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Just_dM

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Greetings dear friends!
Don't forget to update your game client.

Today we will touch upon a truly important aspect of the game, but for a start I would like to delve into the origins of our mod of the game, namely RvR, which implies a war of races for the ownership of territories. Indeed, the lore of our game itself implies precisely a war for the possession, retention and control of the territory, but what do we have now? A bunch of easy ways to get to the right place, even without ownership of the nearest territories, the constant overflow of posts and salaries, the lack of any protection for outposts, recalling the distant years when the RvR was in its best shape, one of the most important aspects of the game was to own a certain point on map for quick access to locations, bosses, quality, farm and so on. Then the priority was both to protect outposts and capture, but no one neglected the protection, knowing that the loss of an important point would weaken the position of the race as a whole, and that was the spirit of RvR, that was the main goal of fighting.

Today, as you understand, we will touch on the siege, the protection and retention of outposts, as well as other sieges and everything related to this.

- Changes in the siege damage formula, now damage from physical skills will be equated to a normal attack.

- Damage to siege structures and guards at outposts and cities has been significantly increased.

- The received salary from outposts has been edited, now for capturing outposts of a higher level more salaries will be accrued, but they will have more strength, in total there are 4 groups of outposts.

- Now owning (valid for the allied race) each outpost increases by 10% the experience and dexterity gained from nearby monsters and champions. Posts located nearby can give this bonus to the same monsters as a result of increasing bonuses up to 30% (no more). What outposts affect certain locations, you have to find out for yourself, by the method of study.

- Now, during the defense of the outpost, the defenders (acts on the allied race) will receive a reward every 3 minutes (previously it was 5 minutes). Also, the reward was changed, receiving a salary of 350 + the amount of possible bonuses, receiving badges of a defender - 1 piece.

- Also, during the complete repulsion of the outpost and the lifting of the siege, all defenders will receive a salary of 500 + the amount of possible bonuses and 3 badges of the defender.

- Now the outpost after repulsing and lifting the siege goes into a short resist for 20 minutes.

- When attacking the outpost, 3 salaries were previously given for killing defenders, now the reward has been changed to 10 salaries for each killed.

- Changed previously not very popular tasks of "Protection and capture of territories": We remind you that each task lasts 12 hours. Now the defender badges are counted both from kills during the outpost defense, and for common ticks every 3 minutes. A new condition “Participate in defense” has also appeared - it means participation in the ticks of the award during the defense of the outpost (every 3 minutes).

· Easy task. 1) Get 15 defender badges. 2) Do 4 tasks of any outpost. 3) Participate in the defense 10 times. / Award of 50,000 craftsmen guild tokens and 2,500 salaries.

· The average task. 1) Get 30 defender badges. 2) Do 10 tasks of any outpost. 3) Participate in the defense 20 times. 4) To besiege 5 enemy fortifications. 5) To repel the siege of the outpost 1 time. / Award of 100,000 mercenary guild tokens, 5,000 salaries, and 5,000 glories.

· Difficult task. 1) Get 50 defender badges. 2) Make 15 tasks of any outpost. 3) Participate in the defense 50 times. 4) besiege 15 enemy fortifications. 5) To repel the siege of the outpost 3 times. / Reward 200,000 mercenary guild tokens, 10,000 salaries, and 10,000 glories.

- Changes in sieges of cities:

· Ticks for gaining combat experience for defense are changed up to once every 30 minutes.

· Changed rewards during the siege of the city for killing opponents. Received salaries and defender badges for defenders of the city has been increased, salaries have been significantly increased and defender badges have been added for attackers.

· Now, when capturing the flag in the city of the captured race (and allies), a salary bonus of 500 will be awarded (when capturing the main flag of 1000). Everyone who is in the siege zone of the city will receive the salary, whether they are alive or dead.

· Now in the city on a siege day, the teleportation device will work as usual.

· In the siege system of the city, a new link to the ownership of the nearest (Caravan) outposts has been added. 1) During the siege of the city, these outposts will not have a resist, even after interception, but there will be a 20-minute resist after breaking the siege. 2) Ownership of each outpost determines the advantage in lowering the flags of the city by 10% (usually 3 caravan posts, but in the case of the cities of Arian and Hanan, which have only 2 caravan outposts, they will increase by 15%). 3) The advantage determines the speed of lowering the flag.


- Changes to castle sieges:

· The system for receiving for killing opponents salaries and defender badges, presented in the cities, will now work on locks.

· Tics for gaining combat experience for defense are changed up to once every 30 minutes.

· The castle sieges themselves will now take place once a week, in turn. (Later we will tell you more about the new system of events).

· Now for the killing of an enemy combat flag for the entire race (and allies) in the castle siege zone, 3000 salaries will be awarded.

· Now you can teleport to the allied battle flag, through the capital of the allies.

- Now you can move to the union tent during the battle for the desert of ants.

- Now the call of the race also works for the allies, due to which the alliance receives strategic advantages.

- Reduced the cost of using the Gate of the Race from 100 to 20 taxes. The change is due to a decrease in reference points on the continent, as well as due to the new system of elections and tax distribution.

- Significantly changed the bonuses of weak races.

· Bonuses of a weak race will no longer increase the experience gained from monsters. And also significantly reduced bonuses received salaries.

· Now bonuses of a weak race increase: Received salary, dexterity from monsters, damage and defense of siege structures, as well as the strength and strength of attacks of siege structures and guards.

· Level 1: Salary bonus + 10% \ Bonus sp 30% \ Damage to siege structures + 30% \ Protection from siege structures + 30% \ Strength of siege structures + 30% \ Attack of siege NPCs + 30%

· 2nd level: Salary bonus + 20% \ Bonus sp 40% \ Damage to siege structures + 40% \ protection from siege structures + 40% \ Strength of siege structures + 40% \ Attack of siege NPC + 40%

· 2nd level: Salary bonus + 30% \ Bonus sp 50% \ Damage to siege structures + 50% \ protection from siege structures + 50% \ Strength of siege structures + 50% \ Attack of siege NPC + 50%

- The head of the race has a change in the Reputation Points section:

· The cost of exchanging salaries for defender badges has been increased from 200 to 500 (I think it’s very clear from all the news above)

· Removed the exchange that allows you to buy talent points (due to the global change in the system of achievements and talents).

· Removed the exchange of reputation points for glory.

· Removed the exchange of reputation points for the badges of the defender.

· Removed the exchange of reputation points for salaries.

- The ability to teleport to the continent has been changed in order to actualize the ownership of outposts of low and medium levels:

· Now the ability to teleport to the continent is only possible for a race that does not have any racial (outposts, cities, castles) teleportation points to the continent.

· Also now, only one South Pier teleportation point and movement is free. It is the first opportunity to get to the continent and begin the seizure of territories, expanding their possessions.

- New changes in combat coats:

· Cloaks of the order removed.

· Now there is only one cloak “Combat”, which occupies a cell in the equipment, and all the visual variety of cloaks is available from the jeweler in the section “Appearance”.

· Visual additions to the combat cloak are used as a buff for 1 hour, arena cloaks also apply to them.

· Now you can get the “Battle Cloak” for 5000 glories, 500 salaries and 300 badges of the defender, also at the head of the race in the section of military services.

· Next, using a very familiar interface, you have to improve the level of your combat raincoat, getting points for this, which you can spend on choosing and improving certain characteristics. https://i.gyazo.com/64a0ef05da6cf7080f7edeca6a45bbd9.png

· As many as 3 characteristics are available for you to choose from, and at the 10th level of the cloak you can fully strengthen all three of the selected characteristics. https://i.gyazo.com/bd9119e0cf645dc9ac5b41b43a7259a5.png

· Characteristics will be dynamically displayed on your cloak.

· The system and cost of the rollback of characteristics is the same as for jewelry for a salary.

- Removed the ability to transfer jewelry for salaries and combat cloak through a special deal.

- Changed the effect of the amount of fame on the rating. Now 10,000 fame = 1 rating point.

Keep up with the news on forum and our discord channel.

EndlessWar team.
 
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