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.
09-12-2017, 01:51 PM (This post was last modified: 09-15-2017, 12:10 PM by unclemike.)
I changed the game queue for Magic (team) games to now consist of 4 teams of 3 players each (was teams of 2 players). Please clear your browser cache to pick up the latest version.
10-31-2017, 08:34 PM (This post was last modified: 12-07-2017, 09:05 PM by unclemike.)
Ice Age Now Available
Winter season is always present throughout the entire game (the entire map experiences winter).
The Ice Age option may be applied on any map (including Centauria).
Terrain movement costs arex1.5 x1.25 current value (turn 0 kingdom setups will display an additionalIce Age column rate).
All water areas will be completely frozen over. No ships may move which will nullify merchant trading, sea patrols, and troop transport. All groups may move on frozen water as if on land (use order #720/725). Teleport spells will be allowed to land on frozen water areas. Groups with flying artifacts (Pegasus, Red Bats, Green Dragons) will be allowed to land on frozen water.
Dragons may land on frozen water so they may attack pc's or investigate encounters which was previously denied them.
Group vs group combat on frozen water areas will be fought as a normal land battle (fleets are not involved).
Groups may intercept and pursue other groups over frozen water.
Fire-oriented spells have x1.5 damage (before spell density) during Ice Age epochs. This will boost the effects of the following spells: Firestrike, Wall of Flame, Meteor Strike (pc damage spell), Avenging Angel (divine fire aspect of this priestess spell). So a pwr-2 Firestrike would do 2,100 damage rather than 1,400 (before spell density and other effects).
The banned list of spells during an Ice Age are: Summon Kraken (#659), Storm At Sea (#660), Dispel Storm At Sea (#661), Ship of Mist (#708).
The banned list of orders during an Ice Age are: Sea Patrol (#705), Sea Group Moves (#710/715), Sea Trade Mission (#711), Increase Seapower (#748), Create Elite Ship (#749), Sabotage Seapower (#935).
For Early Strategic Objectives, if you select the objective D4 (total 7+ fleets in each of 2+ seas) you will not be able to achieve your ESO in the game.
Scrap seapower (order #245) is still permitted since some kingdoms were designed to be balanced with other kingdoms regarding number/quality of fleets as a factor (though their purpose during an Ice Age will be only to scrap for the extra gold).
Phoenix brigades (fire creatures that only the Black/Red Dragon kingdoms may summon) are able to heal 10% attrition (normally 5%).
Due to the inclement weather, all figure movements (emissary, agent, priestess) ranges are reduced by 2. So if your kingdom can move an agent 8 areas, that gets reduced to 6 areas. This movement penalty does NOT apply for artifacts that affect figure movement (e.g., Onyx Amulet, Red Elk Mount).
All kingdoms will receive an extra 25,000 food on turn 0 as the liege releases his last reserves for the upcoming deep winter.
Special kingdom locations (Druid's Grove, Dragon's Lair, etc.) are magical places that are not affected by the harsh winter conditions (full production).
Please clear your browser cache to load the latest version (see attachments on how to clear Google Chrome cache).
If you successfully completed an encounter, the map area will show the No PC/No Encounter symbols (indicating that the area was explored)
If you destroy a pc (pillage/meteor spell), the map area will show the No PC/No Encounter symbols
Major cities and known pc's on the map will always display their current owner and fortifications (no recon is necessary). The reason for this is that a change in ownership would have been conveyed across the realm by various travelers, trade caravans, paid informants, etc. A recon is still necessary however to identify emissary/agent/group at the area as well as pc defensive value.
Overlaying lines that represent when your kingdom has control of the region are now fainter to see the background better (clear your browser cache to pick up the new version for your maps)
Map hover function now has a slight delay before displaying the tooltip info (to help some navigate around the map without the clutter of panels popping up)
[Not Yet Implemented] Custom notes will carry forward onto subsequent turns so if you make a note on the map, it'll remain there for the rest of the game until deleted.
Kingdom Turn Report will now have two new sections: Universal Events and Regional Events.
Universal events will contain important messages for all kingdoms:
A ruler who has been assassinated, captured, kidnapped, or killed
A warlord emerges from battle
A wizard who reached pwr-7 or higher from magical studies
An undead figure (nazgul, wraith, lich) manifests or is killed
When a major city changes control from one kingdom to another
Ally/enemy declarations
Gain/lose control of a region
Trading above the 15,000 limit
[Maelstrom] A dragon, giant, or level 2,3 hero is killed
[Maelstrom] The emergence of a goddess
etc.
Regional events will contain region-specific messages:
If your kingdom has Minor or greater influence in the region, certain battle reports will be presented (if either force is army sized or if both forces are division sized or greater)
Raising/lowering regional reactions
[Maelstrom] A castle or greater is constructed by a kingdom
[Maelstrom] Any class 3 or higher pc improvement is constructed
I have uploaded new website files to the server today (10:30am EST) so everyone will need to clear their browser cache to pick up the latest version. The new files are needed for the upcoming Maelstrom test but all players will need the new website files even for 3rd Cycle's The Choosing games. See attachments as example of clearing browser cache with Chrome.
01-16-2019, 11:54 PM (This post was last modified: 08-28-2022, 11:00 PM by unclemike.)
4th Cycle Maelstrom Release Notes
Testing for the new Maelstrom release is about ready to go. Keep watch under new game signups for the notice. Here are the release notes for the upcoming test game or download the Word doc for a better layout of the text. Also, see the above post of clearing browser cache.
Gameplay ·For all Maelstrom games, the player may select a kingdom to be placed in any region (except region 13 which is Stormgate). ·No dispersed kingdoms. ·All kingdoms start with 2 towns and 2 villages. ·All kingdoms start with +15,000 gold (55,000 gold on average before traits). ·Seasons are normal and apply on the appropriate turns (e.g., first winter occurs on turns 5-7, first summer on turns 11-13). Winter occurs in regions 1,2,3,5,6,7 and Summer in regions 4,8,9,10,11,12,13. ·Kingdoms receive various benefits (granted on turn 0) based on the region chosen.
Map The following regional bonuses (applied on turn 0) for initial region chosen by the player:
“The Capital Regions” – Darkover (2), Triumvia (5), Nyvaria (7) §+1.5 Influence (not for Nyvaria) §Extra Baron §Kingdom named brigade in 1st group as Veterans §Kingdom’s capital upgraded with +3,000 census, defense, food, gold §Darkover (2) may recruit (from pc): Northmen, Paladins/Knights of Styx, Vikings §Triumvia (5) may recruit (from pc): Northmen, Paladins/Knights of Styx, Westmen §Nyvaria (7) may recruit (from pc): Nyvarians, Paladins/Knights of Styx
“Regions of the Trading Coasts” – The Crown Islands (1), The Diamond Coast (3), The Sword Coast (8), Zamora (10) §[General for all kingdoms, not specifically granted to a single kingdom when selected as initial region] All pc’s in these regions (1,3,8,10) gain +20% gold above normal §Fleets in Sea of Forgotten, Endless Sea, Sorrows gain +1 fleets/+1 naval quality §The Crown Islands (1) region: gains Elite ship (random name) for Sea of the Forgotten, Foreknowledge of Quest encounter §The Diamond Coast (3) region: Kingdom receives +20,000 gold in treasury §The Sword Coast (8) region: Kingdom named brigade in 1st group as Veterans, Foreknowledge of Excellent encounter §Zamora (10) region: gains Elite ship (random name) for The Sorrows, Foreknowledge of Superior encounter §The Crown Islands (1) may recruit (from pc): Northmen, Vikings §The Diamond Coast (3) may recruit (from pc): Northmen, Nyvarians, Vikings §The Sword Coast (8) may recruit (from pc): Mythians, Westmen, Zamorans §Zamora (10) may recruit (from pc): Mythians, Zamorans
“The Savage Regions” – Zanthia (6), Mythgar (11), The Untamed Lands (12) §[General for all kingdoms, not specifically granted to a single kingdom when selected as initial region] All mountain pc’s in Zanthia (6) gain +2,000 gold then extra 25% gold/defense. All pc’s in Mythgar (11) gain 1,500 defense. Mythgar (11) has Enigma encounter for a Pwr-2 Wizard. Companion brigades recruited in The Untamed Lands (12) hired at 50% normal cost (both food/gold). §Zanthia (6) region: Companion brigade of highest defense rating available for kingdom in 1st group as Veteran, extra 20,000 gold in treasury, group morale losses due to Suspicious/Hostile are +2 pt loss, retreat losses for groups whose kingdom is not in control of the region are x2 due to perilous terrain §Mythgar (11) region: Kingdom named brigade in 1st group as Regular, companion brigade of highest defense rating available for kingdom in 1st group as Veteran, kingdom's capital defense increased +5,000, group with available slot receives pwr-2 wizard §Untamed Lands (12) region: Two companion brigades of highest defense rating available for kingdom in 1st group as Regular, gains Black Owl Totem and additional Adept in 1st group §Zanthia (6) may recruit (from pc): Mythians, Westmen §Mythgar (11) may recruit (from pc): Mythians, Zamorans §The Untamed Lands (12) may recruit (from pc): Mythians, Nyvarians, Zamorans
“The Free States” – Krynn (4), Pellinor (9), Stormgate (13) §[General for all kingdoms, not specifically granted to a single kingdom when selected as initial region] Stormgate (13) cannot be chosen as starting region however fleets built in Stormgate can be in either The Tempest or Waves of Azure §Krynn (4) region: Two companion brigades of highest defense rating available for kingdom in 1st group as Regular, gains Champion Stallions in its 1st and 2nd group, gains a Whowie Totem in 1st group, two Red Elk Mounts at capital §Pellinor (9) region: +1 Influence, a brigade of Paladins in 1st group as Veteran (Knights of Styx for DA,DE,PI,NE,TY,UN, Wyvern brigade for BL,RD), gains a general in 1st group §Krynn (4) may recruit (from pc): Paladins/Knights of Styx, Westmen §Pellinor (9) may recruit (from pc): Nyvarians, Paladins/Knights of Styx, Zamorans §Stormgate (13) may recruit (from pc): Stormgate Guard
·Starting fleets for kingdoms are also determined by initial region with the exception that Pirates gets a minimum of 1 fleet in every sea along with 13 quality (after Seafaring trait is added) and BL, RD gets 0 fleets: oThe Crown Islands (1) gets 3 fleets in Sea of The Forgotten oDarkover (2) gets 2 fleets in The Tempest, 1 fleet in Waves of Azure oThe Diamond Coast (3) gets 3 fleets in The Endless Sea oKrynn (4) gets 2 fleets in Sea of The Forgotten, 2 fleets in The Sorrows oTriumvia (5) gets 3 fleets in The Tempest oZanthia (6) gets 0 fleets oNyvaria (7) gets 1 fleet in The Endless Sea, 2 fleets in Waves of Azure oThe Sword Coast (8) gets 3 fleets in The Sorrows oPellinor (9) gets 3 fleets in Waves of Azure oZamora (10) gets 3 fleets in The Sorrows oMythgar (11) gets 0 fleets oThe Untamed Lands (12) gets 0 fleets
·Major Cities are fixed and are always shown on the map. ·Minor Cities which only exist in certain regions (1, 3, 8, 9, 11) are random on the map for every game. ·Fire of the Void location is KH (to destroy artifacts) ·Phoenix brigades for dragon kingdoms may be summoned at 3 volcano locations: KH, KS, ZV ·PC’s in coastal map areas have increases to census, defense, food, gold. The PC production listing on the kingdom turn report will display the word COASTAL in the rightmost column for coastal pc’s. ·If regional character awards troops, a check is made to increase fleets if group is on water or isle (isle locations for the Maelstrom map are BB, BC, CB, CC, CZ, DZ, MQ, NP, ZA, ZB, ZC) ·In general, PC stats (census, defense, food, gold) have been adjusted for improved game balance with terrain proficiency's pc defense bonuses removed ·New PC names based on terrain type was added to the database (188 new names)
Troops ·Starting special brigades on turn 0 have been adjusted for several kingdoms. oAmazons get 2 Wildlings brigades, 1 Mammoth brigade oAncient Ones get 1 Scorpion brigade, 1 Mammoth brigade oAtlantians get 2 Viking brigades oBlack Dragon gets 1 Wyvern brigade oCimmerians get 1 Viking brigade, 1 Mammoth brigade oDemon Princes get 2 Skeleton brigades oHalflings get 2 Rohirrim brigades, 1 Ent brigade oPirates get 1 Hill Giants brigade, 2 Viking brigades oRangers get 1 Rohirrim brigade oRed Dragon gets 1 Wyvern brigade oSacred Order gets 1 Paladin Elite brigade oTyrant gets 2 Orcs, 1 Troll, 1 Ogre, and 1 Uak Hai brigade ·Various adjustments were made to existing brigade values to improve game balance ·The following new troop types may be recruited by ANY kingdom except the dragons BL, RD (check your kingdom setup file on turn 0 to see other restrictions such as requiring the presence of a group leader or a brigade of certain troop quality): oNorthmen (NM) regions 1, 2, 3, 5, 13 oMythians (MY) regions 6, 8, 10, 11, 12 oNyvarians (NY) regions 3, 7, 9, 12, 13 oPaladins (PA) regions 2, 4, 5, 7, 9 (only good kingdoms, all except DA, DE, PI, NE, TY, UN) oKnights of Styx (KS) regions 2, 4, 5, 7, 9 (only evil kingdoms DA, DE, PI, NE, TY, UN) oVikings (VI) regions 1, 2, 3 oWestmen (WE) regions 4, 5, 6, 8, 13 oZamorans (ZA) regions 8, 9, 10, 11, 12, 13 (if recruited in 10, begins as Regular) oStormgate Guard (ST) region 13 (begins with Veteran experience and 125 morale)
Kingdom Customization ·Customization has been greatly improved with more options and points. ·Customization is now Order #993 (under order entry website Other tab), former Order #11 in The Choosing. This means that any awards granted, including gold, is done at the END OF THE TURN (as appropriate for executing Order #993). ·Total points: 10 to spend (was 3 in The Choosing) ·Default award granted to kingdoms if customization was not specified within turns 1-3: 45,000 gold (which is more than a player may choose if specified) +1 Influence Scrying Mirror ·Certain awarded items will be placed in the 1st group. If filled, the program will attempt to add the item to a subsequent group if space is available. So, if a kingdom selects the Prodigy option (grants an extra Adept), the 1st group is checked but if there is no room, it will try to add the new Adept to subsequent group if possible. ·Possible items to select: C1 [3 pts] – Cloak of Disguise (now 100% undetected movement) C2 [2 pts] – Red Elk Mount (now 10 range) C3 [1 pt] – 8,000 Gold (may be selected up to 5 times) C4 [2 pts] – Smoke Mojo (50% saving throws against kidnap/assassination and when pc falls avoiding capture) [displays SAVES under emissary when equipped] C5 [3 pts] – New Governor C6 [2 pts] – Scrying Mirror C7 [2 pts] – +1 Influence C8 [4 pts] – New Baron C9 [3 pts] – Amulet of Protection C10 [4 pts] – Onyx Amulet (now 7 range) C11 [3 pts] – Guardian Talisman C12 [2 pts] – Glyph of Protection C17 [1 pt] – Raise Ambassador to Governor C18 [1 pt] – Raise Agent L2 to L4 C19 [2 pts] – Capital gains a Bazaar C20 [2 pts] – Capital gains a Temple C21 [1 pt] – New Agent L2 C22 [7 pts] – New Prince G1 [2 pts] – Champion Stallions G2 [2 pts] – Valyrian Steel G3 [2 pts] – Knowledge Totem G5 [2 pts] – Kingdom named brigade (non-flying) of Green experience G6 [2 pts] – Renowned Standard (intrinsic Valor spell as pwr-2) G7 [2 pts] – Whowie Totem (+2 move pts, 20 base pts becomes 22) G8 [3 pts] – New Adept G9 [1 pt] – New Captain G10 [3 pts] – Raise Wizard Pwr-1 to Pwr-2 G11 [3 pts] – Black Owl Totem (scry as L10 agent, range 5, use Order #982 under order entry website Other tab) G12 [2 pts] – Kingdom named brigade upgrade from Regular to Veteran M1 [2 pts] – Foreknowledge (location of Excellent encounter, random region) M2 [2 pts] – Fleets in all seas gain +2 naval quality M3 [2 pts] – Foreknowledge (location of Fine encounter, capital region)
Kingdom Traits ·Removed pc defense bonuses from kingdom traits (Cunning, Industrious, Military Tradition, Siege Engineering, and Stalwart). For serveral kingdoms, some traits were added or removed as follows: oAncient Ones gained Devout, Oratory, Stalwart, Foreknowledge (Random), lost Foreknowledge (Plow of the Prophet) oAtlantians gained Foreknowledge (Random), Healing, Industrious, Rich oCimmerians gained Military Tradition oDark Elves lost Military Tradition, Ruthless, Riders oDwarves lost Trick of the Trade, gained Death Magic Immunity, Military Tradition oElves lost Riders oGnomes lost Spy Network oLizard Men gained Heroic oSacred Order gained Rich, Riders oSorcerer lost Secretive, Spy Network oTyrant gained Trackers oUnderworld lost Industrious, Rich oWarlock lost Secretive
Construct New Buildings ·Only one building may be constructed for the pc in a turn. ·A new building and pc improvement using Order #600 (under order entry website Kingdom tab) may be conducted in the same turn. Same for the special Dwarven ability to increase pc defense. ·To construct a new building, use Order #611 (under order entry website Kingdom tab) for the following: oBazaar [10,000 gold, 20,000 food] +25% gold production (one-time boost when built), -10 counter-espionage (penalty), +2 stir unrest (penalty), +10% census, -20% chance pc detects emissary entry (50% becomes 30%) oForge [20,000 gold, 20,000 food, prerequisites: Forum, Bazaar] allows to build improved armor/weapons for groups, use Order #605 (under order entry website Military tab) [20,000 food, 20,000 gold], improved armor provides +25% to group’s total defense, improved weaponry provides +25% total combat value, forged items remain with group and cannot be traded/transferred nor become spoils of war from being conquered by another group/pc, forged items will be lost and unrecoverable when group becomes inactive for any reason oForum [10,000 gold, 20,000 food, allowed in city/town] +2 status quo, +10% census, may title emissaries (raise rank) at pc outside of capital, +0.3 influence oGranary [10,000 gold, 20,000 food, prerequisite: Bazaar] +25% food production (one-time boost when built), +1 status quo oPort [30,000 gold, 60,000 food, prerequisites: Bazaar, Granary, must be coastal city/town] requires coastal pc, +50% food and gold production (one-time boost when built), +20% census, allows building fleets above quality 13, +1 influence oSecret Passages [10,000 gold, 20,000 food, prerequisite: regional control of pc location] ruler always escapes capture, 90% chance of escape for other figures (50% normally) oTemple [10,000 gold, 20,000 food] hire noble maiden, perform test for the gift (maiden into high priestess), +1 status quo oGreat Temple [20,000 gold, 40,000 food, prerequisite: Temple] as Temple benefits, hire noble maiden or high priestess at 50%, high priestess/consul divinations cost 50% (if high priestess/consul is at pc), +0.5 influence, +2 status quo, +20% census oThieves Guild [10,000 gold, 20,000 food, prerequisites: Bazaar] required to train agents past L9 up to kingdom limit, exceed max agent training level by 1, -1,000 gold to agent training cost, +20 pts counter-espionage, if agent based at pc fails at mission only loses 3 levels (not 4-6) oWatch Towers [10,000 gold, 20,000 food] L4 intrinsic recon of pc oWizard Tower [20,000 gold, 40,000 food] required for wizard research beyond 5th level, -10% research cost up through 5th level oGreat Mage Tower [30,000 gold, 60,000 food, prerequisite: Wizard Tower] as Wizard Tower benefits, the following only applies at tower’s location: increases battle/damage spells by +50% so pwr-3 fireball increases from 2100 damage to 3150, tower’s wizards are protected from other kill wizard spells by -50% reduction, kill wizard spells cast by tower’s wizards are at +50% effectiveness, if location also has Secret Passages built then tower’s wizards are immune from combat/spell death (not assassinations)
Construct New Fortifications ·Only one defensive fortification may be constructed for the pc in a turn. ·A new building (Order #611), pc improvement (Order #600), and fortification (Order #609) may be issued in the same turn. ·All fortifications are added to the defense of the pc and must be overcome during the pc battle. Take note that certain fortifications may prevent diplomatic overturn (rebel/usurp/diplomacy spells) and siege attempts by opposing forces. ·To construct new defensive fortifications, use Order #609 (under order entry website Kingdom tab) for the following: oMotte and Bailey [4,000 gold, 8,000 food, prerequisites: must be village] +2,000 defense, +1 status quo, +10 counter-espionage, +0.1 influence, -500 food/gold production loss oFortress [30,000 gold, 60,000 food, prerequisites: must be town] +15,000 defense, +3 status quo, +20 counter-espionage, +20% census, +0.5 influence oCitadel [60,000 gold, 120,000 food, prerequisites: must be city] +30,000 defense, +3 status quo, +20 counter-espionage, +20% census, +1 influence oCastle [30,000 gold, 60,000 food, prerequisites: must be city or town, replaces fortress/citadel] +15,000 defense, +4 status quo, +20 counter-espionage, +0.3 influence, -2,000 food/gold production loss oGreater Castle [50,000 gold, 100,000 food, prerequisites: castle, replaces castle] +40,000 defense, +7 status quo, +30 counter-espionage, +1 influence, -2,000 food/gold production loss oLegendary Castle [100,000 gold, 200,000 food, prerequisites: great castle, replaces greater castle] +100,000 defense, pc cannot be influenced diplomatically (as a capital), +40 counter-espionage, +1 influence, -2,000 food/gold production loss
Political ·Default emissary range is 7 (was 8 in The Choosing). Riders have 8, Flight 9. This is before any effects such as the Red Elk Mount or such. ·Rule of Law requires 10% food and 10% gold production of kingdom-controlled pc's in each region under control every turn (not including special groves like Pirate's Cove), executes after production and trade but before group consumption (after spell 209 create gold). Failure to pay results in loss of regional reaction (even if Tight Control) and deducts remaining food/gold amount from your treasury that was less than required for Rule of Law. ·PC resistance for Major Cities which is a factor in political actions such as rebel/usurp is more difficult than Minor Cities. Town and Village pc resistance factors were increased. ·New Regional Reaction Loyal (higher than Friendly, may only be achieved if kingdom has Tight Control influence in the region, tougher for other kingdoms to gain control of pc's, 3 pts of morale to groups in Loyal regions) Loyal Friendly Tolerant Suspicious Hostile ·New Regional Influence Tight Control (100%+ control of region, allows raising regional reactions to Loyal, kingdom cannot be denigrated in regions with Tight Control, tougher for other kingdoms to gain control of pc’s) 100% Tight Control 60-99% Control 36-59% Substantial 20-35% Significant 1-19% Minor 0% Unestablished
Loyal/Tight Control ·Kingdom turn report’s regional intelligence section (above pc production listing) will show all group sizes in the region where a kingdom has Tight Control. Breakdown: Tight Control (displays all group sizes even patrols), Control (army group, army, division), Substantial (army group, army), Significant (army group), Minor or Unestablished (none). ·Demon Princes’ special ability to raise/lower regional reactions obeys Tight Control rules (cannot denigrate if Tight Control, cannot raise to Loyal if not Tight Control) ·Other matters such as High Council voting, gaining/losing control of a region, releasing skeletons, casting Charm Region/Infuriate Populace spells, and declaring another kingdom an ally/enemy/neutral all of which raise/lower regional reactions obey Tight Control rules (cannot denigrate if Tight Control, cannot raise to Loyal if not Tight Control) ·Diplomacy spell is tougher to gain control of a pc if pc owner has Loyal and/or Tight Control ·If lost Tight Control and reactions is Loyal, reactions are reduced to Friendly (this automatic denigrate only occurs from Loyal to Friendly and if lost Tight Control while reactions are other than Loyal, no denigrate will occur)
Magic ·Turn 0 starting wizards have been adjusted to the new Magical Prowess chart: Max Lvl Cost P4 P3 P2 P1 A Supremacy 9 7000 1 3 1 1 Mastery 7 8000 2 2 1 Advantaged 7 9000 2 1 2 Standard 6 10,000 1 2 1 Substandard 6 11,000 2 2 Disadvantaged 5 12,000 2 2 Non-magical 5 13,000 1 3
Spells ·Various adjustments were made to kingdom spell lists for game balance ·Locate Character/Group spell (#855) has been removed from play
Artifacts ·Dimensional Portals removed from play ·Mist Talisman has been removed from play ·Quest encounter difficulty has been reduced to be the same as Superior (easier)
Early Strategic Objectives and Status Points ·Removed Avalon as an Early Strategic Objective
Group Icons ·New icons displayed (see attached Word document for the new graphic images): oForged Improved Armor oForged Improved Weaponry oFlying (native flight, all troops flying like specters, artifacts) oTracking (and Knowledge Totem) oChampion Stallions (group has greater movement) oValyrian Steel oRenowned Standard (inscription along the bottom says in Latin, “Concussus Surgo”, which means, “When struck, I rise”) oBlack Owl Totem (scry 5 range, use Order #982, under order website Other tab) oWhowie Totem (group has greater movement) oSea (use ships for movement) oIce Age game (movement rates reduced, seas frozen)
Status Points ·Listing of status points (points are final, interim 1/4th value) oArtifact Quest/Superior 400 oArtifact Excellent 200 oArtifact Fine 100 oCovert Agent L11+ 400 oCovert Agent L8-10 200 oCovert Prisoner – Ruler 1,000 oCovert Prisoner – Demon Prince 900 oCovert Prisoner – Prince 800 oCovert Prisoner – Duke 600 oCovert Prisoner – Count 400 oCovert Prisoner – Baron 300 oCovert Prisoner – Governor 200 oCovert Prisoner – Ambassador 100 oCovert Prisoner – Fool 50 oCovert Prisoner – Agent Level x 15 oEconomic Highest Food Production 800 oEconomic Highest Gold Production 800 oEconomic Highest Census 800 oEconomic Legendary Castle 2,000 oEconomic Greater Castle 800 oEconomic Castle 400 oEconomic Citadel 1,200 oEconomic Fortress 600 oEconomic Great Temple 1,200 oEconomic Wizard Tower 400 oEconomic Great Mage Tower 800 oMagic Have a Pwr-7+ Wizard 600 oMagic Have a Pwr-5-6 Wizard 300 oMilitary Have a Warlord 600 oMilitary Have a Marshal 300 oMilitary Have an elite brigade 400 oMilitary Group > 100k vs PC 600 oMilitary Group > 70k vs PC 400 oMilitary Seapower (fleets x quality) varies oPolitical Have influence 20+ 400 oPolitical Have influence 17-19 200 oPolitical Member on high council 200 oPolitical Declared you as enemy 400 oPolitical You declared as ally -400 oPolitical Have a prince 200 oRegional Tight control in region 2,800 oRegional Control in region 2,000 oRegional Substantial in region 800 oRegional Significant in region 400 oCitizenship Survive until turn 12 200 oCitizenship Survive until turn 18 300 oCitizenship Survive until turn 24 400 oCitizenship Survive until turn 30 500 oCitizenship Survive until end of game 1,500 oVictory Standard (Rex) Victory 6,000 oVictory Team Victory 3,000 oVictory Usurper Victory 3,000
Game Queue Website ·Upgraded to handle both 3rd Cycle (The Choosing) and 4th Cycle (Maelstrom) games. ·For Maelstrom, only Steel,Primeval, and Magic-Alliance variants are currently automated by the game queue. The remaining types will have to be created via the server’s game creation utility program.
Order Entry Website ·Upgraded to handle both 3rd Cycle (The Choosing) and 4th Cycle (Maelstrom) games.
Alamaze Utility Program (for administrators) ·Allows the manual creation of Maelstrom games (greater flexibility than game queue website in allowing 2-12 players in game, have the same player control multiple kingdoms/regions, different team play combinations, etc.)
Alamaze Admin website (for administrators) ·Upgraded to display Maelstrom games alongside The Choosing
--------------------------------------------------------------- Jan 17: Added Magic-Alliance games to the game queue so now Steel, Primeval, and Magic-Alliance types are automated. Others like Warlords will have to be manually created by an administrator.
Dec 25, 2020 Winter Update See post below for detail
The new Maelstrom Valhalla website will look a bit different than The Choosing in that the initial region that was chosen by the player will also be displayed as well. In addition, the number of games played may not match up if the player didn't last until the end of the game. See the attachment for an example.
FYI, since Alamaze is running on a cloud server, there will be times when its response time may be slower than normal which may affect the Alamaze order entry website. To ensure that the website is fully loaded, I always click on the Load Orders button even at the start of a new turn that I know that I haven't entered any orders yet. Wait for the response in the window before continuing. See attachment. Also, I just made a fix for titling an emissary for Maelstrom games so when you have a chance, clear your browser cache to pick up the latest version of the files.
To answer some questions by newbies recently, keep in mind that there are differences in the game depending on what version that you are playing. The Solo-Tutorial and Duel game formats that you started with uses The Choosing (3rd Cycle) version. Other games are now run with the Maelstrom (4th Cycle) ruleset since it is the latest version. There are differences between 3rd and 4th Cycle games such as your emissary/agent range is less, you have 10 points of kingdom customization to choose from, and you can build a bunch of buildings and fortifications to enhance your pop centers, etc. Read all about the Maelstrom (4th Cycle) version that is posted earlier in this thread. Actually, it may be a good idea for some of the newer players to read this entire forum thread for explanations of certain things like the importance of having a Sanctuary for your kingdom.
12-23-2020, 03:48 AM (This post was last modified: 12-24-2020, 06:17 PM by unclemike.)
Upcoming changes for the Dec 25, 2020 Winter Update:
Map/Regional Changes:
a. Stormgate (area NP) starts with a Castle and its village Cornucopia (area MQ) starts with a Motte and Bailey
b. Coastal pc’s in all regions receive 15% bonus to food/gold/defense
c. Zanthia mountain pc’s get 25% bonus to gold/defense
d. Mythgar capital defense increased by 5,000 and group with an available slot receives a pwr-2 wizard
e. Regional bonus of a second companion brigade (Krynn, Untamed Lands) of a Phoenix brigade for BL, RD will be added to the second group
f. The Crown Islands gains Foreknowledge of a Quest artifact
g. The Sword Coast gains Foreknowledge of an Excellent artifact
h. Zamora gains Foreknowledge of a Superior artifact
Popcenter Changes:
a. Base PC loss divider increases from 1.3 to 1.5
b. Fortification loss divider increased from a general +0.4 bonus to:
i. Mott & Bailey bonus +1.8
ii. Castle or Fortress bonus +2.4
iii. Great Castle or Citadel bonus +2.7
iv. Legendary Castle bonus +3.3
Magic Changes:
a. Wind Storm spell reduced -25% (was -50%) enemy long/short missile and -10% (was -12.5%) to own
b. Bounty spell is reduced from 20% to 10% food production
c. Summon Kraken spell is increased to 8 fleets quality 13 with general leader bonus (was 5 fleets quality 12)
Troop Changes:
a. Brigade defense values increased 10% across the board except for BL, CI, GH, SA, SO, SK, UR, WL, ZO which increased 20% and AP, CH, GR, HA, LI, SW, TY, OR, WR, ZE increased 25%
b. Brigade long and short missile values decreased -10% across the board
c. Orc brigades capped at 15% morale bonus if 5+ brigades in group
d. Goblin brigades capped at 35% retreat penalty if 3+ brigades in group
Regional Control Changes:
a. Rex victory condition now 5 regions (was 4)
b. Usurper victory condition removed from the game
c. Tight Control now requires 100% of census
Artifact Changes:
a. Plow of the Prophet artifact is reduced from 3x to 2x food production
b. Ancient Ones kingdom no longer starts with Foreknowledge of Plow of the Prophet, replaced with Foreknowledge of a random artifact
Miscellaneous Changes:
a. When creating a Sanctuary, removed the check if the ruler was slept to allow a kingdom to create a safe haven under duress
b. In pc battle reports, fortifications are now listed under Combat Factors
c. Group intercept text message now indicates morale loss amount
d. Dome spell text message now includes map area for clarification
e. Fixed issue where the wrong agent may be removed from the game if wore a Ring of Invisibility (thanks to DuPont)
01-28-2022, 07:04 PM (This post was last modified: 02-06-2022, 06:28 PM by unclemike.)
Upcoming changes for the Jan 29, 2022 Update:
New Command:
Order #194, Wintering. Groups that have not issued an attack or defend order or have a battle (including being surprised or investigating encounters) can issue the Wintering order that counts as their movement order. Wintering reduces the maintenance for that turn by 50%. Not effected by transfers or wizard research but cannot successfully train or recruit if Wintering: those orders will fail.
Various Code Fixes:
a. Removed dispersed kingdom bonus of +2 for achieving ESO with Pirate, Red Dragon, Tyrant, Underworld. The Tyrant retains its bonus of completing ESO of additional Troll brigades and influence
b. Equip forged weapons/armor only at kingdom-owned pop centers with a forge present (previously, allowed to equip at any pc with a forge even if not kingdom-owned)
c. Check for possession of the Staff of Great Orator to enamor twice a turn (previously, had an issue if ruler had staff and another artifact that prevented the two enamors)
d. Order Entry Website now checks for ESO Award point total (turns 10-15) if a kingdom is pursuing a minor award of 3 pts, the validate button lets the player know their error if they specify reward items more than 3 pts
e. Updated spell descriptions to reflect the changes below
Order Sequence Changes:
a. Dispel Magic spell (92) becomes 77 (able to dispel Destroy Undead, Wind Storm, Flash Flood)
b. Instant Self Teleport spell (88) becomes 71
c. Self-Invisible spell (91) becomes 73
d. Lightning spell (102) becomes 75 (note: only battle spell that cannot be dispelled!!!)
e. Emissary order Learn Regional Reaction (360) becomes 913
f. Emissary order Learn King's Influence (365) becomes 914
g. Agent order Guard (925) becomes 53
h. Agent order Counter-Espionage (920) becomes 54
i. Regional Control check now only occurs at order level 880
Fortifications:
a. Castles of all types no longer prevent sieges.
b. Great Castles no longer prevent political actions (also diplomacy spells) but instead adds +7 points to Maintain Status Quo values.
c. Legendary Castles still prevent political actions as a capital of the kingdom (i.e. cannot be rebelled/usurped).
Spell Changes:
a. Summon Death does not target brigades immune to death magic such as undead and exempt from the spell such as flying brigades. Note: only flying brigades like Wyverns are checked, not groups with artifacts like Winged Pegasi due to the possible mixture of troop types. Brigades without immunity to death magic and with the lowest experience (green) are targeted first working up in experience as needed to eliminate the required number of brigades. If the opposing group is Army Group sized then +1 brigade is added to the total.
b. Fear is influenced by spells, artifacts, traits, kingdoms, and brigade types. In any battle resolution, the total percent of Fear (reduction in enemy morale) cannot exceed 35 points from all Fear sources for each side. Fear effects to vulnerable brigades are reduces by the percentage of brigades in the group that have immunity via Trait or Ability.
c. Wall of Flame does 25% (was 30%) damage to a group, not modified by other factors like leadership or morale, but is reduced by 50% of Shield protection including Shield benefit from pwr-3 presence. For example, a pwr-4 Shield spell providing 20% protection from battle magic provides 20% x 50% = 10% reduction in Wall of Flame to a net 15% damage. Note: a group may receive Wall of Flame damage from its own caster if both groups cast Wall of Flame in which case the Shield spell provides benefit against both walls.
d. Speed adds its value to the effective rate of the group (for example, 22 if Riders trait) rather than a base of 20.
e. Battle spell damage values are doubled: Guarded Attack was 300 now 600, Lightning was 500 now 1000, Firestrike was 700 now 1400, Tornado was 900 now 1800, Earthquake was 1100 now 2200.
Regional Character Setup Changes:
a. Krynn (region 4): Currently provides two companion brigades of highest defense rating available for kingdom in 1st group as Regular, gains Champion Stallions in its 1st and 2nd group, gains a Whowie Totem in 1st group. Newly added are two Red Elk Mounts at the capital.
b. Zanthia (region 6): Currently mountain pc's get +25% to gold/defense, companion brigade of highest defense rating available for kingdom in 1st group as Veteran, extra 20,000 gold in treasury. Newly added are: (1) group morale losses due to being Suspicious or Hostile in Zanthia are +2 point loss. Morale losses in Suspicious Zanthia only occurs if a Devout kingdom controls Zanthia in which case the morale loss goes from 3 pts to 5 pts. Morale loss in Hostile Zanthia goes from 3 pts to 5 pts normally but if a Devout kingdom controls Zanthia then goes from 5 pts to 7 pts, (2) losses in retreat for groups whose kingdom is not in control of the region are x2 due to perilous terrain.
c. Nyvaria (region 7): Nyvaria has recently had a revolution against the prior regime. The Ruler whose capital is in Nyvaria starts at no increase to influence for beginning in a Capital Region (instead of +1.5). Also, Nyvaria brigades no longer begin as Regular when recruited from any pop center, including Bronze Canyon (area NU). They begin Green as is the norm for other brigade types. Note: Nyvarian brigades were Regular only if recruited from the city at NU and now is no longer the case.
Kingdom Setup Changes:
a. Druid loses the special ability that grants a L1 recon at all controlled pop centers.
b. Sacred Order begins with a Castle fortification at capital, one Elite Paladin brigade in 1st group. All other brigades in 1st Sacred Order begin as Veteran. Paladin brigade maintenance (not recruiting) are 50% of normal for Sacred Order. The loss divider for Sacred Order brigades increased 20% and the value in charge phase is also increased 20%. Gains Rider kingdom trait. Has Mastery (instead of Advantage) in Plains.
c. Dwarves special ability can construct pc improvements at 75% of normal cost. Can construct a Mithril Mine, similar to Dragon's Lair, anytime beginning with turn 4 in a mountain area in wild that produces 20,000 gold per turn. Dwarves gain Death Magic Immunity and Military Tradition traits.
d. Ranger has terrain Advantaged in all terrains including sea, improving movement schedule and combat.
e. Cimmerians recruited troops begin as Regular experience instead of Green. All brigades in 1st group begin as Veteran except a potentially added customization Green kingdom brigade. Cimmerians are Advantaged in all terrains, except Mastery in mountains.