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