Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Anaris

Pages: [1] 2 3 ... 5
1
Announcements / November 2018 Recent Changes
« on: Yesterday at 05:35:21 PM »
Minor Changes
  • Removed Chat link from left navbar (redundant now that Discord is our primary chat mechanism)
  • Several minor graphical and quality-of-life improvements on account page (mainly mobile)
  • Streamlining and minor quality-of-life improvements to adventurer action pages
  • Improvements to realm government details page
  • Sort list of army members on "send message to some members of army" page alphabetically
  • Add realm density to statistics charts

Bugfixes
  • Restored battle report highlighting for your unit
  • Fixed a bug causing crashes when hunting undead
  • Fixed a bug that would prevent a secession from completing
  • Fixed a bug that would prevent removing bans
  • Fixed some post-tournament travel issues
  • Restored ability to link to regions in army standing orders
  • Fixed a bug with display of Duchy bulletins
  • No longer allow a login to time out as long as you're actually doing things with at least one character

2
Announcements / October 2018 Recent Changes
« on: October 09, 2018, 09:14:56 PM »
Major Changes
  • Make adventurers able to cast spells from scrolls, but at greatly increased difficulty
  • Add chance of death or serious wound for adventurers setting portal stones in a circle
  • Re-enable property and wealth taxes as an option*

Minor Changes
  • Require confirmation when abandoning a region to rogues
  • Only rulers can abandon capital regions
  • Allow messaging multiple adventurers in the realm at once as a noble
  • Give a little more information when you train
  • The collect taxes link has been moved further away from the other banker links to prevent misclicks

Bugfixes
  • Properly checked for gender of officeholder for some uses of titles
  • Require a speech when starting a rebellion
  • Fix some issues with sending messages to all in Duchy
  • Improve display of message signatures and fix some other message display issues
  • Restore "Scroll to Top" link
  • Fix some issues with paraphernalia reports
  • Fix some issues with changing classes
  • Fix some tournament issues
  • Fixes and improvements to assigning militia
  • Fix bankers on testing islands receiving other realm income (fines et cetera) instead of ruler when there is no ruler

*Property/Wealth Taxes
Bankers may now set property and wealth tax rates for their realm. If the tax rate is at 0%, it is disabled. You must have a property tax before you can have a wealth tax. Neither tax can be more than 25%. Each tax taxes above a certain limit. For instance, a property tax might tax a character with 110 gold at 10% tax rate above 100 gold, meaning they contribute 1 gold while someone with 1000 gold would contribute 90 gold. The level a wealth tax taxes must be twice the property tax, that is, if a property tax taxes above 100 gold, a wealth tax must tax above 200 gold. Both gold and bonds are taxed the same. So, if a character has 2000 bonds and 1500 gold and their realm has a property tax of 10% above 500 gold, they will be taxed 150 bonds and 100 gold. If their realm also has a wealth tax of 20% above 1000 gold, they will also be taxed an additional 200 bonds and 100 gold. An adventurer with 250 gold would pay 25 gold in property taxes and 50 gold in wealth taxes.  Paused characters also pay property and wealth taxes. Adventurers are always taxed above 0 gold.

The tax goes straight to the ruler share. It is an intended TODO to allow government shares from the ruler share in the future, but this step comes first. All existing realm tax rates have been set to 0% so no characters or realms should have any surprise taxes.

3
Announcements / Development Roadmap
« on: August 28, 2018, 04:44:14 PM »
Now that the message system update is live and (most of) the bugs resulting from it are fixed, I'd like to outline some of the plans I have for near-to-medium-term future development of BattleMaster.

The short version is that we will be resetting the South Island in the near future, and setting it up so that it's much easier to do that in future. After that, we'll be making some changes that will significantly affect game balance, hopefully in the direction of making war more dynamic and player density matter much less. For more details on this, please head over to the Development section of the forum to read my full Roadmap post.

4
Development / Development Roadmap
« on: August 28, 2018, 04:43:41 PM »
Now that the message system update is live and (most of) the bugs resulting from it are fixed, I'd like to outline some of the plans I have for near-to-medium-term future development of BattleMaster. Of course, throughout all of this, we will be continuing to fix bugs, both old ones and the ones that crop up along the way.

My next top priority is going to be the resetting of the South Island. It is egregious that we have allowed it to sit in limbo for this long, and I apologize most sincerely to those who have been frustrated by this. We will be working to make quite sure that as we go through the process, we not only document it, but automate as many parts as possible, to ensure that this kind of delay isn't necessary in the future.

After that, I have some changes in mind that, while they will require far less new code than the message system update did, should have much broader effects on the game. In summary, I believe that these changes will allow players to play in ways that provide for much more fun conflict even with the current lowered player count.

First of all, we plan to add a few temporary stop-gap measures that we hope will improve the situation while we work on getting the longer-term solutions to player density in place. Foremost among these will be limitations on the ability to take over new regions based on density—it will be harder to take over regions as your density drops, and will become impossible past a certain threshold. However, taking regions from a high-density realm will also become somewhat harder.

For the long term, the first change is one that will encourage more compact realms. It will change the bonuses and penalties for regions such that it is most optimal to have all the regions closest to the capital have both a Lord and at least one Knight. It will allow the game to recognize concentric "rings" of regions based on their distance (in region count) from the capital, and each such ring that has every region with a lord and a knight will gain bonuses. Beyond the outermost such ring, regions will begin to suffer from red tape penalties.

The second change introduces a new level of region control, which I am provisionally calling "hinterland". A hinterland region either has never had a lord, or has not had one for more than a certain amount of time. Hinterland regions provide significantly reduced resources to the realm, but also require less attention, and it is much easier to convert a region from rogue to hinterland than takeovers in the current system. Of course, it's easier for enemies to take them from you, as well.

It is my hope and intention that with these two changes, first, we will be able to do away with the density-linked rogue spawns, as we will no longer have to force realms to stay small—they will be able to take as much hinterland as they want, and the bonuses granted by keeping their realm compact should be sufficient to ensure that they don't commonly spread themselves too thin over the non-hinterland regions they hold. Second, I hope that wars will be more dynamic, with hinterland regions able to change hands very rapidly (thus removing the old expectation of sitting in a border region for a week just to take it over) and allowing the realms to maneuver around each other and get to more interesting battles more frequently.

I do have some changes in mind for the farther future (which may or may not come to pass) that would allow for a return to true sieges, interdicting the flow of food and other trade goods, and possibly adding more strategic and tactical options for both the besieged and the besiegers. Anything more concrete on those will definitely have to wait until later, though.

5
Announcements / Message System Update
« on: August 06, 2018, 06:32:39 PM »
Much of this update (which has been in the works for over a year now) is behind the scenes, improving things for the devs in ways that (we hope) will never have to become visible to players. However, there are several things that will be very noticeable.

  • All scribe note hashes have been removed. Scribe notes of all types are now shared through an Attachments system. You can attach scribe notes to messages either from your Scribe Notes page, or from the Attachments pane you can expand directly beneath the box where you write your message.
  • Similarly, Adventurer hunt sharing has been moved over to the Attachments system (and the hunting pages have gotten some minor aesthetic improvements).
  • Message signatures from nobles outside your realm will include a visual cue as to your realm's relationship with theirs.
  • The bug that caused long messages to be silently cut off, rather than warning the player, has been fixed. The game will now save up to 20,000 characters of your super-long messages, while indicating for you where you have to cut off to fit in the 5,000 character limit.

In about a month (once all the existing messages are finished going through the system), we will also be putting live some of the last code Tom worked on for BattleMaster before moving on to Might & Fealty: updated message-writing and message-reading pages. These are currently still unfinished, but have actually been available for general testing for years now. You can find the New Writer and New Reader in the /experimental/ area and test them out for yourself (you will want to copy those links) and give feedback, but be aware that they are still not fully complete.

6
Announcements / Summer 2018 Recent Changes
« on: August 06, 2018, 06:32:35 PM »
Major Changes

Message System Update (See separate post)

Minor Changes/Bugfixes

  • The Character Details page has been improved
  • The Repair page now has the option to pay double for double repair speed
  • Fixed issues with candidates for Duke at creation of a new Duchy
  • Fixed an issue allowing the last city in a realm to change allegiance
  • Properly display the list of temples when the religion is collapsing
  • Display correct number of days left in prison for characters recovering from wounds in prison
  • Increase number of archers that fire at the front line of enemy troops before picking a new target
  • Fixed a bug that caused Lords to lose Lordships when Duke changed allegiance or seceded
  • Updated bugtracker
  • Reduce portal stones by 90% everywhere except Beluaterra

7
Announcements / Bugfixes
« on: May 18, 2018, 10:40:38 PM »
A couple of major bugs have been fixed recently.

First, when fighting rogues performing a takeover, human realms were still able to become the defender and gain the walls.

Second, when changing realms (particularly due to a duchy changing realms with them in it), Lords were losing their lordships.

Both of these should now no longer be the case.

8
Announcements / April 2018 Recent Changes
« on: April 11, 2018, 04:33:40 PM »
Updated 27 April!

Major Changes

  • Accounts older than 3 months will no longer be deleted no matter how long they are inactive
  • Introduce Duchy Bulletins
  • Infantry armor is 25% more effective on testing islands
  • Archers should no longer massively overkill small numbers of units on the front enemy line, on all islands

Minor Changes

  • Improve the disband militia screen (show every unit, and why if they're not available)
  • Restore militia attrition when they can't be paid properly
  • Improve the text of the Buy Region option, making it clearer what the risks are
  • Accumulation of gold in rogue regions has been slightly nerfed
  • Monsters are more susceptible to ranged attacks, while undead are less susceptible, on testing islands
  • Monsters will come in two basic varieties on testing islands: those with stronger attacks, and those with stronger defense; they can no longer have both at once
  • The Character Details page has been updated to be more user-friendly

Bug Fixes

  • Properly report the reason for Dukes stepping down again
  • Properly display the minimap on scout reports, regardless of whether they were taken on mobile or desktop
  • Fix checks to allow class change to infiltrator
  • Auto da fe should work again
  • Monsters should (this time, for real?) not just hang around at sea, but correctly sail through to their destinations

9
Announcements / December 2017 Recent Changes
« on: December 14, 2017, 05:05:31 PM »
Major Changes
  • All successful rebellions now result in Anarchy
  • Class change page should be more friendly, and allow changing both mainclass and subclass at the same time, with no wait

Minor Changes
  • Video tutorials have been added to appropriate pages
  • Character Descriptions and pictures have been added
  • Social media buttons have been added to the family page

Bugfixes
  • Heraldry could not be saved in some circumstances
  • Family messages (eg, that they had earned more family gold) were not being properly dismissed
  • Several turn script crashes
  • Various text fixes and other minor bugs

10
BM General Discussion / Discord
« on: December 02, 2017, 01:50:50 AM »
It has been suggested that it might be helpful for BattleMaster to have its own Discord server. I have created one, and it can be accessed at https://discord.gg/DDquJ56.

If there is interest, I will see about adding a link to that on the Chat page, or something similar.

11
Announcements / Summer/Fall 2017 Recent Changes
« on: October 25, 2017, 01:59:56 AM »
Features

  • "Ancient Documents" adventurer item got a function.
  • A judge can yell to all prisoners at once
  • Using wiki links on guild/religion boards
  • Some additional statistics for Army Sponsors
  • Rebuild a ruined temple
  • Region exchange clarifications
  • Include region name when someone sacks your guildhouse
  • Addition of a "total" line on hunting summaries
  • Routefinder to rogue/Netherworld regions available again
  • A delaying status was added when delaying your arrival while travelling
  • Some more information was added to the disband militia screen
  • Item condition on sage page when repairing item
  • Better message sent to new players on joining realm
  • Improve display of available and unavailable targets for infiltrators going to assalistt
  • Using wiki links on army descriptions
  • Solution for many banker-market related food issues
  • Ability to cancel sailing

Bug fixes

  • Sorting guild locations made uniform
  • Referendum calclistations were fixed
  • Prevent automatic region referendum to be shown twice
  • Repair equipment sholistd no longer give weird choices
  • Estate tax estimate sholistd now clearly report what's the amount you'll be left with and what's the lord share upon choosing an estate
  • Religion taxes fix, gold will now be correctly added to temple treasuries
  • Account page fixes
  • Some behind the screen modernizations of Tournament pages
  • Many different minor bug fixes

12
Announcements / Dwilight Monster Bugfix
« on: September 22, 2017, 04:28:44 PM »
A major bug in monster handling on Dwilight that has been preventing them from moving around for a while has just been fixed.

Good luck.

13
Announcements / Bugs From Update
« on: May 14, 2017, 05:04:08 PM »
As you probably already know, there were several bugs in the major update that went live the other day. The issues with hours (both too many and not enough), with actions being blocked, and with returning characters not actually returning, should all be fixed now.

If you experience these, or any other problems, on the upcoming or subsequent turns, please report them.

Thank you for your patience as we work through these issues.

14
Announcements / Spring 2017 Recent Changes
« on: May 12, 2017, 08:03:38 PM »
Login & Account Page Overhaul

The old userdata page is being completely replaced with a new account page, and the login process is being streamlined. This is likely to cause bugs as odd edge cases are encountered. Please report any oddities with logging in or accessing your account or characters ASAP!

Note: Much of the overhaul relies on an updated CSS page, so if you are having troubles, please clear your cache or force-reload this page first!

Heraldry

As part of the overhaul of the account page, the Heraldry system is finally being activated! While it was originally written several years ago, the browsers at the time did not have proper support for the vector images it uses. Now that they do, you can design your own family's heraldry and display it proudly on your account page! It will be added to other places as time goes on.

Other Major Changes

  • Archers have been slightly nerfed.
  • A new Paraphernalia Overview link has been added to the Information page, indicating where various paraphernalia buildings are in the realm.
  • A link has been added to allow one-click viewing of sent messages in reverse chronological order.

Minor Changes

  • The unit settings summary in the footer can now be clicked to access the unit setting page.
  • Monster targeting has been adjusted (went live in March).
  • Militia can now be recruited at a rate of 30 per hour spent.
  • If the realm's voting settings only allow Lords to vote, and there are no Lords, an inaccessible referendum will not be created.
  • Heroes and infiltrators now have an extra chance to escape from prison at turn change, in addition to their chances to get a link to escape.
  • New players are now likely to escape from prison at turn change.
  • When setting standing orders, Marshals now have the option to also send out the new orders as a message to the army.
  • Several tables have been updated to the newer blue sortable tables.

Bugfixes

  • Travel time calculations are now more consistent.
  • You should no longer get messages that you are dying when mortality is not enabled.
  • Demolishing workshops and recruitment centers should work better and more consistently.
  • Some inconsistencies in the wounding/healing/recovering system have been eliminated.
  • Various minor fixes

If you see any obvious bugs, please report them ASAP.

If you have other questions, comments, or concerns regarding any of these updates, especially feedback on the overhauled Account page, please join us on the forum!

15
Development / Sneak Peek
« on: April 28, 2017, 01:42:14 AM »
So there's a reason there haven't been any major updates of live since February. I've been working on this:



I've got all the actual functionality working now, including some major improvements to how logging in works (less clicks when your session times out, and hopefully less likelihood of losing stuff you typed).

With luck, it will go live tomorrow. With less luck, it will almost certainly still go live next week. :)

Feedback is greatly appreciated.

Pages: [1] 2 3 ... 5