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Network Improvements, Better Reconnects, Balance Changes

Network Improvements, Better Reconnects, Balance Changes

This update releases completely redesigned network code. This new code allows for a much faster and smoother reconnects "behind the scenes".

Reconnects now happen inivisbly for player - no need to enter the game again after disconnect. This should save you precious time when disconnects happen on your turn. This is especially important when playing phone version on unstable mobile connections.

Additionally we have made some balance changes to make players interact with each other more:

  • Players are spawned tighter towards each other. Bonuses for victories still apply, but their effect is reduced.
  • Collectivism and Republic adjusted. Collectivism bonuses were introduced in Alpha 1 version of the game and since then many more defensive boosts and protections were added, this making initial bonuses too big. Collectivism: defense reduced from 300% to 200%, attack increased from 33% to 50%. Republic: defense reduced from 400% to 300%, attack increased from 25% to 33%

Other changes and fixes:

  • Disarm perk now checks effect every round, not once until the end - should fix cheats with cerbero.
  • Aborted battles with monsters now give 0 exp
  • Battles are aborted faster when there are no kills
  • Other fixes from bug reports

Let us know if it became better or worse or if there are any connection-related bugs.

7 months ago
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This update caused a few visual glitchs, I will post a report in the next hours. Also to even post this reply I had to refresh the page a few times because I got an error message.

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And even when I posted that message, I had to reclick on the "reply" button because I got an internal error 500.

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Reply to Anonymous

And even when I posted that message, I had to reclick on the "reply" button because I got an internal error 500.

I saw it but unable to reproduce. What did you do specific? Can you do it again?

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let's see, all I'm doing is posting this message:

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test

yeah unable to reproduce myself, all I did was trying to post the message.

Edited 32 seconds later by Anonymous.
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Reported https://www.totemtribe.com/bugs/visual-glitches-since-update/last/ .

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Lost VIP speedup..was up to 6 minutes. I only mention it because it is a big motivator for donating.

Edited 2 minutes later by .
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VIP speedups were working fine until the update.

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Wow, I have a huge disappointment about this update on mobile: when i put my computer in sleep mode and come back much later, now it doesn't even need to reconnect so that's a little plus, but on mobile when i press the home button or switch off my iphone that is in wifi, then come back even just 10 seconds later it still needs to reconnect.

And by the way on mobile too, a few updates ago the following problem was fixed: I needed to login everytime I was opening the game with the icon from home screen to have it fullscreen, so I was opening the game in safari directly instead which have some annoying issues, but after an update this was fixed, but after the update a few weeks ago this got broken again and today's update didn't fix that.

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Reply to

Lost VIP speedup..was up to 6 minutes. I only mention it because it is a big motivator for donating.

Fixed with a redownload.

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So what specifically are you reducing, is this for future bonuses, or are you also reducing things already given, like stat and perk bonuses?  I know it says 2 each stat and perk, but it is 2 stat and 1 perk point.

Edited 30 minutes later by . Reason: more info, spelling.
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No it's something else that you probably didn't know in https://www.totemtribe.com/talk/call-for-ideas-rewards-for-reaching-victory/ , ""what would motivate me? okay i am not sure you could do this, but how about giving me more room when i start a new hero. say a bigger square at the start or just making sure a new neighbor does not end up right on my border."

we will consider this."

This mean that from now on, people who reached a victory with previous hero will still be a bit further from other players but less than before.

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For me, on PWA version when i re-open even after a short time, game goes in to flashing dots for a long time. i find it quicker to close game and relaunch as idk if it ever ends flashing dots.  Before update, mobile version seemed to try and "play forward" all events since last connection.  So in the morning, i see the game try and reproduce 1000's of events, rss increase, buildings complete, chats come through, etc etc, and generally it would time out or give up forcing a relaunch. idk if this changed in update too.  So for me, i find the PWA version less stable now than before update as I must force close and relaunch each time i open it.

Edited 2 minutes later by .
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Along with eliminating disarm perk, have you changed attack of other units, possibly even by accident? Ability to fight monsters increasingly difficult with increased losses, that did not occur in past with higher level units (medieval units and higher) Losing cavalry against low level monsters :(

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Reply to

Along with eliminating disarm perk, have you changed attack of other units, possibly even by accident? Ability to fight monsters increasingly difficult with increased losses, that did not occur in past with higher level units (medieval units and higher) Losing cavalry against low level monsters :(

I'm confirming that this is a new phenomenon.  Have any units had their health, hitpoints and strength reduced or have non-humanoid mobs been made stronger?

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I have another problem: not only this update didn't increase much the time which you can put your computer in sleep mode without the need to reconnect when you're back (and reconnecting wasn't even long before, and I never had actual disconnects when playing but I guess it can happen when you are playing in a train on mobile in 5G), but twice today when I switched back on my computer I was stuck at the loading screen like it happened years ago, forcing me to restart the game :/
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As for the battles being harder now even when disarming wasn't used before, I'll try to check that a bit but it's a bit hard since we only see bars instead of actual health in replay since years. Since this update broke some visuals while not even touching them it's possible that the same happened with battles afterall.

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Reply to


So what specifically are you reducing, is this for future bonuses, or are you also reducing things already given, like stat and perk bonuses?  I know it says 2 each stat and perk, but it is 2 stat and 1 perk point.

I was talking about bonus distance between spawn places on the world map. People who have victories currently spawn further away from others that don't.

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Reply to

Along with eliminating disarm perk, have you changed attack of other units, possibly even by accident? Ability to fight monsters increasingly difficult with increased losses, that did not occur in past with higher level units (medieval units and higher) Losing cavalry against low level monsters :(

No. But if you have found some "magic" combination of units to kill enemies without losses, that may be gone since you relied on special combination of actions what are not guaranteed to persist forever.

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