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Newest Game Changes
#1
I'm all in favor of these new changes listed in UM's Corner EXCEPT the 50% Death to emmys re-locating to a non-populated area. This is going to cause groups to destroy PCs in the hopes that emmys sent there will potentially die on the same or a later turn. Imagine the DE gating in 2 Demon Princes only to have their locale destroyed by the group at that location and now both dead. And I have on more than one occasion entered the wrong coordinates on accident when re-locating an emmy. And again, this jacks up wizards who can sit invisibly at a PC than destroy with Meteor Strikes and have incoming emmys dying on top of the ones they already killed with their spells.

I think 50% is a bit high since the emmys seem to represent an "entourage" and not just a lone person. Instead of death, perhaps the emmy is not able to perform an action the following turn (upon return from the un-populated area; sort of like an Exhausted HP). You in essence, are forcing everyone to recon a location every time they want to move someone to a new location with little defense if a PC is unexpectedly destroyed.


Effective Immediately:
•During multiple engagements, retreating from any battle will now prevent your group from interacting with a pc or encounter. Previously, if multiple groups attacked yours and your group was victorious in the last battle despite withdrawing from the others, your group would still be allowed to continue forward. Now, retreating from any battle, even if you were successful in conquering all opponents except the one that you withdrew, will prevent an interaction with a pc/encounter.

•Alternate capital assignment (order #495) now only costs 4,000 food and 4,000 gold when you issue the directive. The reoccurring cost for maintenance every turn has been eliminated.

•If a group was inactive or patrol (no troops) at the beginning of the turn and troops were transferred to it which were then subsequently healed by a priestess/wizard, the heal will now be successful and the kingdom turn report will no longer state an error that the troops (from the inactive group) were not properly fed/paid that prevented the heal from taking place.

•Moving an emissary, agent, or priestess with order #350 (or gate with #351) to a non-populated map area (without a pc) will now entail a 50% chance of death due to the possibility of being killed by bandits or eaten by wild animals.

•The Druid kingdom now has an intercept radius of 3 (was 4).

•The Ring of Spells is now a Superior classed artifact.

•The order entry website has been enhanced to display all your games registered under your account. This may be useful if you are playing in multiple games for its comprehensive display. BTW, the number of orders listed in this area includes the "free" transfer orders so that players may verify that they are above their normal limit (use the Verify button for the accuracy of your orders). On the Home page, click on the All Games button and the results should be given in the message box area. To pick up the latest version of the website, you will need to press your browser refresh button (hold down the Shift key while clicking on the browser refresh to force the browser to reload the page rather than reference its cache).
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#2
Seems like we are trying to solve for hiring a ton of folks and using 350 to find capitals? I agree that is not a good combination of orders and should have risk. Seems crazy that someone sends a bunch of emmies or agents into the wilderness with no risk. So, I like the change for that purpose. 

But, to IT's point, if it is not that situation, then 50% death rate is pretty high for a disappearing pop center or a mistake in entry letters. 

Maybe something in the middle? If the pop center did not exist at the beginning of the turn, then the risk? And I guess we have to be more careful with our typing Smile.
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#3
The change is there due to using agents/emmies to find hidden capitals. I don't remember when originally posted the idea but I know I found it quite useful

I agree 50% death is a bit drastic for something that happens naturally many times. Perhaps this thugs should hold them hostage and it costs you 3k or so gold to get them back. Issue a trade hostage with HUmans. 3k because it would have cost you 2k to just use a level 4 agent

But while the fixes are coming quickly maybe make it so when you meteor strike a PC you loose one reaction level automatically. This had a chance of happening before the spell was changed away from the other destroy series. Makes since as well when you consider if you threaten a PC it happens. I think nuking and killing many people and homes would warrant at least a similar reaction .
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#4
(01-31-2017, 05:44 AM)Jumpingfist Wrote: The change is there due to using agents/emmies to find hidden capitals.  I don't remember when originally posted the idea but I know I found it quite useful

I agree 50% death is a bit drastic for something that happens naturally many times.  Perhaps this thugs should hold them hostage and it costs you 3k or so gold to get them back.  Issue a trade hostage with HUmans.  3k because it would have cost you 2k to just use a level 4 agent

But while the fixes are coming quickly maybe make it so when you meteor strike a PC you loose one reaction level automatically.  This had a chance of happening before the spell was changed away from the other destroy series.  Makes since as well when you consider if you threaten a PC it happens. I think nuking and killing many people and homes would warrant at least a similar reaction .


Yeah, I get "why" the change is being implemented, I just think the counter is too extreme.

I do also agree that destroying a PC by ANY means, should result in an automatic lowering of Regional Reaction by one level. I'd also argue that all remaining PCs that you attack in that region should have a defense bonus from that point on since they now realize they have to assume they are fighting to the death.
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#5
I just want mention that I liked the game better without hidden pop centers. (please nobody take offense, it is just one player's preference)

I understand there are some skilled players that overcome this defense but I am not in that category. I have only completed 4 of the new games but I have never located a hidden pop center.  They might as well be impossible to locate as far as I am concerned.

I think a level 7 agent doing 976 should be sufficient to locate them.  Even then the investment in search orders and expenses would be substantial for players like me.

I also think there should be a group order (with Marshals or Warlords)  allowing you to search an area equal to your intercept range for hidden popcenters.

Also by turn 10 players have developed their kingdoms sufficiently to defend their capitol by alternate means. I propose that all hidden popcenter glyphs should dissapear on the start of turn 11.

Just my 2 cents.
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#6
970 does locate them with an agent 4.

I agree there needs to be some risk in trying to drop to locate capitals but at the same time I agree with ITs concerns. I wonder if there isnt a better solution as there should be risks.

Okay now onto my concerns with the 860 summoning spells. I believe these need to be changed to they 560 range. Before they were fine, but now with the inability to summon at PCs they should have the same process as 565 recruiting. Otherwise the summoning spells are going to see an almost complete drop off. But perhaps others are seeing a different view on the summoning line of spells. I dont think you want them after movement but before porting as that would cause issues but they seem to fit better in the 560 range.
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#7
(01-31-2017, 04:44 PM)Atuan Wrote: 970 does locate them with an agent 4.

I agree there needs to be some risk in trying to drop to locate capitals but at the same time I agree with ITs concerns.  I wonder if there isnt a better solution as there should be risks.

Okay now onto my concerns with the 860 summoning spells.  I believe these need to be changed to they 560 range.  Before they were fine, but now with the inability to summon at PCs they should have the same process as 565 recruiting.  Otherwise the summoning spells are going to see an almost complete drop off.  But perhaps others are seeing a different view on the summoning line of spells.  I dont think you want them after movement but before porting as that would cause issues but they seem to fit better in the 560 range.

Or perhaps two sets of summoning spells. One set numbered pre-move (before the 700 orders) and one set numbered after movement and teleport (as they are now). That gives the wizard the flexibility to choose between optimal terrains.
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#8
Destroying PC's with Meteor Strike should definitely have at least the chance of lowering RR.
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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#9
(01-31-2017, 04:12 PM)Hawk_ Wrote: I just want mention that I liked the game better without hidden pop centers.  (please nobody take offense, it is just one player's preference)

I understand there are some skilled players that overcome this defense but I am not in that category. I have only completed 4 of the new games but I have never located a hidden pop center.   They might as well be impossible to locate as far as I am concerned.

I think a level 7 agent doing 976 should be sufficient to locate them.  Even then the investment in search orders and expenses would be substantial for players like me.

I also think there should be a group order (with Marshals or Warlords)  allowing you to search an area equal to your intercept range for hidden popcenters.

Also by turn 10 players have developed their kingdoms sufficiently to defend their capitol by alternate means.   I propose that all hidden popcenter glyphs should dissapear on the start of turn 11.  

Just my 2 cents.

While I like the concept of hidden capitals (LOVE them when I have one), I do agree that they are currently much too difficult to find. A few possible counters:

1) Have the Glyph of Concealment work perfectly through T10. Starting with T11 there is a 10% chance the Glyph will permanently fail and that % increases by 3% each subsequent Turn (13% on T12, 16% on T13, 19% on T14, etc.).
2) Allow 979 orders or 887 spells to indicate that one of the 4 re-conned squares or one of the squares adjacent to the 4 re-conned squares contains a hidden location (meaning that you know its in 1 of up to 18 possible squares but not which square).
3) A group with a Warlord, Acuity trait, Trackers trait, or P6 wizard when issuing a normal Move order (710 or 720 only) has a 50% to chance of getting a message that something was "odd" about their movement. This message is triggered if their movement moved over a hidden capital or if their movement path took them adjacent to a hidden capital (that potentially leaves a lot of squares that the hidden capital could still be in).
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#10
Has the formula been changed for Denigrate? I have an opponent with a standing order ( or so it appears) to denigrate me, 4x in a row, and the first time i try it  it fails. I also have one leader who refuses to advance in rank. 2 special encounters and 3 battles later only went up one rank. Also i agree with Hawk, i dont like hidden PC's that you cant interact with once found.
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