| Unofficial Guild Warfare 2 Thread | |
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XViper
Posts : 830 Join date : 2013-08-23 Location : Australia
| Subject: Unofficial Guild Warfare 2 Thread Wed Sep 25, 2013 6:15 am | |
| and ITS HERE!!
For those that also had the Patch notes on Armor Games 'cut off', I managed to get the entire text.
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We are currently performing updates to the game! Please try again later! While waiting you can visit our links! BC Forum - BC Community Wiki - BC Rules
Today's Patch Notes:
The long waited Guild Warfare 2 is here!
All Regional Bonuses are now active. More information on bonuses can be found when pressing the upgrade button in the Guild Regions window.
There are three building types that make up the regional infrastructure: - Supplies, which affects the supplies produced per hour and the maximum capacity of storred supplies. - Defenses, which affects the regional defence capability against the enemy faction and rival guilds trying to gain influence against your guild. - Regional Bonus, which affects the level of effect of the corresponding regional bonus.
Regions now store and produce supplies per hour. Supplies are used to cover the upkeep cost of Defenses and Regional Bonus. Upkeep cost will be deducted from the regional supply storage every hour. If the storred supplies cannot cover the upkeep cost, infructrusture collapses down to affordable levels. - Regional Bonus levels collapse before Defenses. - Rich Area Regional Bonus has no upkeep.
The Guild Leader, Vice Leaders and Treasurers can upgrade, downgrade and cancel the construction of above types. - Regional buldings can be upgraded like normal buildings do, they take time but using the guild's resources instead. - Any regional construction can be canceled for a full refund in resources. - Any type can be instantly downgraded for a half refund in resources.
Defenses provide a new defence container along with the current regional container. By building Defenses, points are added to that defence container up to 100%. Every time the enemy faction or a rival guild attacks a region that has defenses, a fraction of the conquest or influence points gained by the enemy will be absorbed by Defenses instead of fully affecting the regional or influence container. The absorption capability depends on the level of the Defenses. Consequently, as players continue to attack a fortified region, Defenses will gradually collapse and the absorption rate will eventually drop to zero.
Mercenaries can now be hired and brought into battle! The Army tab now includes a 'Recruit Powerful Mercenaries' button that will take you to the mercenary options. - Mercenaries can be hired with gems up to level 10, or gold if the player's guild controls a region with the corresponding Regional Bonus. - Mercenaries have contracts which binds them to fight for you for a set number of days. Each Mercenary can be fielded up to 20 times per day, a number which will automatically fully replenish every 24 hours from the time the cntract was signed. - The player can renew an expired contract with a 25% discount in gems or gold (if the player's guild can support that mercenary). This option will be valid for 24 hours after the contract expiration, after which time the mercenary will forever abandon your army.
Mercenary common traits: - No healing required. - Do not gain Experience. - Will not gather loot for you. - Cannot equip gear or heroes. - Do not benefit from your research bonuses. - Only one Mercenary is allowed per 1000 Army Points.
Fixes:
- Battle sounds have been optimized to be smoother.
- Several bug fixes (thoroughly discussed in the forum and optimizations.
We thank you all for your dedication and patience!
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Bonezz
Posts : 47 Join date : 2013-08-23
| Subject: Re: Unofficial Guild Warfare 2 Thread Wed Sep 25, 2013 6:22 am | |
| Ok... so "does not collect loot for you" .... so their AP isn't added to loot amounts?
yerp--never using a merc then, I fight for rewards.
Even if -THEY- don't collect loot from the corpses of fallen enemies, doesn't mean my OTHER units on the battlefield can't just... pick up what they don't.
Really not liking/understanding this aspect of mercenaries.
Don't much care for the fact they can't wear equipment either. A Major aspect of progression as a player isn't just getting new types of units (yay HI and cav!) but also making your existing units more deadly with better equipment!
I'd understand if it took 5 fragments for each spot, like heroes, but.... I'd still prefer something. | |
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Bonezz
Posts : 47 Join date : 2013-08-23
| Subject: Re: Unofficial Guild Warfare 2 Thread Wed Sep 25, 2013 6:23 am | |
| Oh god, I just read the "does not benefit from research"
So.... once I finish my tech tree, my LIA get a bonus 21 melee/armor, and end up rocking even naked, for a lot less AP than a merc? | |
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Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: Unofficial Guild Warfare 2 Thread Wed Sep 25, 2013 6:24 am | |
| The AP never got you any loot per se. The units, their lvl and their type is the indicator. Gearing up (= more ap) is not increasing rewards for all i know. | |
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XViper
Posts : 830 Join date : 2013-08-23 Location : Australia
| Subject: Re: Unofficial Guild Warfare 2 Thread Wed Sep 25, 2013 5:16 pm | |
| You could also imagine the Mercs taking the loot for themselves. They might help you win the battle, but there would probably be an agreement that they get to keep any loot they find for themselves. | |
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XViper
Posts : 830 Join date : 2013-08-23 Location : Australia
| Subject: Re: Unofficial Guild Warfare 2 Thread Wed Sep 25, 2013 5:18 pm | |
| What happened to the vault mechanics? I thought that was going to be part of GW2? | |
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Bonezz
Posts : 47 Join date : 2013-08-23
| Subject: Re: Unofficial Guild Warfare 2 Thread Thu Sep 26, 2013 12:39 am | |
| - XViper wrote:
- You could also imagine the Mercs taking the loot for themselves.
They might help you win the battle, but there would probably be an agreement that they get to keep any loot they find for themselves. Then WTF am I paying them for? | |
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Broodzero
Posts : 63 Join date : 2013-09-11
| Subject: Re: Unofficial Guild Warfare 2 Thread Thu Sep 26, 2013 7:47 am | |
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Ellthune
Posts : 170 Join date : 2013-08-18 Age : 25 Location : Florida
| Subject: Re: Unofficial Guild Warfare 2 Thread Thu Oct 03, 2013 8:00 pm | |
| - XViper wrote:
- and ITS HERE!!
For those that also had the Patch notes on Armor Games 'cut off', I managed to get the entire text.
******************************************************
We are currently performing updates to the game! Please try again later! While waiting you can visit our links! BC Forum - BC Community Wiki - BC Rules
Today's Patch Notes:
The long waited Guild Warfare 2 is here!
All Regional Bonuses are now active. More information on bonuses can be found when pressing the upgrade button in the Guild Regions window.
There are three building types that make up the regional infrastructure: - Supplies, which affects the supplies produced per hour and the maximum capacity of storred supplies. - Defenses, which affects the regional defence capability against the enemy faction and rival guilds trying to gain influence against your guild. - Regional Bonus, which affects the level of effect of the corresponding regional bonus.
Regions now store and produce supplies per hour. Supplies are used to cover the upkeep cost of Defenses and Regional Bonus. Upkeep cost will be deducted from the regional supply storage every hour. If the storred supplies cannot cover the upkeep cost, infructrusture collapses down to affordable levels. - Regional Bonus levels collapse before Defenses. - Rich Area Regional Bonus has no upkeep.
The Guild Leader, Vice Leaders and Treasurers can upgrade, downgrade and cancel the construction of above types. - Regional buldings can be upgraded like normal buildings do, they take time but using the guild's resources instead. - Any regional construction can be canceled for a full refund in resources. - Any type can be instantly downgraded for a half refund in resources.
Defenses provide a new defence container along with the current regional container. By building Defenses, points are added to that defence container up to 100%. Every time the enemy faction or a rival guild attacks a region that has defenses, a fraction of the conquest or influence points gained by the enemy will be absorbed by Defenses instead of fully affecting the regional or influence container. The absorption capability depends on the level of the Defenses. Consequently, as players continue to attack a fortified region, Defenses will gradually collapse and the absorption rate will eventually drop to zero.
Mercenaries can now be hired and brought into battle! The Army tab now includes a 'Recruit Powerful Mercenaries' button that will take you to the mercenary options. - Mercenaries can be hired with gems up to level 10, or gold if the player's guild controls a region with the corresponding Regional Bonus. - Mercenaries have contracts which binds them to fight for you for a set number of days. Each Mercenary can be fielded up to 20 times per day, a number which will automatically fully replenish every 24 hours from the time the cntract was signed. - The player can renew an expired contract with a 25% discount in gems or gold (if the player's guild can support that mercenary). This option will be valid for 24 hours after the contract expiration, after which time the mercenary will forever abandon your army.
Mercenary common traits: - No healing required. - Do not gain Experience. - Will not gather loot for you. - Cannot equip gear or heroes. - Do not benefit from your research bonuses. - Only one Mercenary is allowed per 1000 Army Points.
Fixes:
- Battle sounds have been optimized to be smoother.
- Several bug fixes (thoroughly discussed in the forum and optimizations.
We thank you all for your dedication and patience!
******************************************** Woot! | |
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