded groups.
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Fixed a bug that prevented a mail to be sent to you when your player is murdered
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Web interface completed
The last command 'counsellor' is now accessible via 'Your Maps'/'Cities'.
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The counsellor command now enables you to see if you are a good target for the other player.
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The goods needed by in progress buildings/units/rituals now acts as a temporary storage until you explicitly add them by using build/train/ritual or until the next season. Goods using this storage are put in the 'Specific Storage' column but, to avoid confusion, the temporary storage is not added to the built buildings specific storage.
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The 'Pacifist' factor of the city popularity is now relative to the level of the player with whom you have a peace treaty.
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For good targets (see the counsellor), the bonus is the same as before.
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Otherwise, the bonus decrease towards zero. It reaches zero when you are much bigger than the player with whom you have a peace treaty.
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New 'cancel buildings' rules
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During 24 moons after a city takeover, the command 'cancel' is not allowed.
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You must wait at least 8 moons between two 'cancel' commands.
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The spells that previously could only be cast on the caster can now be cast on another magic unit if it has the required minimum magic level (see the
SpellBook for details).
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A mail will now be automatically send to your email address if something happen to your player (eradication, retirement, murder)
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The players event class (for buffered and mail events) has been split into New players events and Player's end events
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Fixed a crashing bug when a magic unit with the 'Shock Wave' spell is killed in combat.
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Fixed a bug in the Faerie Gold spell when multiple caravans are involved.
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Fixed a bug when the defenser was in Ambush and the battle duration was more than 5 rounds.
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Fixed a rare bug in the diplomacy algorithm.
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New Magical units available through the 'House of ...' buildings
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1 new spell available per race (2 for the dwarves)
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Easier attacks of winning players during the end of an age
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When attacking a player which score is above the visible score (currently: 90), the grace won or lost is computed as if the players were of opposite allegiance.
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When attacking a player which score is above the winning score (currently: 100), your god will award you a grace bonus if you succeed in taking one of his cities.
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Those new rules are taken into account by the counsellor.
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Experience of range units will now reduce friendly fire.
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A minor failure for learning a spell will now cost only 20% of greenstone and herb.
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The mails about 'A player is (or no longer is) the potential winner' will no longer be sent to the akeran mailing list.
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Your god will now only stop you from attacking a much smaller player than you if you attack one of his cities.
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The Replication spell is now fixed, so the spell level of Replication has been lowered to 20.
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Spell level change: Rune of Fury:10, Rune of Quickness:12
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The spell 'Brambles' now slightly increase the hand-to-hand defense of the unit.
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More flexible rune combination: Each spell of the combination must be known by at least one magic unit.
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You now need to build the Marketplace in order to trade goods in one of your cities (The offers are not published at the market if you have not built the Marketplace).
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Modified winning condition: winning score is now 100, player's name are still revealed when the score reaches 90
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In order to avoid that a player looses his last city and has to start over, the gods now less favor attacks on player with only one city. This new rule is taken into account by the counsellor.
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If you try to attack a player who is much smaller than you, your god will now stop the attack. Note: Do not count on this rule to stop your army to avoid loosing grace, the threshold is too high for this. This rule is only meant for reckless players that want to commit suicide by killing a small player.
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The 80 moons to retake a city have changed: Now, only the founder of the city or a player who have owned the city for a long time will have the 80 moons to retake the city, otherwise, the number of moons to retake a city is proportionnal to the time you owned it for the last time.
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The 'city-view' page now shows the number of moons the other players can retake this city without grace loss.
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The wanted goods in your city now correspond to the desired stock (the number of goods you want to have in your stock all the time). The wanted goods are no longer decreased when someone sell you goods.
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Units who are inside the market will no longer see units outside and reciprocally.
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Huge cities will now have more supply.
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Cities were the taxes are low (between 0.0 and 1.0) will get more supply.
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The protection of the defense buildings has been increased.
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In every command accepting either an army name or a list of units, you can now put both to
select units within the army (by using the number shown in the armview command)
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Due to the previous change, the 'armchange' command is no longer useful and has been removed.
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The increase or decrease of population is now shown in the city view.
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Cancelling a war declaration is now autorised.
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You can now receive peace/war declaration via email.
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Lower study costs : the goods needed for the magical studies are now needed once for every
5 magical levels.
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The city trade prices can now be set relative to the market buy or sell price
(Note : This possibility is only available through the web interface)
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Every units must now be in an army.
Each unit in one of your cities has been transfered
to a fixed army with the name of the city (each unit trained in a city will be automatically
added to the army associated to the city). Note that this army cannot be moved (if you order
this army to move, it will create an autoarmy).
Each unit which is not in one of your cities has been transfered to an autoarmy.
The 'armremove' command has been removed.
The 'armchange' command has been added to allow you to move units between armies.
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The battles will now last longer.
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Some spell level modifications
Star Alignment: 8, Life Shield:20, Eclipse:8, Blood Lust:15, Replication:23
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Milices no longer have movement points.
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Population will decrease quicker when the popularity is low.
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Population growth is now limited by the built buildings
no Town Hall: 500, Town Hall: 2000, Keep: 5000, Castle: Unlimited
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The discontent of the population will now be much more important when taxes are high.
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Attack using the web interface is now practical : the attack events will be progressively added to the web page.
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Adjustment of trade score.
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Market price are now only visible when you have a city in the province or when you have a unit at the market.