As has been the custom for the last few resets, a new code-base will be rolled out along with the reset. We've ended up with quite a lot of new features in this forthcoming build, including:
- The ability to hide the staff notice for the duration of your gaming session
- A new look and feel to the Offer screen. Now, instead of just a single text box to enter your tithe, you have a selection of choices. In addition to the custom offer, you can select from some of the common amounts to be tithed (without resorting to using a calculator). Options include Max 9's, Midi (income x10) and Micro (income x2). In addition, the screen will now include a summary of the various tithing gifts, and will cross them out as each is awarded allowing you to keep track.
- We've added some additional tweaks to the restore system. Instead of getting 75% of the land from the restore you will now get 80%. This is combined with leaving other values at 75% to ensure that there is al least 'some' open land to build on during protection. We've also added some down-sides to the Restore Protection Period (RPP). BRT, TRT and the effectiveness of Inspire/Chant are now reduced during RPP. New restores will now start with 10,000 gold (to prevent the need to chant immediately) and will be capped at 20,000 open acres (there is no cap on built acres).
- We've got a new design for the Training screen up for feedback (the old version is still accessible if preferred). The new training screen simplifies the process by only listing troops to train that you 'actually have'. As opposed to the traditional screen which showed every level of every troop, regardless of whether or not you actually had troops of that type and level to train.
- Spell 1, previously known over the years by either `Inspire Devotion` or `Calming Chant` is now split into 2 spells using the previously mentioned names. `Calming Chant` remains as before, a spell which boost income for the duration of it's casting. `Inspire Devotion` boosts immigration for the duration of casting (it will fall back to income should maximum population be reached).
- Spell 3, previously known as `Shattering Calm`, `Rousing Wind` or `Foul Light` depending of which faith you selected is broken down into 3 distinct spells. `Shattering Calm` will work as it previously has, destroying magic buildings and killing peasants. In order to make the specific spells more worthwhile the levels destroyed and killed have been slightly reduced. `Rousing Wind` will now specifically target magic buildings (at a level slightly higher than the original spell). `Foul Light` will just kill peasants (at the level of the original spell). Chances of backlash have been reduced for the two new variations of the spell.
- Spell 6, previously known as `Hurricane`, `Lightning Lance` or `Banshee Deluge` depending on faith has also been broken down into 3 spells. `Hurricane` remains as before (although slightly less effective). `Lightning Lance` now targets only Forts (at the strength of the original spell). `Banshee Deluge` now targets all buildings except forts (at the strength of the original spell). All three versions also kill peasants at the same rate as before. Like with spell 3, the more targeted variations have reduced backlash chance.
- Troop Stats & Game Info are now integrated modules that will not cause you to leave your kingdom. Both screens have been slightly improved, with Troop Stats now giving a lot more context about what the different bonuses actually mean. Each section on the Game Info module are accompanied by a description explaining what the option actually does.
- Scum prices have been slightly changed. Instead of there being a 300 gold difference between races at each scum level, there is now a 150 gold difference. This should equate to lower scum races being able to purchase a bit more scum. Where prices were originally "(1/5) 2700, (2/5) 2400, (3/5) 2100, (4/5) 1800, (5/5) 1500" they are now going to be "(1/5) 2100, (2/5) 1950, (3/5) 1800, (4/5) 1650, (5/5) 1500".
- Scum military strengths (for GR) have also been changed. Previously all scum troops were configured to be defensive in nature. This has had an effect of making them useless for offensive GR, and the game option have progressively been used less because of this. All scum troops will now be 50:50 when it comes to GR offence and defence. This means that the cheaper scum troops of the better scum races are troop-for-troop less powerful than the more expensive scum of the low-skill scum races. But this will essentially equalise as you can hold more of the 'cheaper' scum.