8 months ago - /u/Zoythrus - Direct link

Update 2.8.5.11917 Changelog:

  • Removed Aqua Crop and Aqua Farms
  • Tech tree: moved Fishing to become the first tech in that branch and it includes Port improvement
  • Simplified Markets: 1* for each level of each nearby production building. Removed doubling for ports. New graphics.
  • Markets are capped at level 8
  • Tech tree: moved ‘Burn Forest’ to Construction, and ‘Destroy’ to Chivalry
  • Cheaper bridges, now 5*
  • Lower Starfish income, now 8*
  • Lower Bomber attack value, 3 instead of 4
  • Allow bridges to be built even if one of the tiles are in fog
  • Added shorelines to hint if a bridge can be placed on a water tile that leads into the fog
  • Get Veteran Rammer instead of Bomber from water ruins
  • Score bonus for opponent count is lower in Perfection game mode
  • Temples grow quicker, reduced from 3 turns→2
  • Improved AI, better at picking what unit to train, better at improving cities
  • Lighthouses always start covered in fog, even if it is close to your capital
  • Fixed crash when starting a game from a notification
External link →
8 months ago - /u/Zoythrus - Direct link

Update 2.8.5.11917 Changelog:

  • Removed Aqua Crop and Aqua Farms
  • Tech tree: moved Fishing to become the first tech in that branch and it includes Port improvement
  • Simplified Markets: 1* for each level of each nearby production building. Removed doubling for ports. New graphics.
  • Markets are capped at level 8
  • Tech tree: moved ‘Burn Forest’ to Construction, and ‘Destroy’ to Chivalry
  • Cheaper bridges, now 5*
  • Lower Starfish income, now 8*
  • Lower Bomber attack value, 3 instead of 4
  • Allow bridges to be built even if one of the tiles are in fog
  • Added shorelines to hint if a bridge can be placed on a water tile that leads into the fog
  • Get Veteran Rammer instead of Bomber from water ruins
  • Score bonus for opponent count is lower in Perfection game mode
  • Temples grow quicker, reduced from 3 turns→2
  • Improved AI, better at picking what unit to train, better at improving cities
  • Lighthouses always start covered in fog, even if it is close to your capital
  • Fixed crash when starting a game from a notification
External link →
8 months ago - /u/Zoythrus - Direct link

Originally posted by Numerous_Homework458

Why in some maps we don’t have ‘Burn Forest’?

Can you give me an example?

8 months ago - /u/Zoythrus - Direct link

Originally posted by Numerous_Homework458

I don’t know how to reply with the image, so I post one. here is the link: https://www.reddit.com/r/Polytopia/s/VMjzPePQ6j

Because you're playing Elyrion who don't have it

8 months ago - /u/Zoythrus - Direct link

Originally posted by Peasantine

when is this going live?

About 24 hours ago

It's already out

8 months ago - /u/Zoythrus - Direct link

Originally posted by TotallyNotCool

Is there a reason why the AA version has not yet been updated to same version?

It takes more effort to update. We'll get it out as soon as we can.

8 months ago - /u/Zoythrus - Direct link

Originally posted by DarrowRRD

I cant believe no one is talking about reducing the high score bonus on max opponents crazy from 299% to 245%. That is such a massive slap in the face of those of us who love the game and play for high scores.

We made Temples faster, so we had to reduce the score multiplier to compensate.

One of our alphas mentioned the potential to get 300K scores after this patch because of it.

8 months ago - /u/Zoythrus - Direct link

Originally posted by DarrowRRD

Can confirm, I just played the best game I have ever played, literally inch perfect with Cymanti, and I got 75th top high score. Im top 30 in several others and didnt play nearly that well. With the 299% boost that would have been 12th. I understand there are some other considerations there. I guess 100k is still possible, but why do you want this game to be about having a monument on every square inch of the board?

To some extent, we've had to come to terms with gamemodes like Perfection and Domination not exactly vibing with the fact that we have 16 tribes now (with more on the way) on top of new game mechanics. Not exactly something Midjiwan was planning 8 years ago, and things are starting to show their age.

So, we're in the process of rolling out changes to the formula as we try to get things to "mesh" better with our plan for the game.

While I cant say we've perfected it, we can say that we're trying to make these older features a bit more relevant and updated.

8 months ago - /u/Zoythrus - Direct link

Originally posted by Beautiful-Basket8989

Very annoyed by the bomber nerfing. Without ability to shoot back (STIFF) or move and shoot (DASH) they were already nerfed a ton.

At least allow them to shoot back at single targets a with a minimal attack, especially when they are adjacent!

Bombers are and were always meant to be heavy duty support units, able to supplement a navy and landing force.

They're meant to be powerful, fragile, and a tool in your arsenal, one supported by other units.

8 months ago - /u/Zoythrus - Direct link

Originally posted by Beautiful-Basket8989

But the step down from the battleships is so severe. The old battleships were kinda plug and play and were easy and simple. They were more fun. I would have argued that the splash damage be reduced a little or limited to one other target rather than nerf the offensive strength

We want them to have a solid role in your fleet, not just "spam them to win".

They're slow, fragile, and not good for single-target elimination. They're meant to be supplemented with Rammers and Scouts who can defend it and finish off the stuff it has softened up.

8 months ago - /u/Zoythrus - Direct link

Originally posted by mashedpotatoes1509

The update for the market is such a let down. I loved trying to find the perfect spot to place them to reach 12 stars for each city. Now the markets look kind of gaudy before they even reach their max potential and it is a lot harder to make them earn a worthwhile amount. Now I find myself wanting to play way less :/.

We changed Markets for 2 reasons:

  1. The biggest reason was due to complaints about them feeling "clunky" and "hard to use". Neither of those are things we wanted Markets to be, and we were getting a lot of complaints about it.

  2. We wanted to tie the production of the Market to the production of the buildings they use. This is more of a logical "Well, duh" approach, as it just makes more sense. You can't sell more lumber if you don't have more lumber to sell, y'know?

8 months ago - /u/Zoythrus - Direct link

Originally posted by Lanskiiii

When the naval update came out I expressed some concern over the changes (politely!) so just wanted to follow up by saying this looks like a really great patch. Excited to play it!

It's live now! You can play it just by updating the game.

8 months ago - /u/Zoythrus - Direct link

Originally posted by puppetpilgram

For mobile as well? Multiple games seem to be old version still. Could just be one of my friends hasn’t updated their app. Thanks!

Yep!

Tell your friends to update.

8 months ago - /u/Zoythrus - Direct link

Originally posted by JonArbuckle_1

It said on the discord that it was applied to switch, but it's not updating. Why is this?

We're working on it.

8 months ago - /u/Zoythrus - Direct link

Originally posted by A_very_nice_dog

Does this patch include NERFING THE CYMANTI????

Does it say that in the patch notes?