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This page displays any major announcements or updates/news from the free online web-based strategy game, Bushtarion, a very
addictive game. It's massively multiplayer and doesn't cost a penny to play - it's totally free! It doesn't even have any adverts!
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A couple of bugs that were affecting injury rates for defenders, victims and attackers in certain situations have been fixed. Also a small fix to some rarer instances of incorrect eff/land cap/injury gains has been made. All injury rates should now be exactly correct for each situation (ie - now working as intended). |
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In no particular order (and not the end of Age 4.5 stuff by any means!)
* Returning injured units return after the combat phase, instead of before the combat phase as previously happened... this now works much the same way returning mobs work, so a returning injured unit will not instantly die the same tick it returns due to somebody attacking you etc.
* Alliance war declarations take much less time to take effect, and only need to be "one-way" to work - for example if Alliance A declares war on Alliance B, then both alliances are considered to be at war with eachother automatically (once the declaration kicks in) and both have increased injury delays against eachother equally. One alliance does not have an advantage over the other. In this example, Alliance B could then declare war against alliance C, and Alliance C could even go on to declare war against Alliance A, in some sort of three way war where each alliance is techncially involved in two wars. This means that if many alliances all declare war on the same target - that target is automatically at war with all of them in return without worrying about only being able to pick one target to fight back against.
* The game now stores what alliances you've been in within the last 24 hours, and you cannot rejoin an alliance you left/got kicked from within the last 24 hours. You must wait 24 hours before rejoining the same alliance again. This limit is at 6 hours for private worlds.
* All base injury rates have been lowered by 10% from their previous maximums (for attackers, defenders and victims). Pure solos still get their +5% on these new, lower limits.
* The injury rate you get in a particular battle is now stated at the bottom of your battle report, for clarification about your exact injury rates.
* A potential bug in some instances causing incorrect injury rates should now be fixed. Bear in mind that unlike the old Law/Fame system, injury rates are based on "full injury at equal scores", instead of at 70%. Though be aware, this will likely be changed to give full injury from attacking at 70% or above (similar to the old L/F systems) in a near future update.
* Development multiplier now starts at a higher amount - 3.2 - but drops at a rate three times quicker than before. This should help the multiplier hit 1 sooner, while still allowing longer early "low-tech/flak wars".
* A new "dynamic land cap" system is now in place. First of all, bear in mind two things: It does not apply to any ID until you start (start, not finish) your 2nd development (a notice to this effect appears at the top of your development page). Only route-based developments, or developments that give a unit (the final geo, tractor, combine etc.) count to this development limit... so it does not apply to the very early flak-wars players - you make a choice when you start your 2nd development and move out of the "flak war" phase and receive the new dynamic land cap to all of your own attacks. Secondly, any alliances at war with eachother (which only needs to be "one-way" now, see above) have no dynamic land cap applied to any attacks between their players - all their land steals will be as usual. The dynamic land cap itself reduces the maximum cap your units can steal from a target by up to 10% (wheelies down to 2%, geos down to 5% etc.) for attacking at the bottom of your range, and this limit raises the higher you attack. Bear in mind that this might make for some "joint BR's" that look unusual and take some getting used to for players used to the old system - as you'll potentially be seeing very different land amounts being stolen by different players, this is to be expected! If you personally received less land than normal because of the dynamic land cap, a small message will appear at the bottom of your battle report informing you that this happened. As with the injury system, this new system will be monitored all round, and feedback at the end of the round taken on board from all sides. New systems rarely work perfectly for all players first time round! The reduced land cap will also not kick in on attacks roughly around or above the 80% attack range (not an exact figure - much like the old L/F attack range, that figure can change a little depending on circumstances, but 80% is a solid figure to go on, and if you do hit 80% and hit the dynamic land cap, you'd likely only lose a very small percent of land).
* When a player loses land, the AR mod they get from that land loss is now changed - instead of a bizarre calculation on "valuation" of that land being done, a simple direct percentage is taken - if you lose 10% of your land, you will gain 10% AR mod, etc. |
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There are a couple of updates to the injury system, as well as a bug fix in the official helper/global politics system.
* "Convert" units now grant injury (dependant on how much they converted and how much they killed). The injury rate will be based on the difference of the total units the "convert" unit hits, minus the total value of units the "convert" successfully converts to their own side... effectively the actual "dead", non-converted units. This should be a fair system of injury for all convert attacks.
* Some changes have been made for attackers attacking large targets. Firstly, there is an extra 5% injury rate (as a max rate) available to attackers attacking above 110% of their size or so. Secondly, the code that adds up all attackers score and compares this to the victims score now takes in to consideration the individual sizes of each attacker... every attacker that is smaller than the victim gets an effective reduction of their own valuation for the calculation based on the size difference, up to a maximum of 50%. For example, if four players attack a target, and these four players are each only 25% the size of their target... instead of counting as a "fair/equal attack", it will now count as four players of 12.5% attacking a target (effectively 50% of the target's valuation). This means these attackers will be able to get the bonuses to the attackers injury rate, up to a maximum of 70% or 75% for pure solos. (previously this maximum attackers injury rate was 65%/70%, and was negated when the attackers total valuation matched the target's valuation, and even reduced when the attackers total valuation was higher).
The above two changes might be confusing for some people (the technicalities of it all). If you are concerned about anything, please ask on the forums under Help & Support.
Finally a fix much requested by our beloved team of Official Helpers:
* Official Helpers should now be able to successfully edit any global politics posts as they deem necessary. |
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Yes, there is still a part two yet to come in the near future (mainly aimed at some improvements to alliances/alliance wars)! But for now, here's what we have:
* Law/Fame has disappeared throughout the game. No more titles, L/F ratings etc. anywhere in-game (L/F code remains behind the scenes for other game features, read on). Also while not an update, I'd like to remind people - effectiveness gains are much larger when doing "tougher" attacks, and effectiveness code still utilises law/fame code behind the scenes. So removal of L/F is not a reason to stick to attacking everyone at 40%. Profile awards related to L/F are no longer achieveable, though of course anyone who had achieved these in the past will keep them (as it was still an achievement at the time of earning!), and new methods to achieved these awards (or whole new awards) may come in.
* Players now have "Opponent Lists" available on a new page ("Enemies" below "World View" within the Player Data section). This page lists all players who have done damage to you through stealing land, killing units, or bribing units. This includes players who have directly attacked you, players who you have attacked, and players who have defended against you in your attacks. These players will have bounties placed on them available only to you (see the new bounty system below for more details). This will help you keep track of personal enemies and encourage the exacting of revenge!
* Note on the opponent lists: There is a delay of between six to ten hours (it is randomised) before data in the opponent lists (for individuals and alliances alike) gets updated from when actual events took place, and they may not update sequentially or all in one batch (and sometimes they will!). This is to make ID calculations from this data more difficult than it otherwise would be.
* Bounty system has been entirely redesigned, as the old bounty system does not work without law/fame. Base bounty and bounty levels have been removed. Bounty has been removed as a main rank, and while it won't give normal portal rankings (and no alliance related rankings), a "top 10 bounty hunters" is replacing the old "Top 10 lawful" players for end of round portal placements (and any relevant profile awards that may exist have been converted as necessary). Alliance points no longer consider bounty levels in their calculation. Now there is a new "Personal Bounty" related to people that have attacked you and your ability to get revenge on them (See "Opponents" feature above). The game keeps track of every individual that steals land from you or kills your units - and what you do in return. If you get "revenge" (steal land back or kill troops back) attacking them back, then you can claim bounty on these individuals. The behind-the-scenes L/F code will still be used to help calculate possible bounty earnings, as it always has for bounty earnings.
* Bounty hunting has moved to the "World Tables" page, replacing the L/F related rankings that were previously on this page.
* Experience has been removed from the game. This includes experience gained from losing troops, and experience bonuses available to solo players. There is no replacement/alternative.
* Insurance has been removed from the game, and insurance developments have been removed. Base insurance is still available as a setting for PW bookings, and has the same effect as it always has there. In CTF worlds, Insurance still exists for flag carriers, but at a heavily reduced rate (40%).
* A new "Injury System" has been added to the game. Now units that are "Killed" (by LET units) can instead become "Injured". An Injured unit is essentially removed from the game (ie cannot be attacked, cannot attack, gives much less valuation), but after a set number of ticks, will return back to the player. The return rate is 18 ticks (3 hours real time), though this rate increases to 120 ticks (20 hours real time) if the victim has been injured by an alliance that has an official war declaration against the victim's alliance (solos are of course immune to this possibility, as war declarations are alliance<->alliance only). The rate of injury is at a default of 60% when defending yourself, and 40% for defending other players. It is at a default rate of 50% for attacking. The injury rates can increase/decrease based on the ratio of attackers/defenders - bashing a target by a large amount can result much lower injury rates, while attacking tougher opponents (which includes the valuations of any defenders) can receive higher injury rates (up to -30%/+20% difference either way). These figures will be closely monitored as this is an entirely new system, so don't be suprised if these numbers change! The hiring page shows any of your injured units and when they will be returning. Hax0r's will show any injured units that are due to return within 5 ticks of the hax0r, but no later.
* Pure solo players get a reduced unit return on injured units of a third - 12 ticks instead of 18 ticks, and an increase of 5% to their injury rate.
* Note that in havoc, the injury system is disabled (death is death), and the opponent tracking system is also disabled. This is because these features would be largely un-necessary in havoc, and would slow havoc ticks down a lot.
* Personal NAP's no longer appear on the overview when you are in an alliance.
* Money Launderers and Plant Thieves have doubled in power, and can now steal/destroy up to 20% per tick instead of 15% per tick. Seed Thieves have also increased in power but remain at 15% per tick.
* And last, but certainly not least, we have a whole new forums! Yes, finally the forums have had an entire makeover with brand new forum code, and everything has been wiped for a fresh forum start! Note that the old forums will be available in a mostly "read only form" over here for the sake of copying/pasting data, checking back in old threads etc. etc. |
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Just a couple of minor (relatively, depending on your perspective) updates ready for the immediate round coming:
* Base insurance increased to 20%.
* RPG Trooper cost reduced from £60,000 to £56,000.
* Vampire cost reduced from £67,000 to £62,000.
* Sorcerer damage reductions against "General" units removed.
* Puppet Master Armour Damage increased.
* Cyborg Soldier Health Damage increased.
* Subliminal Messaging (Political Briber) tech time reduced from 65 to 25 and tech cost reduced from £8,000,000,000 to £1,500,000,000.
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