Nature
Follow This Easy Process To Get Started Playing Alamaze
Step #1 - Register for Forum Account      Step #2 - Create New Player Account      Step #3 - Sign In  (to issue turn orders and join games)
ATTENTION: After Creating Player Account and Signing In, select the GAME QUEUE link in the Order System screen to Create or Join games.
Alamaze Website                 Search Forum              Contact Support@Alamaze.net


Player Aids             Rulebook             Spellbook             Help Guides             Kingdom Set-Ups             Kingdom Abbreviations             Valhalla             Discord

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
3 Games on New Server
#1
Hey Alamaze community,

We’re starting three new games on the test server, and they include all the latest troop modifications, spell changes, and troop reinforcements. I’ll post the full list of new changes shortly.

These games are set up as one each of a 1-day, 3-day, and 7-day turn speed so we can test different paces. I’ve set up the new server and I’m looking for volunteers to help put it through its paces. I’d like to run at least one full game all the way to turn 40 to make sure everything is working smoothly. 

Whether you want to play seriously to win or just jump in casually for fun, all help is welcome — no pressure at all.

Thanks in advance for any help testing the new server. I really appreciate it!

Test Server Sign-up:
https://omgalamaze.net/alamazeorders/

Brek

Included the new troop and spell lists for kingdoms, this is a work in progress, and input is appreciated.  
Black Dragons have been moved up to tier 3 magic, Demon Princes to tier 2, and Deathknights down to tier 4.

Also, please provide feedback in this thread. Once your game starts, could someone please start a dedicated thread for it so people can share feedback on the troops and other changes?


Attached Files
.xlsx   Community Changes to Spells and Troops.xlsx (Size: 15.11 KB / Downloads: 34)
Reply

#2
Hey everyone,

I wanted to lay out clearly what we’re doing with the big round of changes that are now live in the test games on the new server. This includes updates to kingdom troops, reinforcements, intercept ranges, and spells.

The real goal behind redoing a lot of this was to make some of the kingdoms play a little more fantasy-like, according to my vision. What I mean by that is armies having a healthy fear of elven archer phases. Black Dragons are becoming more wily with better magic while losing some of the raw aggression and fear factor you might feel from the Reds charging down on you. Both would still be incredibly hard to kill; they’re dragons after all, but they fight differently. Dwarves now can weather a charge from the incredibly destructive power of the Sacred Order or the Reds and still be ready to fight to the last with axe, armor and determination unmatched by any of the standard races.

Many kingdoms had deficiencies when it came to taking powerful castles because they lacked true shock troops or wall smashers. We tried to make sure every kingdom now has some real power in the storm phase of combat against PCs. For groups like the Reds and Blacks, we added spells that felt appropriate for creatures that can fly as companions. Because of the limitations of the current code system, I can’t create entirely new mechanics, but I believe this is an awesome starting point.

The game will play differently. An attack by the Elves, Rangers, or companions like Wood Elves can now be a potentially devastating opening salvo. As a fan of fantasy, who wouldn’t fear that phase with the Elves? Dragons will crush troops. Reinforcement cycles have been evaluated, so some of the faster kingdoms still have enough troops, but they’re distributed differently. Players shouldn’t feel forced to drop on turn 9 because a setback early on still lets you stay in the fight.
My wish is to make troop composition actually matter. Nomads should fight differently from Dragons, Elves, or magic users. Defense and offense should make a difference. The combination of troops should matter. Attacking and casting spells should become more useful. As an example, a wizard kingdom fighting Rangers, Nomads, or other strong missile-phase kingdoms shouldn’t be able to simply skip casting Windstorm or other defensive spells just to avoid being driven off the field by a withering rain of arrows, nor can the attackers ignore the fact that it may be cast.

Companions have also been reevaluated, who should be able to recruit them, and how their stats better fit the theme. I really encourage you to look at the charts I’ve put out on attack phases. They’ve been redone and calibrated across a range, and the scores in each category now follow very structured rankings. Some units, like the Trolls, are now restricted to a maximum of 3 to help reduce the outsized impact of their special abilities. Now that I have a better chance to see and understand how these abilities and spells actually work in practice, I’ll be able to adjust the power of some of them in later phases.

Spells were one of the hardest things we reviewed. The question was whether certain kingdoms simply don’t have spells, or whether it’s more about when they get them. Does fear only belong in the hands of evil kingdoms? We also looked at what spells could be rewritten for better flavor. A Wall of Fire for the Warlock could just as easily become a Wall of Ice or Water for the Atlanteans, or a Wall of Sand for the Nomads. Today, that’s mostly a description change, but we used that logic when deciding who should have access to certain spells.

One of the more significant changes was bringing down the casting level of spells that impact individual groups. This makes it possible for even some of the most magically weak kingdoms, like the Dwarves and Reds, to protect their troops from regional spells such as Demonic Visions. They still won’t be able to stop the regional effect itself, but they can now strategically protect their own forces. This also makes their wizards feel more relevant and powerful in context.

I understand this is a major overhaul, but this is the direction I’m taking Alamaze. I would really appreciate input from others as we do this. This is most definitely the direction I’m moving, but I obviously need your support, both from new players and grizzled veterans. If you don’t like something, do me a favor and expand on that thought. Contribute, don’t just complain. That’s all I’m asking.

I expect we may find some huge imbalances as we play these changes out, and we will adjust as needed. I will make changes on the fly when necessary. I’ll give people warnings and updates as I have them. When appropriate, I’ll adjust in a more measured way, but if something is huge or game-breaking, I’ll make the call to change it right away. We’re a community. The idea that Brek fu**ed up and the RD kills everything in every fight might be fun for the RD, but it’s no fun for anyone else.

My goal is to move fully to this new server in the next three months or less. As many of you know, I haven’t officially charged for Alamaze in some time. The community has been very generous with donations, not just money but time, reviewing documents, helping with detailed kingdom changes, and even rescuing me when I break the servers. Even with that help, we’re still only covering about 30% of my yearly expenses. Moving to the new server cuts most of those costs by 50% or more and, more importantly, opens up much greater possibilities for the future of Alamaze.  Some of you have asked me to post the Donations link here because you have been unable to find it on the webpage, so I will include it below if you want to help out.

I do have backups and better control over the current setup going forward, so in a worst-case scenario, I can import all the old settings. But I would much prefer to make adjustments on this new server. Unfortunately, I cannot simply make changes to individual games. Everything that changes comes from a base template that carries those changes into all games.

I feel some players may not enjoy these changes. Please speak out. My goal, once this has been working for a few months or sooner based on feedback, is to solidify the rulebook and do a real push to bring in more players and welcome back older ones.
I’m also working on a side project to bring a completely new, updated game design to Alamaze. This current version of Alamaze will serve as the base. The plan is to Kickstarter a game engine capable of creating other world themes players might enjoy, things like WWI, Civil War, Pirates, space conquering, and so on. The base code and tools have already been created. The hope is that this will also draw more players into this amazing community.

So please step in and play the new test games, talk with each other, arrange fights with each other, worry less about winning or not, but try things out and have fun. Jump into the week-long game as a side game. Expect it to run about a week, but plan your other games around it. Enjoy yourselves and help make Alamaze a better place with your feedback. It truly does matter.

Thanks,

John / Brek

https://www.paypal.com/donate?token=v2Gd...ocale.x=US
Reply

#3
Haven't been able to test anything yet, but in principle, lowering the two counterspells for regional effects could be a problem for wizard kingdoms.

Spell #778 Protection from Regional Effect
Spell #779 Dispel Regional Effect

Every kingdom now gets #778 at 3rd level. Most get #779 at 4th level though some get it at 3rd level.

So, military-style kingdoms only have to develop a 3rd level wizard and they're immune to one of the most powerful spells that wizard kingdoms have to repel an invader. Won't that hurt game balance, or cause wizard kingdoms to go against their fantasy flavor? Are wizard kingdoms now forced to recruit large militaries in return?

There are not that many ways that a weaker wizard kingdom has to repel a superior military kingdom. The game favors military kingdoms from the start. Wizard kingdoms take a long time to become even remotely powerful.

Regional spells are valuable for wizard kingdoms because they drain the life from opposing forces. It takes a while but they may be effective in some situations. As shown above, there are counters to them as well. And they're not 100% effective all the time with a percentage chance that enemy forces may avoid them automatically.

So, the regional spells are already limited in that manner. If you move ahead with the proposed changes, it'll be disastrous for the wizard kingdoms who want to develop according to their strengths (i.e. develop wizards to higher levels than recruit like a military kingdom).

The other spell that wizard kingdoms heavily rely on for their survival is the Dome.

Spell #135 Dome of Invulnerability
Spell #136 Dispel Dome of Invulnerability

The new chart shows that every kingdom gets #136 at 3rd level. To cast #135, the Sorcerer gets it at 5th level, others at 6th and above.

This too will dramatically change the course of survival for wizard kingdoms. The dome has a counter for them to dispel as well as allowing the enemy force to lay siege to get around the dome. However, if everyone gets dispel at 3rd level, you mise well put a nail in the coffin for the wizard kingdoms because they won't survive with the new changes to spell lists.
Reply

#4
Have the updates to available companions per kingdom been made yet?
Reply

#5
JohnnyUtah,

The answer is yes, I have a rough draft of the changes, and hope to have the changes out in the next week. That will also include the new total for each troop type.

Clueless,

Thank you for the detailed feedback. I appreciate you taking the time to explain your concerns. This kind of input helps as we balance the new server.

I want to explain the reasoning behind the recent spell access changes. We made Protection from Regional Effect available at 3rd level for everyone, and Dispel Regional Effect along with Dispel Dome at 3rd to 4th level.

Why We Made These Changes

The goal was to give military kingdoms some tools to answer regionals and domes without removing the core strengths of wizard kingdoms. Since games only last 40 turns, long term advantages are limited by time. This makes early and mid game edges more important.

Category                  High Tier (Supremacy)        Low Tier (Nonmagical)          Impact in 40 Turns
--------------------------------------------------------------------------------------------------------
Starting Wizards          Up to 10                         Up to 8                             High tier advantage
Safe Max Level            Power 9                          Power 5                            High tier goes higher
Research Cost            7000 per level                   13000 per level                 High tier much cheaper
Cost to Power 5          120k to 130k gold             230k to 250k gold              Big gap
Cost to Power 7          140k to 180k gold             700k to 800k gold              Very hard for low tier
High Level Wizards      Multiple at 7 or 8              Rarely more than 1 or 2       High tier has more
Assassination Risk       High level hard to kill         Low to mid much easier       High tier more survivable
Dispel Success            Strong advantage              Weak against high levels       High tier harder to stop
Dome Defense            Can maintain and attack     Dispel costs a wizard slot      Defensive edge
Magic Income             225k gold by turn 15-17     Much harder to reach            Big economic advantage




Key Points

Reaching Power 7 on a low tier kingdom is very expensive. Getting one wizard safely to Power 5 already costs around 235000 gold. Pushing to Power 7 with failure chances included comes to roughly 700000 to 800000 gold per wizard. In a 40 turn game this is extremely difficult while also building a military.

With that same amount of gold, a Supremacy kingdom can realistically get 4 to 5 wizards to Power 7 or 8 safely, while also benefiting from better starting wizards and strong magic based gold income.

Low tier wizards at Power 5 and below are also much easier to assassinate than high level wizards. This adds another layer of risk for military kingdoms trying to develop magic.

Overall View

Even with easier access to basic dispels, wizard kingdoms still have clear advantages in starting position, research speed, dispel effectiveness, wizard survivability, and economic power from magic. Military kingdoms now have some tools to interact with magic, but they still pay a real cost in gold, time, and risk.

Even with the lower spell access levels, the overall advantage in casting and dispelling still heavily favors wizard kingdoms. They can reach higher wizard levels faster, more safely, and in greater numbers than military kingdoms. Because groups are limited to a maximum of three wizards, military kingdoms are forced to dedicate one of their limited wizard slots just to dispel, leaving them unable to cast any offensive magic during that turn. This makes it extremely difficult to break through a wizard kingdom’s combination of domes and regionals. Additionally, dispelling a regional effect cast by a higher-level wizard carries a significant penalty of minus 25 percent success per level of difference, often requiring military kingdoms to commit even more resources just to have a reasonable chance of success. In practice, this means military kingdoms must spend multiple turns and multiple wizards simply to reach a fight, while giving up any magical contribution to the battle itself.

I hear the community and appreciate the feedback. We are testing these changes on the new server and I am willing to adjust based on how the games play out. If you have specific suggestions, I am happy to discuss them.

Thanks again for the post, and I look forward to more discussion.

Brek
Reply

#6
You might put this on your list (way down). In game 6083 I am the Druid and recruiting centaurs but can not flank attack despite having the appropriate leader.

As for the dispel dome/regional effect spell availability- I totally agree that military kingdoms need this buff in mid- late- game. Not to let the cat out of the bag, but I always attack wizards asap with military kingdoms, as past turn 20 the military has no chance.

Great job, Brek. I am really excited to play with the new brigade strengths.
Reply

#7
Keep in mind, the military kingdom's wizards are often over-booked.

They need to:

*Provide wards and sleeps
*Dispel regional effects
*Dispel domes
*Cast combat spells

A military kingdom may only have five to seven wizards. Add in the burden of a military and the need to fund wizards up to p-5 (and they can't be used for any of the above while raising), and yes, it is indeed tough on the military kingdoms when it comes to wizards.

I know, as the RD in an ongoing game where I am fighting what seems like everyone, I could cast 10 spells per turn with my six wizards. Some turns I cast three dispel domes on a single PC and still don't get to attack it.

Compare the wizard kingdoms, where their turns are basically all 603 and 799. Are you guys even having fun? Smile

As an additional consideration, kingdoms like the AM and NO already get dispel dome at p-3 and things seem fine.
Reply

#8
Hello All,

I agree that giving all kingdoms "Dispel Dome" at level 3 is probably the fairest way to go forward.

There. That should settle that.

I was more interested in the change of magic tiers for a few kingdoms. Changing the Black from T4 to T3 is, I think, a good and necessary step. Hopefully it may change the BL's fortunes in the future. Dropping the Deathknights from T2 to T4 is bold and redefines the DK as a more military based kingdom which is fine with me. So long as they can still get those Pit Fiends.

However bumping the Demon Prince from T3 to T2 seemed unnecessary. According to Valhalla the DE is among the top five most played kingdoms in the game. So players already like it. And it's tied for most wins. And leads in winning percentage. So why bump it? And for those Role Playing aficionados, it breaks a certain parity it had with the Ancient Ones. One has three kings, the other three princes. Both have hidden caps. Both are Immortal. Neither have skeletons. Etc etc and both are T3.

Moving the DE to T2 is a big deal. It gives them Revelation. It gives them better starting wizards, presumably better spells, and makes wizard escalation cheaper and easier. Why give all that to a kingdom that is already well liked and wildly successful?


Lord Garth
Hunted by Demons
Reply

#9
I agree. I don't understand the buff to the DE. They are one of the best overall kingdoms.
Reply

#10
I had a reason for this, but I no longer remember it, and I agree it should be moved back down. We made many of these changes over the course of more than half a year, so not everything still makes sense. I’ll be honest, it may have just “felt” right at the time. Part of the reason items like Troops were easier is that there was less subjectivity and more data behind them.
Good catch, thank you.

Brek
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2026 Melroy van den Berg.