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At line 1 changed 5 lines
There are following Combat Missions in the Game:\\
* [Robbery|Attack_Resourses]
* [Slaves Capture|Attack_People]
* [Buildings Destruction|Attack_Destroy]
* [Domain Seizure|Attack_Capture]
Each unit has three basic parameters - __Attack__, __Health __and __Defence__.\\
In the battle Attack decreases the enemy's health. \\
The third parameter (Defence) decreases received damage. Max Defence value cannot exceed 50. Bonuses that increase Defence higher than 50 are cut, in this case the Defence value is shown in yellow. \\
__Example__: Units with Defence value 10 will receive 11.1% less Damage (in other words, their Health value increases by 11.1%). Units with Defence value 20 will receive 25% less Damage (in other words, their Health value increases by 25%). Units with Defence value 50 will receive only half Damage (their Health increases by 100%). This shows that with Defence increase, the effect increases almost in an exponantial way.
At line 6 added 9 lines
\\
Paramater restrictions:
%%leftAccordion
%%tab-Defence
!!Defence.
__Minimal:__ not less than 0.\\
__Maximal:__ not more than 50. All bonuses that should make defence above 50 don`t count, in that case the digits become yellow. \\
In case applying scrolls to maximal amount of maximal defence - not more than 75.\\
/%
At line 16 added 6 lines
%%tab-Health
!!Health
__Maximal:__ not restricted.\\
__Minimal:__ health can be decreased by 90%, but not more.\\
\\
/%
At line 9 changed 11 lines
Combat Missions are launched from the Kingdom Map after clicking a target domain. \\
\\[{Image src='attack.jpg' align='center' }]\\
After a mission has been launched, its course can be observed in the Missions Window (click the "Missions" button in the bottom left corner if you want to open it).
In order to see the army staff, point at the mission’s type title (for example, the word "Robbery" at Robbery mission) in the Missions Window.\\
\\[{Image src='miswin.jpg' align='center' }]\\
If there was an attack launched against you, the Missions button will turn red (when City Gate is closed the city can’t be attacked).\\
\\
__Missions Withdrawal__\\
Combat Missions can be withdrawn until they didn’t come too close to the target. \\
In order to withdraw a mission, click the mission in the Missions Window. In the unfolded message click the red Cross icon to the left.\\
A possibility to withdraw mission becomes blocked one minute before arrival.\\
%%tab-Attack
!!Attack
__Maximal:__ not restricted.\\
__Minimal:__ can be decreased by 90%, but not more.\\
Pursuer`s Attack can be decreased by 90% as well.\\
At line 21 changed one line
[{Image src='cancel.jpg' align='center' }]
/%
/%
At line 23 changed 3 lines
__Attacks Limit__\\
A player can’t launch more than 2 attacks on the same domain during 24 hours.\\
Joint Attack from different cities of the same player is considered a single attack.\\
__The "Fortification" round is played before the battle.__\\
In this round [Fortifications|Fortification] of the defender kill a certain number of troops.\\
Units are killed proportionally to their number in the group regardless of their strength and level (except for the Mercenaries).\\
At line 27 changed 2 lines
No more than 30 successful attacks against Ruins can be performed during 24 hours.\\
Exception is: quest reward that removes restriction on attacking lower ranks Ruins. While the reward is active the 30 Ruins restriction will not have effect and the Ruins destroyed will not be counted into the limit.\\
__Combat rounds__\\
After the Fortification round the combat begins where the number and parameters of units and also presence of Pursuers-Victims in the battle is considered.\\
\\
__Algorithms of attack calculations:__\\
At line 30 changed 3 lines
__Army Rest__\\
After troops came back from a mission they will need one minute for rest.\\
During this minute troops won’t be able to march out for a new mission or to hide in the Sanctuary. However, if the city is attacked, they will be able to defend.\\
Step 1. Calculate the attack value of the whole considering bonuses-disbonuses + attack of [Towers|Magic_Tower] and [Magic Towers|Magic_Tower].\\
Step 2. Calculate the percentage for groups and number of units in the group.\\
Step 3. Calculate the attack additionally dealt by Pursuers.\\
Step 4. Distribute the damage portions.\\
At line 34 changed 5 lines
__Attack Launch Window:__\\
__Squad award__\\
The slower mission’s traveling speed is, the less the mission will cost.\\
The squad award equals squad’s salary multiplied by coefficient that depends on the mission speed.\\
That is, squad award = 1 unit salary * number of units * mission duration (both ways) * coefficient\\
The residual damage (e.g. the Warrior group don't have enough health to take all damage) is distributed among other groups of units proportionally.\\
__Damage calculation:__ \\
[{Image src='attack.png' align='left' }]1. calculate all attack from one side\\
[{Image src='defence.png' align='left' }]2. reduce the attack value by %, equal to the defence of the other side\\
[{Image src='health.png' align='left' }]3. subtract the attack value from the health, thus you receive the remaining health of the opponent.\\
\\
__Pursuer-Victim.__\\
[{Image src='warrior.png' align='left' }][{Image src='victim.png' align='left' }][{Image src='horse.png' align='left' }]
[{Image src='victim.png' align='left' }][{Image src='flyer.png' align='left' }][{Image src='victim.png' align='left' }][{Image src='shooter.png' align='left' }][{Image src='victim.png' align='left' }][{Image src='warrior.png' align='left' }]\\
E.g.: The Cavalry is the pursuer for the Warriors, accordingly the Warrior is a victim for the Cavalry. \\
Combat in each round is played according to standard rules, i.e. the Cavalry deals damage to all enemy troops according to the algorithm, plus the cavalry deals additional damage only to the Warriors.
At line 40 removed one line
Mission minimum __duration __ is 15 minutes one way. \\
At line 63 added 5 lines
__% of losses in the battle__, \\
when you troops retreat – set in the [Main building|Buildings]. \\
For the attacker in the dialog box of the [mission|Combat].\\
At the end of each round the system check the losses limit for each army. If the limit is reached the army retreats and don't participate in the next round. If all armies from any side retreat – the combat round are over.\\
\\
At line 43 changed 5 lines
About __missions that arrive in the same second__\\
QUESTION: which order in the list missions that arrive the same second will have? \\
ANSWER: according to missions launch time.\\
QUESTION: what if mission was withdrawn? \\
ANSWER: according to the launch time nevertheless.\\ \\
__Winner__:
*The player who didn't reach the limit of losses while the other player have reached it is considered the Winner.
If both players reached the limit of losses in same round, the Defender is considered the Winner.
*Maximum number of rounds in battle is 20. If attacking army don't win within 20 rounds, the Attacker loses.
At line 49 changed one line
See also [BATTLE|Battle].
\\
__In the end of battle the "Resurrection" round takes place__\\
Healers that survived resurrect fallen in battle units from their troops first, and then - units of the ally troops.\\
The process begins from the left and is exercised by one unit for each group. That is, 1 Carrier is to be resurrected fist, 1 Warrior - next, 1 Cavalary unit - next, and so on. After 1 Mage is resurrected, another Carrier is in the queue. Resurrected Healer do not resurrect units in current battle.\\
E.g.: If 10 Warriors and 100 Carriers fell in the battle, and only 20 can be resurrected, then 10 Carriers and 10 Warriors will be the resurrected units.\\
\\
\\
__Assistance__\\
If two or more armies participate in the battle from on side, the dealt damage is proportionally distributed among unit groups for all armies considering Pursuers-Victims. Attack of armies is added together.\\
The defence bonus of [Fortifications|Fortification] is not applied to the assistance armies.
\\
\\
__Bonuses / Penalties__.\\
Attack/Defence Bonuses and Penalties are considered in the course of battle:\\
1. [Race/Factions|Factions] Penalties, \\
2. Native Land Bonus,\\
3. other Terrains Bonuses and Penalties.\\
\\
2.__Native Land Bonus__ - Defence Bonus.\\
| |Magic Forest |Cursed Forest |Holy Land |Deadland
| | [{Image src='elf.jpg'}]|[{Image src='drow.jpg'}] | [{Image src='human.jpg'}]|[{Image src='demon.jpg'}]
|Elves |+25 Defence | | |
|Drow| |+25 Defence | |
|Knights| | |+25 Defence |
| Demons| | | |+25 Defence
\\
3. Other__Terrains Bonuses/penalties__ - Attack Bonus/Penalty,%:__\\
| |Mountains |Desert| Forest |Steppe |Underground
| |[{Image src='mount.jpg'}]|[{Image src='desert.jpg'}]|[{Image src='forest.jpg'}]|[{Image src='steppe.jpg'}]|[{Image src='podzem.jpg'}]
|Warrior | -50%| 50% | | |
|Cavalry | | |-50% |50% |
|Airborne|50% | -50%| | |
|Archer | | | 50%| -50% |
|Mercenary | | | | | -50%
\\
\\
__Enemy garrison information.__\\
Attacker will not see enemy troops in the Battle Report:\\
* if all attacking units were killed at Fortifications,
* or if by the 1st round there are 10 times less attacking units than defending, and thus - the Attacker lost all units in the course of the 1 round.\\
\\
\\
\\
__The order of calculating the attack of the troops, taking into account bonuses from spells and skills .__ \\
There are skills and spells with the following description: \\
__А .__ Attack of all troops {+/- percent} \\
__B .__ Increase attack {unit type} by {percentage} after each round \\
__С .__ Strengthening the attack of the army {percentage} \\
__D .__ Attack in each round {+/- number} \\
For each unit type affected by this spell or passive, a bonus (__A __ + __ B __) is applied to its base attack. \\
The numbers obtained for each type of unit are summed up. \\
After that, __C __ is applied. \\
After that __D __ is added. \\