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Age 30 – Changes

Alliances at War0 comments

Age changes for Alliances at War – Age 30

Miscellaneous Game Changes

  • Increase managed acres by +5 percentage points
  • Bit lower fame gains on some thievery operations like arson.
  • Bit higher fame gains on spells like Dragon Mage.
  • Fixed walls/weaponries bonus from 2.5% to 1.5% per % walls/weaponries.(fix because it was announced earlier but never happened)

Race Changes

Wood Elves

  • Grassrunner 0/3 -> 0/2

Dark Elves

  • Nightrider 3/7 810 cr –> 4/7 785 cr

Light Elves

  • Acolyte 75 cr –> 125 cr
  • Bug Fix: +15% successrate also works against Light Elves

Dragon

  • Yellow Dragon 0/32 800 cr -> 0/36 940 cr
  • 20% market/barracks space efficiency -> 25% market/barracks space efficiency

Eagle

  • 1 hideout holds 0.4 MP and 0.6 TP -> 1 hideout holds 0.4 MP and 0.7 TP

Viking

  • Soldier 120 cr –> 100 cr

Nazgul

  • Possessed Mortal 40 cr –> 100 cr

Deals 20% more damage with Blasphemy Crusade, Pillage and Raze -> Deals 25% more damage with Blasphemy Crusade, Pillage and Raze

Undead

  • Add: Can not be commandeered

Balrog

  • Basic- 0/0 – 100 cr
  • Offspec- 25/0 – 1750 cr
  • Defspec- 0/15 – 1100 cr
  • Elite – 11/11- 850 cr

Non gameplay changes

IE users with the Google Chrome Frame plugin will now benefit from it on AatW as well.

*bugfix* Usernames with non standard characters will now not anymore display other weird replacement characters in archives/search/mail and other places with JavaScript. (this does not fix many non standard characters witten prior to age 29)

Other

As some of you might already have seen, with help from a few others I(HaRRy) have created two tools that can help you calculate needed units to send on an attack or help you calculate how many buildings you have to construct.

Even though these tools are developed by Orkfia admins they are in fact nothing more than 3rd party tools. No current or future Orkfia developer is responsible for the correct working of these tools.

Links:

Attack calculator
Construction helper

The working is simple. You go the advisor page of your tribe(military/construction) and copy the entire page and paste that page inside the white box on the bottom of the tool. The same can be done with archived intel. The construction helper will even remember filled in numbers for the target input fields.
Read it all through and mark the right checkboxes and fill in any remaining data(fame etc) and you’ll see the outcome. If you need more help, please ask so in the world forum or on IRC.

~HaRRy


Note: The toolbar will be updated with the newly launched tools aswell.
~Acwder

Age 49 – Changes

Orkfia Classic0 comments

Hi there. Age 48 is now over. The rankings from age 48 will soon be posted.

Age 49 will start the night between 23th and 24th of april at 00:00, first update as always at 01:00. The age will last for four (4) weeks. The game will be reset and the update button added once the changes has been uploaded. The updatebutton will then be removed through another soft reset 24 hours before the age starts.

Below is this age changes and more information, written by Bolle and put together by the development team.

~Acwder

First of all, we’d like to invite you to take a look at the Orkpedia. So far it has been used mostly by Staff. However, you’re all invited to add whatever bit of information you want. It is not limited to just in-game mechanics; you are allowed to add your alliance strategies, your Out Of Protection strategies, the history of your alliance or famous orkfians. Just be aware that changes or additions will have to be approved of. It is also very possible that your new page will be moved to a place in a new, existing, or different, category.

The reasons for Orkpedia are many. First of all, it is much more user friendly. Second, it allows for more information. Third, it involves the players in the process. Fourth, more players means a much more highly updated manual.

Now, there was already reason to believe the guide was not updated so regularly or so thoroughly. No one likes to do his work double, so there’s a big chance the guide will become more and more outdated. Therefore, it’s best to adapt to the new Orkpedia :)

Now, on to the changes. A short explanation for these seemingly explosive changes is in place.

- The HO formula was deemed too ‘easy’ for 6-player alliances. Therefore, it has been tuned down a bit.

- Attackers were considered weak. This can be seen by the average number of attackers chosen in the past ages. The reason for this is believed to be the change to 6-player alliances. Development hoped that attackers had an innate value of themselves. However, the players clearly disagreed. Therefore we have increased the attacker’s damage just like we have changed T/Ms damage. The factor by which is similar to the T/M increases. Take the hint ;)

Hideout formula

S = 1/(1+H/0.4) –> S = 1/(1+H/0.7)

See http://www.orkfia.biz/orkpedia/index.php?title=Hideouts for a profound explanation of the hideout formula.

Invasions
http://www.orkfia.biz/orkpedia/index.php?title=Category:Attacks

Blasphemy Crusade

  • Destroys academies (4% of total land) –> 5.33% of total land
  • Destroys guilds (4% of total land) –> 5.33% of total land
  • Destroys hideouts (4% of total land) –> 5.33% of total land
  • Kills 5% thieves –> Kills 6.67% thieves

Raid

  • Up to 12% of the target’s citizens can be killed with a single attack. –> Up to 16% of the target’s citizens can be killed with a single attack.
  • Units killed is increased by 33% for both attacker and defender.
  • Formula: 2.25% –> 3% killed from defender, 1.2% –> 1.6% killed from attacker.

Notes:
Preemptive note to all dragon players: No you will not receive compensation.
Oversending does not increase nor decrease your losses. You only lose over the amount necessary to break.

HitnRun

  • Units killed is increased by 33% for both attacker and defender.
  • Citizens killed increased by 33%.

Formula:

  • off/def * 4% –> off/def * 5.33% killed from defender.
  • 3% of sent –> 4% of sent from attacker.

Note: see Raid.

Spells

Hwighton Raid

  • Destroys up to 10% of target mp. Send 50 thieves to burn one mana point –> Send target’s guilds * 5 thieves.

Summary of the effect: with maxed MP, you send ~70% of old. With half mp, you send ~150% of old. That is, with the average warmode. It’s the general effect, anyway.

Note: mages’ enforced honesty destroys 7.5%.

Races

http://www.orkfia.biz/orkpedia/index.php?title=Category:Races

Wood Elf

  • Tree Ent (0/10) – 1450cr –> 1500cr

Eagle

  • Vendo (0/5) – 575 cr –> 600 cr
  • Anekonian (2/8) – 1080 cr –> 1100 cr

Thurog Hai

  • Thurog (8/8) – 1000 cr –> 1050 cr

Halfling

  • Duellist 3/6 680 cr –> 700 cr

~Bolle and the dev team

Age 48 – Changes

Orkfia Classic0 comments

Hey there

Age 48 will start the night between 19th and 20th at 00:00ST, first tick will as always be at 01:00ST. The age will last for four (4) weeks. Once the changes listed below is uploaded we’ll reset the server and add the updatebutton, the updatebutton will be removed 24 hours before the age starts with another soft reset.

Race Changes:

Brittonian

  • Knight 840 cr –> 800 cr
  • Rogue 425 cr –> 350 cr

Halflings

  • Hobbit 0/0 10 cr –> 30 cr
  • Footpad 4/0 360 cr –> 340 cr
  • Poacher 0/4 400 cr –> 380 cr
  • Duellist 3/6 700 cr –> 680 cr
  • Cutthroat 0/0 100 cr –> 80 cr

Rohirrim (READ: Completely changed!)

  • Soldier 0/0 60 cr
  • Horseman 5/2 430 cr
  • Mounted Archer 3/6 660 cr
  • Rohirrim 7/7 850 cr
  • Scout 0/0 150 cr

3 hr attack time
No rest time on Hit’n'Run
66% of normal losses when attacking
Fame counts as defence modifier (1000 fame = 0.5% defense modifier)

Bats

  • Blackfoot 0/0 10 cr –> 30 cr
  • Razor Fang 4/2 400 cr –> 380 cr
  • Stone Skin 0/6 750 cr –> 730 cr
  • Dragon Head 6/3 800 cr –> 780 cr
  • White Wing 1/2 250 cr –> 230 cr

Phoenix

  • Bennu 0/0 10 cr –> 30 cr
  • Fenghuang 3/0 250 cr –> 230 cr
  • Adarna 0/5 550 cr –> 530 cr
  • Avalerion 2/7 900 cr –> 880 cr
  • Angha 0/0 300 cr –> 280 cr

Lich

  • Mortal 0/0 75 cr –> 60 cr

Daemon

  • Imp 0/0 85 cr –> 100 cr
  • Gargoyle 5/0 375 cr –> 350 cr
  • Succubus 3/0 375 cr –> 350 cr

Uyon Hai

Defensive spells (DH, FoR, Heal and SoD) and basic selfspells cost triple mp –> Defensive spells (DH, FoR, Heal and SoD) and basic selfspells cost double mp.

Thurog Hai

Remove:

  • 40% lower military losses.
  • Can’t cast FoR

Add:

  • 66% of normal losses when attacking

Other Changes:

Rating system for races

After a suggestion made in the ingame forum there is now gonna be a rating system for each race to give a new player a better grasp of each race. Its gonna look like this:

A big thanks to Sanzo that came up with the idea, to Joe and Bolle for sorting the stars and to max for coding it.

Orkpedia

A wikipedia for Orkfia Classic is gonna get launched, named Orkpedia. There has in the past been an attempt to create one for both Orkfia Classic and Alliances at War, it failed due to both activity and the difficulty of adding stuff that is named the same in both games but works differently.

The goal for the Orkpedia is to replace the guide but they will exist together until we’ve filled Orkpedia with all the information from the guide.

So if you wanna help out then don’t hesitate to write a page at Orkpedia. You can write something from the guide, add your alliance page or even add your own profile page if you’d like.

Cheers

~Acwder

Orkfia Classic – Feedback

Orkfia Classic0 comments

I’d like to give you all the opportunity to give us some feedback on the new races.

It’s all new, so you can’t expect us poor devvers to observe every single player in game; since we play as well we’d get an unfair information advantage if we did. Therefore, we require your help.

Preferably, given feedback is on the race you are playing yourself, or on a race one of your alliance mates is playing and told you about.

Reported imbalances are of course welcome, but this thread is not that narrow.

What we want to know is:

  • how useful do you think the race is for alliance strategy purposes?
  • is the race challenging or does it bore you to death?

This can of course go both positively and negatively: the race can be too useful or not useful enough, it can be too challenging or too boring. Some races are designed to be boring yet simple to play, others to be challenging and therefore hard to play.

We don’t promise we’ll do something with the feedback, but given feedback will certainly prompt us to consider the race. Also, the more complaints about a race, the more likely it is that it will be changed.

——

As a last reminder: races will not remain static. Each age there will be some cost tweaks in a number of races, not because they are imbalanced, but simply to adjust the balance of the races and prevent the game from becoming stale. Say, if you all take rohirrim, they’ll likely receive a small cost penalty next age, whereas underused races may get some small cost bonus. Of course this does mean race abilities and use must be different enough to make the choosing of the penalized race a reasonable (strategic) choice. Therefore, feedback :)

Link to the ingame post: click here to view this ingame

~Bolle

Age 47 – Changes

Orkfia Classic1 comment

Hey. Age 46 is over. Here is the changes for Age 47.

Age 47 will start feb 13th 00:00ST (night between 12th and 13th), first update at 01:00ST as normal. The updatebutton will be added in between ages once the changes has been uploaded and removed 24 hours before the age start.

Over to the changes, its been planned for some time now to bring in some more races and its finally complete.

Short version: the effects from classes is removed and 14 races is added.

Long version:

Instead of having races and classes split they will now merg. When you sign up / restart / die you will be able to first pick your main race. Lets for example say you want to play Orc, then you get to pick which class you want to play, these two choices decides what race you will be ending up playing.

Sticking to the example, picking Orc + Rogue would give you Mori Hai, picking Orc + Warrior would give you Oleg Hai. This new way of picking races lead to 16 races not being enough, instead we give you 30 races.

This a quite a big change but we are confident its the way forward and to make sure we improve our playerbase, the second change to do that is to sort the lag, our current server gives alot to wish for, we will be looking into moving over to a vps in a few ages, the issue is as always money.

No one of us Orkfian players have ever wanted orkfian to become a paying game and we will stick to that ofc. Sponsorship however is the option you as a player have to help us, the cost of it will be changed from $2 to $5 (to test before we move to the new server which will cost about five times the current one).

Races, Here is all the races, some old ones has been changed aswell so I’ll post all of them.

Orcs | Elves | Humans | Winged | Cursed

The Orcs

Spellbinder – Uyon Hai

Most orcs are dangerous due to brute force. This also counts for Uyon Hai, but they are also specialized in magical warfare. They use magic practically rather than theorizing about it’s nature. For Uyon Hai, practical means bloody. Using magic for civilian or defensive means is despised heavily.

Gnome (0/0)- 50 cr
Raider (7/0) – 550 cr
Grunt (0/6) – 620 cr
Warlock (5/7) – 880 cr
Thug (0/0) – 400 cr

Steal mp on raid/hitnrun (citizens / 50 mp gained or units / 10 mp gained, whichever is higher) Offensive spells are 15% cheaper (includes CB/RotH). Defensive spells (DH, FoR, Heal&SoD) and basic selfspells cost triple mp.

Guardian – Thurog Hai

These Orcs are highly traditional. Little is known about them since finding them often means that you won’t be found anymore. Despite their small numbers they have survived for centuries, and it is not expected that this will change anytime soon. Rumors are that they hide secrets unknown to any other Orkfian race.

Gnome (1/1) – 75 cr
Tauren (7/2) – 650 cr
Troll (0/7) – 725 cr
Thurog (8/8) – 1000 cr
Creeper (0/0) – 300 cr

40% lower military losses.
Can’t cast FoR.
3 hour build and return time.

Sage – Grokan Hai

Grokan Hai are somewhat an oxymoron. They are orcs, yet they are not particularly interested in violence or conquer. As outcasts of the ‘normal’ orc races, they are the smartest, best organised and most peaceful orcs that can be found in Orkfia. Their intellectual capabilities sometimes surpass that of humans and even elves. Grokan Hai have a passive and observative nature and they take an optimistic approach to life, the universe and everything.

Gnome (0/0)- 100 cr
Headhunter (6/0)- 450 cr
Lurker (0/5)- 450 cr
Witch Doctor (2/8)- 1000 cr
Sniffer (0/0)- 400 cr

+10% tax income.
+10% income from banks.
Grokan Hai passively gain (acres / 48) rp’s each tick (0.5 RPA per day).

Rogue – Mori Hai

Long thought to have perished in the ancient war, the Mori Hai were rediscovered looting a small human outpost. It is thought that when all was lost, they retreated to the mountains of ORKFiA and hid themselves. The little that is known about them is from the ancient documents pertaining to the war, in which they played a central part. They are fast and agile, but what other secrets do they hold?

Gnome (0/0) – 85cr
Goblin (3/3) – 250cr
Axethrower (0/4) – 405cr
Ogre (4/5) – 575cr
Assassin (6/0) – 600cr

3 hour attack time
+15% more homes allowed
25% less food needed
1 home counts as 0.4 Hideouts (ops/spells against T/M buildings will not affect homes)

Warrior – Oleg Hai

Somewhat less aggressive then their cousins, the Uruk Hai, the Oleg Hai are less concerned with destruction, and more concerned with dominance. As such, they can defend the lands they conquer much better. However, with all their knowledge of combat techniques, they are lacking on the spiritual side. Due to their past relations with Harpies, it is not abnormal to see Harpy mercenaries within their race.

Gnome (0/1) – 50cr
Wolfrider (7/0) – 500cr
White Skull (0/6) – 650cr
Harpy (4/1) – 80cr
Thief (0/0) – 440cr

+30% more land gained when attacking
Harpies are mercenaries

Crusader – Uruk Hai

Also known as the King Orks, their aggression and offense is unmatched. They have the tendency to press on where others may not. They wish only to destroy, and often get that wish.

Gnome (0/0) – 50cr
Brute (7/2) – 480cr
Shaman (0/6) – 625cr
Half-Giant (16/1) – 1300cr
Blackguard (0/0) – 450cr

80% of normal losses on elites (attacking & defending)
Homes hold 275 citizens
Blasphemy Crusade has a 4 hr attack interval instead of 6 hr.
Uruk Hai gain 500 cr per demolished building on BC.

The Elves

Sage – Moon Elf

Moon Elves have dedicated their lives to discover truth by contemplating in the light of the moon. While at work during the day, they meditate during the night. It is unknown whether they ever sleep or not.

Slinger (0/0) – 50 cr
Moon Lightress (5/2) – 375 cr
Devoted (0/7) – 800 cr
Lunar Priest (6/8) – 1100 cr
Rogue (0/0) – 230 cr

Yards –> Moon Glades. Moon Glades produce wood but also increase mana/thievery regeneration rates as if they were hideouts/guilds (doesn’t increase max mp/tp). So simply add their percentage both to guilds and hideouts for calcing the regeneration.

Warrior – Grey Elves

Hardened by their desert homeland, these Elves make excellent warriors. They are fast and skilled with all sorts of weapons. They know how to hide and how to strike.

Slinger (0/0) – 40 cr
Sandwalker (5/0) – 450 cr
Marksman (2/7) – 760 cr
Blademaster (5/4) – 500 cr
Rogue (0/0) – 300 cr

25% chance of staying unidentified when attacking.
Yards production halved.
20% decreased land losses on getting grabbed due to the barren nature of your lands.
3 hour return time.
+35% bonus on weaponries

Guardian – Sea Elf

These Elves abandoned their homeland for the seas of Orkfia. It’s hard to find them when you seek, except for the fortressed ports they possess.

Slinger (0/0) – 50 cr
Sailor (6/3) – 650 cr
Falmar (3/6) – 650 cr
Vessalar (7/7) – 900 cr
Rogue (0/0) – 350 cr

25% chance that your troops won’t find a Sea Elf when trying to attack them.
+25% resistance to thievery/magic.
+35% bonus on walls.

Spellbinder – Dark Elf

Masters of deceit, their magical talents are unparalleled. However, they have only average military power.

Slinger (0/1) – 100cr
Nighstalker (2/0) – 80cr
Sorcerer (0/4) – 280cr
Nightrider (3/7) – 675cr
Assassin (0/0) – 350cr

+25% magic level bonus
TPA is twice as effective against enemy ops

Rogue – Wood Elf

Also known as Sylvan Elves, these Elves abandoned their old way of life and became one with nature. They prefer a solitary life and can call upon the spirits of the forest to protect them if need be.

Slinger (0/0) – 40cr
Woodrider (4/0) – 440cr
Druid (0/4) – 400cr
Tree Ent (0/10) – 1450cr
Grassrunner (0/0) – 200cr

-10% crowns to explore
+35% thievery points per update

Crusader – High Elf

High Elves are extremely militaristic, however, they have sacrificed much of their previous military power in order to create a practically invincible one, so that they don’t repeat mistakes of the past.

Slinger (0/0) – 75cr
Sage (6/0) – 600cr
Longbowman (0/6) – 750cr
Priestess (4/4) – 400cr
Rogue (0/0) – 350cr

Homes hold 360 people
1% churches provide 4% protection instead of 3.5%
All military units are immortal

The Humans

Spellbinder – Wizards

The Guild of Wizards consists of highly skilled individual magicians and is organized in a strict hierarchy. Education and training is a thorough and slow process. The individuals that don’t get booted are definitely worth the effort, though.

Apprentice 0/0 50 cr
Red Mages 6/0 670 cr
White Mage 0/5 520 cr
Archmage 4/8 1170 cr
Servant 0/0 400 cr

+25% mana regeneration.
+25% ML.
Decreased citizens regrowth (base growth 0% instead of 5%).

Rogue – Halflings

The Halflings or Hobbits are a people of short stature and small minds. This is not a weakness but rather the key to their succes and survival in the Orkfian lands. Do not neglect them, for they will make sure you notice them.

Hobbit 0/0 10 cr
Footpad 4/0 360 cr
Poacher 0/4 400 cr
Duellist 3/6 700 cr
Cutthroat 0/0 100 cr

1 home counts as 0.4 Hideouts (ops/spells against T/M buildings will not affect homes)
2 hr thieves return time.

Guardian – Rohirrim

The Rohirrim are a hardy people, breeders of horses. They are both honorable and loyal, fast and fiery. Able to handle both bow and lance while riding, these people are a feared sight on the plains. Don’t tempt them, or you will find yourself impaled on a sharp spear.

Soldier 0/0 50 cr
Horseman 5/2 450 cr
Mounted Archer 3/6 670 cr
Rohirrim 8/7 900 cr
Scout 0/0 300 cr

2 hr attack time
Fame counts as defence modifier (1000 fame = 1% defense modifier)
50% lower losses.

Sage – Brittonian

Due to the former size of their empire, the Brittonians were forced to sacrifice military power for raw numbers. This still holds true today, even though they no longer have the glory of their forefathers.

Soldier (1/0) – 100cr
Pikeman (3/0) – 450cr
Crossbowman (0/2) – 270cr
Knight (2/4) – 840cr
Rogue (0/0) – 425cr

Homes hold 600 people
50% of normal food consumption
RP cost: 750cr
+20% research bonus, 10% means 12% for the tribe.
(NOTE: removal of TP bonus)

Crusader – Viking

Unfortunately, it is very expensive to train a Viking. They are very dense, and tend to be overtly arrogant. Though once trained, a Viking is a very strong and versatile unit.

Soldier (1/1) – 85cr
Swordsman (3/0) – 160cr
Archer (2/6) – 480cr
Berserker (8/8) – 930cr
Looter (0/0) – 375cr

Inflict 2x more damage to enemy on attack
25% chance of location not showing in any news when making hits
Blasphemy Crusade and Hit’n'Run are two hour attack time + 2 hour army rest time.

Warrior – Dwarf

Dwarves were recently freed by the other human races, while not totally being humans, these smaller ‘half-humans’ are expert craftsmen, dedicated miners and strong warriors, rivalling the vikings as fighters.

Grunt (0/0) – 75cr
Hammer Smasher (6/0) – 450cr
Stone Thrower (0/4) – 350cr
Grey Beard (3/6) – 725cr
Short Cloak (0/0) – 350cr

+25% mine income
+35% bonus on weaponries
2 hour build time

The Winged

Rogue – Bats

Used to living in underground caves, Bats are apt at operating under the cover of darkness. These pesky fliers will continue their assault unto the end. You may not live to see the dawn.

Blackfoot 0/0 10 cr
Razor Fang 4/2 400 cr
Stone Skin 0/6 750 cr
Dragon Head 6/3 800 cr
White Wing 1/2 250 cr

2 hour return time for thieves
3 hr attack time

Spellbinder – Phoenix

Magical birds of birth and rebirth. Phoenix are rare and powerful. Always encounter a phoenix with the greatest respect, for they are both proud and vengeful. They do not die naturally, neither do they forget those who harmed them.

Bennu 0/0 10 cr
Fenghuang 3/0 250 cr
Adarna 0/5 550 cr
Avalerion 2/7 900
Angha 0/0 300 cr

Rebirth (passive, can be used): Sacrifice a number of units. They will give instant mp equal to (total of defensive value * 0.003). The units will be retrained in 4 hours without any cost. (20000 avalerions = 140000 * 0.003 = 420 mp). Cannot exceed max MP limit.

When a Phoenix unit dies in combat, it is retrained. FoR still limits units lost but, obviously, it only means less are retrained. Mortality negates this ability.

Sage – Eagle

Eagles are rare, elusive creatures, often hunted for their valuable feathers. That said, they are extremely difficult to find. Many a hunter has gone into eagle territory, and the results are usually the same. Either they find nothing, or they never return…

Nester (0/0) – 40 cr
Emesen (3/0) – 145 cr
Vendo (0/5) – 575 cr
Anekonian (2/8) – 1080 cr
Razorbeak (0/0) – 265cr

30% chance that your troops won’t find an eagle when trying to attack them
Barren lands count as walls (20% max can run more but doesnt add def, 40% max together with walls) but also produce 100 kgs of food and 10 kgs of wood each tick.

2 hour exploration time

Guardian – Dragon

Long ago the ancient guardians of ORKFiA laid their wings to rest and retired to their caves for many ages. Now, after news of the new wars had spread to the Dragons, they return once again to try and bring stability to the world of ORKFiA. Only the most experienced rulers can tame these strong beasts.

Baby Dragon (0/2) – 30cr
Green Dragon (25/0) – 515cr
Yellow Dragon (0/32) – 715cr
Red Dragon (50/10) – 1250cr
White Dragon (0/0) – 440cr

2 hour attack time
Homes hold 50
Non-homes hold 5
33% of normal military upkeep costs
Balancing penalties, see guide.

Crusader – Hawk

While tolerant towards other birds, Hawks are absurdly intolerant towards any non-Bird. Their territory is defended with a fury and speed only outmatched by Ravens. But while Ravens may be faster, Hawks are more persistent. Their existence is to be eradicated completely and eternally.

Nester (0/0) – 25cr
Silver Talon (5/0) – 450cr
Red Tail (0/5) – 550cr
Hawkwing (7/6) – 750cr
Razorbeak (0/0) – 250cr

2 hour return time.
50% of normal losses when fighting against winged, 150% when fighting non-winged.

Warrior – Raven

Once worshipped by humans, and with good reason! What they lack in military power, they make up for with incredible speed and ferocity. The raven has the uncanny ability to attack and return to a defensive position before the enemy knows what hit them.

Nester (0/0) – 60cr
Blackclaw (2/0) – 75cr
Razor Wing (0/5) – 600cr
Blackwing (5/5) – 835cr
Screacher (0/0) – 350cr

One hour attack time
On a failed attack 25%-50% returns after 1 update.
76% of normal losses on Blackwings when attacking.
132% of normal losses on Blackclaws when attacking.
-50% damage on BC.
No two hour rest on Hit’n'Run.
-50% losses on the raven when using Hit’n'Run.
NOTE: Though raven may seem changed, they are not. These features were just ‘in the code’ but never updated to the guide.

The Cursed

Spellbinder – Lich

Liches are the spellcasters of the Undead ‘race’. Where other races sometimes are abhorrent or maybe seduced by Dark Magic, Liches are specialized in and consumed by it. As former rulers or magicians, they chose an unlife of command and power rather than death.

Mortal (0/0) – 75 cr
Acolyte (3/0) – 200 cr
Apprentice (0/4) – 300 cr
Lich (0/6) – 600 cr
Outcast (0/0) – 350 cr

+10% max mp
Special selfspell ‘Abysmal Trance’. Cost and difficulty similar to Pestilence. Abysmal Trance increases mana regeneration by 100%. Abysmal Trance can be voided. When the Lich casts a spell while Abysmal Trance is running, the spell is interrupted and will disappear.

Guardian – Revenants

‘Those that we call Revenants, rose from grave to desecrate, holy matters.’
Revenants are Undead beings. The main difference with other types of Undead is that they are highly physical, having not only bones but also flesh that is not necessarily rotting. They are unnaturally strong and heavy and are often used as Guard of Undead leaders.

Skeleton (0/1) – 60 cr
Axewielder (6/2) – 500 cr
Bone Archer (4/7) – 700 cr
Revenant (5/6) – 600 cr
Orc Slave (0/0) – 400 cr

30% resistance to thievery.
15% more damage taken from magic.
Immune to cursed sorcery.
4 hour retreat time.

Sage – Daemons

Daemons are very intelligent immaterial beings. They are not Undead themselves but often (not always) are ‘seen’ amongst them as leaders. It is unknown to mortals how they come into existence and how to make them leave it. Their individual strength seems to be strongly related to their intelligence and willpower.

Imp (0/0) – 85 cr
Gargoyle (5/0) – 375 cr
Glabrezu (0/5) – 475 cr
Balrog (0/9) – 1175 cr
Succubus (3/0) – 375 cr

All military units are immortal.
Doubled priest production.
1 PPA gives 3% production bonus as opposed to 2% production bonus.

Rogue – Spirit

It is difficult enough to see a spirit, but to kill one? What a spirit really is, is a little bit of a mystery. It is long thought that they are the cursed souls of the Nazgul. Lacking a physical form brings its advantages, but it also brings its disadvantages.

Ghost (0/0) – 25cr
Phantom (2/0) – 125cr
Poltergeist (1/7) – 945cr
Ghoul (6/2) – 525cr
Apparition (0/0) – 250cr

Can not be visioned
Do not require food
2 hour return time for thieves

Warrior – Undead

The Undead were once living, breathing creatures, and are indeed a fearsome sight. It is very difficult to kill one, as they do not breathe, nor do they have any organs to pierce. The only food the prey upon is enemy flesh.

Skeleton (0/0) – 90cr
Zombie (7/0) – 700cr
Mummy (0/4) – 280cr
Vampire (7/9) – 1060cr
Imp (0/0) – 360cr

Vampires are immortal when attacking or defending
Enemy killed military units will join your army as skeletons
+35% bonus on weaponries

Crusader – Nazgul

Soulless creatures experimented on with evil necromancy, the Nazgul believe their “curse” to be a gift. The Nazgul have strong magical resistances, due to the ancient curse placed on them.

Mortal (0/0) – 40cr
Black Rider (5/0) – 460cr
Blood Pet (0/7) – 660cr
Wraith (13/13) – 1500cr
Gollum (0/0) – 333cr

Cannot explore nor use Tents
Deal 20% more damage with Blasphemy Crusade
On Standard Attack and Barren grab Nazguls gains 35% more explored acres than normal

A big thanks to the dev team that spent their time on this, if you find something to be unbalanced then dont hesitate to let us know.

Cheers

~Acwder

Age 27 – Changes

Alliances at War0 comments

Hey, these are the changes for Allianes at War, Age 27.

Uruk Hai

  • Hill Troll (9/2) – 1365 cr -> Hill Troll (8/3) – 1250 cr

Light Elf

Change: Self spells’ effect will be multiplied by 5x. The only functional difference this will make for the race is ciorin’s blessing, which now gives a 75% offense bonus. All other spells will function the same as they did before.

  • Maiar (3/3) – 875 cr -> Maiar (4/2) – 1100 cr

Dwarf

Triple crown costs for explores -> Double crown costs for explores

Change: 50% less mana -> 35% less mana and plans (or 65% of normal)

Viking

Add: Bloodlust (+5% offense, deals 10% more damage to buildings, while at war)

Raven

Remove: 500% losses on blackclaws

Add: 33% lower combat losses (two/thirds of normal combat losses)

Change: Deals 60% of normal damage on BC, raze & pillage -> Deals 75% of normal damage

  • Blackwing (5/5) – 750 cr -> Blackwing (5/6) – 835 cr

Balrog

Change: 1 mana gained for every 75 citizens killed by attacks -> 1 mana gained for every 75 citizens or military killed by attacks

Change: Markets and barracks hold half -> Non-homes hold half (including markets and barracks)

Nazgul

Add: Bloodlust (+5% offense and deals 10% more damage to buildings, while at war)

Age 46 – Changes

Orkfia Classic0 comments

Hey there.

Age 45 is now over, congratz to the winners.

Age 46 will start january 9th at 00:00 night between friday (8th) and saturday (9th). Getting back to the standard weekend startups and giving you all plenty of time to recover from new years eve =)

Age 46 will last for four weeks, a soft reset will be done once the changes has been uploaded, another one will be done 24 hours before the age starts. The updatebutton will be activate between these two events.

The list of changes for Age 46 will be small due to the hollidays and the stuff we are planning for the new races and other interesting things =)

Age Changes:

Nazgul

  • Wraith 13/13 1500 cr -> 12/12 1380 cr

MP and TP costs

Mana point/Thief point cost change undone. This age it was 66% of normal because maximum players per alliance was halved. It is back to 100% of normal.

Mystic and Thievery damage

Spells/Operations damage multiplied by 1.5
* Dragon Apprentice minimum remains 1, it is simply reached later.

Assassination

Assassination: Used to kill 2% of enemy priests. Reduced to 1.5%. Requires you to send 1 thief per enemy acre, instead of the old 2 thieves per enemy acres. Spells/Operations damage multiplier does apply, so actual damage is 2.25% – more than last age.

That is all. We do not want to implement changes if we are unsure of the balance – if you have any suspicions of imbalance, send Bolle in #5 a private message.

Staff is looking for Developers to help balance new, upcoming races. You get the chance to see them and help develop them – and thus prevent imbalances or terminate unwanted races. Yes, most of the races are finished, it is just that we need more feedback on them to avoid spoiling the game for you all.

Cheers, and stay tuned for another races preview.

~ Acwder and Staff.

Petition: Don’t change the game to Alliances of Messed up Changes

Alliances at War, Orkfia Portal, The Orkfian Times11 comments

Hello. Christmas is just around the corner, this christmas our present from Alliances at War is the name change to Alliances of Messed up Changes. Jamzi and myself will in this post comment the latest age preview where fame gets two friends named Toughness and Industry.

Here is the preview post to make sure everyone is up to speed:

Fame, toughness and industry are a reflection of how you play.

The playing style you use will influence what kind of score that you have in each. The actions you take, and the events that happen to you, will have a effect through these three rankings on the relevant goals and needs of your tribe.

Fame

  • Return offense bonus to 1% per 1000
  • Remove population bonus
  • Add 1% extra guild space per 1000
  • Add 1% extra hideout space per 1000
  • Fame gains and losses work slightly differently. You gain fame independently of the fame you take, so you can gain fame from someone who doesn’t have any fame. However, if the person has more fame relative to yours, you still gain more as usual. Losses themselves will be halved.
  • Everyone will keep the fame they have now. However, the fame that you inherit or otherwise begin with, will change. After dying you will keep 7.5% of the fame you had at the time of your death.

Toughness

  • +1% defense per 1000
  • +1% resistance to magic per 1000
  • +1% protection from thievery per 1000
  • Toughness is gained whenever your buildings are destroyed, you take military losses, your land is seized, or your resources are destroyed. The gains are independent from your fame lost from these things.
  • Toughness is lost by exploring, training military, and other actions that boost industry. The losses are independent from your industry gains for these things.
  • People playing currently will start with 0 toughness. After dying of old age, you will keep 5% of the toughness you had at the time of your death. After being killed, you will keep 10% of the toughness you had before your death.

Industry

  • +1% population per 1000
  • +1% production bonus to mines, farms and yards per 1000
  • Exploring (regularly or via land grabs), training military, raiding, pillaging and performing thief self ops gives you industry
  • Performing some aggressive actions makes you lose industry. The industry you lose is independent from the fame you may gain from these actions.
  • People playing currently will start with 0 industry. After dying of old age, you will keep 10% of the industry you had at the time of your death. After being killed, you will keep 5% of the industry you had before your death.
  • It will be possible to have negative fame, toughness or industry. An attribute which has gone into the negative will give a penalty instead of a bonus
  • Due to the above, there is no minimum bonus on any of the three, in the way that there is a minimum bonus to fame now
  • As a bonus for creating an account, you will start with some points in each attribute. Restarting your account will give you 0 of each instead.
  • Due to the nature of the gains and losses, it will be possible to accumulate high rankings in two of the attributes at the expense of the third. It will not be possible to have high rankings in all three (though in some cases you might be able to get medium scores in all three). Your playing style will determine which two attributes are the highest.

This list of changes is apparently as Iluros puts it:

They have a purpose, social engineering if you will, and they needed to happen.
~ Iluros

Adding Toughness and Industry is apparently aatw’s way of solving the old problem of bigger ppl hurting smaller ppl who can’t do anything about it, this is kind of a huge change. Here is Jamzi’s take on it:

Despite our playerbase for AATW and Classic being relativly small to other games of a similar nature, we do have some of the most passionate players and staff. This has long been one of the virtues of Orkfia over the other games. However in the last few months it has seemed to myself and others that the development staff in AatW have become a bit over-excited by their responsibilities and wildy throwing anything that enters their heads into the game.

Change is not necessarily a bad thing. We all encounter change every day and some changes in the game in the recent past have been great. Such as tidying up the way spells/ops are casted, improving the range of ops/spells/attacks available has spiced things up too. However the reason Orkfia was popular in the first place was because it was a fun game to play. The simple game mechanics made it one of those games that was simple-to-learn but hard-to-master against other real life people.

I know people think I and those who think like me are set in our ways, but whatever happened to the old “if it ain’t broke don’t fix it”?? The changes are easy for you to understand if you invented them i’m sure so you might not see my point but to explain what I mean let’s take the game of Chess. Let’s imagine you have been playing for many years in a Chess league and then at the start of the season you turn up and find some notices pinned on the wall. If it’s a tuesday then Kings can move 4 spaces at a time, if it’s between 4:45pm and 5:17pm all pawns can move backwards… If your name has a J in it you do not have bishops. This sounds stupid maybe but this is how AatW feels to me at the moment. There are so many strange rules in AatW now that I have long ago given up trying to keep up with them and I know others who have said the same to me so I am certain I am far from being the only one who feels this way.

I have even heard a theory that perhaps this is Iluros’s continuation of a campaign he had against AatW when his alliance quit and this is the revenge – to sabotage what is left for the rest of us. I don’t believe this is true but I can see why people may think that.

It is a fundamental concept of business that keeping things simple is the way to go (Keep It Simple Stupid – the KISS principle). AatW needs to go back to it’s Orkfia roots and declutter.
~Jamzi

That sums up what I think about it pretty much aswell. Ive been hosting Orkfia Classic for over a year now, been somewhat responsible for it even longer, some of the very first misstakes I did was to change stuff just cause I could, thats a lesson most people thats responsible for development has to learn, some quicker then other, my own misstakes cost me some great staff and some great players.

This is what I see happening in aatw atm aswell, there has been some huge changes done lately, the most noticable is the interface changes and I really like that bit, the things I don’t like tho is where it looks like dev is sitting and looking at the game thinking “What more can we add”, not due to “We have this problem, what would be the best solution” but more cause “Well why not, the more stuff the merrier”.

I would like to clearify that this is no witchhunt for a individual staffmember nor is it a personal attack on aatw from me since Im running Orkfia Classic, Im a active player in aatw aswell and even if less clever development might get more players into Classic Id be really annoyed to have a game Im playing ruined.

Now then lets have a look at the problem they are trying to solve, are they trying to solve the problem itself or are they adressing the effects of the problem? What will these changes do?

First of this seems to be the definition of the problem according to the Lord of Development in aatw:

The reasons they have been (badly) needed has to do with the way the game is played now, and how that has made much of the people who used to play quit.

The fame rape thing that Origin points out is actually one of the main problems these changes were designed to fix, at least in regard to toughness. The new people in smaller alliances which get beat up by the big alliances will accumulate toughness, giving them an advantage against the top alliances who are left alone by most players due to their dangerous nature. Those new players, in gaining toughness, will have a reason to stay, whereas before they just got beat up.

The other issue that has plagued aatw since its creation, is the arm’s race between explorers and attackers, each becoming increasingly troopfat relative to one another in order to grow. With toughness and industry implemented, it is likely that this problem will cease to exist. Actions that previously were a gamble by themselves will be fruitful. If you do an explore and have it grabbed, you lost the resources that you put into that explore but gained a boost that will help you down the line. This means that growth will be easier for players who will no longer be as hesitant to take risks, and interaction between players will increase.

Will putting your time into growth make you lose some of the toughness you gain? Yes. But certainly not all. You will keep most of the toughness you gain, and the industry you gain will be more than the toughness you lose. In this way it’s quite possible to have both, albeit one higher than the other.

~ Iluros

The first section mentions famerape, this is where people would attack targets to increase their own fame bonuses on a regular basis, the optimal target would be someone with low thievery or magic defense and somewhat high fame. This could be classed as harrasment if you’d like. Lets have a look at why it happens.

Famerape

There is as I see it two reasons why someone would famerape.

1. To get even more out of the fame bonuses, which atm is:

  • +0.75% offense per each 1000 fame.
  • +1% population per each 1000 fame.

These bonuses is quite tasty when you in full warmode can famerape someone for almost 1000 fame every 8 hours or something which is why fameraping can do quite alot for you, now if these bonuses or fame gains would be smaller would this kind of famerape still be at the same level? The answer is no cause then players would focus their attention on something else more awarding.

2. Cause you can / To piss people off.

This is more like proper harrasment, you target ppl just cause you can and to either piss the target of or to entertain yourself. This kind of harrasment won’t stop no matter what you do, if someone dislikes another person in a game then they will find another way to do it.

These two reasons is kind of what I believe is why people are doing it. (Yes the famegain do vary depending on a few variables but its still possible to gain loads of fame.

What will the new way of Fame, Industry and Toughness do about famerape?

It will be usefull for the most extreme sides of the table, the ones continuously targeted will get more def but unless its overpowered it wont stop famerape if its the second kind of famerape. The first kind of famerape kinda disapears tho, the offbonus are best for attackers (obviously) and they will keep gaining their fame through attacking and also gain industry cause of the new bonuses. This makes it actually better for attackers, which looking at the changes last few months have been improved time and time again, the % of bonuses they are recieving is getting quite big.

Back to the actual point, will this stop the fameraping? It might lower the ammount of famerape but people will just find another way to do their harrasments, its still a war game where the goal is to kill and war other alliances, (“Alliances at War”).

Conclusion: These changes is partly an attempt in preventing harrasment as in fameraping. Will it work? highly unlikely since its threating the effects not the underlying cause. Not only is ut unlikely to work as intentioned it is also highly likely to cause unwanted bieffects that will take an age or two to find, get abused and hopefully fixed.

The idea as a concept isnt so stupid, its almost clever but its hard to implement and I don’t believe its something Orkfia should get to complicate things even more.

The ammount of variables needed to calc attacking and killing is getting huge, tiny % here and there, some not even mentioned in the guide, even the attackcalcs are getting huge.

Lets move on to the other issue thats apparently is a part of why these changes are planned, the race between explorers and attackers. Apparently being troopfat is a huge problem in todays aatw, to fix this problem they are adding the Industry to give population bonuses when you explore and when you grab. The first thing that came to my mind when I saw that was that the ones getting rewarded the most by these changes are the landfarms, you explore, gets industry bonuses, you get grabbed due to low def and gets toughness bonuses, just keep doing that for one age and recieve the % heritage mentioned above and you have some sort of head start.

Another thing this causes is that Industry will be highest amongst the biggest tribes since they have explored the most and grabbed the most on their way up to the top, which means that the top tribes will be even harder to kill.

Now lets have a look at where this troopfatness comes from. Suprise it comes from a long line of race changes and game changes that ended up with the current situation. Instead of sorting the source where racce changes keeps producing imba races (Im not saying its easy to balance races, its a huge job, but the result is still that each age more imba races keeps poping up from the changes).

The gains and losses of these different sections are still to be seen but not only are the actual numbers mentioned risky the whole idea of adding them is all from obvious.

Are these changes really wanted? Just cause it looks cool doesnt mean it should be added. There is just so much stuff you can do to a game before it losses it roots and transforms into a new one. Maybe a new game is what everyone wants, or is it? Ive experienced it first hand with Classic, some stuff was so poor in our view atleast and needed to be changed, but for every change you add you really need to think more then once or twice about if its really something we need, why do we need it, what will the outcome be. How will the players deal with it?

This is our petition to Alliances at War, please don’t lose sight of what aatw is. If you would like to join us in our petition just contact me and I’ll add your name to the bottom. I’ll end this post with a quote from the age preview topic.

Whether the changes are good or not for a more dynamic, fun and complex game is not really the question. The question is really are if these type of changes will actually IMPROVE the game, and maintain it’s players. I really don’t see how it could be.

In short I don’t think the changes are BAD, I just don’t think they will help Alliances at War at all. Just make HaRRy do unnecessary work :P
~ Canto

The whole topic with the age preview can be found here: http://www.alliancesatwar.com/forums/game/216501/0-25.

So, what we want to achieve with this petition is to bring the people running and developing aatw to see this from our point of view, a view that sees loads of changes, little reasons, lots of bugs and a lost sense of direction.

This petition has been signed by:

  • Acwder
  • Jamzi
  • BiltesKrieg
  • EM
  • Martel
  • Robokop
  • Cecil
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