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Current Patch Notes - v1.12.3 (10/24/12)

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Current Patch Notes - v1.12.3  (10/24/12) Empty Current Patch Notes - v1.12.3 (10/24/12)

Post by Akichi Mon Jul 30, 2012 6:59 pm

Current as of 10/24/2012






Version 1.12.3

  • Reverted changes indicated below





Version 1.12.2

  • Added blur slow down effect to spells
  • Added similar effect to manual rotate
  • Troop production buildings now produce max possible troops in one press
  • Camel Games logo and opening animation added





Version 1.12.1

  • Added "active" tag for players in friend and social lists, to differentiate between actives and inactives





Version 1.12.0

Buildings:
  • Research Center - Upgrades your units HP, Evade, Attack, Crtical, Resist, Speed, etc. Upgrades Resource harvest, production speed, castle wall.
  • Alchemy Lab - Upgrade and Inlay gems.
  • Red Shingled House - More can be added at higher levels
  • Land Upgrades - More available at higher levels


Gems:

  • New gem system which you can inlay to your equipment to boost your hero.
  • Gem maximum level is 7 (from beta, it probably decreased since then)
  • Gem removal costs crystal


Battle:
  • Auto-host feature added. Can auto-battle your current battle list with 1 formation
  • Can view all hero/unit stats pre-battle by selecting it.
  • AI will now prioritize targeting the closest unit over the enemy wall.
  • AI range units will give more priority to closer units on off-rows over farther units on same row.


PvP:
  • Attack travel time cut in half
  • Can no longer attack players much higher level than you.
  • Attack-able targets' level range increased
  • Attack level limits now apply to attacks on friends


Other:
  • Magic Spar drop rate increased
  • Special Events added





Version 1.11.6

  • Base population increased by 10





Version 1.11.5

  • High tier Item and Spell Repair gold cost reduced greatly, crystal cost increased slightly
  • Transport tax on resources between castle and fort reduced to 20%, from 80%
  • Portal gold cost reduced to 200,000, from 500,000
  • Now able to start battle without moving any pre-placed units, as it was prior to 1.11.2





Version 1.11.4

  • Fixed an issue where spell hits wouldn't stun the target

  • Can no longer equip 2 of the same jewelry





Version 1.11.3

  • Tier 5 Non-buyable set drop rate increased. (Bashing Set, Shadow Set, Flames Set)
  • Adventure counter added to mission select screen
  • Battle now ends immediately after the last unit dies





Version 1.11.2

Adventure map

  • Can go on a set amount of adventures/day for free. (I've gotten between 12-15) Can exceed limit by spending mojo.
  • New tasks, related to adventure map
  • "Attempt" tasks requiring you to repeat levels a certain amount of times included
  • Bosses can drop loot and fragments
  • Fragments used as material to assemble hero gear and spells, can be unique (not sold in shop)
  • Castle/Fort adventure progress is separated


Buildings:

  • Warehouse: Protects a set amount of resources from invaders. 120k gold, 50k crystal at level 5.
  • 2 Warehouse tasks added
  • Building upgrades follow a tier graphical upgrade, like units


Battles:

  • 2x/4x Speedup option
  • Auto-spell option ("Host Enabled" button on top left)
  • General change in AI formation organization
  • Prioritizes close range units in the middle (used to be long range units)
  • Behemoth and Berzerker likely placed in the middle (used to be front)
  • Succubus positioned as far in the rear as possible (used to be 1 row ahead of rear)
  • Iron Wheel HP and Attack increased ~30% across all levels


Spells:

  • Spell cast delay removed - Spells are instantly cast as soon as hero enters spell casting motion
    3x3 spells (Fire Blast, Blue Flare, Demon Blast)
  • Area of Effect reduced slightly. (No longer possible to hit 9 1x1 units)
    Shattering Light
  • Area of Effect increased slightly
    Voodoo spells (Voodoo Strike, Red Bones, Deep Purple):
  • Voodoo bolts launched all at the same time in succession
  • Spell bombards area on the unit, instead of "locking on" to a unit
  • This leads to an overall damage reduction vs groups of 1x1 units, and can outright miss any unit or hero, especially when they're on the move
    Archer Spirit
  • Duration reduced to 10 seconds, from 15


NPC Units

  • Thief: 19 Attack (1 Range), 22 Attack (2 Range), Piercing Attack, Light Armor
  • Mounted Thief: 30 Attack (1 Range), Normal Attack, Light Armor, Fast Movement
  • Aqua Priest: 40 Attack (4 Range), Magic Attack, Light Armor, Slows
  • Yeti: 55 Attack (3 Range), Normal Attack, Heavy Armor
  • Dragon Cannon: 40 Attack (7 Range, 1 Bounce, Splash), Normal Attack, Light Armor
  • Shadow Wolf: 50 Attack (1 Range), Normal Attack, Heavy Armor, Fast Movement


Hero

  • Hero inventory increased to 64. Additional fragment inventory space added, also 64
  • You can now obtain more than 1 of the same equipment via the wheel


Other

  • New roulette wheel design for arena. Lottery building remains the same.


Last edited by Akichi on Thu Mar 07, 2013 7:17 pm; edited 41 times in total
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Post by Urapeasnt Mon Jul 30, 2012 9:30 pm

ty for clarity on a few new things great job
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Post by chiodo Mon Jul 30, 2012 10:32 pm

I'm still trying to figure out what the Host button does thats in the corner of the arena screen. Nothing different really happens when i have it enabled or disabled so i'm a little lost on what that does. And i think that the loot system is bugged for the adventures. I got a loot called "little empire". I can't find it anywhere in any inventories and i don't think they would name loot something like that. Otherwise great update.
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Post by Akichi Mon Jul 30, 2012 11:07 pm

chiodo wrote:I'm still trying to figure out what the Host button does thats in the corner of the arena screen. Nothing different really happens when i have it enabled or disabled so i'm a little lost on what that does.

It's the spell auto-cast button, it lets the AI cast your spells for you.

You probably didn't notice because you have no spells equipped.
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Post by ecko23 Tue Jul 31, 2012 2:51 am

This update completely ruined the voodoo spells!! Thats bull considering how much they cost..
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Post by Camel Tue Jul 31, 2012 3:36 am

thanks for that! I havent logged into little empire since starting uni, I'll check it out later. props!
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Post by Akichi Tue Jul 31, 2012 5:49 am

ecko23 wrote:This update completely ruined the voodoo spells!! Thats bull considering how much they cost..

There is one hidden buff.

If you have 2 or more voodoo spells, with the spell cast time removed you can basically launch all of them at the same time. It lets you both synchronize and make efficient your spell cooldowns. Previously you'd have to wait about 2-3 seconds to launch two voodoo spells in succession, both "wasting" cooldown time and having your hero stand there with their hands up for like 7 seconds.

Also I faced someone that had all 3 voodoo spells equipped. Blanketed my half of the screen every 20 or so seconds. It looked freaking cool. Very Happy

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But yeah other than that, I swear that half the bolts don't hit every time I cast them. Sad
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Post by Urapeasnt Tue Jul 31, 2012 7:28 am

Akichi wrote:
ecko23 wrote:This update completely ruined the voodoo spells!! Thats bull considering how much they cost..

There is one hidden buff.

If you have 2 or more voodoo spells, with the spell cast time removed you can basically launch all of them at the same time. It lets you both synchronize and make efficient your spell cooldowns. Previously you'd have to wait about 2-3 seconds to launch two voodoo spells in succession, both "wasting" cooldown time and having your hero stand there with their hands up for like 7 seconds.

Also I faced someone that had all 3 voodoo spells equipped. Blanketed my half of the screen every 20 or so seconds. It looked freaking cool. Very Happy

.
.
.
.

But yeah other than that, I swear that half the bolts don't hit every time I cast them. Sad
so the thunder spell is useless now?
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Post by Pixy® Tue Jul 31, 2012 7:32 am

Ummmmmm..... has anyone noticed something strange in arena....
Actually. I was fighting in Arena and I watched the battle as I won it and lost 6 footmen and 2 mages... But when the Battle Reward Screen appeared.. it showed me that I lost 7 footmen. 1 mage and 1 wolf rider... IDK what is wrong with this update. I even watched the replay. I lost 6 footmen and 2 mages.. Has anyone encountered the same problem ????
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Post by Ray5kull Tue Jul 31, 2012 8:35 am

Voodoo was OP
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Post by ecko23 Tue Jul 31, 2012 9:29 pm

Ray5kull wrote:Voodoo was OP
LOL!! It better be OP, it costs alot of mojo..
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Post by Ray5kull Wed Aug 01, 2012 1:03 am

I had guy invade me with 2 voodoos, that wasn't fun at all.
BTW have you seen the mounted thief
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Post by Akichi Wed Aug 01, 2012 2:12 am

ecko23 wrote:
Ray5kull wrote:Voodoo was OP
LOL!! It better be OP, it costs alot of mojo..

They are still really really good spells in MASSIVE battles were you have 6+ waves crashing into each other.

It's just that they are greatly underpowered compared to before in smaller battles and hero vs hero situations.
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Post by Japrax Wed Aug 01, 2012 6:48 pm

ecko23 wrote:
Ray5kull wrote:Voodoo was OP
LOL!! It better be OP, it costs alot of mojo..

yeah it cost a lot of mojo, yesterday i was wondering *something wrong with this voodoo spell" now that explain everything.. bounce

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Post by ELTRYHARD Wed Aug 01, 2012 7:11 pm

Has anybody noticed that the archer spirit spell does not last as long as it used to? Its pretty much useless now. But it seems like the footman and troll spirit spell lasts a little longer.
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Post by ELTRYHARD Wed Aug 01, 2012 7:17 pm

And i've also noticed that sometimes in the arena when I lose 3 footman and 2 mages or something like that. After the match it says that I lost in that battle 2 footman or 3 footman and 5 mages. Im just giving random numbers. It seems like Pixy is having the same problem too.
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Post by Akichi Thu Aug 02, 2012 2:27 am

ELTRYHARD wrote:Has anybody noticed that the archer spirit spell does not last as long as it used to? Its pretty much useless now. But it seems like the footman and troll spirit spell lasts a little longer.

I don't have the spell so I have no info on it. I know it used to last around 15 seconds. I assume you have it, so can you test how many seconds it lasts now?
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Post by Urapeasnt Thu Aug 02, 2012 6:43 am

ELTRYHARD wrote:Has anybody noticed that the archer spirit spell does not last as long as it used to? Its pretty much useless now. But it seems like the footman and troll spirit spell lasts a little longer.
ya even when the hero dies the spell sill goes on, my hero died and activated a blue blast like 2 seconds after that was strange
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Post by DoeWoe Thu Aug 02, 2012 9:28 am

It seems a bit buggy. I'm having the issues with either not reported lost units or reporting units that I didn't actually lose. I'm sure they'll clean it up.
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Post by ELTRYHARD Thu Aug 02, 2012 9:33 pm

Akichi wrote:
ELTRYHARD wrote:Has anybody noticed that the archer spirit spell does not last as long as it used to? Its pretty much useless now. But it seems like the footman and troll spirit spell lasts a little longer.

I don't have the spell so I have no info on it. I know it used to last around 15 seconds. I assume you have it, so can you test how many seconds it lasts now?
Ok I tested it. The archers last 10 seconds now. Footman and trolls last 15 seconds.
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Post by Akichi Fri Aug 03, 2012 1:56 am

Thanks, updated info.

I formerly thought 200 mojo was just a little too much for the spell. The update certainly didn't change my mind. Rolling Eyes
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Post by DoeWoe Fri Aug 03, 2012 2:08 am

I heard the spirit spells were good so I got them for my Portal Hero, but I thought they were underwhelming before too. I regret getting them.
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Post by Camel Fri Aug 03, 2012 3:44 am

if you watch my vids on youtube, ive won against higher levels attacking me thanks to the spirits. dont underestimate them! Smile
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Post by DoeWoe Fri Aug 03, 2012 3:52 am

Well I'm glad to hear that they work at higher levels. Maybe my problem is just the strength of my bus.
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Post by Akichi Fri Aug 03, 2012 4:01 am

DoeWoe wrote:Well I'm glad to hear that they work at higher levels. Maybe my problem is just the strength of my bus.

No, it's just that they suck in arena, because quite frankly if the enemy gets to your side of the field constantly you're doing something wrong. Archers are the only unit that can fire into enemy territory.

In PvP of course, footman and troll spirits actually see combat.
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