Home Feast 1. For players Lv 80+, banquets open from 10:00 to 14:00 and 19:00 to 23:00
2. May participate two times per time period, for 4 total times a day
3. Must pay laurels to launch/join (7200 laurels at 120, 7800 laurels at 130, not sure exact amount after that but it scales with level)
4. 1 person to launch, 6 guests to join (think legion-like setup)
5. After 3+ guests join, can launch or "open feast"
6. Participants may spend gold to gain extra return
7. Banquet harvest: receive 3 divs (don't drink the wine), if more than 3 guests will receive drach reward as well
8. Banquet event: When more than 5 participants, one person will have chance to receive additional div
Faction Feast 1. Can only be launched by Basil once each time period
2. To launch/participate requires 130g
3. 12 guests allowed to join
4. requires 6+ guests to launch
5. Participants may spend gold to gain extra return
6. Banquet harvest: receive 6 divs, if more than 6 more participants- will also receive drach rewards
7. Banquet event: If more than 10 participants, one person will receive additional div
Gem Mines
I probably should have renamed the building in outer city (call those mine shafts if you want), these are actual gem mines (like silver mines in old world). 4 hour occupation time. Return for top gem mine is 18 gems for full occupation.
Gem Mine Wrestle
Just like farm battles now except faction based instead of league based. Winning faction will get to harvest daily. 40+ gems per day (lots of complaints since one faction generally dominates)
12) Refine Craftsman building (Lv 140)- reduces gem refining CD
Outer city buildings share a building CD with the inner city; however, they have substantially longer CDs per upgrade. what will separate players apart is the order of building upgrades, unless you reduce CDs with gold (however this very costly since CDs will rise upwards of 1-2 days). There are a couple of upgrade orders (large degree of overlap between them) that are considered the most efficient.
Outer city buildings cost ore to upgrade rather than drachs. The conversion rate between ore to gems is 1000 to 1. This is a continuous system and done automatically by the system depending on whether you are in inner city or outer city interface. In the inner city view, you will see everything as normal (i.e. 596 gems in your inventory). Once you switch to outer city view, you will see available ore (i.e. 596,000 ores). Gem numbers will be rounded to whole number. Ore amount is capped by your gem warehouse (I believe initial inventory cap is 100k?), where you can exceed but won't get benefits of production. The estimated total cost for 1 to 160 of all 12 outer city buildings is 50k gems or 50 mil raw stones.
"Gambling ore" is part of the "diamonds in the rough" system and involves the last 3 buildings on the list... let's just say it's another way to burn gold. It's a largely criticized system. The basic idea is that the refine studio finds "diamonds" that range from white to purple (like all other equipment), which must be cut (lots of complaints about success rate where 92% isn't really 92%, blah, blah, blah). There is an auction system attached as well to selling the stones if you don't want to burn gold. (Have to read a little more into the system, will update with details later)
There was also huge bug issue with diamonds in the rough that resulted in massive account bans for exploitation.
Well i have been caught out - 1st time yet. My notus was 124 ren and my dancer is 99 ren.
For Hyrm i am having to use both. So does the dancer work in any way on ren or level for failure rate?
Will i need notus ever again after Hyrm? Please let me know, the thought of carrying another one fight pony is galling - since i am already carrying Hermes and Heimdall!!
(please keep this info on these forums, I have no interest in continuing to enable Clapalong's incompetence) 1) Two new maps: Eastern and Western Han Empire (in chinese version) (20 NPC's each map)
a) Recruitables (all on second map): Huo Qubing (7th NPC, cav, continuous sneak raid), Li Guang (13th NPC, sneak raid mech), Liu Che (160 map boss, pikeman, morale absorption) b) New Dungeon for Lost Temple
2) New Development area a) Will appear randomly in one of 4 cities (Miletus, Macedonian, Nafplion, and Thrace) b) Can choose different types of buildings to construct, increasing difficulty (higher cost, longer build time), yields greater drachs (see below) c) Leaving the city or getting sent home will result in loss of building costs
Will show up as last button when selecting your city:
Will take you to interface where you can select constructions and view in progress constructions:
3) Outer city (see Outer City post)
a) Must be lvl 101 or higher
b) Start with 10 workers, 3 buildings (see below central building and two buildings immediately to the left)
c) 1000 "raw stones" converts to base ore (automatically done by system)
4) Gem Mines
a) Occupation time of 4 hours
b) If pillaged, will lose half of accumulated gems to pillager
c) Hoarding available
d) Can purchase ability to share occupation with faction members for gold (must be purchased each time)
5) Supreme Challenge (new world only)
a) Consumes div, but does not affect CD
b) Initial defeat of NPC will receive coffer
c) Repeated hits will result in accumulation of points (see PvE Additions post)
6) Add 3 of the 7 day activities (maybe we won't get)
a) Equipment enhancement (drachs consumed divided by level determines points) (New and Old World)
b) Defense accumulation from pvp (New world only)
c) Gem consumption- more gems used more points (New world only)
d) In new world top 3 in activity will receive gems instead of drachs: #1 10 gems, #2 8 gems, #3 6 gems
7) Purple Arms
a) Drops from NPC's in 160 maps
b) Grade 5 red converts to grade 12 purple, grade 6 red converts to grade 20 purple (fortitude maintained)
c) Max grade = 50
8) New World Optimizations
a) If city surrounded on 3 sides or 4, damage caused by attacker from surrounded city will be increased
b) Trading system optimized
9) New Tech: Heroism
a) increase attack damage (offensive elixir)
b) First level available at lvl 122
10) New Aide Function: Auto-NPC hit
a) Enter number of consecutive hits on select NPC
11) New Banquet System (see Additional features post)
a) Available at lvl 80, open at specific times and can form teams
b) Pay laurels or drachs (same for all team members), to acquire divs and drachs
12) Interface Optimizations
a) Show arms grades in BRs
b) Simplify trade animation
13) Other Optimizations
a) If group leader is attacking a legion for the first time, everyone in the group will not consume a div (encourages helping others in virgin runs for legions)
b) Building destruction changed (Defender Lvl 110 to lvl 140 building level demolished 1-3, Defender lvl 140+ demolish 1-5 levels)
c) Legion modifications: group leader can be booted, if all members of legion group inactive, group gets moved to bottom of the list on legion assembly screen
d) Number of attacks/defenses (new area) is no longer reset daily, will be reset after being sent back to capital
e) Continuous attack beyond "fatigue threshold" will result in attack/defense penalty
f) Changes to gem return for melting
g) Trading price peak time changed to 16:00
h) Mechanism for main quest changed (i.e. you don't have to continuously hold 20 cities for everyone to collect quest)
as a disclaimer this does not include intermediate updates between 160 and 170 which will likely be included in our full version update. I will add those when i have some free time since will need to sift through changelogs to find them.
Price of all warehouse stock items every 30 minutes or less for the past 7 days for server 5: http://sols9.com/batheo/Guide/Warehouse.php
(You can Hide Diamond, Pearl, Gold or the other 4 to remove the huge price gap and see more details)
Total buy price per hour for all warehouse stock items every 30 minutes or less for the past 7 days:
(The cost here is: stock price*volume*60/buy CD) (so we don't get a huge gap between diamond and bean) http://sols9.com/batheo/Guide/Warehouse.php?t=2
Actually damage just increases as the fight progresses. (not as a result of "allies dying" though)
This fact has been proven beyond a shadow of a doubt in Xiao fight in first lv 170 map.
Xiao fight is 5 healers. If you can't see the damage increase through
course of the fight, you are blind (in reply to new mod XenoBomb). There are no variables, everything
is constant. It is straight "valor" (technically valor/spirit for the
mech) hits from li guang.