Zitat:
Hello Everyone!
Following your diverse feedback on the Clan of the Turtle, here is the first balancing update on it.
We get that right now, the clan is in an odd position. Many of its aspects seem weak, while its support capacity looks too strong to many of you. There are some aspects of the clan that lack clarity.
With this patch, we’ve tried to address as many issues as possible, giving the clan more capacity to sustain itself while reducing the impact it has on team games.
Following your diverse feedback on the Clan of the Turtle, here is the first balancing update on it.
We get that right now, the clan is in an odd position. Many of its aspects seem weak, while its support capacity looks too strong to many of you. There are some aspects of the clan that lack clarity.
With this patch, we’ve tried to address as many issues as possible, giving the clan more capacity to sustain itself while reducing the impact it has on team games.
Balancing
Start-with
We’ve made several adjustments to make the start of the clan, and its overall gameplay easier, and more permissive.
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- Impact of Happiness on villagers price decrease has been increased. (ie: overall villagers cost less and arrive faster, also Happiness gains like breweries and such are more interesting for the clan)[list]
- Note: As mentioned in the start-with of the clan, both Happiness and Pop-growth speed already impacted the price reduction of new villagers. We hope this increase will make it felt.
Warchief
We've seen a lot of feedback about the clan's lack of ability to clear itself in solo settings. Many asked for a warchief buff, but that is not really where we want to take him. Njörd is supposed to be a tank and a merchant sure, but we do not want it to be a self-sufficient unit able to clear entirely by itself.
But we get that in some settings, if Iron to recruit Njörd is not accessible, and the clan has to spend kröwns on recruiting military units early; this can be a big setback.
So, instead of changing the stats of Njörd, we're changing his recruitment price from 150 Kröwns + 5 Iron to 200 Kröwns and no Iron. This, with the early production of Kröwns of Shopkeepers, should allow the clan to more reliably recruit Njörd + 1 or 2 soldiers to go along with him and clear more easily.
In the meantime, we've seen some discussion on the chief move speed, and it was indeed possible to kite almost every unit in the game with it, so we've reduced it a bit (we still like the fact it is faster than most unit) so that it can no longer avoid units like Valkyries for example.
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- Njörd recruitment price is now of 200 Kröwns and no Iron. (150 Kröwns + 5 Iron before)
- Njörd movespeed has been reduced a bit.
Knowledge
We've seen a lot of confusion and/or frustration with how the knowledge Asset Export worked. It is very powerful in team play, while not following some usual rules about relation gains. Plus, in team settings, it created a positive feedback loop, where gaining kröwns by trading with allies would then lead to even more kröwns selling the gained relation with the relic.
For all those reasons, we've made several changes to the knowledge.
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- Assets Export[list]
- Knowledge has been reworked
- Shopkeepers can now send ⅔ of the resources they produce through a gift-route.
- This gift-route works as usual, clans or factions relation receive the totality of resources sent, and gain relations based on this amount.
- While they send resources, Shopkeepers no longer produce Kröwns.
- The fact the Caravan is damaged or not no longer has an impact on the gift-route.
Fame
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- Fame 200[list]
- Shopkeepers no longer gain a passive kröwns production (as this is now a start-with)
Relic
As mentioned previously, there was, until now, a very strong loop between Asset Export and the Relic, allowing for the production of a lot of Kröwns in a very short amount of time. In addition to changing how Asset Export works, we've also added back a cooldown on relation sales to stop the possibility of collecting huge amounts of kröwns in an instant.
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- dded a cooldown of 1 month on relation sales
UI
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- Made Njord price cut a passive ability, making it easier to find information on it.
- Njord price cut effect on the buildings has been reworked
- Added a tooltip on villager recruitement button displaying how long it will take before the villager "natural" arrival
To be added
Following this patch, and with the holiday season around the corner, we will take time to read your feedback and make more adjustement to the clan balance and features. For that reason, the Clan will join Ranked in Januray.
Thank you for undertsanding
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- Add a pre-visulalisation of where caravans are gonna deploy
- Adjustments to the clan balance and features based on players feedback.
Misceallenous
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Bugfixes
- Turtle - Caravan can’t colonize objectives tiles in Bifrost
- Turtle First Conquest Bonus has been changed to be stronger, and offer a more “extreme” and fun version of the clan to experience in this specific game mode. [list]
- New effect : Price of Villagers and Caravans are reduced by -40%.
Known Issues
- Kingdom - Fixed faith reward not granted from Miklagard with the second level of relation