2 days
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Dear Humans and Elves,
With version 1.217, we're making some improvements to balancing in Chapters 11 through 14, will make some improvements to balancing in Chapters 11 through 14. As you may remember, this was already done for the previous chapters, to bring them up to a state where the progression feels smoother and more engaging, in line with all the content and features we've released since these chapters were first released.
Many of the changes will be regarding the questlines. They will be adjusted to become a better guide through the chapter, asking for the recommended number of buildings and their levels, your world map progress, and of course the Research Tree. If you follow the questline closely, your journey through the chapters will become easier.
The other big part of the changes is about balancing. We identified the biggest and lowest hurdles in these chapters, and made the big challenges easier, and the easy tasks a bit more demanding, ensuring that you will need your entire city to make it through a chapter, but avoid making you stuck, especially if you are on the right track.
Here's a short summary of the most important changes per chapter:
Chapter 11
Settlement
Research Tree
Chapter 12
Settlement
Research Tree
Chapter 13
Settlement
Research Tree
Chapter 14
Settlement
Research Tree
We're happy to hear your feedback in the dedicated channel Chapters 11 - 14 Quest rebalancing.
Thank you for your help and interest in beta
Kind regards,
Your Elvenar Team
With version 1.217, we're making some improvements to balancing in Chapters 11 through 14, will make some improvements to balancing in Chapters 11 through 14. As you may remember, this was already done for the previous chapters, to bring them up to a state where the progression feels smoother and more engaging, in line with all the content and features we've released since these chapters were first released.
Many of the changes will be regarding the questlines. They will be adjusted to become a better guide through the chapter, asking for the recommended number of buildings and their levels, your world map progress, and of course the Research Tree. If you follow the questline closely, your journey through the chapters will become easier.
The other big part of the changes is about balancing. We identified the biggest and lowest hurdles in these chapters, and made the big challenges easier, and the easy tasks a bit more demanding, ensuring that you will need your entire city to make it through a chapter, but avoid making you stuck, especially if you are on the right track.
Here's a short summary of the most important changes per chapter:
Chapter 11
Settlement
- Spring Grove requires Magic Fertilizer and field resources, instead of Coins, Supplies, and the capped resources of this chapter.
- Irrigation Canal requires 2000 Seeds on top of current requirements.
- Farms' upgrades requirements were also adjusted.
Research Tree
- Coins and Supplies required were doubled for most technologies.
- Some technologies previously requiring Mana, which was quite difficult to get at this stage, now require Coins and/or Supplies.
- Several technologies require Magic Fertilizer and Field resources instead of the (more expensive) Farm resources.
- Main Hall Coins requirements as well as Barracks Coins and Supplies requirements were adjusted for levels 26 to 33 (which impacts also chapters 12-14).
Chapter 12
Settlement
- Manifestations level 3 require a few Essences on top of the former costs.
- Manifestations level 2 and 3 upgrades require less Minerals than before.
- Increased Portal level 3 storage of Elvenar Essence from 2500 to 3000 and level 4 from 3400 to 5000.
- All Manifestations level 3 productions have been increased by 50% and Essences cost reduced by 50% (this means for the same amount of non-settlement resources (Mana and Seeds), players get 50% more Settlement resources).
Research Tree
- Coins and Supplies requirements were doubled.
- Divine Seeds requirements increased by 50%.
- Mana requirements were decreased in 6 and increased in 7 technologies.
- Minerals were added as requirements to the last 4 technologies.
- Essences were removed from 1 technology and added to the other 5 as requirements.
Chapter 13
Settlement
- Seeds required to produce Grave Goods were increased by 220%.
- Upgrade costs involving Grave Goods and Traps were adjusted, some were moved to the Tech Tree (to make the Settlement cheaper).
- The 1h production option in the Gold Smith and Trap Maker was replaced by a new 9h production option where players can convert one Settlement Resource into the other with 50% efficiency.
Research Tree
- Various amounts of Coins, Supplies, Orcs, Divine Seeds, Basic, Refined & Precious Standard -Goods, Basic & Refined Sentient Goods, Grave Goods and Traps were also added as requirements.
- Mana requirements have been adjusted (but the sum is the same).
Chapter 14
Settlement
- Coins and Supplies required to produce Elvenarin were doubled.
- Production of Humanium and Elvarium increases more when upgrading Settlement Buildings (building upgrades are stronger now).
- Main Settlement Building upgrade costs are completely exchanged, now requiring Elvenarin and specialized small Constructs.
Research Tree
- Various amounts of Coins, Supplies, Orcs, Mana, Divine Seeds, Basic, Refined & Precious - Standard Goods, Basic, Refined & Precious Sentient Goods, Air Filters, Rain Jellyfish, Electric - Shocks, and Protein Bars were also added as requirements.
- Humanium and Elvarium requirements have been adjusted.
We're happy to hear your feedback in the dedicated channel Chapters 11 - 14 Quest rebalancing.
Thank you for your help and interest in beta
Kind regards,
Your Elvenar Team