Design Changes
Design Changes
Here is the complete list of design changes from what you might already know from the past.
COMBAT
Bursting Fire: Phoenix and other units can burst multiple times. But the power of the burst is reduced every time the stack is hit by a primary attack.
Pillage Protection: Being pillaged into protection will not protect you from sieges, only from more pillages.
Land Counters: Land counters have been removed. You can only counter for power.
Unit color resistances: Your units will not resist your own spells and hero battle abilities.
Reinforcements:The size of your army affects the reinforcements you can recieve.
Council Protection: Does not work after you spend 2000 turns.
UNITS
All Demons: Removed weakness to holy.
Unholy Reaver: Reduced amount per summon, changed primary attack type to 'melee paralyze', boosted all resistances to at least 70% (except holy).
Demon Knight: Gave 50% ranged and magic resistance, attdef vs human.
Ghoul: Increased hitpoints to 400 and changed attack type to 'melee paralyse'.
Wraith: Reduced netpower to 160, reduced amount per summon.
Dark Elf Magician Recruit speed -10%
Fire Giant: Reduced upkeep to 3 pop, 15 gold, 0.1 mp, and changed attack type to 1100 fire/ranged init 3 (no secondary).
Dwarven Elite: Gave 220 hitpoints and 30% ranged resist, reduced mp upkeep to 0.04, recruit speed +10%
Dwarven Warrior Recruit speed +30%
Ogre Recruit speed +10%
Troglodyte Recruit speed +35%
Hydra: Increased hitpoints to 3000, reduced upkeep to 40 gold, 0.8 mp
Chimera: Increased hitpoints to 2200, gave 33% breath resistance.
Efreeti: Gave 50% magic resistance.
Red Dragon: Gave 60% breath resistance.
Fire Elemental: Gave 100% breath resistance. 0 geld upkeep.
Earth Elemental: 0 geld upkeep
Lizard Man, Hell Hound, Salamander, Chimera, Dwarven Deathseeker, Wyvern: 50% less geld upkeep
Medusa: Gave 2000 primary attack, increased amount per summon
Air Elemental: Switched primary and secondary attack.
Djini: Increased secondary attack to 10000, increased offcolor summon.
High Priest: +1 initiative, -50% pop space
Titan: -33% geld upkeep
Spirit Warrior: Reduced amount per summon, increased offcolor summon.
Elven Magician Recruit speed -10%
Mercenary units: take residental space just like barrack units.
HEROES
Units don't resist your own heroes.
Heroes must command a stack in order to participate in battle.
Heroes have more diverse races and thus unit command preferences.
Hero upkeep is increasing when the hero attains new level.
Warlord no longer has Leadership ability.
Veteran has Valor from level 9, and Leadership from level 14.
Leadership ability changed to boost mercenary units.
Alchemy mp drain decreased / gold income boost increased.
Trading gives more money.
Firestorm deals much more damage.
Song has effect on all units.
Summoner has Summoning from level 14.
Soul Reaper has Soul Devour from level 14.
Hero abilities can be turned off (in audience).
SPELLS
All Enchantments: Much bigger SL influence.
The Holy Light: It only gives holy attack type to melee units. But if you use Sword of Light and THL together, all units will get holy attack type.
Love and Peace: Does not give bonus to gelding. Bonus is based on population, with diminishing returns at high pop.
Nature's Lore: Removed land per turn. It now gives +50% explore, and you will always explore at least 1 acre. Hidden upkeep is removed.
Confuse: It is stronger on-color. It also actually makes it more difficult to dispel spells. Does not increase spell casting cost. Does give counters. Has 49 life.
Temporal Stasis Field: Changed upkeep from 1 turn to 500 m.p. Casting cost reduced to 10 turns. Has 49 life.
Corruption: It is now nonbattle instant. What it does I leave for you to discover.
Night of the Living Dead: Now gives Shadows instead of Ghouls.
Touch of Necromancy: Has stronger effect and works both on offense and defense.
Contract of the Soul: Lasts 25 hours.
Dreams of Seduction: Summons many more succubi. Casting cost is reduced to 80k.
Giant Strength: affects all units
Flame Shield: affects all units
Conjure Elemental: chance to get various elementals is not equal, but you have to discover what affects it.
Summon Locust Swarm: decreases population income
Concentration: on-color concentration greately increases opposite color summons
Wish: Removed the -10% gold effect.
ITEMS
Crystal Ball: Gives better results
Potion of Valor: Affects all units
Voodoo Doll: Cannot take the target below zero turns.
Magical Compass: Gives diminishing returns at high land.
Minor Indulgence: Only targets spells that cost mana to dispel.
Reusable Items: Will not get destroyed after being blocked by barriers.
Damage-dealing items effectivness increase when army size increases.
Wand of the Moon, Staff of Archmage damage increased.
You can meditate with unique items.
Iron Golem: Greatly increased upkeep.
Altar of Darkness
Achieving different relations with gods is slightly altered.
The 'Gold Donated' column next to each diety shows amount of gold donated when you cought god's attention, i.e. got favor, disfavor, atoned, etc.
It is now possible to gain Most Favored status, although hard to achieve. Bonuses from Most Favored are better then old ones. You can get some clues in god's descriptions.
Patron status quests will be soon available ;)
COMBAT
Bursting Fire: Phoenix and other units can burst multiple times. But the power of the burst is reduced every time the stack is hit by a primary attack.
Pillage Protection: Being pillaged into protection will not protect you from sieges, only from more pillages.
Land Counters: Land counters have been removed. You can only counter for power.
Unit color resistances: Your units will not resist your own spells and hero battle abilities.
Reinforcements:The size of your army affects the reinforcements you can recieve.
Council Protection: Does not work after you spend 2000 turns.
UNITS
All Demons: Removed weakness to holy.
Unholy Reaver: Reduced amount per summon, changed primary attack type to 'melee paralyze', boosted all resistances to at least 70% (except holy).
Demon Knight: Gave 50% ranged and magic resistance, attdef vs human.
Ghoul: Increased hitpoints to 400 and changed attack type to 'melee paralyse'.
Wraith: Reduced netpower to 160, reduced amount per summon.
Dark Elf Magician Recruit speed -10%
Fire Giant: Reduced upkeep to 3 pop, 15 gold, 0.1 mp, and changed attack type to 1100 fire/ranged init 3 (no secondary).
Dwarven Elite: Gave 220 hitpoints and 30% ranged resist, reduced mp upkeep to 0.04, recruit speed +10%
Dwarven Warrior Recruit speed +30%
Ogre Recruit speed +10%
Troglodyte Recruit speed +35%
Hydra: Increased hitpoints to 3000, reduced upkeep to 40 gold, 0.8 mp
Chimera: Increased hitpoints to 2200, gave 33% breath resistance.
Efreeti: Gave 50% magic resistance.
Red Dragon: Gave 60% breath resistance.
Fire Elemental: Gave 100% breath resistance. 0 geld upkeep.
Earth Elemental: 0 geld upkeep
Lizard Man, Hell Hound, Salamander, Chimera, Dwarven Deathseeker, Wyvern: 50% less geld upkeep
Medusa: Gave 2000 primary attack, increased amount per summon
Air Elemental: Switched primary and secondary attack.
Djini: Increased secondary attack to 10000, increased offcolor summon.
High Priest: +1 initiative, -50% pop space
Titan: -33% geld upkeep
Spirit Warrior: Reduced amount per summon, increased offcolor summon.
Elven Magician Recruit speed -10%
Mercenary units: take residental space just like barrack units.
HEROES
Units don't resist your own heroes.
Heroes must command a stack in order to participate in battle.
Heroes have more diverse races and thus unit command preferences.
Hero upkeep is increasing when the hero attains new level.
Warlord no longer has Leadership ability.
Veteran has Valor from level 9, and Leadership from level 14.
Leadership ability changed to boost mercenary units.
Alchemy mp drain decreased / gold income boost increased.
Trading gives more money.
Firestorm deals much more damage.
Song has effect on all units.
Summoner has Summoning from level 14.
Soul Reaper has Soul Devour from level 14.
Hero abilities can be turned off (in audience).
SPELLS
All Enchantments: Much bigger SL influence.
The Holy Light: It only gives holy attack type to melee units. But if you use Sword of Light and THL together, all units will get holy attack type.
Love and Peace: Does not give bonus to gelding. Bonus is based on population, with diminishing returns at high pop.
Nature's Lore: Removed land per turn. It now gives +50% explore, and you will always explore at least 1 acre. Hidden upkeep is removed.
Confuse: It is stronger on-color. It also actually makes it more difficult to dispel spells. Does not increase spell casting cost. Does give counters. Has 49 life.
Temporal Stasis Field: Changed upkeep from 1 turn to 500 m.p. Casting cost reduced to 10 turns. Has 49 life.
Corruption: It is now nonbattle instant. What it does I leave for you to discover.
Night of the Living Dead: Now gives Shadows instead of Ghouls.
Touch of Necromancy: Has stronger effect and works both on offense and defense.
Contract of the Soul: Lasts 25 hours.
Dreams of Seduction: Summons many more succubi. Casting cost is reduced to 80k.
Giant Strength: affects all units
Flame Shield: affects all units
Conjure Elemental: chance to get various elementals is not equal, but you have to discover what affects it.
Summon Locust Swarm: decreases population income
Concentration: on-color concentration greately increases opposite color summons
Wish: Removed the -10% gold effect.
ITEMS
Crystal Ball: Gives better results
Potion of Valor: Affects all units
Voodoo Doll: Cannot take the target below zero turns.
Magical Compass: Gives diminishing returns at high land.
Minor Indulgence: Only targets spells that cost mana to dispel.
Reusable Items: Will not get destroyed after being blocked by barriers.
Damage-dealing items effectivness increase when army size increases.
Wand of the Moon, Staff of Archmage damage increased.
You can meditate with unique items.
Iron Golem: Greatly increased upkeep.
Altar of Darkness
Achieving different relations with gods is slightly altered.
The 'Gold Donated' column next to each diety shows amount of gold donated when you cought god's attention, i.e. got favor, disfavor, atoned, etc.
It is now possible to gain Most Favored status, although hard to achieve. Bonuses from Most Favored are better then old ones. You can get some clues in god's descriptions.
Patron status quests will be soon available ;)
Last edited by DaveMcW on Nov 01st 2006 04:06, edited 20 times in total.
Since the matter of population income makes so many problems, here's brief explanation for people who didn't play AM:
- population income is percentage of current population. it can be affected by various spells and other effects
- when your population is getting closer to maximum population, the income is decreasing and becomes 0 when you reach maximum population
- when you have more then maximum population, like from some spells, or your residental space decreased, people will start leaving your country and you will have negative population income
so why does it seems to be wrong when you have big population upkeep on your mage ?
- when you're close to max population, your income is very low, but the upkeep is the same, so you are losing people
- you will notice that when your population drops down, your pop income will increase - because you are starting to have more space for new people
- these new people will be instantly eaten by your pop eating units, so your total population won't increase, the people still alive will see that they still have a lot of new space, and at some point your net pop income will stabilize (or not, if you have bigger upkeep then income)
this indeed decreases overall capacities of stuff with pop upkeep, but not nearly as much as you think :)
this is new stuff and we'll optimize it in following days.
- population income is percentage of current population. it can be affected by various spells and other effects
- when your population is getting closer to maximum population, the income is decreasing and becomes 0 when you reach maximum population
- when you have more then maximum population, like from some spells, or your residental space decreased, people will start leaving your country and you will have negative population income
so why does it seems to be wrong when you have big population upkeep on your mage ?
- when you're close to max population, your income is very low, but the upkeep is the same, so you are losing people
- you will notice that when your population drops down, your pop income will increase - because you are starting to have more space for new people
- these new people will be instantly eaten by your pop eating units, so your total population won't increase, the people still alive will see that they still have a lot of new space, and at some point your net pop income will stabilize (or not, if you have bigger upkeep then income)
this indeed decreases overall capacities of stuff with pop upkeep, but not nearly as much as you think :)
this is new stuff and we'll optimize it in following days.
Sogrom, the Father of Not Working Spells
Battle tag: sogrom#2288 [EU]
Battle tag: sogrom#2288 [EU]
Because some people are getting close to obtaining most favor status with some gods, i'll tell you why you shouldn't share the information about how to get it with others :)
To get MF you need some minimum amount of geld. This amount is significantly increasing after every most favored status is attained (it gets bigger donation to attract gods attention), and is very very big amount of money after 3rd-4th MF. So, the more people know how to get it, the harder it is to get it for you, even if you know what to do.
To get MF you need some minimum amount of geld. This amount is significantly increasing after every most favored status is attained (it gets bigger donation to attract gods attention), and is very very big amount of money after 3rd-4th MF. So, the more people know how to get it, the harder it is to get it for you, even if you know what to do.
Sogrom, the Father of Not Working Spells
Battle tag: sogrom#2288 [EU]
Battle tag: sogrom#2288 [EU]
I finally found time to adjust all the on-color summons.
Here are all the changes without going too much into details:
more:
skeleton zombie
dryad creeping-vines nymph earth-elem phoenix
wisp sylph sirene djini leviathan, a lot more from conjure elemental
salamander hydra fire-elem red-dragon
unicorn astral-mag dominion
less:
wraith horned-demon unholy-reaver, everything from nold except shadow
werebear mandrake
dwarven-deathseeker
titan, everything from gate
Here are all the changes without going too much into details:
more:
skeleton zombie
dryad creeping-vines nymph earth-elem phoenix
wisp sylph sirene djini leviathan, a lot more from conjure elemental
salamander hydra fire-elem red-dragon
unicorn astral-mag dominion
less:
wraith horned-demon unholy-reaver, everything from nold except shadow
werebear mandrake
dwarven-deathseeker
titan, everything from gate
Sogrom, the Father of Not Working Spells
Battle tag: sogrom#2288 [EU]
Battle tag: sogrom#2288 [EU]
Battle chant now gives less AP/Counter bonus, takes less HP, and when in effect on Eradication mage (and only on eradication, even spell from God won't work on another specialty), after won battle in which you gained land, after defeating defending enemy army your frenzied units will sweep through conquered cities grabing whatever valuables they can get. In result, you will gain some amount of gold - rather small in regular attack, and in siege this will be serious thievery :)
Sogrom, the Father of Not Working Spells
Battle tag: sogrom#2288 [EU]
Battle tag: sogrom#2288 [EU]
New hero ability: self-resurrection - if killed in battle, the hero will come back to life after random amount of time (about 1-2 days, we'll adjust it). it doesn't work if you lose it on upkeep, or disband, or whatever. the hero comes back with 1 level less then he had in time of death. if in the meantime you buy another hero with same profession, you'll keep the one with higher XP.
Priestess has self-resurrection from level 17.
Priestess has self-resurrection from level 17.
Sogrom, the Father of Not Working Spells
Battle tag: sogrom#2288 [EU]
Battle tag: sogrom#2288 [EU]