Balrog, Sera startup and others

Sera now uses the new kingdom startup settings.

Additionally the gameserver has been updated with the following changes/fixes:

  • Balrog can be sealed in his cavern by Earthquake. An earthquake of 40% of its max damage removes a Balrog with 100% chance
  • Balrog can be chased away by Purgatory. A purgatory that does 20% of its max damage removes a Balrog with 1/3 chance
  • Balrog flee percentage has been changed to 20%
  • The chance of transferring a Balrog through military attack is now equal to the percent of land the attacker took
  • When two balrogs end up on the same kingdom due to the attacker already having a balrog and getting the defender's balrog, they fight.  When they fight, it causes a small earthquake.  There is 50% chance 1 balrog survives, otherwise they both die.
  • The limit on the number of fighters who normally defend other troops with Self Sacrifice has been tripled
  • A kingdom with Self Sacrifice on and at least 8% of active troops as fighters will not flee from a Balrog, but an extra 12% of the fighters are eaten by the Balrog during the fight.
  • The Balrog message on Detailed Status page has been changed
  • Plague doesn't grow as fast
  • Rabid Beasts can now last more than one turn
  • Sprite civil advisor is in and also takes the role of the military advisor for now.
  • Small changes to the three layout files (buttons over chat changed on mouse hover)

Comments

lol

That Balrog is an complicated monster:D

boohoo

i had my fingers crossed that this reset will bring gremlins back...

lol

Perhaps the gremlins are smarter than the admins and are hiding from them;D