Monarchy Change Log

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Monarchy Change Log

Postby Kaz » Sat Jan 26, 2013 6:27 pm

Changelog - Version 2b (16th Sept 2012)

  • The following changes have been made:

    Offer
  • Troop gifts replaced with land and buildings
  • Slight bonuses to races with higher tithe scores, get bonuses slower therefore keep larger tithes longer.

    Home
  • If no scrolls have been saved to UB for 4 hours, update the stored scrolls

    Expenses
  • Fort expenses tweaked

    Scrolls
  • Rank by Land instead of Networth
  • Now including live values, rather than values from last refresh
  • Reverted to original system where kingdom size, number of scum and rank determines how many kingdoms you see.
  • Added link to switch out of limited scrolls view, back to full view

    Score
  • Rank top 20 by Land instead of Networth

    Quad Ranks
  • Rank by Land instead of Networth

    Scum
  • Turns to attack is now based on Land instead of Networth
  • Increase in turns needed for attacks is faster (and reaches higher numbers of turns) when not 'at war'
  • Quad is included when scouts are saved to UB
  • Quad is listed in scout output
  • Centaur Kill Scum option split from Intercept Caravan (Centaur can now do both)

    Sorc
  • Spell 6 destroys more forts and less buildings
  • Turns to attack is now based on Land instead of Networth
  • Increase in turns needed for attacks is faster (and reaches higher numbers of turns) when not 'at war'
  • Low sorc races can cast fog again
  • Sidhe Summon Temples spell split from Summon troops spell (Sidhe can now do both)
  • Backlash should no longer output a second copy of the sorc screen
  • Backlash should no longer show on spells 1, 4 or 5 (as no temples were being lost on those spells anyway)
  • Drastically reduced the amount of friendly temples destroyed by casting the top spell. In some cases this was previously destroying more temples than full backlash destroys.

    War
  • Turns to attack is now based on Land instead of Networth
  • Increase in turns needed for attacks is faster (and reaches higher numbers of turns) when not 'at war'
  • Fixed reported fort destruction values
  • Reverted offensive and defensive troop/fort losses to original canon 'alpha/prophets' values
  • Slightly increased fort losses for war actions (calculated with troop losses), slightly reduced war action fort losses with buildings (calculated when taking land)

    UBScouts
  • Update Scrolls, output shows land not networth
  • The Den lists all scrolls (including automated scrolls from war decs)
  • The Den doesn't mention guild of player that submitted scouts in dropdown
  • The Den shows land when viewing old scrolls
  • The Den is formatted to use the display prefs (e.g colours and font choices)

    UBSolo
  • Current Scrolls now show land not networth
  • Compare Scrolls now show land not networth
  • Update Scrolls, output shows land not networth
  • War history now shows land instead of networth
  • Kingdom history now shows land instead of networth
  • Declaring peace now actually updates the UB War lists (bug fixed)

    Races
  • Edited Sidhe Troops (names)
  • Edited Elemental Troops (names)
  • Added Fae Race (names and values)

    Tracking
  • Added new land variables into turn checker table
  • Added new maxland variables into ranking table

    Notes
  • Along with Land totals, rankings show a label relating to percentage built. These signify how much of the available land is built, without giving away the exact number of open acres.
  • dead kingdom : Rubble
  • <= 20% built : Farm
  • <= 40% built : Hamlet
  • <= 60% built : Village
  • <= 80% built : Town
  • > 80% build : City
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Re: Monarchy Change Log

Postby Kaz » Sat Jan 26, 2013 6:27 pm

Changelog - Version 2c (26th Jan 2013)

  • The following changes have been made:

    Theme
  • Changed the outer layout to make use of the new navigational buttons. Looks are now halfway between the old layout and the planned layout. Just need the finished artwork to start updating the screens themselves
  • Primary navigation is now URL based rather than form based

    Main
  • Removed summoned troops from the summary of T1 troops on the main kingdom page.
  • Added a summery of effect to the main kingdom page. Effect listed include ambush, fog duration, sorc shields, summoned troops and (for Sidhe) summoned temples.

    Township
  • Changed the format of the turns output. Now includes the totals for individual turns (which have been numbered), in addition to the summary of totals.
  • Split html code out of php code into separate template file
  • When in NPP, remaining turns are now shown (like kingdom info home page)

    War
  • Changed the format of the turns output. Now includes a summary of the totals, in addition to the totals for individual turns (which are now numbered).

    Sorcery
  • Changed the format of the turns output. Now includes a summary of the totals, in addition to the totals for individual turns (which are now numbered).
  • Output now displays under the selection of spells (like on other screens), rather than above them.
  • Split html code out of php code into separate template file

    Scum
  • Changed the format of the turns output. Now includes a summary of the totals, in addition to the totals for individual turns (which are now numbered).
  • Tweaked the output messages from scum kill to prevent repetition.

    Training
  • Changed the format of the turns output. Now includes a summary of the totals, in addition to the totals for individual turns (which are now numbered).

    Guilds
  • Have edited most of the interactive game modules in order to have them pull guild information from the game database, rather than a separate guilds database.
  • Have replaced a separate table holding membership and privs for each guild with a single guild_privs table
  • Have enabled guild creation on the development client
  • When viewing a guild member via the guild screen, incoming and outgoing assistance levels are show for kingdom allies.
  • When dropping a guild, all members get scribe advising that guild was disband.
  • When resetting alliances for kingdom (or all guild) scribes are sent to allies advising of this
  • Guilds are now ranked by land

    Bounty
  • Now able to set which bounties are available by config e.g. turns=yes, elan=yes, land=no, cash=no
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Re: Monarchy Change Log

Postby Kaz » Sun Mar 31, 2013 12:54 pm

Changelog Version 2.3 (31st March 2013)

  • The following changes have been made:

    Layout
  • Load / Save link will now show if kingdom has not attacked for 24 hours and restore mode is on

    Alliances
  • Error Messages added when trying to declare war while in restore protection, or on kingdom in restore protection
  • Added vio checks for Allies to downhit declare prevention
  • Added opitonal enforce mode for guild or quads. If mode is on you must be in a guild or quad to 'decalre war'.
  • Error Messages added when trying to send cash to ally while in restore protection, or to kingdom in restore protection
  • Fixed issue preventing kingdoms sending cash to other quad members from the alliances screen
  • Added message explaining limitations on kingdom declarations (assuming limitations are active)
  • Minor aesthetic changes

    DBConf
  • Aesthetic changes to ensure that layout is preserved when showing death or logged-out screen

    Township
  • Corrected unfair increase in BRT for larger kingdoms.

    Dead
  • Aesthetic changes to show text in appropriate font and colour based on style preference
  • Added option to 'Restore' Kingdom (assuming module is turned on)
  • Removed Stay Guilded option (doesn't work at the moment)

    Kingdom Front Page
  • Incrimented instance counter for freshly 'restored' kingdoms

    Restore
  • When restoring a kingdom, previous versions of your kingdom will be checked, and the largest buildscore (land+ building) available from the last 72 hours (or 72 hours prior to death) will be selected as a backup. Note: the duration e.g. 72 hours is configurable.
  • The restore process will remove 25% of the land, elan, population and each building type from the selected backup.
  • The restore process will remove all turns, troops and cash.
  • If restoring from a living kingdom, the process will cost 24 hours of turns (or maximum if less than 24 hours of turns)
  • If restoring from a living kingdom, you must not have attacked for the last 24 hours.
  • After restoring, your kingdom will enter a 48 hour period of protection which functions like NPP. Note: duration e.g. 48 hours is configurable.
  • Created functions to show what a restore will look like
  • Created function to do the restoration process

    Offer
  • Tidied code (no actual changes made)

    Quad
  • Ensured screen woul dnot display if quads were not turned on

    Rewrite
  • Added counters for guilded kills, deaths and turns absorbed
  • Added value to record last time kingdom was killed (used by restore)
  • Added additional counters to record last time kingdom was mobilised for offence and defence independantly.

    Savebuild
  • Added ability to restore your kingdom to the best version from the last 72 hours. Restore has consequences.

    Scrolls
  • Added key to show kingdoms that are in Restore Protection

    Sorcery
  • Added error messages for when spells are cast by (or against) kingdoms in restore protection

    Spell 3 (low sorc attack)
  • Added restore protection checks
  • Updated Offensive and defensive timestamps to show last mobilization.

    Spell 6 (low sorc attack)
  • Added restore protection checks
  • Updated Offensive and defensive timestamps to show last mobilization.

    Scum
  • Added restore protection checks
  • Updated Offensive and defensive timestamps to show last mobilization.

    War
  • Added restore protection checks
  • Updated Offensive and defensive timestamps to show last mobilization.

    Write
  • Improved SQL code security
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Re: Monarchy Change Log

Postby Kaz » Thu May 16, 2013 8:46 am

Mid Age Restore Bug Fixes
War declarations should now be wiped during death in a variety of contexts. These now not only include death as a result of one player killing another, but also `death` as a result of suicide, deletion and restoration.

I've also added a temporary fix that ought to allow a kingdom to declare peace if the kingdom it is declared on is dead or in RPP.

These are NOT tested on the development environment, so will hopefully work first time.
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Re: Monarchy Change Log

Postby Kaz » Sun Jun 02, 2013 10:51 am

Changelog Version 2.4 (2nd June 2013)

  • The following changes have been made:

    Layout
  • Added option to show or hide staff notice. Clicking to change the setting will load the home|kingdom module, setting will be remembered during the session for all games. News will default to show at the beginning of each new session.
  • Removed all legacy 'font' tags from HTML markup display when summarising turn information
  • Holiday and Fallen Friends messages now display on all screens (not just War, Scum and Sorc).

    Front
  • Minor Back end modifications effecting deleting news.
  • Minor aesthetic tweak to html markup of displayed news.

    Offer
  • Aesthetic changes to the offer screen
  • You can now chose between making a custom offer (manually entered like current system), or making an offer that is based on you current kingdom state. Alternates include : max offer (max 9's), midi offer (income x10) and micro offer (income x2)
  • Now lists a summary of the tithe bonuses, each bonus is crossed out once awarded
  • Added new 45k tithepool to replace the bugged pool used by guilds (without seeming quite so extreme as dropping to what the pool 'should' have been)
  • Added configuration setting allowing 8 and 9 digit tithes to be either enabled or disabled. Default remains 8 digits on, 9 digits off.

    Restore
  • Altered land amount to 80% to ensure that some open land is left to build on (buildings remain at 75%).
  • Added configurable variable to allow for a different RPP period if restore is as a result of death.
  • Kingdoms now restore with 10,000 gold instead of 0 gold. This avoids requirement to spend first RPP turn inspiring for the cash to build.
  • Open land on a restored kingdom is capped at 10,000 acres. There is no cap on built land.
  • Half the turns required to purchase a restore will be available as 'starting turns' in RPP.

    Load / Save / Restore
  • Edited text on Restore screen to reflect change to land percentage and starting gold.
  • Corrected text that shows when you've not made any offensive actions all age.

    Township
  • Reduced BRT by 50% during RPP. BRT will round down, so at higher levels BRT will only increase every 10%
  • Removed all legacy 'font' tags from HTML markup
  • Added additional information regarding how many buildings are required to increase BRT

    Training
  • Reduced TRT by 50% during RPP.
  • Separated Training screen markup from code, removed legacy font tags.
  • All new screen layout. Only shows troops when you have them, rather than showing every possible level of every possible troop. Initially will ship with link to revert to original version of the screen pending feedback.

    Sorcery
  • Added customisations for Spell 1. Now have 2 options boost income or boost immigration. Immigration spell fails over to income boost if kingdom is at (or reaches) maximum population.
  • Reduced income boost on Calming Chant from 2.5 to 1.75 during RPP.
  • Reduced immigration boost on Inspire Devotion from 0.0025 to 0.00175 during RPP.
  • Added targeting customisations for Spell 3. Now have three options: combined, magic buildings or peasants.
  • Added targeting customisations for Spell 6. Now have three options: combined, fort buildings or other buildings.
  • Backlash message should now always show when offensive sorcery fails.
  • Correct building name for your race should now be used, when reading defensive news advising "we need more temples", on spell 6.
  • Removed all legacy 'font' tags from HTML markup
  • Holiday mode only prevents offensive spells from being used. Summons can now be cast during holiday time.

    Hire
  • Altered troop cap so that when the remaining total divides exactly into the price of a troop it allows you to buy, rather than tells you that the land cannot support the purchase. (Essentially changed troopcost >= cap into troopcost > cap) for failure

    Alliances
  • Added configurable variable which prevents declaring kingdom vs kingdom war for addition time AFTER leaving RPP.
  • You should now receive the intended scribe when your alliance offer has been accepted.

    Ultimabase
  • Added data for accurate land values (taken from scrolls) to each of the different scout output options

    Guild Ranks
  • When loading the guild ranks (without having specified an order), the order will be chosen randomly out of the current options (total land score, average land score, total networth, average networth and number of members).

    Race Data Class
  • Amended to pull new race data variable for spell 3 and spell 6

    Race Data Values
  • Added additional variables to differentiate between combined and targeted versions of the lower and upper sorc spells
  • Changed prices of scum troops from "(1/5) 2700, (2/5) 2400, (3/5) 2100, (4/5) 1800, (5/5) 1500" to "(1/5) 2100, (2/5) 1950, (3/5) 1800, (4/5) 1650, (5/5) 1500".
  • Change offensive and defensive military scores for scum troops (used by GR). Now, rather than being all defensive they are 50:50.

    Troop Statistics
  • Troop Statistics is now an integrated game module, rather than a link that leaves the game.
  • Modified the format of the screen. Information on the different sorcery and scum values are now 'in context'. This ought to now be far more useful.
  • Added additional information about the racial differences with regards to the different scum attacks.
  • Modified to include the new sorcery sub-options.

    Forts
  • Have increased the networth and expenses value of forts a little, at each percentage increase.

    Scrolls
  • Have returned to ranking by Networth. However land and built is still listed for reference.

    Game Info
  • Game Info is now an integrated game module, rather than a link that leaves the game.
  • In the process of adding descriptive text throughout the summary.

    Back-end Record of Turns Used
  • Added for `spell1_version`, `spell3_version` and `spell6_version`
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Re: Monarchy Change Log

Postby Kaz » Sat Jun 22, 2013 10:02 am

The changes to scum prices and GR attack/defence levels had an unexpected side effect on the networth/expenses calculations.

I've just made a hot-fix and scum should feel a bit more normal again. This wont take effect until everybody has either logged into their own kingdoms, or has been scouted or attacked etc. Basically, something needs to occur to make the system calculate the economy figures again.
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Re: Monarchy Change Log

Postby Kaz » Sat Jun 22, 2013 10:53 am

In order to ensure fairness in points and other score items that are calculated based on networth each scroll request, I am manually updating expenses and networth to reflect the scum fix.

[edit]
All games expenses and networth have been manually corrected
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Re: Monarchy Change Log

Postby Kaz » Sun Aug 04, 2013 10:43 am

Changelog (v2.5 4th August 2013)

  • The following changes have been made:

    Alliances
  • Downhit declaration checks (if active) now check against all recent news for the last 48 hours (with exception of scouts).
  • When enforce_guild or enforce_quad mode is on Unguilded or Unquaded players are no longer able to declare war on NPC's

    Kingdom Scores
  • Average turns absorbed should now also list kingdoms that have not died.

    Downhit Prevention
  • Downhit prevention code (if active) now allows you to declare war on an NPC that would normally be blocked by the rules of the downhit code.

    RPP
  • The countdown will now say "This is your final hour of Restore Protection" rather than "You have 1 more hours of Restore Protection"

    Restore
  • Restored kingdoms are now taxed for land and buildings.
  • For the first 5,000 acres on a restore, there is no land tax, buildings are reduced by 5%.
  • For the next 10,000 acres, land is reduced by 10%, buildings by 15%.
  • For the next 10,000 acres, land is reduced by 25%, buildings by 30%.
  • For the next 20,000 acres, land is reduced by 50%, buildings by 55%.
  • For all remaining acres, land is reduced by 75%, buildings by 77.5%.
  • Restore now counts as a death on the scores screen and in the hall of fame

    Training
  • Have removed the option to switch back to the original style training screen.

    Township
  • Screen has received an aesthetic overhaul. We are now using the icons specifically developed to add some images to the screen

    Hire
  • Minor aesthetic tweak to troop cap information.

    Troop Cap
  • Fixed an issue where you use your entire troop cap, and then when spending a turn (e.g. by training) some of them leave as if you had too many troops

    Scribe
  • Fixed an issue where you occasionally get two copies of the same scribe when the sender has used multiple types of 'to' boxes. Unless of course the sender has 'actually' sent the same message twice (as separate messages).

    Ultimabase : Scout Database
  • Fixed kingdom number links on 'scrolls view'.
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Re: Monarchy Change Log

Postby Kaz » Thu Sep 05, 2013 12:08 pm

Just made a quick mid-age tweak to all games.

Kill Dates listed on the bounty screen (for kills made after this post) should now correctly display the time of kill, rather than the time the bounty for the kill was claimed.
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Re: Monarchy Change Log

Postby Kaz » Sun Sep 22, 2013 2:15 pm

Restores were not counting on the scores screen as kills (for kill count and death ratio).

This should now be working as intended.
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Re: Monarchy Change Log

Postby Kaz » Sat Oct 05, 2013 11:06 am

For some reason the profanity filter preference was defaulted to off, this has been altered to the medium setting and will take effect on any kingdoms created after this update.

Your profanity setting effect whether or not certain cuss words are removed from scribes.
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Re: Monarchy Change Log

Postby Kaz » Thu Oct 10, 2013 4:32 pm

Changelog (v2.6)

  • The following changes have been made:

    NEW!! Guild Scores Module
  • Module created to keep track of the status of Guild Scores
  • Keeps track of points, turns absorbed, bravery, kills, deaths and kill/death ratio based on total and average guild members
  • Value used to calculate average scores is the average number of members the guild has had during the age, not the current number of members. This is to prevent changes to the guild roster at the end of the age, in hope to improve scores for the HoF

    Write
  • Added large new tracking system. Should enable us to start awarding more interesting medals and achievements from this point onwards

    Get Target
  • Added additional variables for tracking purposes

    UB Guild Scrolls
  • UB Guild Scrolls now keep track of the average number of guild members through the age

    War
  • Merged the content of three war scripts into one, as part of the process of tidying the overall script. This 'should' not cause issues, but any war issues need to be reported ASAP.

    Alliances
  • Minor correction to the data sent when requesting peace. This should ensure that a scribe is sent letting the target kingdom know about the change of war status

    Offer
  • Minor change to the value options when selecting offer choice. Essentially changed from a string to an integer, should have no visible effect

    Scribe
  • Updated the check message script to use a different regular expression when checking for cuss words, should have no visible effect.

    Downsize
  • Tidied up markup, should have no visible effect

    Prefs
  • Tidied up markup, should have no visible effect

    UB Graveyard
  • Tidied up markup, should have no visible effect

    DBConf
  • Removed inclusion of legacy cheat detection script that has no function.
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Re: Monarchy Change Log

Postby Kaz » Fri Feb 28, 2014 7:52 pm

Changelog

  • The following changes have been made:

    Economy
  • Have separated the troop values of Networth and Expenses when it comes to calculating the economy of your kingdom.
  • Expenses remain as before, with slight bonuses to make running scum easier, and running fortresses progressively harder.
  • Networth should now calculates all troop types equally (no bonus for scum or penalty for forts). The intent to to make it so that you cannot predict if a kingdom has mostly troops, forts or scum just by comparing networth to land on the scrolls.

    Alliances
  • Removed protection-like effect when enforce guild or quad is active. UG/UQ kingdoms are still unable to declare war when this mode is active, however they are no longer protected from war declarations from guilded or quaded kingdoms.
  • Removed ability to make alliances when not member of a guild or quad (only when enfoce guild or quad mode is active).

    War
  • Created new configurable variable to set the percentage of buildings captured when taking built land through war. New levels are Low, Medium and High
  • Created new configurable variable to determine if temples are captured along with other building types when taking land through war.

    Game Info
  • Finished adding descriptions for the various configuration settings.

    Kill Process
  • Have added additional checks into the kill process to further try and avoid duplicated kills being recorded when players are clicking fast.

    Morale (primary immigration modifier, also influences income)
  • Success or failure in offensive war (FA, CS & Mob) and offensive sorcery now effect morale.
  • Warmonger message effects morale
  • When Enforce mode is active, Unguilded/Unquaded kingdoms that are out of protection (NPP/RPP) remain with minimum morale
  • Current morale can now be seen on the kingdom screen.
  • Morale (and morale changes) are now included on the turns summary
  • When retreiving a guild or quad you will receive a morale boost.
  • When being accepted into a guild or quad you will receive a morale boost.
  • Basically : Join Guild or Quad = Morale + 20 (e.g. Lowest->Normal, Normal->Highest)
  • When booted from a guild or quad you will receive a morale penalty*.
  • When leaving a guild or quad you will receive a morale penalty*.
  • When disbanding a guild or quad you (and your members) will receive a morale penalty*.
  • Basically : Leave Guild or Quad = Morale - 20 (e.g. Normal->Lowest, Highest->Normal)*
  • * note that if enforce guild or quad is turned on leaving a guild or quad will automatically reduce you to lowest morale level, which will not change until you join a new one.

    Guilds
  • When your guild application is automatically accepted, you will receive a scribe telling you this fact.
  • Added configurable variable for capping guild membership sizes, has not been implemented at this time.

    Quads
  • You will now receive a scribe if your quad disbands.
  • You will now receive a scribe if you are booted from your quad.

    Kingdom
  • Morale, Quad and Allies are now listed

    Ultimabase
  • You can now chose to search by Quad
  • Quads are now also listed on all UB display modes that include Guild
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Re: Monarchy Change Log

Postby Kaz » Sat Mar 15, 2014 9:59 am

I have made a couple of minor tweaks to the live code.

1. The date and time listed under "Last Played" when viewing kingdoms using the guilds screen now displays the last time the kingdom logged in, or played a turn. Previously it was showing the last activity on the kingdom which included defensive activity.

2. When viewing the "Race Info" screen the menu to select between races now uses 'Selectable & Un-Selectable' to describe the races, rather than 'Selectable & Selectable'.

I have also modified the race stats pages when viewed out of the game, to show the same information that I added to the in-game view.
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Re: Monarchy Change Log

Postby Kaz » Mon Mar 17, 2014 4:59 pm

Corrected an issue where Vampire kingdoms had an increased sorcery blacklash chance. This increased backlash should have only been on Elemental kingdoms.
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Re: Monarchy Change Log

Postby Kaz » Mon May 05, 2014 12:13 pm

Corrected an issue where the GM number was not being updated when retrieving a guild, which could lead to error situations if the GM then leaves the guild.

Also tweaked the config settings for the percentage of buildings captured through war.
* Conquest2 and Bloodbath are set to High.
* Domination2 and Guilds are set to Medium.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
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Re: Monarchy Change Log

Postby Kaz » Wed May 07, 2014 12:17 pm

Modified game code on offensive actions to add a game mode which allows war against NPC's only.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
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Re: Monarchy Change Log

Postby Kaz » Thu Jun 12, 2014 2:03 pm

I have just made a tweak to the general layout.

Now, instead of all kingdoms having the red 'Barnabas' navigation icons, the icons will be appropriate for the faith of your kingdom.

Angelique - Blue Nav Icons
Barnabas - Red Nav Icons
Leto - Gold Nav Icons
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
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Re: Monarchy Change Log

Postby Kaz » Sun Jun 29, 2014 9:06 pm

I just discovered why Quad kills, deaths and turns absorbed doesn't seem to update. It ought to start doing so from now on
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
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Re: Monarchy Change Log

Postby Kaz » Fri Oct 10, 2014 11:59 am

Changelog

  • The following changes have been made:

    Please note : Due to there being such a large amount of code level changes, it has been very hard to run through comparing v2.8 to v2.9. It is entirely possible that there have been some additional changes made that I've forgotten to document.

    Database Queries
  • Added new config identifier to every query. Will open up new game format possibilities

    HTML
  • Finished splitting HTML code output into separate files
  • Started process of integrating the new artwork into the game
  • Started process of updating code from HTML4 to HTML5
  • Completely redesigned the Kingdom, War, Scum, Sorcery and Load/Save screens

    Artwork
  • Added new header image that changes based on Race and God (will only be loaded if window is greater than 1020px)
  • Added icons for all kingdom summary information on the Kingdom Page
  • Added Troop images to Hire, Downsize & Training
  • Changed Tithe Icon to be slightly different to Land Icon
  • Added 'Action' images to the War, Scum and Sorc pages (including images for new actions 'planned' to be added next age)

    Spending Turns
  • Added new options to the output received when spending turns on War, Scum, Sorc, Training and Township

    Elven Fog
  • Now has a greater chance of occurring (25% vs 20% )

    Steal
  • Added header and body to each news item
  • Added news for unseen scouts (seen in outgoing guild news only)
  • 'Seen' Kill Scum attacks by centaurs now correctly show the attacking kingdom details
  • 'Seen' Kill Scum attacks now do less damage than 'Unseen' attacks (rather than the other way round)
  • 'Hung' scum attacks now provide information to help the defender know what was being attempted (rather than a generic message)
  • scum attacks that would have been 'Hung' can now hit fog (and therefore avoid the noose)

    Kingdom
  • Home page now also shows BRT, TRT and Buildings
  • Fog duration is now correctly listed as lasting 28 hours (rather than just 24)

    Guilds
  • Moved Ranks from home page to `Edit Charter`
  • Added `View Banner` alongside `Edit Banner` (`Guild Banner` nav takes you to `View Banner`)

    Sorcery
  • Added header and body to each news item
  • Defensive sorcery will show up in guild news
  • Fog duration is now correctly listed as lasting 28 hours (rather than just 24)

    Logout
  • Changed the way that the number of turns is calculated for logging out. The calculation now uses maximum turns rather than turns per hour to decide how many turns to award.
  • Bloodbath Max Turn 300, 12 per hour - Changed from 6, 9, 13, 19 to 6, 8, 15, 20
  • Guilds Max Turn 150, 3 per hour - No Change still 3, 4, 7, 10

    Prefs
  • Changed default font preference to normal weight (not bold)
  • Added 3 new font colour scheme options (they need to be named)

    NPC's
  • New mode added to enable instant rebirth when 5 min cron script runs, rather than requiring random number to allow for rebirth. Not currently in use, but opens up future possibilities for planned game formats.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
Wars of Tonan (Monarchy Inspired Miniatures)
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