RE: A New Era Has Begun - Crownrend Update
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If a battle is unsuccessful for an attacker, does that mean the defenders killed 100% of the attacking units?
No, it means you were not able to defeat the defenses.
You have to kill 100% of the defenders to win.
Damage = Damage unit does in a round.
Shield = Replenishes in between rounds.
Health = Doesn't replenish in between a round.
If health reaches 0, unit is killed.
0
0
0.000
I find the nerf to vault to be a little excessive. Going from claiming 19 million to claiming 1.2 million means I max out my vault in about 20 mins then the rest is wasted. I'm guessing that it is balanced around having armies maintenance cost to make the difference but it will take me a VERY long time to make up 18 million in maint. costs. I just hope you did testing to ensure this ratio is good for the long run! a step down over a month or something would have made the change easier to swallow.
Can you give some light on how maintenance costs work? There are 2 lines for the unit upkeep and I can't tell what makes the second one higher
As you have bigger and bigger armies the maintenance cost increases, Base Maintenance cost is when you don't have any extra maintenance cost due to army size. And Maintenance cost shows how much it will cost to maintain that unit with the increased maintenance from the army size.
I am working on a vault change that is less harsh but also on a way to reduce production on the top end. Multiple people generating 200M a claim is a bit problematic and the change was aimed to reduce their claim amounts without affecting other low level players overtly.
Yea, I think its a good change overall, just a bit of a surprise. I wouldn't have such a high mine level but that will just offset my main cost for armies in the future. Balance is the hardest to manage, especially when it's pay to win. I don't envy your position! The recent update seems a little better.
Just noticed that the denar production rate was cut too. Makes sense but now the army maint costs are relevant. Only issue i could see is now it disincentivizes me from buying chests since I don't need the increased army size/maint cost. Maybe a building stat to reduce army maint costs overall or of a specific group? Good changes overall for the health of the game though.
We will add a PvE mission for armies where you could as a reward get chests (standard/war/consumable), resources or encounter hostiles. Which would give your armies some attrition, so you might need those to replenish your armies etc.
And balancing is still in progress, we might change the points where increased maintenance from army size happens.