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 Update 21-10-2013

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RuneSlayer

RuneSlayer


Posts : 3124
Join date : 2012-11-13

Update 21-10-2013 Empty
PostSubject: Update 21-10-2013   Update 21-10-2013 I_icon_minitimeMon Oct 21, 2013 9:00 am

Fixes:

- A bug causing miscalculations in CPs earned, due to wrong defenses values has been resolved.

- A bug causing Boost Packs not adding up to the AP value of a unit/hero has been resolved.


Changes:

- The XP values of the Mercenary units have been increased.

- Impact damage cooldown has been increased by 30 secs.

- Gems cost of XP for units and heroes has been significantly reduced. A more user friendly system has been implemented. Players can now click on the + button next to the XP bars of units and heroes to open the XP purchase window.

- Buffed units in a CO-OP will now be indicated with the level to which they have been buffed in green color.

- The Tutorial has received some love with some changes in graphics and logic. Pretty soon we will add more quests to continue the storyline of the "Black Stone". Global Quests are coming soon too... "hint hint"

- The preloader and the loading mechanism have been changed in order to improve loading times and prevent some problems we have been experiencing with the loading of the game. Please let us know if your loading experience has been improved and whether you continue to experience problems with loading or not (game not loading, etc.).

- The reward system/battle difficulties system have been changed.

i) If a player is defeated in any match (Solo, CO-OP or PvP) he will still receive 70% of the healing cost of his units.

ii) The contribution of a player in a CO-OP match will now determine the % of reward that he will receive when victorious. The bigger the contribution of a player, the bigger the reward. Friendly Fire will of course work as a negative value in the determination of a player's contribution.

iii) The MVP award will now also generate a reward for the player. It is 10% of the base reward he is receiving.

iv) The performance of a player in battle will also trigger another reward. According to the casualties sustained in a battle, a player could achieve a "Good Performance" (Less than 40% casualties) or an "Excellent Performance" (Less than 30% casualties). The first will generate an additional 10% reward and the latter an additional 15% on the base reward.

v) The higher the difficulty of a battle, the higher the multiplier on the base reward when a player is victorious. Also, drop rates have been changed and increased with a higher probability of both drop chance and rarity chance as the difficulty increases from Normal to Nightmare.

vi) The number of units brought in battle will also regulate the drop rate probabilities. The more units are brought in battle, the higher the chance of a drop and the higher the chance for a higher rarity fragment.

vii) AI units will now be equipped with gear with the GS value depending on the battle difficulty. It DOES NOT depend on the GS value of the player's army. Instead, it only depends on the battle difficulty and the level of the AI units.

viii) AI gear will now be added in the reward value of the player. Therefore, the bigger the GS value of the AI army and the higher the rarity of items it is using, the bigger the reward in the end. Think of it as spoils of war...

ix) Very high level armies which are fighting on Easy and Normal will not be receiving the 100% base reward value.

In general, the lower the casualties sustained in a battle, the higher the difficulty of the battle, the more units brought in a battle and the more valuable the AI gear is, the higher the drop rate and the reward will be.

Insane and Suicide difficulties should be added by the end of this week with even higher drop rate chance and rewards. However, these difficulties are exactly what their name suggest and are intended for high level players or really courageous ones... Wink

- The "Unbreakable" special ability of the Undead has been changed as follows: They are still unbreakable and therefore will never flee, but each time they fail a Morale check which would normally lead any other unit to a flee effect they lose 1 HP instead. The more casualties an Undead unit sustains, the weaker the connection becomes between the Undead and the Necromancer and therefore it becomes very difficult for the Necromancer to control the weary souls of the fallen soldiers, who just want to return back to their eternal sleep.

Custom Army Banners are coming up!

Have fun and as always thank you for your continuous support!
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