Opening the attack menu on Orc or Outlaw owned lands will now give the option to (auto attack)
The attack will be automatically simulated based on the troops you attack with and how well defended the area is, you have a chance to completely lose the battle if you do not send enough troops.
Your technology levels and generals level play a role in allowing you to attack with fewer troops and take less loses.
Only resource rewards can be gained through auto attacking.
General experience gain is lower when auto attacking.
Only shields are drop-able during auto attacking, plains drop lizards, forest drop vengance and so on right up to outlaw fortresses dropping the shields required to be promoted to emperor.
You will always lose a percent of attacking troops, it is up to the players to work out how to use auto attack with the lowest possible losses.
This system was requested by some people as a means to farm for shields without playing out every single battle, instead of time the cost will be troop loses. Manually attacking is still the best way to obtain shields and other items.
Power Levels
Each player has been assigned a 'power level' based on their current prestige, this level will raise as your prestige does.
By default you can only attack (and be attacked) by people the same power level as your, or one lower/above.
You can always scout anyone, regardless of power level.
If you want to attack a player who is much higher than you, you can turn your power level off, this will however enable them (and anybody else) to attack you.
While your power level is off you can only attack people in the higher direction.
You can not turn your power level back on for 3 days after turning it off.
This system has been added to give smaller and newer players more of a chance to grow and build up. People in the higher tiers who lack targets can rest assured that smaller people will eventually be in range to battle.
Drop Rate & Shields
locations no longer drop one of two different types of shields, instead each location has it's own designated shield that can drop. This will strongly increase the chances of getting the exact shield you need, so long as you are attacking the correct locations.
More random items have also been added to possible drops
It is now possible to win random items when attacking player cities also, so long as you kill troops, more troops killed equals a higher tier item could drop.
Same as above but you can also get shields when attacking a player, if you do it will be whatever shield you currently need for a promotion.
Items won from players do not come from them (they don't lose items).
This change is due to feedback about the current shield drop rate.
Changes
Troop reinforcement packs have been removed from the shop, they can now only be obtained as drops in battles (due to player feedback).
When attacking a player city (level 2 townhall) you can now only use a max of 80 troops, to make defending a player city more of a possibility.
When attacking a player village (level 1 townhall) you can now only use a max of 60 troops, to make defending a player city more of a possibility.
The range of defensive traps and abatis has been lowered.
General experience gain in all battles has been increased (Including famous cities).
Cities will no longer produce points when its at zero loyalty, to prevent repetitive farming of inactive cities. If the players account goes into inactive mode their city will go back to 100 loyalty so they don't rejoin with nothing.
Added a 'mark all as read' button in the reports list so you don't need to go through each page of rewards.
Fixes
Fixed a bug where when you would get a mail it would say '0' instead of '1'
I'm still hard at work on the massive update, these smaller ones will still occur when issues come up or new content is needed to correct unfair play
Change Log
New
Successfully attacking a famous city that is on zero loyalty will now give you ownership of the famous city (If you have an open city slot).
Added the wolf slayer event (begins this weekend)
Changes
The general buffs (Homage and Devotion) that used to give no negative effects to general loyalty now instead provide 2X exp gain for your general for 2 or 7 days, depending on the item used.
Using the speech option to increase your cities loyalty has had its cooldown lowered from 30 to 15 minutes.
Increased item drop rate (read below for more information)
Fixes
Fixed a bug where training some cavalry units was showing the wrong cost, causing a resource sync error with the server.
Fixed a bug where cities could be randomly teleported on top of other cities.
Fixed a bug where you sometimes were not getting warned that you were just attacked.
Fixed a bug where both servers (world 1 and 2) shared the same saved map coords and blocked players.
Fixed a bug where you would get stuck on the 'Constructing new city' screen requiring you to re-launch the game.
Fixed a bug where players could randomly be loaded into someone elses city.
Additional Information: Drop rate (shields)
I've been getting quite a bit of negative feedback regarding shield drop rate, mostly for players trying to obtain smithing, boar and higher shields. The reason people feel the drop rate has been 'lowered' is because Lizard and Vengence shield drops are dependent on your current in-game title, giving new players a quick way to get to three cities, however the higher level shields only drop in specific locations that people are not paying attention to (seen in the promotion section of quest)
For example, If you want boar shields. Jungles and lakes drop an assortment of boar shields, smithing shields and a few other items. This means each attack on a jungle or lake will give you a 37.5% change to obtain the shield you're trying to get, up from 25% before this change log.
What I'm currently working on Currently I'm working on a massively updated version of World Of Conquerors, this will include the following (and more)
A new race, maybe two
Improved RTS combat
A better looking UI
More cosmetic items
The removal of some shop items deemed as overpowered towards paying players
A battle arena where players can face each others armies and generals
The ability to fight large famous city type battles against AI co-cooperatively with other players from your alliance
The ability to manually defend your city if you are online when it is attacked
It's pretty clear this is a huge update and will take me quite awhile to complete, I can't give a time frame yet, but I just wanted people to know what I'm working on and whats in store for the future.
Reviews please! We could really do with some more reviews so if you've spent some time playing then please post a review, we're sitting on 'mixed' reviews currently as there has been some really silly negative reviews.
World 2
World 2
World 2 has just opened, a month after release new players are looking for somewhere to start out on an even playing field.
Who will conquer this new world?
Change Log
Todays change log introduces options to assist alliance members who are being attack
Alliance Asssit You will see the following options when you click on an alliance members city on the map screen.
Rebuild Defences, rebuild all of the traps / abatis and towers inside an alliance mates city for a fee of resources and build points.
Orc Mercenaries, pay a band of orcs to protect all of the treasure points in an allies town (120 orcs), the city must have no defending troops left for this option to be useful.
Speech Scroll, use a speech scroll to increase your alliance mates loyalty back to 100.
Loyalty Drop There is a change to the way loyalty drops when a city is attacked
From 100 to 50 loyalty a city will drop 10 loyalty each time it is successfully attacked.
All drops below 50 are also 10 but there is a 30 minute cooldown between each drop, so long as the attacker attacks it after the cooldown ends.
This means it would take somebody a total of 2 1/2 hours to get a players city to zero if they are not stopped.
Famous Cities (zero loyalty) The following now happens if a famous city reaches zero loyalty
The city will lose its special abilities for 1 week, this includes...
The options available to give resources/points and items, and to burn points, resources and troops.
The city will lose its ability to send 125 troops in a battle.
The city will lose its ability to defend with 40 soldiers per treasures (this will default back to 30 per treasure).
There is no change to the population buff that famous cities get.
I am still debating with the idea of famous cities being capture through pvp, I wouldn't mind some input on how you guys feel about this option?
Fixes
Fixed the mounted scouts being free to march with during attacks.
Fixed some display errors left over from the resource re-scaling change.
Fixed the towers that couldn't be interacted with when attacking a player fortress.
Fixed a bug that caused the map to become stuck after a player owned famous city was successfully attacked.
Fixed a bug where the wrong resource numbers were coming up in some pvp battles.
Fixed a lot of backend code that may have contributed to some of the other bug reports lately such as troops not training, resources not moving around etc etc.
Change Log
Resource Scaling
Every cities resources and resources currently listed on the market have been scaled down to 10% of their original value.
All troop, building and other resource cost have been scaled down to 10% of their original value.
All resource rewards in battles, quest, items etc have been scaled down to 10% of their original value.
This change is because your cities capacity is 9,999,999 and it was quite easy to full this number up, it's also a lot easier to read and understand lower numbers.
Alliance Reports
When opening the alliance menu (if you're in an alliance) you will see a new section under the menu, this will show 30 of the most recent attacks against your alliance members, including how long ago the attack occurred, the target and attackers locations and whether or not the attack was successful.
Fortified Apartments Apartments can be upgraded to level 5, this will again double their tax income, build points generation rate and population capacity. This will better enable large cities to hold more troops for defence.
Cosmetic Statues
Added to the store/items menu are 7 cosmetic statues, these can be purchased and used on your cities to add a large statue (seen on the map screen) and multiple smaller statues (seen inside your city view)
The statue items do not get consumed upon use, so you can use one item on all of your cities if you wish
The statues give no in-game advantage other than possibly making your city appear more threatening to enemies
Market Changes
A new button has been added to the market menu to cancel all listings you have in that city, all of the resources will be returned to your city immediately, there is no cost for using this.
Posting resources for sale now cost a small tax dependent on the amount of resource you are listing
If your city is successfully plundered, all of your market listing in that city will automatically cancel and returned to your city (after the attack)
Changes
Swordsman hitpoints have been increased to 400 (from 300) this will make them slightly more useful
Troop prices have been altered, mostly increased. People don't appear to be having any problem gaining large amounts of resources so this shouldn't be an issue
The text showing number of unread mails and reports has been made larger
Troops defending player cities will now search a little further away for enemies
Greatly improved map performance, the map should not take so long to load anymore. This might also help to lower the number of crashes people experience when entering a battle
Fixed
Fixed a bug where you weren't always informed that something you had listed was sold
Fixed a bug where in some instances your mounted warriors would turn into mounted scouts (though this would correct with a relog)
Fixed a bug in the market where the march points cost was being determined by buy price rather than amount listed
Fixed a bug where the wrong attack stat was shown for archers and longbowmen in the archery range
Fixed a bug where some peoples daily quest would not reset all of the time
Fixed a bug where some treasures would display the wrong amount during and at the end of a battle (though you were paid the correct amount)
Fixed a bug where scouting outlaw fortresses could give you an error
Fixed a bug that prevented generals benefiting from movement speed technologies
Fixed a bug that after using the market your resources could have miss-matched with the server, causing instances of other things not working correctly
Change Log
New
Event System - Weekly or Bi-weekly server events will be held for awesome rewards and titles, the event button will show up a few days before an event is set to start with information on the upcoming event.
Tech, March, Build and Training points can now be plundered a long with resources during pvp battles, this is to make defending yourself and attacking other players more of an important and profitable feature.
Changes
The default attack of archers and longbowmen have been lowered, but their attack speed has increased, this seems to have fixed the miss-firing issue they were having.
For the time being exiting or crashing from a battle (non-pvp) will give you back all the troops you sent into battle, this is only a temporary measure until other issues are resolved.
Fixes
The bug that would cause your screen to freeze while attempting to build a new city has been fixed.
Fixed a bug that was causing a population miss-match. [
' Fixed some more spelling errors
As always, please post detailed bug reports if you encounter any issues or see the above fixes still broken
Change Log
New
Added a basic tutorial for beginners, it points out some of the most basic features for people first opening the game.
Added an option to disable the flags waving on the map screen, this can be found in the options menu under 'General'. This is great for people who experience frame rate issues on the map.
Added an option to disable the cooldown fire and smoke animations on the map screen, this can be found in the options menu under 'General'. This is great for people who experience frame rate issues on the map.
Changes
Improved the defence manager in the townhall, it should now be a lot easier to use.
Fixed
Fixed a spelling error on the improved farm.
Fixed a bug where you could build a negative number of defence structures.
Fixed a bug where scout reports on AI controlled land were not properly showing what was really there.
Fixed a bug where destroyed towers in pvp fights were not deleting.
Fixed a spelling error on empty barrels.
Information on some other bug reports
There have been a lot of bug reports coming in relating to troops vanishing after you train them, I still haven't narrowed down the issue but I think this has something to do with players using the 'train max' button and you are told you have trained # number of troops, however you couldn't actually afford this so the troops were not saved and your resources were not used.
Re-logging would show your resources have returned and the troops are gone, so if you try to attack something and it doesn't start, or you try to move troops between cities and it doesn't work, it's because you don't really have them troops.
If this happens to you please bug report as much information as possible about what you did before this occurred, such as what troop type you trained, how many you trained, what techs you have for troop cost and what state you're in.
This will help me fix this issue much quicker.
Thanks to all our awesome players, we continue to grow daily and the future is looking bright :)
Change Log (City Loyalty System)
City Loyalty
Cities will now have a loyalty rating shown near the population, ranging for zero to 100.
Each time your city is successfully attacked its loyalty will drop by 10.
You can increase your loyalty by paying a gold fee once every 30 minutes, this will increase the loyalty by 20 each time it's used.
A new item 'Speech Scroll' has been added, this item can be used to increase your loyalty to 100 with no cooldown.
Effects of negative loyalty
100 - 90: no effect
80 - 61: lowers the effectiveness of your warehouses by 12.5%
below 50: No movements can occur from your city (you can't attack, scout or move resources, troops or generals out of your city)
60 - 41: lowers the effectiveness of your warehouses by another 12.5% for a total of 25%
40 - 21: decreases the cities production by 25% and further lowers the effectiveness of your warehouses by 25% for a total of 50% less effective
20 - 1: decreases cities resource production by another 25% for a total of 50% less production
0: completely stops all resource production in the city and the city will continually burn on the world map
The city loyalty system is designed to give attacking players more purpose and reward. If someone is attacking your alliance you can now hit and wipe their city multiple times to get them to stop, or at least make it as hard as possible for them.
Inactive Accounts
All accounts that were over 1 week old were flagged as inactive and removed from the map.
If your account gets flagged nothing is lost except your position in the world, upon rejoining the game you are given the option of what state to randomly move your city(s) to so you can continue playing.
1 week was only the time period for the first wipe, future cleanups will be further apart.
New
New defence set up when attacking players fortresses, there are now two slightly different locations you could be spawned onto (more to come)
Attack reports - After successfully attacking somebodies city you will now get a report showing the resources you gained and the troops you killed (attack fail reports still to come)
Fixes
Renown was not being given correctly when you successfully defended, you were only being rewarded for what the attacker lost after their last treasure capture rather than their total loses
Fixed a bug where a cities defending general did not have to be in the city to defend it
Fixed a bug where scout missions told you they cost march points (they're actually free)
Fixed a bug where people could get stuck on the exit battle screen when exiting a pvp battle
Change Log
New
New accounts now start with a tavern, an apartment and one of each resource production building in their first city.
If you (exit to map) or close the game while in a battle, 50% of the troops you sent in your attack will be returned to your city, this will cost a fee of gold. If you do not have enough gold in your city, no troops will be returned.
Exceptional Buildings (level 4)
Four buildings can now be upgrade to level 4 (Apartment, Barracks, Archery Range and the Stable)
To upgrade one of these buildings to level 4, that cities townhall must be a fortress (level 3)
Improved troop buildings give a much higher amount of march, infantry and cavalry points per hour.
The level 4 apartment further increases your cities population limit and increases that cities build points and gold accumulation.
Fixes
Fixed chat bugs where people would jump around from channel to channel when changing scenes or chat size.
Fixed a bug that incorrectly told players they had -1 coins in their accounts.
Fixed the (kill 100 scouts) daily quest
Fixed a bug that had swordsman doing an attack animation when they were hit by an arrow.
There are still some bugs that I'm working on but most of the worst are fixed now, this will give me more time to add new features and improve on current features.
There is an issue at times when training troops, if this issue happens to you it appears as if you have lost troops because you can not move them from your city or attack with them, however you don't actually have the troops and no resources were consumed. I'm still trying to isolate exactly how this occurs, it will be some combination of techs/state bonus miss-matching with serverside checks. If you suffer this bug please post a bug report with as much information as possible such as... * Troop type * How many you trained * Your techs for troop training * What state bonuses your city has
Thanks for everyones support over the past 10 or so days, it's been great, and will get even better :)
Change Log
Changes
Level 3 apartments now add 150 to your population limit (up from 100). This is to make holding a defence, scouts and attacking force easier, depending on how things turn out this may increase more in the future.
You will now receive a battle report if somebody unsuccessfully attacks you.
Quarries and Iron mines now pay the same amount of resources as farms and lumber mills.
Added a reset account limit of three resets because people were exploiting it to make get around peoples block list and spam world chat.
The city defence (Mercenaries) now provides slightly less outlaw soldiers
The hitpoints and attack of traps, abatis and archer towers in your cities defence have all been lowered.
Fixes
Losing defence scout reports will now show the correct amount of deaths on the defender side.
Fixed a bug where switching to alliance chat and then opening the map would freeze up your map screen forcing a game restart.
Fixed a bug where some battles could end before all treasures were acquired.
Fixed a bug where you could build city defence with enough resources (although the defences did not save)
FIxed a bug where new cities could appear ontop of other peoples cities (if this has happened to you just bug report it and ill fix you up)
Fixed a bug that made it difficult to select some mounted generals.