Zoythrus

Zoythrus



27 Feb

Comment

Originally posted by SpaceNoob_10

I love how it’s Midja (or something similar) for everyone and then it’s Zoythrus 😂

They offered me the title of "Midjitree" (as in, 3), but I turned it down for the sake of being distinctive.

Comment

Originally posted by KungfuTurtuleEJB

New change could make kickoo overpowered because they get two things in one starting tech

They aren't able to build a Port at T0, though, and have to wait a little while before it's useful

Comment

Originally posted by Wii4Mii

  1. Bridges were bad. Outside of quick connections ports were always better because units on bridges just get shot at by the other persons navy with no chance of fighting back and are a pretty big star investment. I think they're supposed to be a cheap and effective way to cross small bodies of water and they actually do that now.
  2. With bombers getting nerfed I don't mind this. Water exploration got toned down a bit as well with the ruins and starfish nerf it won't be as impactful as they would've been.
  3. Bombers were not fun at all. Whoever gets a navy faster just sends a few over the the enemies lines and suddenly they can't get anything going. While in an even battle they aren't that strong so they were really just a snowball unit. I think now they're underpowered because they don't snowball well but I would rather have a bad unit over and unfun one.

I'm amazed Cym didn't get nerfed. With Bombers and water stuff getting nerfed Cyms gonna thrive.

...

Cymanti will get their time.

We're working on "baseline" stuff now.

Comment

Originally posted by ConstantStatistician

Why do bombers still have Stiff now that they're nowhere near as dangerous? Their ATK is now equal to rammers, which can retaliate.

Other than that, good changes, especially the market. I was hoping for that change, actually, after seeing the same suggestion a few months back.

It's because we want them to be weak to stuff that gets up close. Scouts and Rammers should shred them.

Comment

Originally posted by J_train13

I personally thought it would've been neat if the ruins kept battleships and that was the only way to still ge them, but this works too

Nah, the whole point of the PotO update was to rid the game of Battleships. :P

Comment

Originally posted by J_train13

The company consists of three people I believe, Midjiwan, Zorythus, and Midjitwo (who I believe does music). I could be very wrong though


26 Feb

Comment

Originally posted by hilly316

So I get that while not fully agreeing with the reasoning. There are already vast differences in resources between all of the tribes, so my question would be why not just tweak this to help balance it further? Yadakk, hoodrick, xin-xi, luxidoor and f**kquarion are all for the most part still unplayable.

Ps keep up the great work, love the game and The new beta is a great step towards poly-utopia!

Well, the Bridge and Market buff are part of rebalancijg Yadakk

Comment

Originally posted by james7227

If I join the beta will I lose access to the current version of the game?

Depends on the platform you choose

Comment

Originally posted by BicycleHappy435

Too cluttering? They take up the same space as a port. On top of that, you can still place a port on undeveloped farms. This just seems like a clear lose-lose scenario

That's his reasoning. He didn't like them or like using them, and wanted to move Coastal cities over to a full-fish economy.

Comment

Originally posted by Adventurous_Dress832

  1. I agree on that but with this change be will lose the only water-resource that gives us 2 pop which was quite important for developing water based cities. Is it possible that we get a compensation for that, for example somthing like a "rich fishing ground" that gives 2 pop but disappears after harvesting?

Well, more fish should spawn in general since there's no crops.

Now, I can say that Midjiwan wants Coastal cities to have less growth potential than land cities. So, working as intended.

Comment

Originally posted by BicycleHappy435

Why remove aqua farms? Removing them gains literally nothing, that’s just taking away a feature

Midjiwan wasn't happy with them, so he removed them. Found them too cluttering.

Comment

Originally posted by MiyeMoo

Finally, a bomber removed from that ruin but have they fixed the crashing when joining a game via link while in the game? (steam)

Should be fixed. Let us know if it's not.

Comment

Originally posted by BeowulfBoston

Overall, it makes sense why they'd make these changes to improve balance and reduce the impact to the meta from Bombers. Neat little trims instead of sweeping changes. Couple specific changes that I found unusual:

  1. Removing aqua farms reduces the variety of water resources again, which is a little boring. It did feel odd that you had to access windmills in a totally separate tech branch in order to get a production building for it.
  2. Markets seem more valuable now that they're increased by the levels of each nearby production building. I'm inferring that means _any_ nearby production building, so if I have two tier 2 forges nearby I'll get 4 stars?
  3. Some of these changes seem aimed at reducing the maximum possible score for Perfection. Or making it harder to get bigger scores. Maybe the developers realized they were painting themselves into a corner with the wildly high scores from pre-naval update, but it is worth noting.
  1. Midjiwan thought they were cluttering up the coastline
  2. Yes
  3. Well, sorta. We made temples easier to use, but nerfed the opponent multiplier. So, it's "adjusted"
Comment

Originally posted by Comprehensive-Ebb504

Sounds good! When can I update?

On Steam? Immediately

On mobile? It should be out very soon.

Comment

Originally posted by Employment_Extreme

All good except not loving the starfish change. I get it though.

Yeah, maybe we should nerf them more....

Comment

Update 2.8.5.11904 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 tra...

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Comment

Originally posted by iHonestlyHateRedditt

You don't want to give tribes special bonuses like what, exactly?

Like how Cymanti ignores terrain with creep? Or boosts with shaman? Or eats with centipede? Or Poison? Or sneak to ignore enemy zone of control? Or Surprise to prevent retaliatory attacks?

Making a one star adjustment to a road cost is the tamest thing compared to special tribes abilities.

Disclaimer: I'm personally very salty that Yadaak was killed. He is not feasible competetively at all, and I've been devastated for months.

Well, those are Special tribes that play by their own rules.

We don't want gameplay changes like "differences in tech" or "unique units" for the Regular tribes. Yadakk is a Regular tribe, so they won't be getting any sort of road bonus.