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New Server Updates - Need Feedback
#21
I will respond to the archery question and how we evaluated kingdoms during the rework. A number of factors went into it, but the most obvious one was the actual damage being dealt during the archery phases.

I'll use the Elves as an example. They were ranked near the top for damage in the archery phase, yet archery had been severely nerfed. To put it plainly, an "Awesome" rating in the archery phase does roughly one-third less damage than an "Awesome" in the charge phases.

It should also be noted that there was no real consistency in assigning the ranks (Awesome, average, or below average). It looks like the system once had some logical basis, but it had definitely fallen by the wayside over the years, or at least was applied in a way that was hard to follow. We calculated the mean and median, and going forward everything will be reclassified and kingdoms phases will be more in line of the theme of the kingdom or troop type. This is one of the reasons I haven’t updated any of the kingdom stats yet.

So what did we do? Elves will now hit you from range as well as with a cavalry charge from the Sacred Order. Opponents will need to adjust their attack strategy accordingly, because it will hurt, doing closer to 2.5× what it would have previously. If you don’t use a 3 to attack, you’re likely to fall under the withering damage. Conversely, we also made changes to defense, so the actual damage a high-defense Dwarf receives vs say a fairie will look quite different.

This is also why we will have a test server. Some changes may not play out exactly as we planned. Using the Elves as an example: if the damage ends up being too crazy and no one can make it out of the archery phase, then we will adjust accordingly.

Brek
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#22
(05-11-2026, 11:34 PM)Brekk Wrote: I will respond to the archery question and how we evaluated kingdoms during the rework. A number of factors went into it, but the most obvious one was the actual damage being dealt during the archery phases.

I'll use the Elves as an example. They were ranked near the top for damage in the archery phase, yet archery had been severely nerfed. To put it plainly, an "Awesome" rating in the archery phase does roughly one-third less damage than an "Awesome" in the charge phases.

It should also be noted that there was no real consistency in assigning the ranks (Awesome, average, or below average). It looks like the system once had some logical basis, but it had definitely fallen by the wayside over the years, or at least was applied in a way that was hard to follow. We calculated the mean and median, and going forward everything will be reclassified and kingdoms phases will be more in line of the theme of the kingdom or troop type. This is one of the reasons I haven’t updated any of the kingdom stats yet.

So what did we do? Elves will now hit you from range as well as with a cavalry charge from the Sacred Order. Opponents will need to adjust their attack strategy accordingly, because it will hurt, doing closer to 2.5× what it would have previously. If you don’t use a 3 to attack, you’re likely to fall under the withering damage. Conversely, we also made changes to defense, so the actual damage a high-defense Dwarf receives vs say a fairie will look quite different.

This is also why we will have a test server. Some changes may not play out exactly as we planned. Using the Elves as an example: if the damage ends up being too crazy and no one can make it out of the archery phase, then we will adjust accordingly.

Brek

Thank you for explaining. You and I once talked about why I always used the most aggressive attacks or defense in every element of this game, even with US. I have, for so long, always try to be the last one to hit that retreat threshold because of how devastating it is on most kingdoms. I would think shield bonus from westmen and shield spell would be even more important against heavy archer kingdoms.
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#23
Yes, varying up your troops and using different spells should make things more strategic, or at least that’s the idea.
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#24
I decided to take a crack at implementing the movement quality-of-life UI improvements I was talking about earlier in the thread, taking into account Clueless's good point on the inactive group edge case.  I have a short video of how it works but I can't attach it.  Here are a few screenshots from my local implementation proxied to the live site.  Let me know if you're interested in getting the code changes for this at some point to integrate; I'm happy to provide them!

Below you see a three-square move already completed:

   

Now I press the Edit button, which re-enables all the dropdown controls for modification (they also stay active throughout initial data entry until you select STOP):

   

Below is the first location dropdown.  It puts the adjacent squares up top, then a divider, then the full set:

   

When you modify one of the moves, it reloads all successive dropdowns.  If the original choice for each is still viable, it reselects that value.  If not, it resets it.  All dropdowns beyond the first reset one are removed:

   
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#25
Great! We need this function. When can be available?
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#26
Wait, all of that just to redo the movement order? I never thought it was that much of a big deal just to clear the order then redo it normally.

Anyway, doesn't this all go away with the new server GUI where we move groups/figures around by drag-n-drop on a map (and the order auto-fills for us)? Kind of like how Fall of Rome and other games did group movement.
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#27
I agree that the interface can use a multitude of quality of life improvements for it to be more intuitive and more accessible across PC, tablet, and phones. That is all great work, we would all like to see.

One area I'd like to see improved is consistency in input fields, for example:
  • When you sleep, the format is Kingdom - Figure - Map.
  • For covert actions (i.e. kidnap), the format is Map - Kingdom - Figure.

There are little things like this all through the interface.



Interface aside, I wanted to suggest some changes to the magic system.

Rite of the Magic

Tier 1 kingdoms have a 100% chance to succeed, and it goes down to 50% at Tier 5.

I feel this is an unnecessary disadvantage. Non-magical kingdoms already cost more, have a lower max limit, and worse spell lists. Do we need to penalize the rite chances too? If you have ever played the DW or RD you have felt the pain of spending 12,000 gold multiple times just to get that adept to a p-1.

Suggestion: Make the rite chance 75% across all kingdoms.


Core Spells

There are some spells that most (but not all) kingdoms have: Speed, Shield, Valor, etc.

I'd like to set some guidelines that all kingdoms get these core spells no later than the listed level:
  • Protect Heros and Wizards (p-1)
  • Speed (p-2)
  • Shield (p-2)
  • Valor (p-2)
  • Fear (p-2)
  • Fertile Fields/Hidden Ore/Raise Defenses (p-4)
  • Protect from Regional Effect (p-3)
  • Dispel Dome (p-4)
  • Guarded Attack (p-2)
  • Dispel Magic (p-3)

Perhaps there are a few more that could be added. By setting this as the baseline, we ensure no kingdom goes without staples such as Fear or Fertile Fields. Note, none of these are past p-4. This is to allow kingdoms access to all of these spells without needing to spend the extra gold to get a p-5. This is especially punishing on the RD/GI/DW as they need both protection from regional spells and to dispel domes into the later game, yet don't get these until p-5, which can cost up to a whopping 90,000 gold to go from p-4 to p-5.


Maximum Level

Reduce the max level for even the top wizards to p-8, rather than p-9.

The rationale is that this gives even the wizard kingdoms a need to push their wizards to exceed the maximum; there is no such incentive now.

It also fits the progression of magic tiers better. Tier 2 magic kingdoms have a max of 7, Tier 1 a max of 9. 

I think there is also a case to be made for increasing the Tier 1 cost from 7000 to 8000. Tier 1 already enjoys substantial other benefits.


Damaging Spells

It may be incorrect, but the spells I use in battles tend to be everything EXCEPT the damaging spells. Tornado, Earthquake, etc.  Are these spells powerful enough? Do they need to be buffed? I don't know the actual numbers under the hood, so I can't speak to it, but I do know that spells like Fear and Windstorm scale with groups and PC defense, while damaging spells only scale with wizard power, which is limited.
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#28
mwigdahl,

Reach out to me at oldmangamesllc@gmail.com. I want to discuss some of these changes with you in more detail.


Clueless,

The GUI you're referring to is not the server you're testing right now. We're moving the current server to the "test" server and will eventually retire this one.

If anyone wants to see the "Alamaze II" server (or anything like that), just let me know, I can set up a group Zoom one night to show everyone.

Brek
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#29
(05-12-2026, 08:56 PM)davekuyk Wrote: I agree that the interface can use a multitude of quality of life improvements for it to be more intuitive and more accessible across PC, tablet, and phones. That is all great work, we would all like to see.

One area I'd like to see improved is consistency in input fields, for example:
  • When you sleep, the format is Kingdom - Figure - Map.
  • For covert actions (i.e. kidnap), the format is Map - Kingdom - Figure.

There are little things like this all through the interface.



Interface aside, I wanted to suggest some changes to the magic system.

Rite of the Magic

Tier 1 kingdoms have a 100% chance to succeed, and it goes down to 50% at Tier 5.

I feel this is an unnecessary disadvantage. Non-magical kingdoms already cost more, have a lower max limit, and worse spell lists. Do we need to penalize the rite chances too? If you have ever played the DW or RD you have felt the pain of spending 12,000 gold multiple times just to get that adept to a p-1.

Suggestion: Make the rite chance 75% across all kingdoms.


Core Spells

There are some spells that most (but not all) kingdoms have: Speed, Shield, Valor, etc.

I'd like to set some guidelines that all kingdoms get these core spells no later than the listed level:
  • Protect Heros and Wizards (p-1)
  • Speed (p-2)
  • Shield (p-2)
  • Valor (p-2)
  • Fear (p-2)
  • Fertile Fields/Hidden Ore/Raise Defenses (p-4)
  • Protect from Regional Effect (p-3)
  • Dispel Dome (p-4)
  • Guarded Attack (p-2)
  • Dispel Magic (p-3)

Perhaps there are a few more that could be added. By setting this as the baseline, we ensure no kingdom goes without staples such as Fear or Fertile Fields. Note, none of these are past p-4. This is to allow kingdoms access to all of these spells without needing to spend the extra gold to get a p-5. This is especially punishing on the RD/GI/DW as they need both protection from regional spells and to dispel domes into the later game, yet don't get these until p-5, which can cost up to a whopping 90,000 gold to go from p-4 to p-5.


Maximum Level

Reduce the max level for even the top wizards to p-8, rather than p-9.

The rationale is that this gives even the wizard kingdoms a need to push their wizards to exceed the maximum; there is no such incentive now.

It also fits the progression of magic tiers better. Tier 2 magic kingdoms have a max of 7, Tier 1 a max of 9. 

I think there is also a case to be made for increasing the Tier 1 cost from 7000 to 8000. Tier 1 already enjoys substantial other benefits.


Damaging Spells

It may be incorrect, but the spells I use in battles tend to be everything EXCEPT the damaging spells. Tornado, Earthquake, etc.  Are these spells powerful enough? Do they need to be buffed? I don't know the actual numbers under the hood, so I can't speak to it, but I do know that spells like Fear and Windstorm scale with groups and PC defense, while damaging spells only scale with wizard power, which is limited.

I would also like these changes if they could be done…

Could also work on US, keeping 4 categories fine excellent superior and quest. Make them harder, maybe have specials on quest (need warlord and key) (need P5 wizard and key) different special needs per quest. I try to always grab my artifacts as quickly as possible because some kingdoms savage them quickly.
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#30
If possible, I'd like to see the strengthen walls spells increased from 2000 defense to 3000, or perhaps 3500. Increased defense is generally low impact and I believe it would be good to give this option a boost. As it stands now, it is rarely worth the order.
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