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{DrKsT}bAdWoLf
2018-11-22
  Update & Changes Log  

Updates & Changes

Someone closed my original thread, so here is my Patreon again. Patreon

Want to show your support for the updates, or for the work I do in general? Donate Here! There`s also my paypal at BadWolfGC@gmail.com

December 10 2018


Market Fixes

Food Minimum
I forgot to log that Minimum posting price for food was raised from 2 to 4.

Sorry for any confusion. ~ BW

December 05 2018


GLOBAL PAIDS

Paids for all!
Global Paids for all servers is now active, and will remain active as long as we`re at our goal. Thanks everyone!

Global Paids -
As we have reached the milestone, Global Paids have been activated. All empires in the game will receive a Paid status as long as the milestone remainds reached.

Empires who wish to not participate and have their status removed back to Free, please contact the admins.

For those who previously had Paid status, be advised that these days will carry over even while the Global Paids are in effect.

This means that if next month the milestone is not reached, your paid status will remain in effect while utilizing the time you got for your donation.

For this reason be advised that existing Paids will not be refunded for the reason of utilizing the Global Paids. This is in conjunction with the fact that donations are not subject to refund.

Thank you,
Staff


Small Fixes
Market expiring goods, will now return to players inventory at the correct values.
An error with I-Tech has been amended. Thank you to TheBlueKnight who spotted the issue.

December 04 2018


Bulk Update!

First, a number of quality of life changes for the market and posting on the market:

Market Withdrawal
Market Withdrawal has been fixed, backend improved, with new features added!
You can now view all postings you have on the market under withdrawal, rather than just the 10 closest to expiration.
You can view the total sum of an item posted on the market under withdrawal, adding up all your posts.

Market Posting
The maximum posts per 15 minutes has been increased from 15 to 60.
The wait time to post more after hitting the maximum has been decreased from 5 minutes to 2 minutes.
You can now post 5 billion instead of 1 billion at a time for Food, RM and CG`s.

Storage
Maximum RM Storage increased from 10 Billion to 25 Billion
Maximum Food Storage increased from 10 Billion to 25 Billion
Maximum Consumer Goods Storage increased from 10 Billion to 25 Billion

Artifact Changes
Hard storage caps artifacts have been implemented based on the artifact rarity. They are as follows:
Common Max Storage Remains at 255.
Uncommon Max Storage is now 125.
Rare Max Storage is now 50.
Unique Max Storage is now 20.
Special Max Storage is now 10 .

Ultimate Weapon
Due to the artifact storage changes, UW`s have been disabled on all turn-based servers.
This is pending review, and discussion from the active players of TB regarding length of the project.

If you have more than the cap of a given artifact type currently, you WILL NOT LOSE YOUR ARTIFACTS.
You will not be able to fuse any more of that artifact until you are below the new cap though.

I-Tech Library
I-Tech has been fixed, and added back into GC.
Older empires will receive a free use I-Tech, after which it will be the normal process.
New empires without I-Tech researched, but with the ability to, will have to do the research, and their I-Tech will not be free for first use.
The project will display the turn/credit costs as you go.

The turn and monetary costs are high for I-Tech, this is intended. The formulas are based on your current infra level.
Having more infra already researched will increase the cost to change it over. The costs are exponentially decreased for turn-based servers.
In addition to the turn and credit costs, there is a 72-hour activation period once the I-Tech project is completed.


November 30 2018


Black Market Update.

Black Market
Ability to buy Raw Materials has been added to the Black Market, at a rate of $5 per RM. This is NOT available on RT, only Slow - Ultra Turn-Based Servers.


November 23 2018


Ship Update.

G.Diamond - Guardian
Energy Damage: No change 10,000
Kinetic Damage: No change 10,000
Missile Damage: No change 0
Chemical Damage: No change 0

Hull: No Change 175,200
Scanner: No change 15,000
Range: No change 7
PR: No Change 101,858
Upkeep: No change 14,946
Build Rate: No Change 1

Energy Shield: No Change +80%
Kinetic Shield: -40% to -50%
Missile Shield: +30 to +25%
Chemical Shield: No Change +15%

November 23 2018


Ship Update.

G.Diamond - Guardian
Energy Damage: No change 10,000
Kinetic Damage: No change 10,000
Missile Damage: No change 0
Chemical Damage: No change 0

Hull: 240,000 to 175,200
Scanner: No change 15,000
PR: 139,532 to 101,858
Upkeep: No change 14,946
Build Rate: No Change 1

Energy Shield: No Change +80%
Kinetic Shield: No Change -40%
Missile Shield: No Change +30%
Chemical Shield: No Change +15%

November 22 2018


Marauder & Collective Mod Changes.

Plunder Mod
Marauder Plunder Mod: +400% to +1,900%
Collective Plunder Mod: +300% to +1,100%

November 21 2018


Attacking changes.

Fed War
From Above: Your PR / 2 to Your PR / 1.5
From Below: Unchanged Your PR * 2

Top 5
From Above: Your PR / 2 to Your PR / 1.5
From Below a target in the top 5 ranks (While below 200mil pr): Your PR * 3 to Your PR * 2
From Below a target in the top 5 ranks (While at 200mil pr or higher.): Unchanged Your PR * 3


Win Condition Damage
PR Lost to win: Less than defender to Less or equal to (Defender`s Lost PR * 1.15)

Win Condition Colonies
Kill to win 3 vs. Player: 80% Destroyed to 75% Destroyed
Kill to win 3 vs. NPC: 80% Destroyed to 60% Destroyed

Kill to win 2 vs. Player: Unchanged 50% Destroyed
Kill to win 2 vs. NPC: 50% Destroyed to 55% Destroyed

Kill to win 1 vs Player: 10% Destroyed to 30% Destroyed
Kill to win 1 vs. NPC: Unchanged 10% Destroyed

Update Logs
Full logs of changes, going back to the first recent ones can be found in:- Update & Changes Log

November 14 2018


Terran & Viral mod changes.

Terran
Commercial Mod changed from +10% to +20%

Viral
Commercial Mod changed from -30% to -5%

November 13 2018


Terran & Viral mod changes, additionally Commercial changed to use RM to produce a low amount of CG.

Terran
Industry Mod changed from +50% to +220%
Commercial Mod changed from +0% to +10%

Commercial CG production
Formula:-
(Planet Commercial * ((Commercial Research * 0.08) + 1)) * Race Commercial Mod)

Commercial RM Use
Formula:-
(Planet Commercial * 2)

Commercial Agriculture interactions
Requirements:-
At least 5 Commercial Research & at least 5 Planet Commercial

Formula:-
Food Produced * ((1 + (((Commercial Research / 100) + (Planet Commercial / 10000)) / 5)) + 0.2)

November 12 2018


Marauder & Collective max colonies raised.

Marauder
Max Colonies changed 10 to 12


Collective
Max Colonies changed 10 to 13

November 11 2018


Viral & Collective allowed to use Agriculture on Infected and Assimilated clusters.

Collective
Assimilated C1 changed -100% to -10%
Assimilated C2 changed -100% to +0%
Assimilated C3 changed -100% to +10%

Viral
Infected C1 changed -100% to +0%
Infected C2 changed -100% to +10%
Infected C3 changed -100% to +20%

April 4 2016



So first we have the 4 new E class ships This is the old E class thread for those of you who don`t know their stats.

Moving on Light corvette and Frigate have been removed from the game, LFD will be granted free upon restart no research needed and will remain unchanged for all races.

As you`ll notice the biggest change is Strafez, it has gotten a good deal more expensive for all, this will make UWing harder and more costly, it will also make it harder and more costly for those who like to fodder up to higher prs to research or dig and generally just avoid all the fun which i think we can all agree will bring more balance to the game runner has a cheaper upkeep to pr overall than fodder, but it`s also alot easier to kill.



Along with the above some research has been changed. the Light class researched has been swapped out for research concerning E class, Both fodder researches have been removed but fodder will be granted from creature research. we`ve also lowered the turn requirements on cluster research, some marauder ships and miner ships including G class lowered from 1,500 to 500 and Hun Li research has been lowered from 25,000 to 5,000 and Hun Xe research has been lowered from 25,000 to 2,500 turns further more BW came up with a way to augment turn requirements by servers. so then turn requirements for the research tree on ultra have been reduced by 15% fast 20% normal 30% and Slow 40%. Not none of these changes effect Infrastructure research


The Second Part of this is Fixing not only Viral upkeeps for captured and RE ships but we threw in collective as well so collectves don`t have destroy any ships they happen to capture for fear of crippling debt. also viral build cost is fixed






Edited by Amadea on 2018-12-11
BW
Game-Admin
99+ day(s) ago
Yes Think that sounds about right.
ThinkFast
99+ day(s) ago
So I can lose 15% more than the defender and I still win?

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