Last update: On November 08, 2024 at 18:07:49
Work in progress
Wages
After the update about
Happiness
, we are going to change how wages actually work.
Now that low happiness is not a critical problem anymore, we don't need to force high wages to avoid disasters.
On the contrary, in a very poor domain, having high wages would be a problem if every day, all the cash goes to the units and nothing is left for the domain's development.
The total amount paid in wages will be limited to 50% of the treasury, to ensure that each domain still has money every day.
- On November 08, 2024 at 16:12:12. Initiated
- On November 08, 2024 at 16:12:17. Under development
- On November 08, 2024 at 16:12:19. Under test
- On November 08, 2024 at 18:07:49. Released
Low happiness & Strikes
No one likes to see units leaving their domain. Unit departures have been reintroduced a few years ago, after noticing some huge cities not paying their units with nearly no consequences.
Migratory flow
The negative migratory flow doesn't take happiness into account, only the housings. The only way to have a negative migratory flow is by losing buildings or if you demote a city to a village, for example.
0% happiness
Units (other than settlers) with 0% happiness should not leave anymore, except if the organisation is abandoned or the player is inactive.
These units will go on Strike instead
— just like if it was the 1st of May or if a Trade Union had started a strike on their profession — until their happiness is > 0%.
Strike
Right now, units on strike have all their automatic actions disabled for the duration of the strike. They can only be used manually.
Additionally,
[*] They will refuse to perform any offensive action, such as attacks, intrusions, military constructions, productions or trainings... Military units will only riposte if they are attacked personally.
[*] Their professional skill bonuses (+X/level) will drop to +0, just like if their profession was not recognised. However, they will still be able to exercise their specialised skills: for example, an Architect on strike will have a base Architecture bonus of +0, instead of +5/level, and instead of the default -30 of a non-specialised unit. Equipment bonus will still work as usual.
[*] They cannot be deleted (and replaced).
[*] Military units on strike do not count as defenders against conquests or subjugations. They don't count as occupiers either, if they are in a foreign building.
Summary
0% happiness => departure
0% happiness => strike [ICON=strike.png]
A unit on strike is much less annoying than a departure, in a beginner domain: the unit can still be used manually, without having to train a new settler from scratch.
However, it's concerning enough in a developed organisation, for maintaining production lines or defending against attacks.
- On November 08, 2024 at 09:30:07. Initiated
- On November 08, 2024 at 09:30:14. Under discussion
- On November 08, 2024 at 15:56:04. Under development
- On November 08, 2024 at 16:12:30. Released
Tactical map
This is a
new experimental feature
, exclusive to LOL+ accounts.
It allows you to view and deploy your tactical units (mainly troops), grouped by type and organisation, directly onto the map using drag-and-drop.
At the closest zoom level, you can see both your own tactical units and nearby potential enemy units. Available actions include movements, charges, intrusions, and attacks.
***
Disclaimer, and where to go from here?
[*] This feature is still experimental, so you may notice some glitches — no need to report these yet, as we’re actively working on improvements.
[*] While it doesn’t offer the same level of detail as the traditional interface, you can use this mode as a complementary tool to get a broader view of the battlefield and manage your large armies more efficiently.
[*] You won't be able to use multiple tactical maps simultaneously with the same user account; it would not not refresh properly;
[*] This interaction model could pave the way for a native iOS app in the future, allowing all unit types and actions to be handled through a more ergonomic and mobile-friendly design. A native app should offer a more consistent experience than a webpage-based interface on mobile.
[*] Please subscribe to LOL+ — it makes a long way, and your support makes a difference! :pray:
- On November 07, 2024 at 08:42:45. Initiated
- On November 07, 2024 at 08:42:51. Under test
- On November 07, 2024 at 17:55:26. Tests completed
- On November 07, 2024 at 19:39:38. Released
Consumption increase
The current consumption is ridiculously low. It's mostly because units in the small domains (villages) consume way too little, despite representing most of the world's population.
A significant increase in consumed quantities, in lowly populated domains, especially for common goods like bread and other food products, will boost the economy without affecting too much the new domains and the new players (if you can afford 1kg of bread, you could probably afford 3kg of bread as well).
Additionally, the frequency of consumption should slowly increase over time, from the current 8 demands/day up to 16 demands/day at the end of the chronology.
- On October 29, 2024 at 11:00:29. Initiated
- On October 29, 2024 at 11:00:33. Under development
- On October 29, 2024 at 13:01:03. Under test
- On October 29, 2024 at 13:31:16. Tests completed
- On October 29, 2024 at 13:31:59. Released
Intrusion and access adjustments
The “tightness” value of military buildings is being increased, particularly as they allow intruders to occupy the building and grant free access. On the contrary, some civilian buildings (such as temples and palaces) will have their tightness value reduced.
Additionally, each movement of units to or from a building now includes a fixed time cost equal to the building’s tightness value (in seconds). For units belonging to the domain, this time cost is halved.
Walls cannot be "opened" or have access granted (whether by their owner or an occupier), as they have no doors. They are still freely accessible from inside the enclosed area or from an adjacent tower or gate, but would always have to be intruded from the outside of the fortification, including by the owner of the wall.
- On October 28, 2024 at 16:19:52. Initiated
- On October 28, 2024 at 16:19:59. Under test
- On October 28, 2024 at 16:26:15. Tests completed
- On October 28, 2024 at 16:36:17. Released
Implicit (soft) occupation of buildings
When military units are in a building, they control the access to that building if there are no troops of the actual building owner.
Addition: military units cannot be kicked out of a building.
- On October 21, 2024 at 09:53:47. Initiated
- On October 21, 2024 at 09:53:54. Under development
- On October 24, 2024 at 16:16:42. Under test
- On October 28, 2024 at 01:15:57. Tests completed
- On October 28, 2024 at 16:36:09. Released
Hired units
Units available for rent will now be controlled by a button in the unit management page, and will no longer be based on the existence of automatic actions.
These units can be used only by the domain owners where they are located, which means that you still need to move them to a foreign domain to make them usable by the foreign domain.
- On September 27, 2024 at 15:47:25. Initiated
- On September 27, 2024 at 15:47:30. Under test
- On October 15, 2024 at 18:05:08. Tests completed
- On October 17, 2024 at 06:42:13. Released
Foreign constructions
Allowing the construction of certain specific buildings in a foreign domain, without requiring the acceptance of the domain owners, such as siege camps, for example.
- On September 18, 2024 at 15:30:19. Initiated
- On September 18, 2024 at 15:30:23. Under discussion
- On September 25, 2024 at 10:15:26. Under development
- On October 02, 2024 at 09:06:44. Under test
- On October 06, 2024 at 10:46:45. Tests completed
- On October 17, 2024 at 06:42:19. Released
Age of Chaos
At week 100, continents start shaking and sink shortly after.
That will now be in the hands of the players themselves.
Week 100 should be the beginning of an open-ended period where:
- civilians and characters lose their immunity;
- no new domain can be created;
- immigration is turned off in all existing domains.
Additionally, new powerful units will make their appearance at week 100, both NPC and player units, and will probably make the place very unsafe for everyone.
At some point, the last survivors should be designated "winner" of the "generation", and gain some significant reward (to be defined).
[EDIT] It will not apply to Verdantia; only to Ursalia and forward.
- On August 25, 2024 at 20:18:39. Initiated
- On August 25, 2024 at 20:18:42. Under discussion
Kick action
A new instant drag&drop action will be added to give a unit with access to a building, the ability to kick a unit out of the building (to the peripheral slots of the building).
It will actually use the same existing mechanics as when a unit intrudes a building, or when a unit is moving to a full tile, but available as an implicit action.
It is resolved by a "virtual" attack between the two units (melee offensive and defensive skill bonuses), doing no actual wound, only fatigue to the kicker. Kicking a unit will trigger a riposte.
- On August 25, 2024 at 20:03:40. Initiated
- On August 25, 2024 at 20:03:45. Ready for development
- On August 29, 2024 at 09:55:19. Under development
- On August 30, 2024 at 07:20:52. Under test
- On September 12, 2024 at 16:44:42. Tests completed
- On September 12, 2024 at 16:53:00. Released
Action control
An action can be aborted by any character having a unit involved in the action. It applies to all actions, including movements, trainings, constructions…
Unassigned settlers
The training of an unassigned settler can potentially be aborted by a rival ruler of the domain. Only the
automatically assigned settler
is not affected, as long as it is exclusively controlled by one single organisation.
Hired workers
An action involving workers of other organisations can potentially be aborted by the rulers of the other organisations.
- On August 06, 2024 at 09:28:47. Initiated
- On August 06, 2024 at 09:28:52. Under test
- On August 11, 2024 at 06:17:47. Tests completed
- On August 11, 2024 at 06:17:56. Tests completed
- On August 11, 2024 at 06:28:10. Released
Missing parishes
The organisations that require a local parish for coronation purpose (Principalities, Kingdoms, etc.) should also automatically demote if their parish happens to disappear from the domain.
- On July 26, 2024 at 11:49:07. Initiated
- On July 26, 2024 at 11:49:11. Ready for development
- On July 26, 2024 at 12:40:31. Under development
- On July 26, 2024 at 12:50:38. Under test
- On July 26, 2024 at 13:54:06. Tests completed
- On July 26, 2024 at 13:54:20. Released
Offensive actions
Even though offenses are no longer recorded, some actions like strikes, embargoes, intrusions, of course subjugation and conquest, and even military constructions or repair, can still be considered offensive.
Non-military units performing these actions can be attacked, in order to abort the action.
[EDIT] This WIP is replaced with an exception in the
Civilian immunity
WIP.
- On June 14, 2024 at 15:29:49. Initiated
- On June 14, 2024 at 15:57:32. Cancelled
Low nobility
Low nobility, as non-temporal organisation with military units, are going to be very efficient.
Lordships, Sheikhdoms, Baronies, Viscounties, Vidamies and Burgraviates will have their population capacity halved:
lordships 10k instead of 20k, viscounty 15k instead of 30k...
It means that the housings beyond this limit will be ignored, which will result in a negative population flow in a lordship with more than 10k of housing capacity.
The unit departures will be disabled for 1 week
, so that you can try to optimise happiness and minimise departures, delete units manually or promote your organisation to something that can sustain your current population.
- On June 14, 2024 at 08:24:37. Initiated
- On July 14, 2024 at 15:22:32. Under discussion
- On July 14, 2024 at 16:47:17. Tests completed
- On July 14, 2024 at 16:57:50. Released
Villages and Peasant soldiers
Peasant soldiers
should be limited to
5%
10% of the population, instead of 20%; that applies as well to villages and low nobility.
Archers
will be removed from villages.
- On June 14, 2024 at 08:22:12. Initiated
- On June 14, 2024 at 09:18:43. Ready for development
- On June 14, 2024 at 12:41:32. Released
- On June 14, 2024 at 14:01:54. Under development
- On June 15, 2024 at 09:38:24. Tests completed
- On July 04, 2024 at 16:32:10. Released
Mobilisation
Multiple organisations in a domain, in particular temporal organisation versus territorial organisation, should be able to share the new settlers, especially after a conquest.
Each organisation will be automatically assigned one of the new settlers, for a duration of 12 hours, during which the unit is exclusively under the control of that organisation.
- On June 14, 2024 at 08:14:58. Initiated
- On July 26, 2024 at 13:54:43. Under discussion
- On July 31, 2024 at 05:09:34. Under test
- On August 06, 2024 at 09:42:35. Tests completed
- On August 11, 2024 at 06:28:16. Released
Regalia
A kingdom is legitimised by the presence of a proper regalia in the domain.
Once such a regalia has been moved into the kingdom's domain, it shouldn't be possible to move it away. Otherwise, a conquered kingdom would move the regalia away from the domain and make it demote.
You can potentially accumulate multiple regalia in a kingdom's domain, so that when one disappears, you already have a backup.
Moreover, a relic will work as a regalia only if it is located in a proper
relic repository
building: a place of worship, a fortified building or a seigneurial residence. Such buildings cannot be demolished or upgraded when they contain a relic.
Note:
[*] Organisations requiring a regalia should not have vassal requirements anymore. The regalia requisite should be self-sufficient.
- On June 14, 2024 at 08:12:14. Initiated
- On July 16, 2024 at 17:31:16. Under discussion
- On July 20, 2024 at 08:52:39. Under development
- On July 20, 2024 at 09:01:25. Under test
- On July 25, 2024 at 06:46:24. Tests completed
- On July 25, 2024 at 13:57:18. Released
Conquest
Only organisations with an
area of influence
can be conquered. It includes most of the temporal organisations, as well as bishoprics and higher spiritual organisations:
these spiritual organisations should all have a few military units to defend themselves from both conquest and subjugation
.
City-state
, as a territorial city, should not be conquerable. It will then lose its radius of influence, while keeping its "temporal" nature. It should also have higher requisites and a few less military units, to make it more challenging and a bit less appealing than a city with a conquerable duchy.
***
The new Conquest works very similarly to the new Subjugation: the domain must be empty of fighters (of the organisation or of the suzerain) before the action becomes possible, and it takes 24 hours.
At the end of the action, the conqueror immediately takes
full ownership
of the conquered organisation.
In some cases (for example, a kingdom), the conqueror will be the Regent, and the King will keep his title (but without exercising any power), until the Regent is properly crowned and takes the title of King.
- On June 14, 2024 at 08:04:06. Initiated
- On July 16, 2024 at 17:31:08. Under discussion
- On July 17, 2024 at 05:54:44. Under development
- On July 19, 2024 at 06:27:04. Under test
- On July 25, 2024 at 06:46:30. Tests completed
- On July 25, 2024 at 13:57:10. Released
Independence
It will have no constraint or delay.
However, if a vassal claims independence or voluntarily joins another suzerain, he will have to pay a big penalty to his current suzerain, as an equivalent of a 50%
Wealth Tax
(based on the
taxable value
of the organisation).
This penalty doesn't apply to an independence granted by the suzerain, or if the vassal is subjugated by someone else (his current suzerain will be properly notified of the concurrent subjugation, and will have 24 hours to counter it).
- On June 14, 2024 at 07:56:17. Initiated
- On June 17, 2024 at 05:12:22. Under development
- On June 24, 2024 at 09:40:40. Under test
- On June 24, 2024 at 09:45:36. Under development
- On June 24, 2024 at 12:33:52. Under test
- On July 01, 2024 at 15:48:50. Tests completed
- On July 04, 2024 at 16:32:34. Released
Subjugation
Any organisation can be subjugated by a compatible suzerain, as soon as there is no fighting unit sitting in the domain.
It includes the units of the organisation + any unit of its current suzerain: that gives the suzerain a way to preserve his vassal from concurrent subjugations, by stationing troops.
The new Subjugation takes the form of an action of a fixed duration of 24 hours (incompressible, non-tokenable, like an entertainment). It can take place anywhere in the domain, within the 50 arpent radius, and can be run multiple times, at different places, and by different overlords.
At the end of the action, the targeted organisation becomes a vassal. The only way to prevent it is by attacking the action and abort it.
Notes:
[*] A territorial organisation hosting a temporal organisation is not subjugable; you will have to take the temporal organisation instead.
[*] During the 24 hours of the action, the targeted organisation cannot be promoted, demoted, liquidated or moved, which would potentially make the subjugation fail.
- On June 14, 2024 at 07:50:24. Initiated
- On July 06, 2024 at 07:18:54. Under discussion
- On July 09, 2024 at 08:12:08. Under development
- On July 09, 2024 at 14:57:01. Under test
- On July 11, 2024 at 10:23:22. Tests completed
- On July 11, 2024 at 11:07:14. Released
Vassalage tax
Right now, an organisation pays two types of taxes:
[*] the Trade Tax (10%) on each operation on the market; this amount goes to a money sink;
[*] the daily Vassalage Tax (5-15%) to the suzerain organisation, based on the calculated
taxable value
of the vassal; independent organisations pay a similar "independence tax", at a smaller rate.
The daily vassalage tax (or independence tax) will be renamed
Wealth Tax
. It will be a fixed 10% of the
taxable value
of the organisation, and
every organisation
(independent or not) will pay for it. If the organisation has a suzerain, it will be transferred to the suzerain.
Part of the
Trade Tax
paid by the vassal (50% of it) will also be transferred to the suzerain organisation, under a
Trade tax collected
entry, similarly to the trade taxes collected by Guilds or Trade companies.
Note that there is still a
transfer cost
(money sink) for each payment between two distant organisations. This cost is supported by the beneficiary.
***
Why the fixed 10% wealth tax?
1) because from the vassal's point of view it's now just a
wealth tax
, not specifically a vassalage tax; the vassalage tax (from the suzerain's perspective) is now the addition of wealth taxes and trade taxes.
2) it's a question of psychology: it should make no difference for the vassal to be vassal of himself, his brother, his friend, his mother-in-law, his worst enemy, or just be independent.
The Conditions of Use will be edited to point out that forced vassalisation can in no way be considered bullying. It's the core of the game.
- On June 14, 2024 at 07:34:13. Initiated
- On June 17, 2024 at 05:12:11. Under development
- On June 24, 2024 at 09:40:15. Under test
- On June 28, 2024 at 07:39:40. Tests completed
- On July 04, 2024 at 16:32:17. Released
Repairs
Any successful damage on a building — it has to be a military building or a Wonder — automatically aborts any ongoing upgrade, repair or reconstruction of this building.
It doesn't apply to a construction site where there is nothing built yet.
- On June 14, 2024 at 07:20:46. Initiated
- On July 11, 2024 at 11:07:35. Ready for development
- On July 11, 2024 at 11:07:48. Ready for development
- On July 11, 2024 at 18:17:38. Under test
- On July 14, 2024 at 15:15:35. Tests completed
- On July 14, 2024 at 15:19:48. Released
Intrusion
Occupation is being removed, and captures are no longer a thing.
Intrusion has to be made easier, especially civilian buildings, as it's no longer a way to take control of a building or capture random units or lords.
The purpose of a defensive building is now to delay and weaken an assault, not to make it impossible.
- On June 14, 2024 at 07:15:29. Initiated
- On July 09, 2024 at 14:59:31. Under discussion
- On July 09, 2024 at 15:12:57. Under test
- On July 11, 2024 at 10:23:15. Tests completed
- On July 11, 2024 at 11:07:08. Released
Tracking
A new Tracking action will allow Scouts (a new unit) to track movements from their origin, in order to know their destination. It will also be useful to track NPC units terrorising a domain.
- On June 14, 2024 at 07:13:04. Initiated
Movement limit
The movement limit by distance is replaced with a movement limit by duration. No movement should exceed a duration of 12 hours; heavy armies with cannons or catapults will have to make stops along the way.
About sea travel, we will have to increase the sailing speed (from 10' to 12'), so that no continent is left isolated. Moving to a young continent will not involve additional duration, but will increase the cost of transportation instead.
- On June 14, 2024 at 07:09:54. Initiated
- On July 14, 2024 at 16:58:01. Under discussion
- On July 15, 2024 at 09:58:43. Under test
- On July 16, 2024 at 17:27:53. Tests completed
- On July 16, 2024 at 17:30:05. Released
Movement lock
A non-fighting unit has no reason to lock the movement of other units. Only a potentially offensive unit will force the other units in the tile to wait for 1 minute.
Gifts: a fighting unit cannot be offered gifts.
- On June 14, 2024 at 07:07:25. Initiated
- On June 28, 2024 at 07:39:54. Under test
- On July 01, 2024 at 10:48:12. Tests completed
- On July 04, 2024 at 16:32:27. Released
Deprecated features (step 2)
Removal of the following features:
- Truce
- Subjugation (in its current form)
- Conquest (in its current form)
- Historic Estate
- Loyalty
- Distant attack penalty (leadership)
The homesickness penalty to happiness is limited to a maximum penalty of -10 at 10000 arpents. This penalty now applies to both happiness and skills.
- On June 14, 2024 at 06:58:42. Initiated
- On June 15, 2024 at 07:43:49. Under development
- On June 15, 2024 at 12:52:05. Under test
- On July 04, 2024 at 09:43:37. Tests completed
- On July 04, 2024 at 16:32:39. Released
Civilian Immunity
Civilians units cannot be attacked in their domain. Lords cannot be attacked anywhere. Civilian buildings cannot be attacked (destroyed).
Exceptions
:
[*] NPC units don't follow these rules and can attack civilians and lords;
[*] Friday the 13th: all units are attackable and killable, including lords;
[*] Civilian units out of their domain can be attacked;
[*] A civilian unit sitting at the edge of a tile, can still be kicked out by a moving soldier; it's not an actual attack;
[*] Wonders can be attacked and destroyed, like military buildings.
[*] Any unit performing an offensive action, like an embargo, a strike, an intrusion, a subjugation, a conquest, or even building/repairing military facilities, can be attacked during the action, until the action is aborted.
- On June 14, 2024 at 06:55:05. Initiated
- On June 15, 2024 at 07:30:00. Under development
- On June 15, 2024 at 12:52:14. Under test
- On June 28, 2024 at 07:40:12. Tests completed
- On July 04, 2024 at 16:32:22. Released
Deprecated features (step 1)
Permanent removal of the following features:
- Capture, execution, release
- Offense
- Siege
- Occupation
- Insurrection
- Surrender
- Insurance
- Interception
- On June 14, 2024 at 06:44:29. Initiated
- On June 14, 2024 at 09:18:22. Ready for development
- On June 14, 2024 at 12:41:37. Under development
- On June 15, 2024 at 07:18:24. Under test
- On June 15, 2024 at 09:38:09. Tests completed
- On July 04, 2024 at 16:32:01. Released
Deforestation
The tree felling duration has been doubled, in order to better balance it with the regular wood production.
- On June 12, 2024 at 17:15:13. Initiated
- On June 12, 2024 at 17:15:39. Released
Wargame Revamping
Even though there are still a few things to adjust and improve, the management part of the game is, in my opinion, on the right track.
The same cannot be said of the wargame part
. Over the years, with the numerous updates, trying to fix problems and abuses, it's become a
total mess
! And almost impossible to understand what's going on in this game:
subjugation, insurrection, conquest, siege, occupation, truce, offense, insurance, capture, immunities
, and all those mechanics that were added to try to circumvent things, but that mostly managed to make everything obscure, counterintuitive and frustrating...
It's time for a massive revamping of the PVP gameplay!
The main idea is to start from a blank slate, by getting rid of all these mechanics, and see what can be done to
bring back some fun, while preserving the casual players
, by focussing on the essential.
For this topic, we need you!
It's not going to be a public debate on the forum. However, if you are interested in this topic, you can apply to be part of the reflexion and test team. Ideally, we would have one player per big "community", so that no one is accused of enforcing their own vision.
Disclaimer:
[*]
The team should be small
;
[*] For tranquility reasons,
these discussions will remain private
, and you will not report to your friends outside of the team;
[*] Don't let your community put pressure on you;
you are not an influence agent
of Community X or Y, and you are not responsible for the outcomes of this workshop;
[*]
You will act as an advisor
; your ideas will be listened to if you accept to listen and understand the concurrent opinions; you must
be able to accept disagreements
;
[*] It is not a voting assembly:
avoid ad populum fallacies
;
[*] Feel free to denounce my own fallacies; ;)
[*] As mentioned above, the main purpose is to
simplify the mechanics
(while making everything more entertaining and preserving the casual players); don't come with your own turn-key solution, especially if it involves a new set of complicated features; be as simplistic as possible!
[*]
Be concise with your writings
(just unlike this post), and able to follow the discussions; a discussion with more than 2 people can quickly become unreadable;
[*] You will have to endure my presence. :sweatsmile:
https://discord.gg/qfzdWYN8
- On June 09, 2024 at 08:36:55. Initiated
- On June 09, 2024 at 08:37:38. Under discussion
Free tokens
In addition to the daily rolls, each account will less than 50k unused tokens automatically gains +1 token every minute, for a total of 1440 additional tokens every day.
- On June 08, 2024 at 09:09:15. Initiated
- On June 08, 2024 at 09:09:20. Ready for development
- On June 08, 2024 at 09:11:47. Under test
- On June 08, 2024 at 09:23:59. Released
Productivity curve
The productivity curve will be modified so that the slopes at the extremities become steeper. It will result in wider periods during which the productivity will be optimal.
For example, the productivity of
wheat
(10°C ↔︎ 35°C) will be:
- 0% under 5°C or above 40°C,
- 100% between 15°C and 30°C, instead of a single peak at 22.5°C.
- On June 08, 2024 at 09:07:27. Initiated
- On June 08, 2024 at 09:07:31. Ready for development
- On June 08, 2024 at 09:45:22. Under development
- On June 08, 2024 at 10:06:42. Under test
- On June 09, 2024 at 07:22:21. Tests completed
- On June 09, 2024 at 11:25:32. Released
Abandoned buildings
A domain can contain ownerless buildings and fields, when it is created or extended on the remains of a previous domain.
A new button in the building management page, under the Domain's tab, will allow the acquisition of abandoned buildings.
- On May 31, 2024 at 17:47:20. Initiated
- On May 31, 2024 at 17:47:24. Under discussion
- On June 04, 2024 at 18:16:42. Under test
- On June 05, 2024 at 08:24:36. Tests completed
- On June 05, 2024 at 08:25:53. Released
Waste pickers / Junk dealers
A new unit will be automated to pick resources left on the floor for more than 24h in their domain, and sell them on the market (for their own profit).
- On May 31, 2024 at 17:37:15. Initiated
- On May 31, 2024 at 17:37:20. Under discussion
New settlers XP
The new settlers will arrive with a random number of XP, in function of the age of the continent. For example, new settlers in Paradisia will spawn with a level already between 1 and 7.
The same will apply to NPC units (brigands, wolves, dragons): a pack of wolves spawning in Bermuda will not exceed level 2, but a pack of wolves in Paradisia might reach a level 5...
- On May 29, 2024 at 19:06:10. Initiated
- On May 29, 2024 at 19:06:40. Ready for development
- On May 30, 2024 at 08:52:29. Under test
- On May 30, 2024 at 16:45:09. Tests completed
- On June 01, 2024 at 09:36:49. Released
Price updates
The rural domains shouldn't be the only ones to make profits.
The base price of resources will be updated to better take into account the amount of work, the raw material, as well as the purchase and sell taxes.
It will generally result in an increase of the price of manufactured products, so that the towns and cities can finally make profit on the market!
The trade tax will have to be increased from 5% to 10%, in order to prevent market manipulations. But this tax increase will be compensated by higher general profits.
- On May 29, 2024 at 18:56:16. Initiated
- On May 29, 2024 at 18:56:21. Under test
- On June 01, 2024 at 09:29:10. Tests completed
- On June 01, 2024 at 09:36:43. Released
Death care
It's time to deal with all those corpses.
The priest and other clerical units will be able to give corpses a decent sepulture, in a cemetery. It will be an action that will require
corpses
, coffins and maybe
flowers
.
A new Undertakers unit will be added. The Undertakers will automatically gather the corpses in the domain, and bring them to the cemetery.
- On May 24, 2024 at 06:22:47. Initiated
- On May 24, 2024 at 06:22:51. Ready for development
- On May 24, 2024 at 13:32:21. Under development
- On May 24, 2024 at 15:21:23. Under test
- On May 25, 2024 at 14:48:43. Released
Wonders
Wonders are currently limited by distance.
Now that we have multiple continents (generations), each Wonder will be constructible once in each continent instead.
- On May 23, 2024 at 08:44:10. Initiated
- On May 23, 2024 at 08:44:14. Ready for development
- On May 23, 2024 at 13:26:53. Under test
- On May 23, 2024 at 13:56:24. Tests completed
- On May 23, 2024 at 13:59:18. Released
Resurrection
It should be possible to resurrect killed units.
Each time a unit is killed, its "ghost" will have to be saved somewhere, so that it can be reembodied later, with the same statistics and XP. It means that it will only work for units being killed after this update is released.
Resurrection will probably be an action performed by Priests, or some kind of new Necromancer unit (in a clerical organisation). It will probably use corpses as "raw material". The details will be provided later.
- On May 22, 2024 at 15:59:33. Initiated
- On May 22, 2024 at 15:59:38. Under discussion
- On May 24, 2024 at 06:18:01. Cancelled
Magical healing
A new button will allow to instantly heal a unit with tokens.
The cost in tokens will depend on the unit's fatigue and wounds, as well as the usual metallic interferences. As for any token usage, it will result in the unit being stunned for a while.
- On May 22, 2024 at 15:53:06. Initiated
- On May 22, 2024 at 15:53:10. Under test
- On May 22, 2024 at 16:08:59. Tests completed
- On May 23, 2024 at 12:53:47. Released
Reconstruction
The Repair action is going to allow the full reconstruction of a destroyed building, without having to demolish and start from scratch.
- On May 22, 2024 at 15:47:08. Initiated
- On May 22, 2024 at 15:47:14. Under test
- On May 23, 2024 at 08:36:59. Tests completed
- On May 23, 2024 at 12:53:42. Released
Bulk purchase of missing resource
A new button will be added to the actions when certain resources are missing. Instead of purchasing each resource individually, you can click on this button to buy all missing resources with a single click.
The purchase is made on the market at the maximum available quality, just like purchases made through automatic actions, except that it ignores the "maximum state of the market".
Note that this feature is only available for resources that have been purchased at least once manually.
- On May 09, 2024 at 10:21:25. Initiated
- On May 09, 2024 at 10:21:29. Under test
- On May 10, 2024 at 18:53:50. Tests completed
- On May 10, 2024 at 18:53:55. Released
Domain specialisation
The current system of specialisation is complex and sometimes confusing. It was introduced a while ago, in order to allow each domain to have multiple specialisations, based on which resources were produced the most in the domain, each production then receiving a quality bonus of up to +10%.
We are going back to the old system of Labels (for the ones who remember). Each domain will have to pick
one single resource type
(label of quality), through an action. This resource will get a quality bonus that will increase by +1% every day, up to 20%.
If you decide to pick a new resource, it will just restart from 0% with the new label.
- On April 29, 2024 at 14:29:05. Initiated
- On April 29, 2024 at 14:29:10. Ready for development
- On April 30, 2024 at 07:48:29. Under test
- On May 05, 2024 at 10:21:40. Tests completed
- On May 08, 2024 at 09:28:23. Released
Action quality & speed
The current calculation of quality and speed based on the skill bonuses will be updated.
Medium/high qualities should still be obtainable with basic skills and equipments, but most of the time, the highest qualities will require advanced techniques, buildings or tools, only available in the advanced continents, and giving extra skill bonuses.
- On April 29, 2024 at 14:18:49. Initiated
- On April 29, 2024 at 14:18:55. Under test
- On May 08, 2024 at 09:27:19. Tests completed
- On May 08, 2024 at 09:28:16. Released
Expansion radius
The expansion radius is going to increase over time, so that the domains of the old continents have a larger area and can potentially cover the map. This increase will be continuous:
- 2x the normal area at week 25 (Renaissance);
- 4x the normal area at week 50 (Modern Era);
- 8x the normal area at week 75 (Industrial Revolution);
- 16x the normal area by the end of the continent (week 100).
This increase will not affect the exploitable area of the domain, at least in this release. And it will not prevent other domains from settling inside your borders. The only things it will allow are:
- visually cover the map;
- build roads to connect with distant neighbours;
- mark the area so that no new wolf or wild NPC can spawn.
- On April 29, 2024 at 13:59:43. Initiated
- On April 29, 2024 at 13:59:50. Under test
- On May 05, 2024 at 10:21:34. Tests completed
- On May 08, 2024 at 09:28:33. Released
Peasant soldiers
This unit is currently unbalanced. It is cheap, but has a quite powerful melee bonus, because it's accumulating bonuses from Scythes, Pickaxes/Hoes and Flails, for a total of +25 (which is more than an actual melee weapon).
Farmers and Peasant soldiers will no longer be equipped with Pickaxes; only Hoes. The Hoe bonus will be reduced to +5, the Scythe bonus will be reduced to +5, and the Flail will be just a tool, giving no melee bonus, considering that peasants only have 2 arms and can definitely not use all those tools/weapons simultaneously.
They still have a +5 hast bonus with their (optional) pitchfork.
- On April 09, 2024 at 08:51:31. Initiated
- On April 09, 2024 at 08:51:37. Under test
- On April 09, 2024 at 10:39:28. Tests completed
- On April 09, 2024 at 14:18:08. Released
Housing limits per organisation
The non-territorial organisations hosted in a domain give a bonus to the maximum allowed housings. This static bonus will be replaced with a proportional bonus: for example, a County will give +20% instead of +10000.
A former City hosting a County and then "purposefully" demoted to a Village, will have a maximum housing capacity of a village +20% (=3000), instead of village +10000 (=12500). A "village" with housings for 12500 inhabitants is definitely not a village.
It will have an immediate effect on the migratory flow
. If you have demoted your city to a village (in order to enjoy rural activities with the population of a city), expect to suffer population departures, until you revert back to town or city.
- On April 08, 2024 at 09:35:17. Initiated
- On April 08, 2024 at 09:35:24. Under test
- On April 09, 2024 at 10:39:22. Tests completed
- On April 09, 2024 at 14:18:02. Released
Relic mastery
Each new instance of a relic will now be
attached to a House
: a randomly selected active player with a LOL+ subscription and at least 30 days of seniority. It means that only this player will be able to detect it, reveal it and then move it, for the duration of the relic: one full year.
It doesn't mean that the relic masters have to keep their relics for themselves: they can carry them to a place where it is needed, like the capital of a kingdom, but the master player is the only one able to move the relic to another place.
The relics will still disappear each year at a specific date of the calendar, and will immediately respawn the same day. However, if a relic happens to disappear (for example, if it's been left abandoned on a sinking continent), you will have to wait for the next calendar date.
Note: the already existing relics have no "master". It means that they can still be handled by everyone. This new system will start with the new Anticyclone in a bottle, on the 30th of March.
- On March 27, 2024 at 14:27:28. Initiated
- On March 27, 2024 at 14:27:36. Under development
- On March 29, 2024 at 12:06:57. Released
Movement restrictions on the battlefield
It's sounds more an more silly that units in the middle of a battlefield can bypass their enemies and just teleport anywhere without constraints.
So, every movement of units of more than 1 arpent will check the presence of potential enemies* on the trajectory. If some potential enemies are detected on the trajectory, the units will have to meet them before moving forward, or choose another destination that doesn't cross enemy lines.
(*) Are considered potential enemies any combattant unit of another domain; civilians and characters don't block any movement, but can be affected by foreign troops.
Note that in case of long distance movements, only the first and last parts of the trajectory will be checked (up to 8 arpents each).
- On March 13, 2024 at 19:29:46. Initiated
- On March 13, 2024 at 19:29:52. Under test
- On March 15, 2024 at 17:05:11. Tests completed
- On March 16, 2024 at 10:44:51. Released
Hiring workers of other organisations
As you know, you can use civilian units of another organisation, when the unit is in your domain (or in a domain where you manage a secondary organisation, like a Parish, a temporal organisation, a Trade Union...).
And it's not without causing cohabitation issues...
So, it will now be only possible
if the unit has no automatic actions enabled
. A malevolent domain co-manager will be unable to disturb the activity of your workers just by moving them out of their workplace.
----
Under the unit management page, the domain's tab will only show the list of civilian units that you are able to hire/recruit in the domain, which will then include the settlers and the local/foreign workers sitting in the domain and having no automatic actions.
- On March 13, 2024 at 19:08:09. Initiated
- On March 13, 2024 at 19:08:17. Ready for development
- On March 14, 2024 at 11:28:34. Under development
- On March 14, 2024 at 16:30:20. Under test
- On March 16, 2024 at 10:42:55. Tests completed
- On March 16, 2024 at 10:44:44. Released
Intrusion adjustments
A default -20 penalty will be applied to the
Intrusion
skill for all non-specialised units (all units except
Thieves
and
Ladies of Pleasure
).
Soldiers will have to compensate this penalty with specific equipment like
Ladders
(+25),
Ropes
(+5) and new
Grappling hooks
(+15).
Note that Grappling hooks will only work in combination with Ropes (no rope = no grappling hook bonus, just like no horse = no saddle bonus)
.
A fully equipped soldier will then accumulate +45 of equipment bonus, -20 for not being specialised. The Intrusion calculation will be adjusted so that it doesn't result in too easy intrusions.
- On February 25, 2024 at 17:35:17. Initiated
- On February 25, 2024 at 17:35:22. Under test
- On February 28, 2024 at 21:39:40. Tests completed
- On February 29, 2024 at 18:14:09. Released
Short-lived notifications
Movement notifications will only stay on screen for 1 hour (for NPC units) or 12 hours (for troops, civilians and characters).
Attack and Loot notifications will disappear after 24 hours.
(edit) Just to clarify:
notifications
are removed, not the logs! And if a unit was killed somewhere, you still have the log to explain what happened. ;)
- On December 09, 2023 at 10:54:39. Initiated
- On December 09, 2023 at 10:54:46. Under test
- On December 21, 2023 at 16:15:42. Tests completed
- On December 22, 2023 at 15:12:41. Released
Explosive attacks
A new type of attack is being introduced: Explosion. This attack affects both the building and the units in the area. In contrast, Destruction (caused by cannons, catapults, and battering rams) only impacts the building, while other types of attacks only target one unit at a time.
A future update will add an effect to the resources displayed in the area, but that will be in another WIP.
The damage to units will decrease with the number of units affected and depend on their location in the building, taking into account the building's defensive bonus. Some equipment also provides specific defensive bonuses against explosions, displayed as a fourth bonus in the sequence: Melee/Hast/Ranged/Explosion.
The initial units to wield this new attack are the
Sappers
, who manufacture their bombs one-site with a substantial quantity of gunpowder.
Grenadiers
and more advanced weapons will follow suit.
- On December 09, 2023 at 10:39:58. Initiated
- On December 09, 2023 at 10:40:03. Under development
- On December 21, 2023 at 16:15:52. Tests completed
- On December 21, 2023 at 16:16:15. Under test
- On December 22, 2023 at 15:09:47. Tests completed
- On December 22, 2023 at 15:12:47. Released
Health pass at boarding
Infected units are not allowed to board travel ships. Consequently, they cannot move between different regions separated by the sea.
Note that it applies to all kinds of units, including characters.
It will also be made possible for a character to resign a title remotely, without having to be present in the domain.
- On November 27, 2023 at 11:16:01. Initiated
- On November 27, 2023 at 11:16:07. Ready for development
- On November 27, 2023 at 11:19:44. Under test
- On November 29, 2023 at 11:09:39. Tests completed
- On November 29, 2023 at 11:27:43. Released
Skill modifiers, productivity and quality
The entirety of skill modifiers (equipment, materials, buildings, geology), as well as productivity modifiers (temperatures and biomes), is currently being adjusted.
The dual purpose is to normalise the quality of certain resources (either too high or too low) and to reduce (without completely eliminating) the imbalances between tropical and northern continents, especially concerning industrial or metallurgical activities.
- On November 23, 2023 at 09:17:01. Initiated
- On November 23, 2023 at 09:17:12. Under test
- On November 23, 2023 at 14:53:58. Tests completed
- On November 23, 2023 at 15:03:17. Released
Claiming a non-hereditary organisation
Hamlets, villages and cities, as well as priories and abbeys, are not hereditary organisations. Only the previous owner has the right to accept the succession for 24 hours after resigning. But if he's been killed, the organisation can be claimed by anyone.
We are changing it, so that if the last owner is dead, the legitimate house (his family) has precedence over any other claimant, for a duration of 1 week (instead of 24 hours).
- On November 09, 2023 at 15:31:01. Initiated
- On November 09, 2023 at 15:31:06. Under test
- On November 10, 2023 at 07:52:06. Tests completed
- On November 10, 2023 at 07:55:12. Released
Extended automatic actions
Automatic actions are currently limited to work actions: productions, constructions, repairs, entertainments, prayers, as well as movements to workplaces (for example farmers moving among their fields or woodcutters moving to the forest...).
Meanwhile, there is a parallel mechanic for NPCs doing their own things: attacking, looting, meeting their prey, retreating, wandering...
These two mechanics will be merged into one single common mechanic, for better technical consistency.
This will allow the addition of new optional automatic behaviours to player units, like for example: patrolling, retreating to a house or a military facility in situations of danger, taking a break to the tavern rather than working to death, browsing the domain to take care of corpses (undertaker), etc.
- On November 01, 2023 at 08:30:36. Initiated
- On November 01, 2023 at 08:30:46. Under test
- On November 09, 2023 at 15:31:14. Tests completed
- On November 10, 2023 at 07:55:19. Released
Civilian self-defence
Non fighters shouldn't try to riposte against looting. This is the reason why they get killed by brigands, right now.
- On October 23, 2023 at 09:26:27. Initiated
- On October 23, 2023 at 09:26:32. Under test
- On October 24, 2023 at 07:58:15. Released
Housing capacity and limits
Housing capacity of a domain is currently calculated in function of the state of the buildings: a partially damaged building counts less inhabitants than a building in perfect condition.
The issue with this is how it plays with the construction limits: if some buildings in the domain are damaged, it reduces the housing capacity, makes you believe that you are under the construction limit, lets you build more housings over the limit, which then accelerates the decay and makes it impossible to repair the damaged building until they are damaged enough to fall under the limit; but as soon as you repair one of them, you are back over the limit, and so on...
The housing capacity of a building should not take in consideration its condition, unless it is totally destroyed.
- On October 18, 2023 at 07:41:08. Initiated
- On October 18, 2023 at 07:41:13. Ready for development
- On October 18, 2023 at 17:31:23. Under test
- On October 20, 2023 at 06:53:29. Tests completed
- On October 20, 2023 at 12:56:58. Released
Charge
A new combat action
Charge
will be added. This action is similar to a short distance
Movement
immediately followed by a melee or hast
Attack
.
The Charge will be usable as a manual action, but will mostly be used as an automatic riposte during combat, when defenders with no ranged attack and no building protection have no advantage of keeping their current position. Basically, a defender in a building will never go out automatically; a defender behind a fortification will not go out automatically.
- On October 17, 2023 at 15:19:52. Initiated
- On October 17, 2023 at 15:19:56. Under development
- On October 17, 2023 at 17:05:08. Under test
- On October 20, 2023 at 12:57:05. Released
Brigands 2.0 and more...
Did you ever meet Brigands? They are dumb, aren't they? Well, they are mostly passive, just waiting for you to slaughter them...
A new system will make Brigands more proactive.
But it's not only about Brigands; new NPC units, of various natures and demeanours, should finally come out and populate the world. Some of them will be as peaceful and inoffensive as a wandering White Stag; some will be as fierce and scary as a Dragon. It's up to you to collect them on your hunt board.
- On October 11, 2023 at 13:22:35. Initiated
- On October 11, 2023 at 13:22:40. Ready for development
- On October 12, 2023 at 11:40:06. Under development
- On October 17, 2023 at 17:05:14. Under test
- On October 20, 2023 at 06:53:38. Tests completed
- On October 20, 2023 at 12:56:52. Released
Chronology
In the index pages of Organisations , Resources , Units , Buildings and Actions , you will find a timeline showing the various items unlocked every week in each continent.
- On September 29, 2023 at 14:11:19. Initiated
- On September 29, 2023 at 14:11:25. Under development
- On October 01, 2023 at 09:53:53. Under test
- On October 01, 2023 at 10:28:44. Released
Productivity charts
In the help pages, the old deprecated productivity maps are being removed and replaced with productivity statistics by continents. It will show the current average productivity in the continent, as well as the expected minimum and maximum average productivity depending on seasons.
- On September 29, 2023 at 13:54:56. Initiated
- On September 29, 2023 at 13:55:03. Tests completed
- On October 01, 2023 at 10:28:50. Released
Middle/end game
The old continents are great too!
Don't abandon them too quickly! :D
We will gradually introduce new resources, units (including NPC units), buildings, and Wonders, which will appear over the course of 100 weeks on each continent. These gradual additions should transition each continent from the Middle Age to an industrial/steampunk ambiance — a compelling reason for Kaabë and Fyndus to take notice.
Please keep in mind that this won't suddenly become a historical simulation, nor will it try to mimic Civilization. It's simply about introducing new elements: buildings, technologies, to enhance your beloved cities instead of watching them decay without purpose. Furthermore, we're going to add new warfare aspects, encompassing almost everything imaginable centuries after the invention of cannons.
We're also not forgetting about the fantasy, magical, and religious aspects.
Of course, this won't be completed in one go. This WIP will likely remain open indefinitely. ;)
- On September 24, 2023 at 20:06:46. Initiated
- On September 24, 2023 at 20:06:53. Under discussion
New domain in a new continent
Exploring or founding a new domain in the foggy areas of a new continent will take more time (or more tokens).
The priority is given to new players. This should guarantee that they always have a valid spot in the new continent, instead of spawning in a random continent.
We will also add an Order of Cartographers to distinguish the most active explorers in every continent.
- On September 20, 2023 at 09:07:50. Initiated
- On September 20, 2023 at 09:07:56. Ready for development
- On September 20, 2023 at 13:12:35. Under development
- On September 24, 2023 at 08:41:04. Tests completed
- On September 24, 2023 at 09:46:48. Released
New player notification
Each time a new player arrives to the game, it will send a notification to the nearby online players speaking the same language.
It works like relic detection, with an increasing radius of detection. The notification will stop after 1 day, or if the new player is already having a visitor.
- On September 05, 2023 at 16:22:47. Initiated
- On September 05, 2023 at 16:22:52. Under test
- On September 05, 2023 at 16:38:28. Tests completed
- On September 05, 2023 at 16:38:47. Released
Automatic actions
It's now possible to enable or disable automatic actions directly on the action itself.
The unit and resource icons show you if the unit is automated, or if the automatic purchase or automatic production of a resource is enabled. You can change it directly by clicking on the icon, as well as the other parameters like the minimum/maximum market and the minimum productivity, which will be displayed in red if the conditions are not currently met.
A general button on the action allows you to automate all the selected units and resources of the action.
***
The delay between two automatic actions will be reduced from 1 hour to 10 minutes. However, for technical reasons, if a unit fails to start an automatic action, it should wait for one hour before trying again.
- On September 05, 2023 at 07:05:19. Initiated
- On September 05, 2023 at 07:05:24. Under test
- On September 05, 2023 at 13:20:57. Tests completed
- On September 18, 2023 at 10:28:40. Released
Movement logs and notifications
Movements of units will only be logged at their destination, when the movement is complete, cancelled or intercepted. No more log message at the origin of a movement.
You can still locate characters and relics at any time. If you have just been attacked, you know the identity of your attackers.
***
Some buildings (towers, watchtowers, keeps, red keeps, wooden castles, walls, and maybe lighthouses, belfries...) will provide a large extra range of detection to the units inside the building, so that you get notified each time foreign units move within the range of detection.
- On July 11, 2023 at 07:51:59. Initiated
- On July 11, 2023 at 07:52:03. Under discussion
- On July 24, 2023 at 09:08:07. Under development
- On July 27, 2023 at 18:40:54. Under test
- On August 02, 2023 at 15:32:02. Tests completed
- On August 02, 2023 at 15:35:34. Released
Movement and Interception
Alongside the changes on
new (and old) continents
, there is a series of adjustments on how Movements and Interception will work.
[*]
Intercontinental movement
: as described in the above mentioned WIP, moving to a new continent will take much longer than moving to an old continent.
[*]
Maximum raw distance
: each movement is limited to 10000 arpents, which still makes it possible to move everywhere, but not directly between the extremities of the map.
[*]
Travel expenses
: moving to another region requires maritime transport. Travel expenses will be calculated in function of the shortest distance between the two regions, and the volume carried by the units (including equipment). This cost is paid by the unit's organisation; characters travel for free. Prisoners are not allowed on board, which means that if you make a prisoner, you have to deal with him without sending him overseas.
[*]
Relics
: it will be possible to move them again between regions and continents.
Be aware that the various distance penalties will be significantly higher in the new continents, and significantly lower in the old ones.
[*]
Cancelling movements
: cancelling a movement between two different regions, will always make the units return to their region of origin, regardless of how close they are to their destination.
***
Interception
This action will be technically reworked:
[*] Instead of moving the intercepted units along with the interceptors to the meeting point, the action will only move the interceptors; basically, Interception is just a Move action. The intercepted units will notice nothing until the interceptors reach the destination: they will then abort their current movement and instantly join them at the meeting point (unless of course they ended their movement in the meantime).
[*] In case of interregional movement, an interception will always occur either in the region of origin or the region of destination of the moving units.
[*] The number of interceptors must be at least equal to the number of intercepted units.
- On July 09, 2023 at 06:55:37. Initiated
- On July 09, 2023 at 07:25:19. Under development
- On July 13, 2023 at 08:36:12. Under test
- On July 15, 2023 at 07:15:40. Tests completed
- On August 02, 2023 at 15:35:49. Released
New Continents
Starting from next September, each new continent will have the various types of
actions, organisations, units, buildings and resources
unlocked progressively over a period of 12 weeks (3 months), according to the following general roadmap:
[*]
Weeks 0, 1, 2, 3: Rurality
. Only hamlets, villages, lordships and simple parishes, but all independent and peaceful (no offensive action). Agriculture, mining, basic trades...
[*]
Week 4, 5: Urbanity and basic warfare
. Towns and Cities make their appearance, with a set of new trades, comfortable beds, basic weaponry and the first military units other than Peasant soldiers.
[*]
Week 6, 7: Urban development
. Appearance of trade routes, guilds, but also mounted units, advanced weaponry and fortifications.
[*]
Week 8, 9: Feudality
. Vassalage and Chivalry.
[*]
Week 10, 11, 12: Organised temporal and spiritual power
. First provinces, Kingdoms, Bishoprics, Abbeys, up to Empire and Holy See...
It will be impossible to move a unit to the new continent as long as the unit type hasn't been unlocked in the new continent. Similarly, a resource that hasn't been unlocked won't be importable, findable, purchasable, consumable (no demands), or required (meaning that a building/unit normally requiring them would be constructible/trainable without them until they are unlocked, like for example a Mill without Mechanism, a Blacksmith without Gloves...).
The information of when each action, organisation, unit, building, resource is unlocked will be clearly visible in the Wiki pages, contextually, depending on where you are.
This will not affect Ursalia, even if the WIP is released before September.
***
Furthermore, during the first half life of a new continent:
[*]
Intercontinental movement duration, combat penalty and homesickness
will be increased during this period (by adding an additional virtual distance, decreasing over time), but significantly reduced after this period, to allow more warfare between two developed continents or even within the same continent.
[*] Each foreign unit landing on a new continent will lose part of its money and carried resources (from 100% loss at day 1, and then slowly decreasing over time); equipment quality might also be affected, and dropped equipment will also be partially lost.
[*] Foreign units will only receive part of their wage (100% loss at day 1, decreasing over time).
[*] Intercontinental money transfers to the new continent (unit rental, vassalage tax, property purchases, personal contributions) will also be affected similarly.
This will apply to all existing continents.
- On June 27, 2023 at 15:15:56. Initiated
- On June 27, 2023 at 15:16:27. Under discussion
- On July 09, 2023 at 06:40:40. Under development
- On July 16, 2023 at 06:10:08. Under test
- On July 26, 2023 at 17:40:17. Tests completed
- On August 02, 2023 at 15:35:42. Released
Fake population
Since a recent WIP, in order to avoid crazy migratory movements, the happiness is ignored in the calculation of negative flow. This has been massively abused: some huge city don't care about happiness anymore, and they increase their population by artificial means (for example, by moving brotherhood).
Basically:
if Population < Housings × Happiness => positive flow
if Population > Housings => negative flow
happiness is ignored, it's like if happiness was 100%
So, we are going to put some happiness back in the calculation of negative flow:
if Population < Housings × Happiness => positive flow
if Population > Housings × Happiness × 1.25 => negative flow
This ×1.25 should be enough compensate the natural fluctuations of happiness in the domain (weather, prayers, erratic consumptions) and also should deal with the loss of most temporal organisations, parishes, orders...
Unit departures will be disabled for the next few days, to let you a chance to manage your negative migratory flow. This WIP will be reopened tomorrow.
- On June 21, 2023 at 12:30:00. Initiated
- On June 21, 2023 at 12:30:07. Under development
- On June 21, 2023 at 12:35:16. Under test
- On June 21, 2023 at 19:24:31. Tests completed
- On June 21, 2023 at 19:25:55. Released
Population per unit
Each unit counts as a certain number of inhabitants in the domain, in function of the number of units (N).
The current formula is:
→ Population per unit = 50 + 0.66×N
It makes it very difficult to start a new domain, because at 50% happiness, it requires more than 100 housing capacity to get your first unit.
This formula is going to change to:
→ Population per unit = 20 + N
This will increase the number of units in small domains and decrease the number of units in large cities.
Examples:
→ A population of 250 will give you 8 units instead of 4;
→ A population of 1000 will give you 23 units instead of 16;
→ A population of 100k will give you 306 units instead of 353.
The pivot is around 10k inhabitants (90 units). If your domain has less than 90 units, you're likely to gain a few units; if it has more than 90, you're likely to lose a few.
Unit departures will be disabled for the next few days, to let you a chance to manage your negative migratory flow. This WIP will be reopened tomorrow.
-------------
[EDIT] The formula should be adjusted tomorrow, to make it even faster for new domains and a bit less difficult for big cities. Don't rush to delete your citizens!
→ Population per unit = 15 + 0.9×N
Unit departures will be reenabled on Monday the 26th.
- On June 21, 2023 at 12:14:29. Initiated
- On June 21, 2023 at 12:14:39. Tests completed
- On June 21, 2023 at 19:26:04. Released
- On June 22, 2023 at 18:14:16. Under discussion
- On June 22, 2023 at 18:58:37. Under test
- On June 23, 2023 at 07:28:10. Released
Entertainments
The entertainment system will be modified to allow more kinds of entertainments, like taverns :beer: :wine:... Meanwhile, this new system will apply to
Music
,
Theatre
and
Charms
.
The units will have to pay with their own money to be entertained and benefit the happiness bonus. The price will be calculated in function of the happiness bonus received every hour. This money will go directly to the performers, with a license paid to the building owner; call it license, rental of premises or proxenetism...
There will be a threshold, so that units cannot spend all their money in entertainments and still have enough cash to consume.
The Music, Theatre and Charms actions should not be modified. The entertainers won't have to pay for the resources (music scores, soap, perfumes...) they use in their actions. However, as they have new incomes, their daily wages should probably be reduced.
Also note that entertainers won't be entertained by their own entertainment.
- On June 12, 2023 at 10:43:03. Initiated
- On June 12, 2023 at 10:43:08. Under discussion
- On June 12, 2023 at 16:45:09. Under test
- On June 15, 2023 at 14:13:44. Tests completed
- On June 15, 2023 at 14:24:41. Released
Weak vassalage
If your suzerain organisation has just been conquered, you don't want the new suzerain to freely access into your city. You didn't pledge allegiance to that new guy.
So, when an organisation changes its ruler (for whatever reason: death, resignation, conquest...), all its vassals should turn to "weak" vassalage, until they pledge allegiance again.
Weak vassals will still be considered as full-fledged vassals, in terms of statistics, requisites, taxes, but
the following effects will be disabled
:
[*] Hierarchical rights in the vassal organisation, such as access rights, military supervision (notifications), prayers;
[*] Insurance coverage.
The vassal can turn back to full vassalage through a new Vassalage action; or the suzerain can force his vassal back through a Subjugation, as usual.
- On June 09, 2023 at 12:57:16. Initiated
- On June 09, 2023 at 12:57:22. Under discussion
- On June 10, 2023 at 08:14:57. Under development
- On June 10, 2023 at 09:55:40. Under test
- On June 10, 2023 at 15:06:14. Tests completed
- On June 10, 2023 at 15:10:37. Released
Free riposte failures
The attack system has been modified so that an
automatic riposte
will consume ammo and fatigue
only when it succeeds
. In other words, it's like if the unit wouldn't automatically attack if it's not sure of hitting the target.
There will be another WIP about offline defence improvement.
- On June 08, 2023 at 16:51:04. Initiated
- On June 08, 2023 at 16:51:16. Released
Occupation
Occupying a building should not turn the building public by default. It will give the occupier an
exclusive access
to the building, and the exclusive right to lock/unlock it.
If the building is unlocked, it is considered public.
If the building is locked, only the occupier has free access to the building: the actual owner will have to intrude as if it wasn't their building anymore.
Note that this exclusive access under occupation prevails over everything else, including in the case of an abandoned building or a surrendered organisation, that would normally give free access.
- On May 23, 2023 at 12:25:08. Initiated
- On May 23, 2023 at 12:40:25. Under test
- On May 28, 2023 at 05:15:32. Tests completed
- On May 28, 2023 at 05:17:44. Released
Actions under siege
The 5 minutes timer for using tokens during a siege will be replaced with a duration multiplier: each action performed in a besieged domain (or each movement of units from a besieged domain) will have its normal duration multiplied by 3, but the use of tokens will remain possible as usual (just 3x more expensive).
It goes a similar way with a
domain under influence
conflict, with durations multiplied by 2. Siege and conflict multiplier do not stack.
- On May 22, 2023 at 06:34:22. Initiated
- On May 22, 2023 at 06:34:27. Under test
- On May 25, 2023 at 17:06:04. Tests completed
- On May 28, 2023 at 05:18:01. Released
Population and storage limits
Each organisation type defines population and storage caps. These limits essentially prevent constructions and repairs in the domain, when the limits have been reached, requiring a promotion of the organisations in the domain to increase those limits.
Until now, these limits also had a direct effect on the population and storage capacity: if a domain lose an organisation, the population and storage capacity would immediately drop by the corresponding amount given by this organisation, which could result in sudden massive unit departures or resources deterioration.
This direct effect on the migratory flow and storage capacity will be removed
: losing an organisation will only prevent constructions and repairs above the new limit, without any immediate effect on the units or resources.
However, an abandoned organisation or an organisation in insurrection will also lose the corresponding population/storage value, just as if the organisation was no longer in the domain.
An organisation in insurrection will also be unable to train new units.
- On May 22, 2023 at 06:23:45. Initiated
- On May 22, 2023 at 06:24:24. Under test
- On May 27, 2023 at 19:16:41. Tests completed
- On May 28, 2023 at 05:17:51. Released
Access to an abandoned building
An abandoned building is a building owned by no organisation, or owned by an abandoned organisation or an organisation in insurrection.
Those buildings should be considered public: anyone can access without intruding.
- On May 22, 2023 at 06:06:30. Initiated
- On May 22, 2023 at 06:06:34. Under test
- On May 24, 2023 at 17:45:09. Tests completed
- On May 28, 2023 at 05:18:09. Released
Over-indebtedness
It should be impossible to spend money in an action that provoques a bankruptcy when the action is completed. This was still possible by purchasing abandoned buildings.
- On May 22, 2023 at 06:04:02. Initiated
- On May 22, 2023 at 06:04:07. Under test
- On May 22, 2023 at 08:03:27. Tests completed
- On May 28, 2023 at 05:18:15. Released
Influence radius
The current Influence radius prevents two powerful temporal or spiritual organisations from being too close to each other. When the Influence radii overlap, the organisations in conflict start demoting to a lower rank.
This automatic demotion should be replaced by something else: a direct decrease of the status bar (insurrection), on top of the happiness effect. Once one of the two organisations in conflict drops into insurrection, it would stop "influencing" the other one.
The effect of a Siege should follow the same logic: a direct decrease of the status bar, rather than an additional happiness penalty.
Insurrection (and insurrection prevention) will then be the result of happiness management, influence and sieges.
***
Moreover, claiming an organisation in insurrection will have its duration multiplied by 10 (cumulable with
siege and influence multipliers
), as well as liquidation, promotion, demotion or movement of the seat.
- On May 03, 2023 at 14:09:29. Initiated
- On May 03, 2023 at 14:09:34. Under discussion
- On May 06, 2023 at 14:27:18. Ready for development
- On May 06, 2023 at 16:14:25. Under development
- On May 22, 2023 at 06:01:29. Under test
- On May 28, 2023 at 05:15:42. Tests completed
- On May 28, 2023 at 05:17:36. Released
Great Temple
Great Temples are currently used to colonise new continents by reserving areas of temporal influence. Founding a Great Temple should not be easier than founding a District.
New prerequisites will be added to the Great Temple: a set of 7 Regalia, each of them coming from an Ancient God (the existing Mask of Baighôn + 6 new relics)... Each of the 7 Great Temples will be labelled after the Regalia in their possession:
the Great Temple of Baighôn, the Great Temple of Qallash...
They should also be mentioned with a link, in the page of each Ancient God. Note that it will not restrict them on what God they should pray, but it can be used as an element of RP.
The Great Temples will gain the ability to crown Kings.
***
Holy See
should not require a Great Temple anymore. A Deanery + one of the Papal Regalia should be sufficient.
***
Patriarchate
will be able to crown Tsars and Emperors (but no Kings).
- On April 13, 2023 at 08:40:46. Initiated
- On April 13, 2023 at 08:40:50. Under discussion
- On April 17, 2023 at 13:56:30. Tests completed
- On April 17, 2023 at 14:00:52. Released
Xsolla
Implementation of LOL+ subscription using Xsolla.
Xsolla should eventually replace the PayPal interface in the short term (note that PayPal is still available as a payment method within Xsolla).
----
Xsolla is available in the LOL+ page, after you have checked the agreement and clicked on the arrow on the right. It will still be considered a secondary option, until PayPal interface is removed by the end of this month or the end of May.
- On April 13, 2023 at 08:33:18. Initiated
- On April 13, 2023 at 08:33:24. Under test
- On April 13, 2023 at 19:13:50. Tests completed
- On April 13, 2023 at 19:13:54. Released
Historic domain
Each player has a Historic Domain, which is currently the oldest territorial organisation he has founded. This domain cannot be conquered or given to any other player. If this domain is liquidated, the player's historic domain becomes his next oldest founded domain.
However, if a player abandons one of his non-historic domains to another player, this domain should switch to the new owner overtime, so that the former owner doesn't claim it as his own Historic domain after someone else has developed it over a long period.
Concretely, it will work similarly to the units "loyalty": each organisation has a 1/30 chance every day to become the current owner's rightful property, so that it might become the Historic Estate of the new owner overtime, and more importantly, not become the Historic Estate of a player who has abandoned it several months ago.
- On April 02, 2023 at 17:37:32. Initiated
- On April 02, 2023 at 17:37:41. Ready for development
- On April 02, 2023 at 18:10:05. Under test
- On April 02, 2023 at 18:51:11. Released
Map scrolling
In your options , you can now define what works best for you, in regards of scrolling or zooming the map with the mouse wheel / trackpad.
- On January 19, 2023 at 11:55:58. Initiated
- On January 19, 2023 at 11:56:01. Released
Immigration control
Now that the negative migratory flow is independent of happiness (based only on housing capacity), the button allowing to disable immigration is not longer relevant, and will be removed.
- On January 12, 2023 at 15:40:15. Initiated
- On January 12, 2023 at 15:40:20. Under discussion
- On January 13, 2023 at 10:32:36. Under development
- On January 13, 2023 at 10:39:12. Tests completed
- On January 13, 2023 at 10:39:34. Released
Map controls
The mouse wheel will control the zoom level, without having to press any key.
The map can be dragged with the left button, or panned with the arrow keys or the WASD keys.
- On January 12, 2023 at 15:21:24. Initiated
- On January 12, 2023 at 15:21:30. Under test
- On January 12, 2023 at 19:24:15. Released
Relics
The future relics will be
bound to the region where they are discovered
. It will be impossible to move them overseas.
These new relics will also lose their interference with other relics, which means that one can possess as many relics at the same place and cumulate their effects. However, they will maintain their interference on token usage, when they are carried by a unit.
Obviously, these relics will disappear and respawn at the end of their lifespan or at the end of the continent where they belong.
This will only apply to the new relics
. The existing instances will continue to work as they currently do, and be moved globally, until they respawn.
- On January 08, 2023 at 23:02:37. Initiated
- On January 08, 2023 at 23:02:45. Under discussion
- On January 09, 2023 at 10:27:50. Ready for development
- On January 09, 2023 at 14:47:42. Under test
- On January 11, 2023 at 11:53:10. Tests completed
- On January 11, 2023 at 11:54:42. Released
Friday the 13th and other Godsonish annoyances
The creation of new accounts will be closed on every Friday the 13th.
Independently of Friday the 13th, we will also disable the following actions on every account during their first 7 days:
- Attack,
- Duel,
- Loot,
- Intrude,
- Siege,
- Occupation,
- Interception,
- Capture,
- Execution,
- Excommunication,
- Subjugation,
- Strike,
- Embargo,
- Telepathic contact.
- On January 08, 2023 at 22:47:46. Initiated
- On January 08, 2023 at 22:47:54. Under discussion
- On January 11, 2023 at 17:52:26. Under development
- On January 11, 2023 at 18:12:56. Under test
- On January 12, 2023 at 16:59:38. Tests completed
- On January 12, 2023 at 19:24:24. Released
Occupation
This action will be possible only if the occupiers are the only troops present in the building when starting the action. The same thing should also apply to the Siege action.
- On January 07, 2023 at 16:10:21. Initiated
- On January 07, 2023 at 16:10:26. Under discussion
- On January 07, 2023 at 16:58:50. Under development
- On January 07, 2023 at 17:02:02. Under test
- On January 07, 2023 at 17:02:35. Tests completed
- On January 08, 2023 at 22:44:09. Released
Historical domain
Each player has a "historical domain" (territorial organisation) that can never be conquered. Currently, this is the initial hamlet created with the new player account.
This unconquerable organisation will change dynamically to
the oldest,
purely territorial
organisation founded by the player
, which excludes all temporal, spiritual or hybrid organisations like City-states, Monastic orgs..,
Note that resigning the historical organisation will not change it. Only its liquidation will change the player's historical org to the next one he founded.
- On January 07, 2023 at 15:49:30. Initiated
- On January 07, 2023 at 15:49:35. Ready for development
- On January 07, 2023 at 17:49:02. Tests completed
- On January 08, 2023 at 22:44:24. Released
Intrusion / Capture
It will be now possible to
intrude
a building full of units. What you need is just drag your intruder onto another unit and click Intrude.
At the end of the Intrusion, the intruder will try to swap with the nearest unit in the building, in the exact same way as when a unit moves to an area full of units.
A few additions:
[*] The presence of a relic in a building has an effect on the use of tokens in this building, which includes the use of tokens for intruding the building; this effect is not as powerful as when the relic is carried, but it's significant enough to make a difference;
[*] Characters
and civilians
won't be allowed to intrude anymore;
[*] Intrusions will send a proper notification.
***
Capture
will be reserved to the characters: only an offensive character can be captured, judged, executed... Sorry for the RP of capturing other units, but we also have to deal with some behaviours and exploits.
[EDIT] We will probably reconsider this point in the future, if we find a better system that doesn't make it used mostly for everything but imprisonment.
- On January 06, 2023 at 15:38:45. Initiated
- On January 06, 2023 at 15:38:54. Under test
- On January 06, 2023 at 16:16:38. Under discussion
- On January 06, 2023 at 19:26:59. Under test
- On January 08, 2023 at 17:07:40. Tests completed
- On January 08, 2023 at 22:44:31. Released
- On January 18, 2023 at 18:14:36. Under test
- On January 18, 2023 at 18:20:52. Released
Loyalty
This is an update of the following:
https://www.landsoflords.com/forum/work//603327
When training a unit the first time, the "trainer" is not the one doing the Training action anymore, but the current holder of the organisation. For example, a unit trained by a Seneschal will record the current Lord as its "trainer", not the Seneschal. If the organisation has no leader, the "trainer" is not set.
The units will remain loyal to their initial master. It means that they will refuse to perform some actions if the current holder is from another family (or if the organisation is without a holder), regardless of who is using the unit (the lord, the seneschal, the marshal...). These actions include:
[*] Retraining the unit;
[*] Deleting the unit;
[*] Sending the unit more than 50 arpents away from the center of the domain, where the truce doesn't apply;
[*] Attacking their initial master or a member of his family (only the characters, not their units!); they will even protect their master against an attack, provided that it doesn't mean to attack one of their natural allies (their new lord, their commanders, the other units of the same domain...).
The units will progressively become loyal to their new master over time. We can consider that after a period of 1 month, most of the units should have fully turned to their new master.
***
Something similar exists with buildings, and will follow the same logic to prevent the following actions:
[*] Demolishing the building (unless it's in ruin);
[*] Dismantling/downgrading the building;
[*] Selling the building.
- On January 06, 2023 at 15:28:58. Initiated
- On January 06, 2023 at 15:29:32. Under test
- On January 07, 2023 at 17:06:37. Tests completed
- On January 08, 2023 at 22:44:17. Released
Automatic ranged ripostes
Currently, each attack triggers a riposte by the best unit within range. It can easily be used by an attacker to make the defender waste their ammo on impossible targets.
There should be a threshold under which a ranged unit will not automatically retaliate against the attacker, if the riposte has very little chance to succeed, in order to conserve ammunition and strength.
- On December 03, 2022 at 18:29:41. Initiated
- On December 03, 2022 at 18:29:45. Under discussion
- On December 04, 2022 at 11:42:59. Under development
- On December 04, 2022 at 11:43:21. Under test
- On December 05, 2022 at 09:33:45. Tests completed
- On December 05, 2022 at 09:38:54. Released
Consumption
Currently, units consume from where they are located. It makes little sense, considering that consumption mostly relates to the population, and the 10 individuals forming the unit are only a small portion of the consumers.
Henceforth, consumption will remain in the unit's domain, regardless of where the unit is located.
Note that automatic re-equipment will remain as it is; it directly relates to the moving unit and where it is located.
- On December 03, 2022 at 14:47:00. Initiated
- On December 03, 2022 at 14:47:07. Under development
- On December 03, 2022 at 15:05:13. Under test
- On December 03, 2022 at 17:29:22. Tests completed
- On December 03, 2022 at 17:29:54. Released
Feathers and Holy Spirit
The current voting system for the Orders of the Feathers and the Holy Spirit will be removed and replaced with the statistics of upvotes [ICON=like.png] and downvotes [ICON=dislike.png].
Each upvote counts for +2 points, each downvote counts for -1 point.
The rankings of the Feathers will take only the votes for chronicles (feathers), by language.
The ranking of the Holy Spirit will take all public messages and comments, including on the forum.
- On November 29, 2022 at 18:53:44. Initiated
- On November 29, 2022 at 18:53:49. Ready for development
- On November 30, 2022 at 10:19:47. Under test
- On November 30, 2022 at 11:22:16. Released
Dislike button
A Dislike button will be added next to the Like button (for every posted message).
Unlike the Like button, the Dislike button will be anonymous and will not send a notification. Each player will be able to vote only once per post.
The statistics of Likes and Dislikes will be used for the rankings, by replacing the current vote system (Feather Orders and Holy Spirit). There will be a separate WIP on this topic.
Statistics will be displayed on each character about how many Likes and Dislikes they have expressed. Call it social positiveness or "karma".
- On November 28, 2022 at 16:28:26. Initiated
- On November 28, 2022 at 16:28:29. Under discussion
- On November 28, 2022 at 18:44:43. Under development
- On November 28, 2022 at 19:30:59. Under test
- On November 29, 2022 at 14:47:51. Released
Liquidation and demotion
Manual liquidation or demotion must always be accepted by the founder of the organisation (or a member of his family).
- On November 25, 2022 at 16:59:46. Initiated
- On November 25, 2022 at 16:59:50. Tests completed
- On November 28, 2022 at 08:37:28. Released
Retraining or deleting units
Only the last trainer of a unit (or his family) is allowed to delete a unit or retrain the unit to another profession or to transfer it to another organisation. Obviously, the settlers are not affected by this restriction.
- On November 25, 2022 at 16:56:09. Initiated
- On November 25, 2022 at 16:56:14. Tests completed
- On November 28, 2022 at 08:37:40. Released
Demolition
Only the initial builder of a building (or a member of his family) is allowed to use the Demolish action. Of course, ruins and wild trees can be demolished by anyone.
- On November 25, 2022 at 16:52:09. Initiated
- On November 25, 2022 at 16:52:14. Tests completed
- On November 28, 2022 at 08:37:48. Released
Guilds, brotherhoods, academies
They require at least 3 members. They should be automatically demoted (and liquidated) if they don't have at least 3 active members.
- On November 25, 2022 at 16:48:44. Initiated
- On November 25, 2022 at 16:48:48. Tests completed
- On November 28, 2022 at 08:37:55. Released
Coup
After
WIP 194644
is released, most organisations will become claimable during an insurrection, either as the new titular holder or as the regent.
However, some organisations requiring the approval of their vassals or their members (not affected by insurrection), and without the Regency option, will remain unclaimable: federations, city-states, monastic states and orders, holy-see, high clergy, guilds, brotherhoods, academies.
For most of them, adding a title of Regent (ignoring the vassals) makes very little sense. There should be another way to claim them: by a Coup decided by their vassals/members.
This gives the option of conquering a high end organisation, not directly, but by conquering the vassals first and then changing the head of the hierarchy.
More details given later.
- On November 25, 2022 at 16:24:47. Initiated
- On November 25, 2022 at 16:26:21. Under discussion
Moving an organisation
Moving the seat of an organisation (including a commercial society or a trade union) shouldn't require the approval of the original domain anymore.
However, it will only be possible after one week of holdership.
- On November 25, 2022 at 10:09:13. Initiated
- On November 25, 2022 at 10:09:21. Under test
- On November 26, 2022 at 12:00:36. Tests completed
- On November 28, 2022 at 08:37:21. Released
Bankruptcy protection
Each time you start an action with a deferred payment (hiring foreign units, for example), this amount will be deducted from your available cash, so that you can not engage more money (in purchases, wages, other actions...) than you actually have.
This amount will be displayed separately in the Finance page, next to the amount of cash, but will be deducted from your available cash in most of other displays in the management pages.
- On November 25, 2022 at 09:46:37. Initiated
- On November 25, 2022 at 09:46:46. Under test
- On November 26, 2022 at 18:50:34. Tests completed
- On November 28, 2022 at 08:37:14. Released
Merging Siege and Occupation
The
Siege
and
Occupation
actions will be merged into one single action named Occupation.
The Siege action will be removed. Any Occupation within 30 arpents of the centre of the domain will have the cumulated effects of Occupation on the occupied building, and Siege on the entire domain.
[EDIT] After all, having the two separate actions is relevant, as they have very different purposes. This WIP is cancelled.
- On November 05, 2022 at 08:38:05. Initiated
- On November 05, 2022 at 08:38:11. Under discussion
- On December 02, 2022 at 18:16:41. Ready for development
- On December 02, 2022 at 19:33:32. Under development
- On December 03, 2022 at 11:08:43. Cancelled
Siege
The
Siege
action is going to be modified:
[*] It is only possible
within a radius of 30 arpents
around the center of the domain (outskirts zone).
[*] The
happiness penalty
varies with the type of organizations under siege: a Hamlet will take only -5, while a City will take -20 and a Kingdom -25.
[*]
Trading is reenabled
. However, each besieging unit (up to a maximum of 50) will extort an extra "tax" of 1% on every incoming/outgoing transaction, including:
- consumption,
- money transfers,
- insurances paid by the suzerain,
- vassalage tax received,
- independence tax,
- contributions received (trade unions),
- commercial incomes (guild and commercial societies).
[*] It doesn't require the
presence of a lord
anymore, although the presence of a lord is still required to negate the combat penalty if the siege is being counterattacked.
[*] The restriction of movement of
units carrying resources
will be removed. An alternative restriction will be set on the actions in the domain: the use of tokens will be delayed for 3 or 5 minutes.
[*] The restriction for
storing or deleting dropped resources
will be removed and replaced with a similar restriction, not based on the siege, but on the presence of foreign units on the same coordinates.
See also:
Merging Siege with Occupation
- On October 27, 2022 at 09:28:05. Initiated
- On October 27, 2022 at 09:28:10. Under development
- On November 06, 2022 at 16:57:16. Under test
- On November 07, 2022 at 17:09:00. Tests completed
- On November 07, 2022 at 18:43:38. Released
Quality correction
As mentioned in the
Market fix
update, the quality of existing resources must be adjusted to reflect what quality is available in each region.
This correction will affect: the stocks, dropped resources, equipments and carried resources.
The quality will be limited to the maximum market quality available in the domain. However, it will never decrease lower than half the current quality:
for example, if you have a stock of 100% and the market quality is 20%, your stock will drop to 50%
.
This correction will be applied today.
- On October 15, 2022 at 09:07:56. Initiated
- On October 15, 2022 at 09:08:09. Tests completed
- On October 15, 2022 at 09:48:08. Terminated
Market fix
This update fixes some issues and exploits on the Market, which allowed to generate money from nothing, under certain conditions.
New price calculation
The new system makes a different price calculation, in function of quality, demand and supply. This new calculation doesn't have to be explained specifically, but in short, it is now based on the net difference between supply and demand, rather than the ratio supply/demand.
Reference quality
Moreover, the quality of a purchase is now limited to a
quality of reference
, which is set to the maximum quality produced in the area, following the same mechanics as demand and supply, regarding the distances and propagations across connections. Basically, you can't purchase 100% quality everywhere. You will need to be in a region where this quality is produced, or with efficient trade routes to your region; otherwise, the only available quality will be 0%.
This reference quality is also the default quality, used for automatic purchases and consumption.
Trade tax
The trade tax is back to 5%.
Regularizations
The reference quality will have to initialize from the productions (manual and automatic). It should take a few days before you can purchase high quality products on the market.
After a period of one week, we will regularize the quality of your stocks and equipments, in function of the available qualities on the market. This will be a prerequisite to the creation of the new continent.
- On October 06, 2022 at 07:58:06. Initiated
- On October 09, 2022 at 10:11:36. Released
Domain's "Movie"
Domains should record automatic snapshots of their evolution over time (for example, one image every week, of 16 arpents radius around the center), and this sequence of snapshots will be visible in the organization's page in the form of an animation.
This feature requires additional technical resources and will be exclusive to LOL+ players.
Currently, liquidated domains are not persistent: only the liquidated organizations with tickets are preserved, but without the domain's data. We will have to make liquidated domains persistent, in order to preserve this "history".
- On August 07, 2022 at 09:54:04. Initiated
- On August 07, 2022 at 09:54:08. Under discussion
- On August 15, 2022 at 14:08:27. Under development
Deferred logs
The action logs should be visible after a variable delay of up to 1 hour, proportional to the distance from your character or from the nearest controlled unit.
Edit
: this will be now a LOL+ feature; non-LOL+ accounts will have the maximum delay of 1 hour, whatever the distance.
- On August 07, 2022 at 09:35:55. Initiated
- On August 07, 2022 at 09:35:58. Under discussion
- On August 10, 2022 at 05:59:23. Under test
- On August 11, 2022 at 15:13:09. Released
- On August 15, 2022 at 17:06:29. Under development
- On August 15, 2022 at 17:18:44. Under test
- On August 16, 2022 at 18:26:22. Released
Fog
The future continents will be hidden in the fog until they are explored. You will only be able to see the coastline and the general shape.
Settling on a new continent will only be possible on the coastline or at the edges of an explored area (this also applies to startup domains, by the way). If you want to found an inland domain, you will have to use the Explore action (LOL+), which will clear the fog around the explored area (not just for you, but for everyone).
Note that founding a new domain or expanding an existing domain will also implicitly explore the surroundings.
- On August 06, 2022 at 07:47:51. Initiated
- On August 06, 2022 at 07:47:55. Under development
- On August 09, 2022 at 09:07:30. Under test
- On August 09, 2022 at 10:42:23. Tests completed
- On August 09, 2022 at 10:45:55. Released
Population and consumption adjustments
This update contains 3 adjustments:
[*] the effect of level is being reduced, so that a level 10 unit only consumes 2x more than a level 1 unit (instead of x3); wages are adjusted accordingly;
[*] the increase of population per units is also reduced, which means that highly populated cities can now have a little more units;
[*] units can make partial consumptions: for example, if their demand is to purchase 100 of something and can only afford 25, they will buy 25 and get 25% of the happiness bonus, instead of a -50 penalty.
- On August 01, 2022 at 15:53:24. Initiated
- On August 01, 2022 at 15:53:31. Under test
- On August 06, 2022 at 07:36:02. Tests completed
- On August 06, 2022 at 07:36:05. Tests completed
- On August 09, 2022 at 10:46:01. Released
Monastic regalia
The Monastic State is going to require a regalia. There will be one new relic (in 3 copies) specific to Monastic State, and some of the existing regalia (the 3 Sacred Chalices and the Holy Lance) will also be compatible with Monastic State.
- On June 28, 2022 at 10:27:34. Initiated
- On June 28, 2022 at 10:29:03. Ready for development
- On June 29, 2022 at 08:17:43. Released
Moving the seat of an organization
Moving the seat of an organization should remain exceptional and will have to be accepted by the domain of origin (all active owners) as well as the hosting domain. The owners of the original domain should be able to accept remotely.
The duration of this action will mostly vary with:
- the number of units transferred (affected by distance).
The monetary cost of this action will be:
- the equivalent cost for re-founding the same organization;
- a transfer tax paid on the transferred treasury (affected by distance).
Moreover, incompatible units cannot be transferred and will be dissolved, with a red warning on the action.
- On June 26, 2022 at 11:46:32. Initiated
- On June 26, 2022 at 11:46:37. Ready for development
- On June 27, 2022 at 08:35:59. Under development
- On June 27, 2022 at 09:26:21. Under test
- On June 27, 2022 at 16:26:48. Tests completed
- On June 27, 2022 at 17:13:53. Released
Market
It shouldn't be possible to demolish the market square if there is no other market square in the domain. The market should remain available to all organizations in the domain, and the territorial organization cannot decide to deprive them from accessing the market, other than by a siege.
Also, if the last market square of a domain is destroyed, it's automatically recreated.
- On June 26, 2022 at 11:33:24. Initiated
- On June 26, 2022 at 11:33:28. Ready for development
- On June 27, 2022 at 08:04:12. Under development
- On June 27, 2022 at 08:27:36. Under test
- On June 27, 2022 at 08:27:42. Under test
- On June 27, 2022 at 09:05:42. Tests completed
- On June 27, 2022 at 17:13:45. Released
LOL8: rankings by "Generation"
A Generation represents each set of new lands/regions.
Currently, there are 3 Generations in game:
1. Septa (including Samotras, Nessos, Kaldor and all the lands created in April 2021)
2. Terra Orientalis
3. Terra Occidentalis
The rankings will be modified so that each character can have distinct scores in distinct Generations. The Rankings page will show the rankings for each separate Generation.
However,
[*] the rankings of the Ancients, Holy Spirit and Feathers, will remain global.
[*] the rankings of the War Cross, Military Wounded, Civilian Victims and Merchants, will be initialized as if the current accumulated scores were all from the first Generation (Septa), and only the new scores will feed the new Generations (Terra Orientalis and Terra Occidentalis).
[*] all the other rankings are recalculated every day, which means that they will be properly distributed between Generations the day after this change comes out.
There won't be an Order per Generation. Which means that there will still be only one Grand Master per Order. However, the other titles in the Order should be shared between the various Generations, with possibly a new specific title for the first rank of each Generation.
- On June 24, 2022 at 10:01:10. Initiated
- On June 24, 2022 at 10:01:16. Under discussion
- On June 30, 2022 at 11:20:16. Under development
- On July 01, 2022 at 16:12:43. Released
Siege
A siege should prevent the following actions:
[*] Territorial expansion
[*] Foundation of a new organization in the domain
[*] Liquidation
[*] Promotion
[*] Demotion
[*] Moving the seat of an organization to or from the domain
- On June 23, 2022 at 20:50:41. Initiated
- On June 23, 2022 at 20:50:46. Ready for development
- On June 24, 2022 at 10:03:58. Under development
- On June 24, 2022 at 10:20:52. Under test
- On June 24, 2022 at 15:14:35. Tests completed
- On June 24, 2022 at 17:34:49. Released
Units limited by % of population
The current limit of units by types, as a % of the domain's population, will be replaced with a % of the domain's housing capacity.
- On June 23, 2022 at 20:36:43. Initiated
- On June 23, 2022 at 20:36:48. Ready for development
- On June 24, 2022 at 09:26:40. Under test
- On June 24, 2022 at 12:31:06. Tests completed
- On June 24, 2022 at 17:34:35. Released
Housing capacity
All non-abandoned housing buildings will be counted, regardless of who owns them, even if they are owned by a foreign organization.
- On June 23, 2022 at 20:32:08. Initiated
- On June 23, 2022 at 20:32:12. Ready for development
- On June 24, 2022 at 08:57:25. Under development
- On June 24, 2022 at 09:03:55. Under test
- On June 24, 2022 at 13:42:20. Tests completed
- On June 24, 2022 at 17:34:41. Released
Territorial-temporal cohabitation
Territorial organizations hosting a temporal organization. For example, a City hosting a Duchy.
The territorial organization
:
- cannot be demoted (automatically/manually) if it results in an incompatibility with the hosted temporal organization.
- cannot be liquidated (automatically/manually).
The temporal organization
:
- cannot be liquidated (automatically/manually)
Temporal organizations represent geographical spots. They have no reason to be liquidated and re-created. They should be there forever, preserving their history, conquered by different characters, and possibly slightly moved within their area of influence. But liquidating and re-creating a province on the same spot doesn't make sense.
- On June 23, 2022 at 20:30:15. Initiated
- On June 23, 2022 at 20:30:20. Ready for development
- On June 24, 2022 at 10:23:21. Under development
- On June 24, 2022 at 13:55:57. Under test
- On June 24, 2022 at 17:34:01. Tests completed
- On June 24, 2022 at 17:35:06. Released
Happiness and insurrection
Insurrection will be affected by the average happiness of the organization's unit, rather than the average happiness of the domain, so that an organization sabotaging its own happiness won't affect directly the other organizations in the domain.
- On June 23, 2022 at 20:28:30. Initiated
- On June 23, 2022 at 20:28:34. Ready for development
- On June 24, 2022 at 08:46:49. Under development
- On June 24, 2022 at 08:56:44. Under test
- On June 24, 2022 at 15:24:25. Under test
- On June 24, 2022 at 15:24:29. Tests completed
- On June 24, 2022 at 17:34:55. Released
Moving units of another organization
It's currently possible to move units of another organization within one of your domains, for example foreign workers sent to your domain.
This will only become possible if the unit is in a building that you own. For example, a temporal organization won't be able to move a worker of the territorial organization from its workplace.
- On June 23, 2022 at 20:21:48. Initiated
- On June 23, 2022 at 20:21:53. Ready for development
- On June 24, 2022 at 09:27:05. Under development
- On June 24, 2022 at 09:44:49. Under test
- On June 24, 2022 at 12:30:55. Tests completed
- On June 24, 2022 at 17:34:28. Released
Zoning radiuses
Now that cities can potentially build housings for more than 200k inhabitants, the maximum zoning radiuses will be increased from 8/16/24/32/40/48 to 10/20/30/40/50/60.
Note that the central zones are still variable with the total housing capacity of the domain. Only the maxima will be extended.
- On April 29, 2022 at 10:57:06. Initiated
- On April 29, 2022 at 10:57:12. Ready for development
- On April 29, 2022 at 14:39:21. Under development
- On April 29, 2022 at 15:03:18. Under test
- On April 30, 2022 at 08:35:48. Tests completed
- On April 30, 2022 at 08:39:01. Released
Migratory flow (adjustment)
https://www.landsoflords.com/forum/work//436985
The randomness of population per unit, as mentioned in the above WIP, produced unpredictable variations. Each unit counts now as 50+N inhabitants (without randomness), in regards to migratory flow.
Unit departures will be activated tomorrow.
- On April 22, 2022 at 17:30:34. Initiated
- On April 22, 2022 at 17:30:40. Released
Variable unit cost by distance
In addition to the general
Transfer tax
, renting a unit from a foreign domain will have a cost multiplier depending on the distance from the unit's home domain. This multiplier will increase linearly to a maximum of x10 at 20000 arpents of distance.
This cost multiplier will also apply to the wage paid to that unit, including for military units being deployed in foreign countries.
- On April 22, 2022 at 11:53:45. Initiated
- On April 22, 2022 at 11:56:38. Under test
- On April 22, 2022 at 12:02:12. Tests completed
- On April 22, 2022 at 17:23:22. Released
Transfer tax
The surtax applied to the vassalage tax, which is variable depending on the distance between the vassal and the suzerain, is going to be renamed
Transfer tax
.
This transfer tax will now apply to all direct transfers between two organizations (unit rentals, transfers of property…), as an alternative to the trade tax which applies to the resource transactions.
***
Each type of organization has a different transfer tax rate. For each money transfer between organization A and organization B, A will pay the transfer tax based on the rate of B and the distance, B will pay the transfer tax based on the rate of A and the distance.
This transfer tax will never exceed 25% (for long distance transfers).
- On April 15, 2022 at 09:12:51. Initiated
- On April 15, 2022 at 09:12:56. Ready for development
- On April 18, 2022 at 09:48:37. Under development
- On April 21, 2022 at 18:37:08. Under test
- On April 22, 2022 at 12:02:06. Tests completed
- On April 22, 2022 at 17:23:13. Released
Migration flow
The migration flow is being modified:
- it will be
positive
if the
potential population
(housing capacity x happiness) is higher than the current population.
- it will be
negative
if the current population is higher than the full
housing capacity
.
- it is neutral otherwise (if the current population is between the
potential population
and the full
housing capacity
).
[ICON=warning.png] A domain with negative migratory flow
will actually lose units
. However, it will not happen because of happiness variation, but only due to a decrease of housing capacity.
Unit departures due to negative migratory flow will start one day after this release.
- On April 15, 2022 at 09:06:33. Initiated
- On April 15, 2022 at 09:06:39. Under development
- On April 15, 2022 at 17:15:01. Under test
- On April 17, 2022 at 10:35:02. Tests completed
- On April 17, 2022 at 15:38:48. Released
Help pages reorganization
The FAQ, Video Tutorials and WIP will be moved from the Help section to the Forum section (community).
The Help section will be renamed Encyclopedia and will contain only technical data: the Almanach and the description of every Organization, Building, Resource, Geology, Action, Skill and Cult.
- On April 09, 2022 at 16:20:30. Initiated
- On April 09, 2022 at 16:20:35. Under test
- On April 09, 2022 at 17:03:52. Released
LOL 8 / LOL ∞
This is not an April Fool's joke anymore!
Starting from the end of April, a new continent (relatively modest in size, compared to the current continents) will emerge. A second one should emerge around the 21st of June, then one new continent every three months (at every solstice and equinox).
Every continent or region will have a lifespan of 500 days (almost a year and a half),
including the current ones
(which should then disappear within around 150 days). A countdown will be visible everywhere.
Northern continents will emerge during the hot seasons, southern continents will emerge during the cold seasons, so that each of them have a cycle of one favorable season, one unfavorable season and one final favorable season, before collapsing.
New players will automatically land on the last created continent.
The collapse of a continent will bring with it all the domains, buildings, units and resources. However, the lost continents will still be visible on a separate map, with no interaction, and some final rankings of a new kind will be established and carved in stone for posterity and lore.
Note that your characters will have time to migrate to a newer continent to escape the collapse. Basically, with one new continent every 3 months, each one lasting for almost 17 months, there should always be at least 5 or 6 continents simultaneously. So, you will have time to anticipate: you can choose when and where to resettle, and of course carry with you everything you want from your previous settlements (gold, relics or anything else).
- On April 09, 2022 at 10:53:15. Initiated
- On April 09, 2022 at 10:53:20. Under discussion
- On April 22, 2022 at 17:31:06. Ready for development
- On April 30, 2022 at 13:52:35. Under development
- On June 24, 2022 at 09:27:38. Released
Variable population per unit
The number of inhabitants represented by each unit is currently around 100 inhabitants per unit.
We want to make it easier for small domains and progressively harder for big cities. So, this population per unit will start from 50 inhabitants/units and then increase with the number of units in the domain.
This value will be random (from 50+0.5x to 50+1.5x) and recalculated on every unit of the domain each time a new unit arrives or leaves the domain.
Note that the quantity consumed by each unit should also be proportional to the number of inhabitants per unit.
As a result, a hamlet or small village will still handle a decent number of units, with less housing, lower wages and mechanically better happiness.
Meanwhile, a city will be able to grow much more (housing caps will be increased to an almost unlimited 200k), with more inhabitants per unit and more consumption per unit, requiring higher wages.
***
By way of illustration:
- a village will be limited to 2500 housing capacity, but with less inhabitants per unit (which means more units for the same population), consuming less, costing less wage;
- the limit of housing capacity for a city is increased to an insane 200k, which will allow you to grow your city with nearly no limit, but with more inhabitants per unit (which means less units for the same population capacity), higher consumption and higher wage per unit.
- On April 09, 2022 at 09:51:46. Initiated
- On April 09, 2022 at 09:51:51. Under discussion
- On April 15, 2022 at 08:55:03. Under test
- On April 17, 2022 at 10:34:54. Tests completed
- On April 17, 2022 at 15:38:41. Released
Active brigands (basic AI)
Adding some automatic behaviour to brigands so that they are not just passive units waiting in the woods to be slaughtered.
Brigands will detect the movements around them and decide to fire or charge the wandering units.
- On April 08, 2022 at 10:34:31. Initiated
- On April 08, 2022 at 10:34:35. Under discussion
- On November 22, 2022 at 18:17:04. Under development
- On November 25, 2022 at 16:09:12. Under test
- On November 28, 2022 at 08:33:34. Tests completed
- On November 28, 2022 at 08:38:10. Released
Attack distance penalty
The distance penalty on attacks is being reduced to -1 every 400 arpents, instead of -1 every 200 arpents. This penalty is still compensated by the Leadership bonus.
- On April 04, 2022 at 15:26:59. Initiated
- On April 04, 2022 at 15:27:04. Tests completed
- On April 04, 2022 at 16:02:47. Released
LOL+ additional slots
[ICON=lolplus.png] accounts will be granted 5 additional slots (+10 slots instead of the +5 they already have).
- On April 04, 2022 at 13:20:39. Initiated
- On April 04, 2022 at 13:20:48. Under test
- On April 04, 2022 at 15:27:12. Tests completed
- On April 04, 2022 at 16:02:53. Released
Tokens adjustments
The number of tokens per roll is going to be increased to partially match the increase of tokens on civilian actions.
It should be done by increasing the value of each symbol on the slot machine and also adjusting the multipliers for combinations (2 of a kind, 3 of a kind). As a result, the average number of tokens per roll should be multiplied by 3.
Decay will also be increased, but no decay will happen under a certain limit (50k tokens, which corresponds to the maximum number of tokens for one single action).
The [ICON=lolplus.png] token multiplier will be decreased to x10 (instead of x16).
- On April 04, 2022 at 11:36:45. Initiated
- On April 04, 2022 at 11:36:48. Under discussion
- On April 04, 2022 at 13:20:55. Under test
- On April 04, 2022 at 16:02:35. Released
Training prerequisites
Most of the resource pre-requisites for training a unit will be removed, especially when the training already requires a specific building: for example, you don't need to have wheat in stock to train a miller in a mill... This kind of things.
This is not yet finished, and should cover almost all unit types (including military units), but was accidentally released partially. ;)
Military don't have any resource prerequisites. They already have the prerequisites of organizations.
Carters are trainable in wheelwright shops or in barns/warehouses, without any resource prerequisite either.
- On April 01, 2022 at 19:16:54. Initiated
- On April 01, 2022 at 19:16:59. Under development
- On April 04, 2022 at 11:31:57. Released
Relics in conflict
Two relics in conflict won't disappear anymore. The conflict will only disable their effect as long as they remain too close to each other, including the Regalia effect.
There will probably be a subsequent update, where only the good effects of the relics will be disabled. The bad effects should remain, in a similar way as prayers.
- On April 01, 2022 at 18:11:50. Initiated
- On April 01, 2022 at 18:11:57. Tests completed
- On April 01, 2022 at 18:26:57. Released
Passive brigands
Some NPC units will automatically spawn at random locations on the map: brigands, and in the future, wild beasts such as wolves, bears, dragons, zombie rabbits or whatever. :D
The first version of it will only introduce
passive brigands
, that you will be able to fight. Subsequent evolutions will add automatic actions to them, so that they can take the initiative to attack or loot neighboring units.
The appearance of brigands on the map doesn't trigger any notification, at least in this version where they are only static.
- On April 01, 2022 at 12:49:21. Initiated
- On April 01, 2022 at 12:49:27. Ready for development
- On April 04, 2022 at 17:57:37. Under development
- On April 07, 2022 at 08:52:20. Under test
- On April 08, 2022 at 10:10:12. Tests completed
- On April 08, 2022 at 10:10:24. Released
Icon on the map to locate your character
An icon represents your character's location on the map. It is meant to help new players find where they are. It automatically disappears after 10 seconds without moving or zooming the map.
- On April 01, 2022 at 12:40:37. Initiated
- On April 01, 2022 at 12:40:42. Tests completed
- On April 01, 2022 at 18:27:06. Released
Reset
The new Council has decided that the right thing to do is a general reset of the server. We will give you more details after the next release.
- On April 01, 2022 at 12:36:43. Initiated
- On April 01, 2022 at 12:36:50. Ready for development
- On April 01, 2022 at 18:28:29. Under development
- On April 01, 2022 at 22:03:02. Cancelled
Glass factories and Magnifying glasses
Glass factories
need to be separated by 4 arpents from each other, like most of other workshops of this kind.
The process of making
magnifying glasses
has been adjusted and their price has been halved.
- On April 01, 2022 at 11:16:48. Initiated
- On April 01, 2022 at 11:25:20. Tests completed
- On April 01, 2022 at 18:27:13. Released
Market Pumping
This topic refers to the ability to make small consecutive sales and purchases on the market, until the volumes of demand and supply are sufficient to allow bigger profitable transactions.
Note that it has always been considered an acceptable practice since this market system exists,
I insist: it is not a bug and it has nothing to do with the last addressed exploit
.
However, it's still perceived as such by those who don't know the "trick" (especially new players), and I believe that we can't preserve such a "hidden" feature, allowing artificial market statistics and money making, by actually duping the Market.
***
The solution: a domain alone (as a single actor on the market) cannot be considered at the same time as a supplier and a consumer, for a given resource. It means that once a domain has generated a demand (by making a purchase), the following sales of the same resource will count as a negative demand (instead of supply). And the other way around.
For example, if a domain buys 100kg of wheat and immediately sells 90kg of wheat, it will have generated a net demand of 10kg of wheat on the market, instead of a demand of 100kg and a supply of 90kg.
Of course, you can still buy 100kg in domain A, transfer it by carters to domain B and then sell from domain B, if you still want to generate both demand and supply, but it comes with its own additional cost (for destocking the resource).
Note that it will only affect manual transactions. Consumption, automatic purchases and automatic sales will always increase demand and supply regardless.
***
Addition 1
: a tiny portion of the worldwide supply and demand will be added to all domains, so that every domain, regardless of its location, has a minimum supply/demand for each resource.
Addition 2
: the price calculation in function of quality is going to be modified. Actually, it's a return back to an earlier version, where you might have higher prices at lower quality, depending on the market. But it actually gives more rational results. Note that automatic purchase will still buy at the best price (= the average supplied quality).
- On March 06, 2022 at 20:06:57. Initiated
- On March 06, 2022 at 20:07:13. Under test
- On April 01, 2022 at 11:43:24. Tests completed
- On April 01, 2022 at 18:26:35. Released
Trade tax
The market has been intensively manipulated during the passed months and weeks, which resulted in massive money printing, especially during the last few days. This sudden burst of money is only the tip of the iceberg: some organizations have been hiding huge amounts of gold.
The reason of this manipulation is that the 5% trade tax allowed profits on consecutive purchases and sales of the same products, by playing with the quality.
The Guild has decided to raise the trade tax from 5% to 10%. It is the only efficient (and foolproof) way to prevent any manipulation of the market in the future.
- On February 28, 2022 at 12:08:20. Initiated
- On February 28, 2022 at 12:08:30. Under discussion
- On February 28, 2022 at 12:08:42. Under test
- On February 28, 2022 at 20:16:22. Released
Beezoos
The Oracles are predicting the arrival of a new figure in Lands of Lords' pantheon: Beezoos, the god of commerce and thieves. His symbol: a Bezant.
Prayers will give bonuses to Management, Looting, Intrusion, Movement and
Presence
Charisma, as well as some slight combat penalties.
If you remember the last time a new god came out, it wasn't all smooth sailing. This one won't provoke a cataclysmic disaster, however his arrival will be very noticeable.
Beezoos has been called from the Void to restore the equilibrium of the market.
* All the money will be reset. Each unit and each organization will receive a fixed amount of 1000 denari. Abandoned organizations (and their units) will receive nothing.
* All resources (stored, carried or dropped) will be deleted, except the relics. The unit equipments will remain, but their quality will drop to 50%.
* All pending actions using resources will be aborted.
* Market statistics will be reset as well.
- On February 27, 2022 at 20:23:08. Initiated
- On February 27, 2022 at 20:31:16. Under discussion
- On February 28, 2022 at 20:16:33. Released
Cannon firing line
It makes no sense that a cannon can easily shoot at everything behind obstacles. Flat trajectory fire weapons, which also include ballistae and crossbows, should have penalties if there are obstacles in a straight line between the attacker and the target.
It should take in consideration the height of the buildings and the ground, to determine if there is an optimal firing line, and if the difference in height is favourable or unfavourable.
For example, a cannon might be able to shoot with a bonus from the top of a mountain into a city downhill, but with penalties from a plain throughout the walls of the city. Units located in the highest points of the city (keeps, towers, walls...) should be able to shoot efficiently almost everywhere.
- On February 25, 2022 at 10:36:14. Initiated
- On February 25, 2022 at 10:36:18. Under discussion
- On March 11, 2022 at 18:39:46. Under development
- On December 03, 2022 at 17:41:06. Under development
- On December 05, 2022 at 11:14:16. Under discussion
- On December 18, 2022 at 18:27:05. Under test
- On December 18, 2022 at 23:34:14. Released
Truce on buildings
The truce is triggered when 5% of the buildings are destroyed, whereas on units, it is triggered only when 25% of the units are killed. To be honest, I wonder why such a difference, but in practice, it seems all too easy to trigger a truce.
This threshold on building destruction will be increased to 10%.
- On February 23, 2022 at 15:25:29. Initiated
- On February 23, 2022 at 15:25:33. Under discussion
- On February 25, 2022 at 09:57:25. Under test
- On February 25, 2022 at 13:19:19. Released
Manure
All the people in the world agree that the bad smell from burning so much manure is bad for the environment, and so an international treaty has banned the usage of manure for industrial processes.
Manure will be removed from the
Fuel
category. However, it will be added as a fertilizer for planting trees, with a bonus of +5 to the Planting skill.
- On February 22, 2022 at 17:48:45. Initiated
- On February 22, 2022 at 17:49:41. Under development
- On February 23, 2022 at 15:07:03. Under test
- On February 25, 2022 at 13:19:26. Released
Resource deletion during siege
A siege prevents dropped resources from being stored. It should not be possible to delete dropped resources either.
- On February 22, 2022 at 16:47:00. Initiated
- On February 22, 2022 at 16:47:04. Ready for development
- On February 23, 2022 at 15:07:10. Under test
- On February 25, 2022 at 10:10:12. Tests completed
- On February 25, 2022 at 13:19:39. Released
Prisoners carrying resources
Prisoners should never be carrying resources:
- capturing a unit should drop the carried resources;
- a prisoner should never be allowed to load resources or receive gifts.
Moreover, in order to force a unit to drop what it is carrying, without having to needlessly capture the unit:
- being stunned during a combat should instantly drop the carried resources.
- On February 14, 2022 at 11:02:38. Initiated
- On February 14, 2022 at 11:02:44. Ready for development
- On February 14, 2022 at 11:32:25. Under test
- On February 15, 2022 at 09:44:23. Tests completed
- On February 15, 2022 at 09:47:05. Released
Quality-price variations
The price calculation is being modified so that you can never buy high quality at cheaper price than lower quality, or sell low quality at higher price than higher quality.
- On February 07, 2022 at 18:15:18. Initiated
- On February 07, 2022 at 18:15:22. Under test
- On February 10, 2022 at 15:06:15. Released
Trade route rework
The way trade routes work currently has major flaws and issues.
In order to bring you a better experience, they will be disabled for the time being.
Please wait patiently, and the guild will be deploying another system that would still alow the spice to flow.
---
The propagation of supply and demand throughout the connections will be delayed over time, rather than being done immediately at each transaction. It means that a temporary connection between two distinct domains will have very little effect on the market statistics.
This update will require a short interruption of the server.
- On February 07, 2022 at 12:21:31. Initiated
- On February 07, 2022 at 18:13:31. Under discussion
- On February 21, 2022 at 17:05:07. Under discussion
- On February 22, 2022 at 09:06:09. Under development
- On February 22, 2022 at 16:44:46. Under test
- On February 25, 2022 at 10:10:00. Tests completed
- On February 25, 2022 at 10:43:18. Tests completed
- On February 25, 2022 at 13:19:45. Released
Energy-intensive map
In the cities with large population, the animated GIFs on the map eat a lot of CPU.
The GIFs representing the units on the map will be replaced with slower and less energy-consuming animated squares.
- On February 05, 2022 at 11:34:02. Initiated
- On February 05, 2022 at 11:34:08. Under test
- On February 07, 2022 at 11:25:22. Released
Constructions by non-territorial organizations
Any new construction on a vacant acre of land in a domain requires acceptance of the territorial owner.
Obviously, once the construction is complete, the building owner is able to upgrade or repair the building at will.
- On February 05, 2022 at 11:27:59. Initiated
- On February 05, 2022 at 11:28:23. Under test
- On February 07, 2022 at 11:25:32. Released
Map zoom
You can use the mouse wheel (or mouse touch pad or mouse-whatever) along with the Shift key to zoom the map. It was previously done with the Control key, but some browsers already use this key for general window zooming.
Correction of flickering when zooming with the mouse wheel on the last version of Safari (and probably some other browsers).
- On January 14, 2022 at 19:41:27. Initiated
- On January 14, 2022 at 19:41:32. Under test
- On January 14, 2022 at 20:09:19. Released
Random settlement for new player
The random startup settlement will try find a suitable location within 1000 arpents of an existing and active domain, in order to prevent an impossible isolated first experience.
- On January 11, 2022 at 19:35:15. Initiated
- On January 11, 2022 at 19:35:20. Ready for development
- On January 12, 2022 at 12:55:24. Under development
- On January 12, 2022 at 21:22:22. Under test
- On January 13, 2022 at 09:40:34. Tests completed
- On January 13, 2022 at 09:40:52. Released
Consumption failures, back to -50
As mentioned previously in the ticket below, happiness penalty for failed consumption will progressively increase from -25 back to -50, at the rate of -5 every Wednesday.
https://www.landsoflords.com/help/work//310815
Note that the new value of this penalty not only affects new consumption failures, but also previous failures of the past week. This is the reason why this increase is progressive, to prevent sudden and massive happiness deterioration.
- On January 11, 2022 at 19:29:18. Initiated
- On January 11, 2022 at 19:31:47. Ready for development
- On January 11, 2022 at 20:03:18. Under development
- On January 12, 2022 at 08:30:33. Work in progress
- On April 09, 2022 at 09:45:09. Terminated
Hereditary organizations
The "rightful house" must have been in charge for at least half the organization's age. Otherwise, it's not considered legitimate and anyone can claim the organization.
Moreover, resigning an organization should put the organization in insurrection. And deleting an account is equivalent to a resignation of all organizations.
- On January 06, 2022 at 07:53:56. Initiated
- On January 06, 2022 at 07:54:01. Ready for development
- On January 06, 2022 at 08:28:55. Under test
- On January 06, 2022 at 09:12:25. Released
Territorial seneschals
Seneschals of territorial organization should have extended ability over temporal seneschals, to be able to build infrastructures in the domain.
The title of Seneschal will be replaced with a title of
Steward
in the organizations of type Lordship, Commandery, Barony, Viscounty, Vidamy, Burgraviate and City State. Towns and Cities will have a similar title of
Vice-mayor
.
- On January 05, 2022 at 10:41:28. Initiated
- On January 05, 2022 at 10:41:33. Under development
- On January 05, 2022 at 11:17:56. Tests completed
- On January 05, 2022 at 11:19:49. Released
Temporal organizations
Currently, temporal organizations levy taxes from the population. It basically forces them to be hosted in a "friendly" domain, which is not compatible with the following WIP:
https://www.landsoflords.com/help/work//194644
Temporal organizations also receive vassalage taxes. We will remove the local tax from temporal organizations and increase the general maximum vassalage tax rate to 15%.
- On January 04, 2022 at 11:00:39. Initiated
- On January 04, 2022 at 11:00:45. Under discussion
- On January 04, 2022 at 17:39:32. Ready for development
- On January 04, 2022 at 17:40:50. Under development
- On January 04, 2022 at 18:01:29. Under test
- On January 04, 2022 at 18:07:51. Released
Default purchase quality
Now, when you make a manual purchase, by default it automatically selects the average supplied quality (rather than the quality you once had in stock), just like automatic purchases do.
So that without moving the quality slider, you are actually buying the best quality-price ratio in your area.
- On December 31, 2021 at 11:49:49. Initiated
- On December 31, 2021 at 11:49:57. Released
River routes
Similar to sea route, river route will allow to connect two domains sharing the same navigable watercourse.
River barges will replace sea ships, and it will be possible to connect them to any domain with a bridge or another barge on the same river network.
Note that barges and trade ships will be now constructible by the territorial organizations, but they will have to be owned by a "certified" organization (i.e. a guild) to allow trading.
This connection between two domains A and B doesn't care about what may happen in any other domain located between them. Guilds have the right to pass through every obstacle, and only a siege on A or B will suspend the connection.
- On December 21, 2021 at 18:00:38. Initiated
- On December 21, 2021 at 18:00:43. Under discussion
- On December 29, 2021 at 18:18:34. Under development
- On December 29, 2021 at 18:29:55. Under test
- On December 31, 2021 at 11:33:37. Tests completed
- On December 31, 2021 at 11:37:45. Released
Tokens
Tokens represent magic. And Rsel'Or hates magic.
Units wearing or carrying metallic items will consume more tokens than usual, especially equipped armors, helmets or massive objects like cannons, which will make the usage of tokens on these units nearly impossible.
Each type of resource will define a token multiplier, that will apply on equipments and carried items. Note that it will apply to relics the same way, with a huge multiplier for relics because of their magic nature.
***
A limit will be set to the usage of tokens: it is impossible to token a single action that takes more than 50k tokens in a row.
- On December 21, 2021 at 17:08:37. Initiated
- On December 21, 2021 at 17:08:41. Under discussion
- On February 21, 2022 at 20:26:04. Under discussion
- On February 23, 2022 at 15:34:09. Under discussion
- On February 25, 2022 at 10:09:40. Under discussion
- On March 06, 2022 at 20:10:58. Under discussion
- On March 07, 2022 at 14:44:48. Ready for development
- On March 08, 2022 at 12:03:33. Under development
- On March 25, 2022 at 23:51:03. Under test
- On April 01, 2022 at 18:12:09. Tests completed
- On April 01, 2022 at 18:26:50. Released
Non-territorial organizations incomes
Currently, Guilds, Brotherhoods, Academies, Honorary orders, Trade societies and Trade unions levy taxes from the population. It doesn't make much sense and basically forces them to be hosted in a "friendly" domain, which is not compatible with the following WIP:
https://www.landsoflords.com/help/work//194644
These organizations should have external sources of profit;
Trade Unions
will take 1% of the money of all units of their trade, at the end of the day, before the payment of local taxes and wages.
Honorary Orders
will share 1% of the money of all characters, at the end of the day (similar to Trade Unions, but for characters). This amount will be divided by 14: one of these 14 shares will be shared between the Orders of the Feathers, in function of the number of characters by languages,
Trade societies
(formerly "Companies") will take 1% (out of the 5% taxes) on each trading transaction of their resource. It will not represent an additional cost for the buyers/sellers, but will reward the societies. This income is immediate. It is also included in the Estimated commercial incomes, in the organization's budget.
Guilds
will take a fraction of the tax on the resources exchanged through their trade routes. This fraction will be deduced from what would normally go to the Trade societies.
Brotherhood and Academies
will have no incomes else than the personal contribution of their Grand master or President. At the moment, they don't really need money; we will consider something in the future, if Academies have to run a university, for example.
Once this is done and these organizations no longer take money from the population of their domain, Trade societies, Trade unions and Honorary orders will no longer receive local taxes. They will stay where they are during a change of presidency, until the new President decides to move them elsewhere.
- On December 21, 2021 at 16:02:01. Initiated
- On December 21, 2021 at 16:13:36. Under discussion
- On January 03, 2022 at 12:16:58. Under development
- On January 04, 2022 at 10:57:46. Under test
- On January 04, 2022 at 16:57:42. Tests completed
- On January 04, 2022 at 17:07:44. Released
LOL+ price revision
The price of LOL+ will be reviewed in January:
- from 5 EUR to 7 EUR for one month,
- from 12 EUR to 18 EUR for 3 months,
- from 20 EUR to 30 EUR for 6 months,
- from 35 EUR to 48 EUR for 12 months.
- On December 21, 2021 at 11:41:53. Initiated
- On December 21, 2021 at 11:42:33. Ready for development
- On January 02, 2022 at 09:47:47. Terminated
Bankruptcy and automatic liquidation
The bankruptcy management will be modified.
There won't be any automatic sale of the stock until the debt reaches the
liquidation threshold
: when it is higher than (the cost of the title* + the property value + the population wealth).
* the cost of the title is what you paid for promoting the organization to its current rank.
When the debt reaches this threshold, the stock is integrally sold to the market. Then, if the debt is still beyond the threshold, the organization is liquidated.
An organization in debt will display a progress indicator next to the debt amount, so that you can see how far you are from automatic liquidation.
- On December 21, 2021 at 10:46:49. Initiated
- On December 21, 2021 at 10:46:57. Ready for development
- On December 21, 2021 at 11:23:43. Under development
- On December 21, 2021 at 15:49:22. Released
Automatic purchase of missing resources
Automatic actions requiring missing resources will make automatic purchases on the market.
A new check box will be added under the
Shortage
amount, to enable/disable automatic purchases for each resource (disabled by default). And a slider will let you adjust the
Maximum state of the market
(50% by default = fair price), so that you don't automatically purchase overpriced resources.
Each time an automatic action is missing a resource in stock, if the
Automatic purchase
box is checked and the state of the market is favorable, then the required resource is immediately and automatically purchased, so that the action doesn't fail and no shortage is recorded.
The quality purchased is the average quality of the market, just like consumption, providing you the best quality-price ratio. If you want something more specific, you will have to keep your purchase manual.
- On December 19, 2021 at 16:28:25. Initiated
- On December 19, 2021 at 16:28:29. Under discussion
- On December 21, 2021 at 10:47:40. Under discussion
- On December 21, 2021 at 11:23:36. Ready for development
- On December 21, 2021 at 17:41:52. Under development
- On December 23, 2021 at 10:10:21. Under test
- On December 23, 2021 at 17:16:16. Tests completed
- On December 23, 2021 at 17:48:35. Released
Direct access across the walls
Accessing the protected area of a domain is reserved to characters with the access privilege in an organization of the domain.
Until now, this access would allow a character with this privilege to move any unit that he controls. It will be modified, so that only the following units can move across the walls:
- the units of the domain;
- the characters with the access right.
Any outsider unit or character will have to move first to the gate and get inside the building, to be able to step forward into the city.
***
Access pass:
units can freely move back to a building where they got an access pass for one hour without having to intrude or request again. A successfully intrusion gives the same access pass for one hour.
- On December 16, 2021 at 16:33:06. Initiated
- On December 16, 2021 at 16:33:15. Under test
- On December 19, 2021 at 16:02:40. Tests completed
- On December 19, 2021 at 16:43:57. Released
Embargoes (and strikes)
Embargoes and strikes are reserved to the members of
Commercial societies
and
Trade unions
, as the result of a global ranking.
As such, their effect will now be global. These actions will be available to any member of the organization, only in the organization's headquarter.
Strike
suspends
automatic actions
on a given profession. Manual actions are still available.
Similarly,
Embargo
will suspend
automatic sales
of a given resource type. Manual sales are not affected by this action.
So, it is now global, it can be done by any member of the organization (not just the president) and has to take place in the organization's headquarter. Both actions are "annoying", but never "blocking". They affect everyone, and especially their author.
Note that the word "embargo" sounds a bit aggressive and doesn't exactly match what Embargo does. A true (historical, real-life) embargo would actually consist in
besieging
a domain, in order to cut it from the market, which is something that anyone can do.
- On December 14, 2021 at 17:34:35. Initiated
- On December 14, 2021 at 17:50:23. Under development
- On December 15, 2021 at 18:25:23. Under test
- On December 18, 2021 at 14:30:11. Tests completed
- On December 19, 2021 at 16:43:49. Released
Consumption on the market
Units will consume directly on the market in the domain where they are standing. If they are standing out of a domain, consumption will fail. Units in movement will consume when they arrive at destination.
There won't be any pending demands. Consumption succeeds or fails, but the manager's only responsibility is to give sufficient wages.
Demands:
the probability for each type of resource will be adjusted by the state of the market. The weaker the supply, the weaker the probability of demands.
For example, the demand for coconuts in north Nessos should be low, unless there are very strong trade routes between Nessos and Kaldor... Also, it should reduce the demand for resources in shortage during winter.
Similar goods:
since units no longer consume from stocks and they can technically buy anything on the market, there is no similar goods anymore. If a unit wants to consume Beef, it will be Beef or nothing.
Quality:
units will always try to consume the local average supply quality, which is expected to be the best quality-price ratio available.
Maximum price:
consumption will fail if it costs more than half the unit's money.
Note that penalty for consumption failure will be restored to -50, by the beginning of the new year,
***
Automatic reequipment will work the same way.
- On December 14, 2021 at 10:58:39. Initiated
- On December 14, 2021 at 10:58:47. Under test
- On December 17, 2021 at 19:52:42. Tests completed
- On December 19, 2021 at 16:43:22. Released
Road connections and trade routes
The
Trade route
action will be modified. It is now a connection between a trade ship and a distant domain, rather than between a trade ship and a distant region. All current trade routes will be reset and you will have to reenable them.
The action is no longer performed by the shipowner; it is performed by the owner of a distant territorial organization with a complete
lighthouse
(or one of his units with management skills, e.g a tabellion) visiting a
trade ship
in another domain. The shipowner will just have to accept the trade route. It doesn't matter if the lighthouse is incompatible, but it has to be complete (with light) and in good condition.
Trade routes are now bilateral, just like road connections.
Guilds still have the monopoly of trade ships, but once a trade route is open, it benefits all the connected domains.
Note that for now, it's not possible to cancel a trade route, other than replacing it with another one or destroying the ship.
***
Trade routes and road connections work the same way: each time a transaction (sale or purchase) is recorded in a domain, the amount of supply or demand flows throughout the connections, so that it progressively affects the market of all directly and indirectly connected domains, as well as their other surrounding domains (because of the 1000 arpent radius effect).
Besieged domains will interrupt this propagation. Sea routes will be ignored if the ship is wrecked.
***
Other trade routes:
new types of trade routes will be considered in the future, like for example river routes connecting two domains sharing the same water course, under certain conditions. But don't expect land trade routes other than road connections with neighbors.
- On December 14, 2021 at 10:30:40. Initiated
- On December 14, 2021 at 10:33:31. Under development
- On December 14, 2021 at 17:52:36. Under test
- On December 19, 2021 at 10:03:36. Tests completed
- On December 19, 2021 at 16:43:41. Released
Resource management
The resource management pages will be modified.
Order book
: there is no longer any reason for an order book. When you make a sale or purchase, you only select the quality; the price will be calculated automatically, in function of demand and supply in the area.
Pending orders:
there is no longer any pending orders. The
Pending orders
tab will be removed.
State of the market:
the resource management page will display the state of demand/supply in the domain's area, in the form of a green/red indicator. Full green means demand without supply, full red means supply without demand.
***
Automatic production:
enabling Automatic production will allow the following settings:
Minimum productivity:
automatic production will be suspended if the productivity is less than this minimum, just like current.
Minimum state of the market:
automatic production will be suspended if the demand/supply ratio is less than this minimum, so that you don't produce over-supplied resources. This setting will be 0% by default (no condition).
Automatic sale:
the percentage of produced resources that will be automatically and immediately sold on the market. It will be set to 50% by default. Automatic sale won't affect manual productions or resource already present in stock.
Maximum stock is now obsolete. We can't rely on stocks anymore to decide what to produce. This setting is replaced with the Minimum state of the market.
Availability for local market is now obsolete, since there is no direct consumption of the stocks nor direct trade with neighbors.
Reserved stock is now obsolete. We actually still need something to prevent slaughter houses from slaughtering all your livestock, or mills from grinding all your wheat, and this will be handled by a built-in static minimum stock on some resource types (livestock, grains, vegetable…) so that any automatic action consuming one of these resources will be suspended if the stock is insufficient, except of course if the action is meant to produce it (breeding, planting, sowing…).
***
Shortage:
this value and its corresponding list will replace the former
Demands
tab. It will represent the amount of missing resources in stock for automatic actions. You can use to this list to make your purchases.
Automatic purchase:
this option will be momentarily removed. There is no automatic purchase of missing resources; you have to deal with manual purchases until this feature is implemented again.
***
Resources on sale:
this list will be renamed "On the market". It will display the list of all resource types (by categories) and the state of demand/supply for each of them.
***
Resource ranking (medals):
as any organization can buy resources of any quality, we can't rely on the stock quality to provide a ranking. Resource ranking for medals will be based on the average produced quality, slowly decaying over time to let room for competition, when you stop producing it.
- On December 14, 2021 at 10:06:34. Initiated
- On December 14, 2021 at 10:07:01. Under test
- On December 17, 2021 at 19:49:19. Tests completed
- On December 19, 2021 at 16:43:32. Released
Wages
Current wage calculation is based on a total payroll equal to a % of the organization's treasury.
This % should be replaced with a base wage amount, that will be adjusted with the profession and level of each unit. If the total payroll exceeds the organization's funds, then the wages will be reduced proportionally, in order to prevent bankruptcies.
- On November 29, 2021 at 18:51:13. Initiated
- On November 29, 2021 at 18:51:19. Under discussion
- On December 01, 2021 at 11:29:50. Ready for development
- On December 01, 2021 at 11:29:54. Under development
- On December 01, 2021 at 15:10:34. Under test
- On December 02, 2021 at 09:34:10. Tests completed
- On December 02, 2021 at 09:41:37. Released
Tree plantations
Now that trees have variable growth rates and lifespans by biome and temperature (see
Tree growth and lifespan
), it should be possible to plant any kind of tree, from a sample of the wood the tree is made of.
These plantations can be anywhere in the 40-arpent radius around the domain center. They require a Plantation building (only surveying) before planting the trees. The trees will grow at their own rate, and unlike orchards, they will be considered "wild" (not owned by the organization).
Hazels
,
coconut trees
and
nutmegs
will be added to the Orchard family.
The previous tree groves are now obsolete and have been replaced with chestnut or palm trees.
- On November 27, 2021 at 17:08:53. Initiated
- On November 27, 2021 at 17:09:00. Under development
- On November 27, 2021 at 17:20:28. Under test
- On December 01, 2021 at 16:43:10. Tests completed
- On December 02, 2021 at 09:41:23. Released
Tree growth and lifespan
Tree growth and lifespan are currently based on a temperature range (displayed in the help page) and biomes (not documented). The biomes are strict, which means that if a tree is not growing in "its" biome, its lifespan is strongly reduced and its growth is slow and limited.
Similarly to resources, the effect of biome on growth and lifespan should be more gradual and better documented.
- On November 26, 2021 at 14:05:11. Initiated
- On November 26, 2021 at 14:05:16. Under discussion
- On November 27, 2021 at 16:59:34. Under test
- On December 02, 2021 at 09:34:16. Tests completed
- On December 02, 2021 at 09:41:30. Released
Sowing and harvesting fields
The automatic action of sowing a field is going to anticipate the harvest. Which means that:
- disabling the production of Wheat (from the Wheat resource management page) will actually disable the automatic sowing of a Wheat field, but won't affect the harvest of an existing wheat field;
- defining a minimum productivity for Wheat will prevent the automatic sowing of a Wheat field if the productivity is currently insufficient.
- On November 25, 2021 at 15:27:31. Initiated
- On November 25, 2021 at 15:27:36. Under development
- On November 25, 2021 at 16:10:50. Under test
- On November 25, 2021 at 16:12:51. Released
Consumption penalty
Winter is coming.
But Pro Zak is with all of us.
The following update is going to change the economic game:
https://www.landsoflords.com/help/work//298335
In the meantime, consumption failure penalties will be
temporarily
reduced to -25 instead of -50. It should allow you to survive the crisis, even though your consumption is broken. This update has a retroactive effect on past failed consumptions.
- On November 24, 2021 at 16:22:47. Initiated
- On November 24, 2021 at 16:22:53. Ready for development
- On November 24, 2021 at 16:27:18. Under test
- On November 24, 2021 at 17:34:28. Tests completed
- On November 25, 2021 at 13:38:15. Released
New trading system
After long internal debates, the mighty Guild of Merchants agrees to profoundly change the rules of commerce. This change will cover multiple aspects:
[*] Controlling the prices;
[*] Rewarding quality better;
[*] Fighting inflation and deflation, guaranteeing monetary supply;
[*] Providing a truly anonymous market;
[*] Reorganizing the market geographically;
[*] Giving direct access to the market to the population;
[*] Simplifying.
Virtual broker:
every sale or purchase will pass through a virtual broker. You won't define prices anymore, only quality, and will just have to accept, refuse or adjust quality. The price will be calculated in function of quality-based supply and demand in your "area" (all domains within 1000 arpents, weighted by distance).
Immediate orders:
all sales and purchases will be immediate. No more pending orders. When you sell something, it is sold immediately. And you can always buy anything of any quality. The price will just depend on the volume of the past transactions (including the current transaction, so that you can't make profit by just selling and buying the same resource repeatedly).
XXXXX:
the entire trading system will actually consist in immediate sales to the NPC virtual broker and immediate purchases from the NPC virtual broker. There is no place for XXXXX anymore. Global inflation and deflation should be controlled by the price calculation algorithm.
Quality:
it will obviously affect price calculations. It will work as if each quality had its own supply and demand, but in a smoother way, without strict quality separations. Anyway, selling a lot of low quality should have a limited impact on the price of high quality.
Stock value and taxes
: the value of your stock can hardly be recalculated in real time depending on the market fluctuations. Hence this stock value will always be based on the static "normal" price for the resource. The tax rate on stocks will be reduced from 25% to 10% of the stock value.
Other related topics:
[*]
Resource management
[*]
Road connections and trade routes
[*]
Consumption on the market
[*]
Embargoes (and strikes)
- On November 24, 2021 at 16:16:22. Initiated
- On November 24, 2021 at 16:16:27. Under discussion
- On November 29, 2021 at 10:33:16. Under discussion
- On December 04, 2021 at 10:47:01. Under development
- On December 14, 2021 at 17:52:59. Under test
- On December 19, 2021 at 14:26:23. Tests completed
- On December 19, 2021 at 16:43:10. Released
Winter temperature happiness malus
The happiness malus for low temperatures will be rebalanced: -0 at 5°C down to -10 at -25°C (-⅓ per degree), instead of the current -0 at 10°C going down to -15 at -20°C (-½ per degree).
Note that snow already gives less malus than rain. And all those penalties affect units standing/working outside; units working in buildings only suffer half the weather penalties.
- On November 23, 2021 at 10:00:09. Initiated
- On November 23, 2021 at 10:00:18. Under test
- On November 24, 2021 at 18:51:57. Tests completed
- On November 25, 2021 at 13:38:06. Released
Housing density adjustments
The limits of housing density for rural organizations have been increased. A hamlet can now build streets with up to 7 houses, a village up to 8 houses and a lordship up to 9 houses.
The paved market square is now available to all territorial organizations.
- On November 03, 2021 at 18:35:41. Initiated
- On November 03, 2021 at 18:35:50. Tests completed
- On November 03, 2021 at 18:44:49. Released
Floating domain center
The center of a domain, with regards to construction zones (circles) will be periodically recalculated in function of the domain's center of gravity, based on the housing capacity of each building.
It may result in the circles on the map being decentered from the central (market) square. This offset will never exceed the historical center radius, which means that the central square will always be included in the historical center of the domain.
This "second" center will only be used for determining the zones of construction. All other calculations and the distances between domains will still be calculated between the central square of each domain.
Note that the circles only affect the Build action (new constructions or upgrades of existing buildings). A building that would end up out of its zone after the center was displaced, will remain repairable and fully operational,
- On November 03, 2021 at 12:28:35. Initiated
- On November 03, 2021 at 12:28:42. Under test
- On November 03, 2021 at 15:30:51. Released
Productivity by biome
A new factor of productivity by biome will be defined for each resource, in addition to the productivity by temperature. For example, producing water or growing crop in the Desert or Savanna biomes should have a very low productivity...
This will be the opportunity, among others, to allow the Savanna biome to produce low quantity and low quality hay from bushland (for breeding), as currently it is only possible on a Meadow.
Each affected resource will display 3 maps in the help page. These maps will roughly display the expected productivity in every area of the world, respectively for winter (January), mid-season (April/October) and summer (July).
- On October 29, 2021 at 09:50:07. Initiated
- On October 29, 2021 at 09:50:12. Under discussion
- On November 21, 2021 at 20:03:06. Under development
- On November 24, 2021 at 16:25:11. Under test
- On November 25, 2021 at 13:37:58. Released
Price adjustments
The default price of resources will be adjusted so that it represents at least the cost for producing them with minimum requisites, based on the raw materials and the amount of work required.
Some prices will be increased, and that will automatically increase the minimum XXXXX price. In order to avoid automatic sales of pending orders to XXXXX, all pending orders will be cancelled before the release.
- On October 21, 2021 at 06:44:38. Initiated
- On October 21, 2021 at 06:44:43. Under development
- On October 25, 2021 at 17:35:51. Under test
- On October 26, 2021 at 12:48:13. Tests completed
- On October 29, 2021 at 13:22:08. Released
Purchase without failure
When making a manual purchase, we almost always get this annoying message: "This resource is not available on the market". This message is due to the quality of the order, which is by default equal to the quality in your stocks; if there is no resource of this quality (or higher) on the market, the purchase fails, and you need to lower the quality slider to find an offer.
This will be done automatically: if the resource is not available at the demanded quality, the quality will automatically decrease by steps of -5%, down to 0%.
- On October 15, 2021 at 17:07:52. Initiated
- On October 15, 2021 at 17:07:58. Under test
- On October 15, 2021 at 17:09:54. Tests completed
- On October 16, 2021 at 10:49:46. Released
Wonders displayed on the map
Wonders are visible on the map at all zoom levels. Note that the pyramid will be visible only when the central part is completed.
- On October 15, 2021 at 16:09:20. Initiated
- On October 15, 2021 at 16:09:28. Tests completed
- On October 16, 2021 at 10:49:38. Released
Moving civilians
The civilian units of another organization can be moved if they are standing in a domain that you control, to anywhere in this same domain or back to their home domain.
This is useful in case of a unit being sent to your domain for working on a task: once the task is complete, you can move the unit to another task or send it back to its original domain.
- On October 15, 2021 at 10:55:38. Initiated
- On October 15, 2021 at 16:06:36. Under test
- On October 16, 2021 at 10:46:47. Tests completed
- On October 16, 2021 at 10:49:53. Released
Free access to surrendered buildings
Access to the buildings of a surrendered organization should be free. All the buildings of the organizations will be considered open.
- On September 26, 2021 at 08:39:07. Initiated
- On September 26, 2021 at 08:39:12. Under development
- On September 26, 2021 at 09:42:53. Tests completed
- On September 26, 2021 at 09:52:05. Released
Capturing inactive units
It is now possible to capture an inoffensive character if it is inactive, as well as any other inoffensive unit not having an active controller.
Note that the unit must still be stunned or deadly wounded to be captured. And obviously, capturing an inoffensive inactive character doesn't allow its execution.
- On September 23, 2021 at 10:05:45. Initiated
- On September 23, 2021 at 10:05:52. Under test
- On September 24, 2021 at 09:25:03. Tests completed
- On September 25, 2021 at 17:00:38. Released
Insurance adjustments
The insurance value of the units will be recalculated to better value the units experience.
The suzerain will continue paying insurances to its vassal as long as its taxable base is positive, which means that its treasury could go into bankruptcy after paying insurances, if it has lots of other assets (in particular stocks and pending orders).
In the event that a suzerain defaults on paying insurance, the vassal doesn't automatically surrender anymore. It doesn't automatically become independent either, but the independence timer is unlocked so that it can become independent manually.
- On September 23, 2021 at 09:50:10. Initiated
- On September 23, 2021 at 09:50:18. Ready for development
- On September 24, 2021 at 09:25:31. Under test
- On September 25, 2021 at 16:01:19. Tests completed
- On September 25, 2021 at 17:00:09. Released
Counterattacks during Truce
A truce doesn't prevent the units of the domain from counterattacking.
Otherwise, a domain in truce could not defeat a siege, for example...
However, each counterattack should decrease the truce and allow the assaillants to retaliate in equal proportion.
The truce mechanics will be modified so that each time a defender performs damages to an opponent, it reduces the truce.
To put it another way, the truce will no longer be triggered on absolute damages received, but on relative damages between what is received and what is given.
Moreover, a few other adjustment will be made:
[*] Unlike units on a truce, surrendered units should never be allowed to attack.
[*] Truce automatic recovery will be proportional, which means that it will be faster on high truce level (military) than on low truce level (civilian).
[*] A unit holding a prisoner should not be protected by the truce and attacking such a unit should never provoke a truce.
[*] Looting: a unit on a truce or a surrendered unit should never be allowed to loot and will be protected against looters.
- On September 12, 2021 at 09:22:22. Initiated
- On September 12, 2021 at 09:22:27. Ready for development
- On September 15, 2021 at 16:57:15. Under test
- On September 16, 2021 at 12:23:47. Tests completed
- On September 17, 2021 at 12:32:01. Released
Building on shores and banks
It will be possible to build almost everything on a
shore
or
bank
, including streets, fortifications, without having to build a dike first. The construction of the building will include the equivalent of the construction of a dike.
The
dike
action has been modified. It will require much more stone and carriage, but no masonry skill, no sand or mortar, only digging earth and throwing stones in the water. The quantity of work and material will vary with the ground type (sea, pond, river, sea shore, bank).
- On September 08, 2021 at 17:14:05. Initiated
- On September 08, 2021 at 17:17:01. Under development
- On September 08, 2021 at 17:19:22. Under test
- On September 09, 2021 at 09:49:07. Tests completed
- On September 09, 2021 at 09:52:20. Released
Insurance and truce on units
Non-lethal combats should have no effect on the truce or on the insurance paid by the suzerain. Note that units carrying a relic do not affect the truce or the insurance, even if they are killed.
- On September 07, 2021 at 10:47:44. Initiated
- On September 07, 2021 at 10:47:49. Ready for development
- On September 08, 2021 at 08:30:58. Under development
- On September 08, 2021 at 08:34:14. Under test
- On September 08, 2021 at 20:12:54. Tests completed
- On September 09, 2021 at 09:52:05. Released
Wonders and truce
Damaging or destroying a Wonder will have no effect on the truce. Wonders are not protected by truce and are not insured by the suzerain.
- On September 07, 2021 at 10:41:20. Initiated
- On September 07, 2021 at 10:41:34. Under development
- On September 07, 2021 at 10:41:38. Under test
- On September 08, 2021 at 18:15:02. Tests completed
- On September 09, 2021 at 09:51:57. Released
Removing a unit from an action
A settler can be removed from an action, at any time, by any owner of the domain, even if it results in an action failure.
A rented unit can be removed from an action by its owner. at any time, even if it results in an action failure. The rent being paid at the end of the action, it will be updated accordingly.
- On September 05, 2021 at 17:05:12. Initiated
- On September 05, 2021 at 17:05:19. Ready for development
- On October 15, 2021 at 16:06:22. Under test
- On October 16, 2021 at 10:46:21. Tests completed
- On October 16, 2021 at 10:50:00. Released
Retraining units of another organization
A unit can be retrained by another organization of the same domain. It will now require acceptance of the current owner.
If the training is not accepted, it is cancelled. However the equipment is not consumed and is entirely returned to the stock.
Note that
archers
,
crossbowmen
and
ballistae
can no longer be trained on a fortification. They need to be in a barrack, like most other military units. This should prevent abusive retraining requests.
- On September 05, 2021 at 17:00:50. Initiated
- On September 05, 2021 at 17:00:54. Ready for development
- On September 06, 2021 at 16:19:00. Under development
- On September 06, 2021 at 16:46:47. Under test
- On September 07, 2021 at 09:24:42. Under test
- On September 08, 2021 at 21:12:26. Tests completed
- On September 09, 2021 at 09:52:13. Released
Automatic liquidation of abandoned domains
The conditions of automatic liquidation of abandoned domains and organizations need to be reworked. A lot of space could be freed by removing ghostly domains from the map.
A bug has been corrected: a few thousands of abandoned domains should be auto-liquidated soon.
- On September 04, 2021 at 08:46:01. Initiated
- On September 04, 2021 at 08:46:04. Under discussion
- On September 04, 2021 at 16:45:47. Tests completed
- On September 09, 2021 at 10:46:54. Released
Siege
A
siege
has the following effects on the besieged domain:
[*] Trading is unavailable, including for automatic sales and purchases.
[*] The road connections are disabled.
[*] The units in the domain cannot move if they are carrying resources.
[*] Immigration is disabled.
[*] The domain's unit get a happiness penalty.
[*] If a unit leaves because of happiness during a siege, the suzerain pays insurance for the loss.
[*] It is impossible to found, promote or renew an organization in a besieged domain or move an organization to a besieged domain;
[*] The presence of the holder of an organization is ignored with regard to the status bar of the organization (insurrection).
The following effects will be added:
[*] Resources on the ground cannot be stored.
[*] The units in the domain will consume only the resources present in the domain. If a product is unavailable, the consumption will fail immediately, without making a deferred demand.
[*] The static happiness penalty will be reduced from -25 to -10, as an additional psychological effect of the siege.
Note that the purpose of a siege is to decrease the domain's happiness and accelerate the insurrection, in order to subjugate or conquer.
- On September 04, 2021 at 07:11:24. Initiated
- On September 04, 2021 at 07:11:34. Under test
- On September 08, 2021 at 17:31:57. Tests completed
- On September 09, 2021 at 09:51:47. Released
Status bar and insurrection
The Renew action will be removed.
The status bar of an organization now
goes up and down in function of happiness
in the domain. It takes 1 day to a 100% happy domain to increase the status bar from 0% to 100%, and 1 day to decrease from 100% to 0% (insurrection) if the happiness is 0% or if the domain is uninhabited. If the domain's happiness is 50%, the status bar doesn't change.
Moreover, the presence of the organization's holder has a positive effect on the status bar,
unless the holder is prisoner or the domain is besieged
. It takes less than 1 day of presence to fully restore the status bar from 0% to 100%, with 50% happiness.
Note that insurrection will make non-territorial organizations conquerable.
https://www.landsoflords.com/help/work//194644
The status of an organization also has an effect on the rate of demotion: up to x2 if the status is 0% (insurrection).
- On September 04, 2021 at 06:58:03. Initiated
- On September 04, 2021 at 06:58:08. Under test
- On September 08, 2021 at 17:29:47. Tests completed
- On September 09, 2021 at 09:51:32. Released
Map performances
The map display has been modified: the borders are not downloaded in separate images anymore, which should make the display almost twice faster. Enjoy! ;)
- On September 02, 2021 at 10:56:35. Initiated
- On September 02, 2021 at 10:56:41. Released
Domain's natural resources
Natural trees have no owner. They belong to the domain. Any owner in the domain is allowed to manage them.
Only the territorial owner of the domain will be allowed to chop natural trees or demolish abandoned buildings.
- On September 01, 2021 at 08:29:31. Initiated
- On September 01, 2021 at 08:29:36. Ready for development
- On September 01, 2021 at 10:13:10. Under development
- On September 01, 2021 at 10:54:20. Under test
- On September 01, 2021 at 18:24:29. Released
Domain's infrastructures
Building or deleting roads, canals and dikes in a domain is reserved to the territorial organization: a Count, a King, a Bishop, a Guild master or any other non-territorial owner has no right to manage the domain's infrastructures.
The territorial owner is also the only one allowed to expand the domain's territory.
- On September 01, 2021 at 08:21:39. Initiated
- On September 01, 2021 at 08:21:46. Ready for development
- On September 01, 2021 at 08:58:34. Under test
- On September 01, 2021 at 18:17:21. Tests completed
- On September 01, 2021 at 18:24:21. Released
Cost for moving an organization
The cost for moving an organization is equal to half of what it took to create it, and adjusted by the distance: for example, moving to half the maximum allowed distance reduces the cost by another half.
Moving an organization will be free of charges during the grace period (until Monday the 6th).
- On September 01, 2021 at 08:07:52. Initiated
- On September 01, 2021 at 08:07:59. Ready for development
- On September 01, 2021 at 08:13:59. Under test
- On September 01, 2021 at 18:17:07. Tests completed
- On September 01, 2021 at 18:24:36. Released
Independence tax
The independence tax now ranges between 1% and 10% depending on the type of organization. New organizations, of less than one week, are exempt of independence tax.
- On August 26, 2021 at 18:34:09. Initiated
- On August 26, 2021 at 18:34:14. Released
A few organization updates
1.
Urbanity
: cities and towns will be able to host any temporal Provinces and States, including the medium nobility for cities and the high nobility for towns, which means that all temporal organizations can have vassal cities or towns.
2.
Population caps
:
low nobility
(lordships, baronies...) and
towns
will increase their population cap to 25000; the
medium nobility
will have a population bonus of +5000, and the
high nobility
will range from +10000 and +20000; the
city-states
, equivalent to a duchy in a city, will have a population cap of 50000 inhabitants; note that the total population cap (the addition of all the population caps in the domain) will be able to exceed the hard cap of 50000 inhabitants in a domain.
3.
Principality
: they won't need a kingdom anymore to be promoted and they will have their own knights.
4.
County
: all noble States will be able to promote their own counties.
5.
Monastic Order
: it won't be considered a State anymore, just a non-territorial, spiritual organization on top of several abbeys, with very limited individual military power and no political influence; a new Monastic State (temporal and spiritual), with higher military power and population caps, will take the place of the existing monastic orders (it will be possible to promote or demote from one to another).
- On August 22, 2021 at 08:33:27. Initiated
- On August 22, 2021 at 08:33:34. Ready for development
- On August 22, 2021 at 08:33:44. Under development
- On August 26, 2021 at 17:42:09. Released
Local tax in a domain
The local tax rate (levied on the population's wealth) is defined for each organization hosted in a domain, and is currently limited to 50%. It will be limited by types of organizations:
[*] Territorial sphere: 40%,
[*] Temporal sphere: 10%,
[*] Spiritual sphere: 10%,
[*] Other spheres: 5%.
Organizations of multiple spheres will combine those maxima.
For example a temporal and spiritual organization will have a maximum local tax of 20%.
- On August 20, 2021 at 08:37:14. Initiated
- On August 20, 2021 at 08:37:18. Ready for development
- On August 20, 2021 at 08:41:24. Under development
- On August 20, 2021 at 10:39:43. Under test
- On August 20, 2021 at 16:29:15. Released
Capitals and implicit vassalage
The vassalage link between a temporal organization and its territorial capital will be made automatic and implicit. It will be a direct vassalage link that can never be broken, as long as the temporal organization is hosted in the domain.
This implicit and static vassalage link will mean that:
[*] Founding or moving a temporal organization into a domain requires that the territorial organization is independent (or free of any other vassalage engagement),
[*] Liquidating manually the territorial organization is impossible until the temporal organization is moved elsewhere,
[*] The territorial is unable to take its independence, even as the result of a demotion or if the suzerain (the temporal organization) fails to pay an insurance,
[*] The territorial organization cannot be vassalized by another organization, even if it is surrendered or abandoned.
For all other matters, this implicit vassalage works like normal vassalage, regarding the vassalage tax, the insurance, the controls of access, the number of vassals as displayed in the page of the organization...
- On August 20, 2021 at 08:31:07. Initiated
- On August 20, 2021 at 08:31:18. Ready for development
- On August 21, 2021 at 12:22:07. Under development
- On August 25, 2021 at 09:36:51. Under test
- On August 26, 2021 at 17:42:19. Released
Captain-General
Holy See should be able to nominate a character as Captaine-General of the Church.
It is currently not possible to nomincate a character to the position despite the slots being available on the receiving character/house.
- On August 12, 2021 at 17:41:54. Initiated
- On August 12, 2021 at 17:42:23. Under discussion
- On August 16, 2021 at 08:06:41. Terminated
Hereditary organizations
Friday the 13th (the Purge) is coming soon...
The conditions for claiming a hereditary organization will be modified: a heir will always have to accept, which means that if all heirs are killed, a hereditary organization won't be claimable.
Non-noble territories (rurality, urbanity, monasteries) are not literally considered "hereditary", but will also require the acceptance of a living member of the last ruling House.
- On August 08, 2021 at 15:48:50. Initiated
- On August 08, 2021 at 15:48:56. Under development
- On August 08, 2021 at 16:35:21. Under test
- On August 08, 2021 at 17:26:03. Tests completed
- On August 09, 2021 at 09:15:08. Released
Claimable organizations
Currently, it is impossible to conquer and claim an organization. Most of them are hereditary. This was meant to secure domains and prevent losing everything you have built over time. The only option is subjugation.
This restriction will be removed.
It will be possible to claim any organisation in insurrection
, by replacing the current holder. Basically, an organisation in insurrection will ignore the existence of the current holder and his heirs, so that anyone can claim it.
More generally this WIP is about making organizations with different - and not necessarily friendly - owners cohabit in the same domain. It has the following dependencies:
-
Direct access across walls
-
Non-territorial organizations incomes
-
Temporal organizations
-
Moving units of another organization
-
Happiness and insurrection
-
Territorial-temporal cohabitation
-
Housing capacity
-
Units limited by % of population
-
Siege
-
Siege (2)
-
Demolition
-
Deleting or retraining units
-
Liquidation or demotion
- On August 05, 2021 at 11:15:38. Initiated
- On August 05, 2021 at 11:15:42. Under discussion
- On September 04, 2021 at 08:47:16. Under discussion
- On December 01, 2021 at 11:30:24. Under discussion
- On December 21, 2021 at 16:20:44. Under discussion
- On April 09, 2022 at 09:44:15. Under discussion
- On April 30, 2022 at 13:52:01. Under discussion
- On June 24, 2022 at 17:35:15. Under discussion
- On September 13, 2022 at 08:58:27. Under discussion
- On November 22, 2022 at 18:17:33. Under development
- On November 25, 2022 at 09:47:09. Under test
- On November 26, 2022 at 18:50:48. Tests completed
- On November 28, 2022 at 08:38:03. Released
Province prerequisites
The prerequisite of minimum number of indirect vassals will be removed, everywhere it is active (empires, kingdoms, duchies, clerical organizations...). It will be replaced with a minimum number of
direct vassals
, with lower values, just as a minimal prerequisite.
A new prerequisite of a different kind will be added to all
Provinces
and
States
: a minimum distance between capitals, defined for each type of organization.
A county, a marquisate, a duchy, a kingdom, a bishopric, all represent a geographical area. It is time to compete for geographical supremacy, and not just form clusters of duchies in the same piece of the map or appoint
Marquises de Pompadour
everywhere to please the king's girlfriend.
***
The
minimum distance
between two capitals will be:
240 arpents between two Counties,
480 arpents between two Duchies,
960 arpents between two Kingdoms,
2400 arpents between two Empires,
Between two organizations of different kinds, the shortest distance will be used.
For example, between a County and a Kingdom, the minimum distance will be 240 arpents, regardless of the vassalage links between each other.
In case of a distance conflict between two organizations, both will enter in demotion, until one of them is actually demoted or liquidated. The demotion rate will be modulated by a happiness factor (also taking in account the number of units).
Note that there will be a grace period of 1 week before this demotion or liquidation actually takes place.
This minimum distance will serve other purposes:
[*] It will represent the distance at which the capital of a province can be moved.
[*] The surtax of vassalage will be calculated, at a lower rate, in function of this distance and will be applied to both the vassal and the suzerain.
Note that for non-provincial organizations, having no distance requisite, the base distance for this calculation will be something ranging between 16 and 48 arpents, which represents the minimum or average size of a domain.
A new type of organization named
Community
will be introduced. It will be the entry point of all temporal provinces. Every other temporal organization (county, duchy, principality, federation, kingdom...) will be defined as a direct or indirect promotion from Community.
- On August 05, 2021 at 10:52:56. Initiated
- On August 05, 2021 at 10:53:04. Under discussion
- On August 20, 2021 at 08:15:39. Under discussion
- On August 21, 2021 at 12:22:53. Ready for development
- On August 22, 2021 at 07:58:46. Under development
- On August 25, 2021 at 09:36:39. Under test
- On August 26, 2021 at 17:42:30. Released
Distance penalty
The general distance penalty on all skills (homesickness) will be removed. Note that this "homesickness" also affects happiness, and the maximum homesickness penalty on happiness will be increased (-50 at 2500 arpents) to compensate the absence of skill penalty.
Attacks are still affected by the "foreign attack penalty", compensated by Leadership bonus. This penalty will be halved again: the maximum penalty will be -50 at 10000 arpents.
- On August 02, 2021 at 08:55:48. Initiated
- On August 02, 2021 at 08:55:53. Ready for development
- On August 02, 2021 at 09:09:22. Under discussion
- On August 03, 2021 at 09:04:45. Ready for development
- On August 03, 2021 at 09:23:16. Under test
- On August 03, 2021 at 11:08:27. Released
Minimum productivity
Addition of a new control in the resource management page, to limit the automatic production of resources if the productivity is insufficient.
If the productivity drops under this value, the automatic production will be disabled. Very useful to prevent planting 25kg of carrots and only harvesting 5kg.
- On July 30, 2021 at 10:27:50. Initiated
- On July 30, 2021 at 10:28:00. Under test
- On July 30, 2021 at 10:29:39. Tests completed
- On July 30, 2021 at 10:32:46. Released
Siege: happiness penalty and duration
In order to accelerate insurrection, a
siege
should generate a
-25
happiness penalty on the besieged population. The besieged domain should try to compensate this penalty by increasing consumption, as long as the stocks allow it,
Vassals are insured against long sieges: if a unit leaves because of 0% happiness during a siege, the suzerain will pay for the loss.
The duration of a siege action will be increased. The regular way to stop a siege is by attacking the besiegers, not waiting for its automatic termination.
The siege action requires Leadership and Intimidation skills. Leadership requires a leader (a character with a military function); Intimidation has been modified so that it requires at least one military unit: a character alone cannot run a siege, and killing the military units will break the siege.
- On July 22, 2021 at 07:02:34. Initiated
- On July 22, 2021 at 07:02:39. Under discussion
- On July 22, 2021 at 08:21:01. Under development
- On July 22, 2021 at 09:25:50. Under test
- On July 25, 2021 at 15:42:03. Under test
- On July 28, 2021 at 07:14:43. Tests completed
- On July 28, 2021 at 07:14:47. Released
Temporal organizations
Temporal organizations (empires, kingdoms, duchies, counties... but also monastic orders and holy sees) should be hosted in a territorial organization under their direct or indirect vassalage.
Currently, it is allowed to host them under an independent territory, but it was only meant to be temporary (when founding the temporal organization).
The demotion mechanics will be modified: if a temporal organization is not hosted in one of its direct/indirect vassals, instead of making the territorial organization independent (as currently), it will schedule an automatic liquidation of the temporal organization.
Note that monastic orders should be able to have vassal cities.
- On July 20, 2021 at 06:32:36. Initiated
- On July 20, 2021 at 06:32:40. Under discussion
- On July 25, 2021 at 18:50:34. Ready for development
- On July 31, 2021 at 08:40:11. Under development
- On July 31, 2021 at 08:59:30. Under test
- On August 02, 2021 at 09:47:40. Released
Consumption
Consumption quantities are too low. A unit represent a group of 100 individuals; it should consume much more quantity. This problem covers all kinds of consumption products, from bread to meat: there is a lot of food wastage, and this is due to the small quantities consumed.
The consumption algorithm will be modified so that the global consumption increases, without penalizing too much the poorest domains, on the basis of unit levels, wages and/or domain's wealth.
Some products will give higher bonuses, some other products will give lower bonuses. This update should result in important changes on the happiness tendency for past consumptions.
- On July 20, 2021 at 06:23:45. Initiated
- On July 20, 2021 at 06:24:03. Under discussion
- On October 21, 2021 at 06:42:33. Under discussion
- On October 26, 2021 at 12:48:01. Under development
- On October 27, 2021 at 10:54:16. Under test
- On October 29, 2021 at 09:50:21. Tests completed
- On October 29, 2021 at 13:22:24. Released
Production adjustments
Some resources require adjustments. For example, animal breeding (cows, pigs, sheep) or hunting, produce way too much quantity. Reducing the production rates would mechanically increase the prices up to something more realistic: meat shouldn't be that cheap in comparison to other food products.
Hunting
: like crop or fruit harvesting, hunting will have a delay of 1 week and the duration of the action will be increased. The weekly production from hunting cabins will produce more meat than from an acre of trees, because of their spacing. Some resources will be specific to biomes, and a few new hunting products will be added to the tropical biomes.
Breeding
: the duration of the action will be increased.
- On July 20, 2021 at 06:15:31. Initiated
- On July 20, 2021 at 06:23:54. Under discussion
- On September 24, 2021 at 09:36:18. Under discussion
- On October 15, 2021 at 17:09:37. Under discussion
- On October 20, 2021 at 11:12:54. Under development
- On October 25, 2021 at 17:35:42. Under test
- On October 27, 2021 at 10:54:07. Tests completed
- On October 29, 2021 at 13:22:16. Released
Expansion/foundation acceptance
The distance at which a domain can be founded or expanding without the agreement of the neighbor is currently 24 arpents (center to center). This distance should be increased to 32 arpents.
0-16 arpents:
it is impossible;
16-32 arpents:
the neighbors must accept;
32-48 arpents:
it is considered offensive and sends a notification to the neighbors;
48+ arpents:
it is totally free and legit.
Note that a new domain or an expansion can be created inside an existing domain, according to the exact same rules, and only fortifications (walls, towers) can prevent it.
- On July 14, 2021 at 08:16:19. Initiated
- On July 14, 2021 at 08:19:45. Under discussion
- On July 14, 2021 at 09:10:39. Released
Tax evasion (resources removed from stock)
Each time resources are manually removed from stock, their value is removed from the tax base. This operation will be recorded, so that the value of these resources are still counted in the tax base, for the next occurrences of the vassalage tax. This recorded
additional tax base
will decrease over time (by half every day).
Symmetrically, any addition to the stock of an organization increases the tax base. It will be recorded as a negative
additional tax base
in order to compensate this sharp increase and make it smoother over time.
- On July 12, 2021 at 18:19:23. Initiated
- On July 12, 2021 at 18:19:27. Under discussion
- On July 13, 2021 at 05:10:35. Ready for development
- On July 13, 2021 at 05:10:38. Under development
- On July 13, 2021 at 05:48:20. Under test
- On July 14, 2021 at 00:21:16. Tests completed
- On July 14, 2021 at 08:04:16. Released
Maximum number of direct vassals
Some of the new types of organizations are only available under the direct vassalage of an Empire. Empires need more vassal slots.
The maximum number of direct vassals for
Empire
,
Holy See
,
Monastic order
, but also
Tsardom
,
Kingdom
and some other high rank organizations will have a slight increase of their maximum number of direct vassals.
- On July 06, 2021 at 09:03:21. Initiated
- On July 06, 2021 at 09:03:27. Under development
- On July 06, 2021 at 09:09:02. Released
Work in progress
Every change or addition to the
Work in progress
will be notified by a badge on the Help menu icon, and not only when a ticket is released.
The
Release notes
are deprecated and have been removed from the Help menu. However, you can still access to the archives through the following URL:
https://www.landsoflords.com/help/release
- On July 06, 2021 at 08:07:13. Initiated
- On July 06, 2021 at 08:07:23. Released
New Looting action
The
Loot
action will be entirely reworked. Instead of looting the stocks of a domain, it will allow to loot a unit, by stealing its money or its carried resources.
It will work like a special attack, using the Looting skill. The success of this attack will determine the % of money or resources stolen from the unit. In order to avoid high frequency looting, there will be a cool down, similar to the cool down on catapult or crossbow attacks.
Looting is considered an offensive action: it will increment the offense counter on the character ordering the looting. A successful looting will also generate a riposte, from the victim or from one of its defenders within range. Note that this riposte will be unique and won't trigger an infinite cascade combat.
In order to make sure that rich organizations have rich units, the minimum wage will be raised to 10% (instead of the current 5%).
- On July 05, 2021 at 06:49:43. Initiated
- On July 05, 2021 at 06:49:47. Under discussion
- On July 12, 2021 at 18:08:40. Under discussion
- On July 14, 2021 at 08:20:24. Ready for development
- On July 14, 2021 at 09:23:52. Under development
- On July 15, 2021 at 05:15:36. Under test
- On July 16, 2021 at 16:49:36. Released
Relics and truce
A unit carrying a relic should never be protected by a truce.
- On July 02, 2021 at 09:46:16. Initiated
- On July 02, 2021 at 09:46:23. Under development
- On July 02, 2021 at 10:12:40. Under test
- On July 05, 2021 at 14:01:55. Released
Siege modifications
The
Siege
action is going to be modified:
[*] The units in the besieged domain cannot move if they are carrying resources or relics.
[*] A besieged domain cannot host a new organization.
[*] The effect on vassalage tax is being removed; the siege still has an effect on exchanges with the market, with the neighbors, but no effect on taxes.
[*] A siege can be aborted (without waiting for 3 hours). It is automatically stopped when the units have been defeated.
- On July 02, 2021 at 09:44:36. Initiated
- On July 02, 2021 at 09:44:42. Under development
- On July 02, 2021 at 09:46:30. Ready for development
- On July 04, 2021 at 10:13:18. Under test
- On July 05, 2021 at 07:34:20. Tests completed
- On July 05, 2021 at 08:07:27. Under test
- On July 05, 2021 at 14:01:47. Released
Leadership adjustments
The leadership skill is being adjusted in function of the titles of a character: emperors, kings, dukes and the highest military ranks such as constables or archmarshalls, have the highest leadership scores. Every character has a minimum Leadership skill of +1/level.
Some of the
relics
, in particular most of the regalia, are giving Leadership bonuses between +5 and +25, in their area of effect. The
Ark of the Covenant
will give a +50 Leadership bonus, which makes it a powerful weapon to conquer foreign territories, but also a weakness for defending from foreigners.
- On June 30, 2021 at 10:04:12. Initiated
- On June 30, 2021 at 10:04:18. Under test
- On July 05, 2021 at 14:02:02. Released
Combat distance penalty and leadership bonus
The current values for distance penalty make combats nearly impossible. This penalty has to be reduced.
Also, we need to find a way to adjust and balance the leadership bonuses, especially between organizations having different numbers of military leaders. Only the highest leadership score will count; if the battlefield counts multiple leaders, the other leaders will be used as backups, in case the main leader is captured.
This ticket has been created after the following forum thread:
https://www.landsoflords.com/forum//140064
- On June 24, 2021 at 11:46:57. Initiated
- On June 24, 2021 at 11:47:02. Under discussion
- On June 28, 2021 at 07:08:38. Under development
- On June 28, 2021 at 07:16:52. Under test
- On July 05, 2021 at 14:02:09. Released
Wandering capitals
Moving the capital of a duchy is considered as a way to temporarily move troops closer to a battlefield. It can indeed be a good strategy, but it needs some rational limitations.
The duchy of Bretagne has to stay in Bretagne. The capital of Bretagne shouldn't be in Marseille.
We will add a limitation of distance, based on the distance for the vassalage surtax (which somehow represents the normal boundaries of a territory). We will also add a cost, equal to the cost for founding the organization. It will still be possible to move a capital far away, but will require multiple consecutive small leaps, with a cost, rather than a giant leap across the oceans.
This ticket is a prerequisite for the ticket #136601: https://www.landsoflords.com/help/work//136601, as we don't want to see counties continuously wandering around the world.
The public discussion is here:
https://www.landsoflords.com/forum//140611
- On June 24, 2021 at 11:43:19. Initiated
- On June 24, 2021 at 11:43:22. Under discussion
- On June 28, 2021 at 07:09:15. Ready for development
- On June 28, 2021 at 07:42:21. Under development
- On June 28, 2021 at 08:50:16. Under test
- On July 04, 2021 at 11:16:40. Tests completed
- On July 05, 2021 at 14:01:37. Released
Error 500 in an arena, after a joust
In this tile https://www.landsoflords.com/map/08440E28244N there is an error 500 when looking at it.
Investigation will be needed to identify what element is causing the error.
- On June 21, 2021 at 12:35:02. Initiated
- On June 21, 2021 at 12:35:54. Initiated
- On June 23, 2021 at 08:09:04. Under development
- On June 23, 2021 at 08:09:08. Under test
- On June 24, 2021 at 11:31:29. Tests completed
- On July 05, 2021 at 14:01:28. Released
Temporal medium nobility
Medium nobility organizations
(counties and marquisates) are going to become
temporal
, which means that they will have to be hosted in a territory (a town, a village, a lordship, a barony...). What distinguishes territorial and temporal organizations is that a territorial organization usually represents a single domain, whereas a temporal organization represents a wider region that can be named differently from its capital domain.
The
County
will be the new entry point to temporal nobility and Duchy will become a promotion from County. This will provide more flexibility for promotion and demotions between medium and high nobility, in particular with the new types of organizations (margraviates, landgraviates, counties palatines).
The existing counties and marquisates will be transformed into lordships and a new temporal county/marquisate will be created automatically, unless the domain already contains another temporal organization, like a duchy... The units, buildings and resources will stay the property of the territorial organization (the lordship), the vassals will migrate to the temporal organization.
- On June 20, 2021 at 07:32:30. Initiated
- On June 20, 2021 at 07:32:45. Ready for development
- On June 23, 2021 at 08:09:28. Under test
- On June 24, 2021 at 16:32:00. Tests completed
- On July 05, 2021 at 14:01:15. Released
Mountainous roads
Building roads in the mountains should take double time. The action will only be available after clicking Show all actions .
- On June 13, 2021 at 09:34:48. Initiated
- On June 13, 2021 at 09:34:57. Under test
- On June 13, 2021 at 18:44:39. Released
Housing capacity per house level
The current progression of housing capacity per level is more or less based on a hut giving 15 inhabitants and a house giving 25 inhabitants. But this doesn't reflect the cost of a house compared to that of a hut. Also, it advantages horizontal slums rather than developed village centers.
Current progression is:
30, 60, 80, 90, 100, 125, then +25/level
.
The number of inhabitants per hut will be reduced to 10 inhabitants, and the different housing capacities per house level will be as follows:
20, 45, 65, 85, 105, 125, then +25/level
.
- On June 11, 2021 at 16:58:46. Initiated
- On June 11, 2021 at 16:58:50. Under discussion
- On June 13, 2021 at 18:28:12. Under test
- On June 13, 2021 at 18:44:46. Released
Could not found a Monastic Order
There is a wrong parameter in the definition of Monastic Orders that ignores the Pope supposed to accept the action.
- On June 10, 2021 at 14:22:58. Initiated
- On June 10, 2021 at 14:23:02. Tests completed
- On June 11, 2021 at 11:31:53. Released
Impossible to buy additional resources to pray
https://www.landsoflords.com/forum//118311
When setting for a prayer, adding the non-mandatory resources is not possible if the domain do not have enough stock. If tried, it will select the first item with enough quantity and if not unselect it.
If a resources is not present in enough quantity, the buy pop-up should open to allow quick buy from the market like for any other action.
- On June 08, 2021 at 18:41:22. Initiated
- On June 08, 2021 at 18:44:12. Under discussion
- On July 20, 2021 at 06:10:13. Under discussion
- On July 21, 2021 at 18:57:06. Under test
- On July 22, 2021 at 06:23:59. Tests completed
- On July 22, 2021 at 06:51:57. Released
Domain clusters on the map
The domain clusters on the map are displayed with the color of the absolute root organization. They should display the color of the head of the cluster.
Note that the correction will display the name of the capital instead of the name of the kingdom, depending on the zoom level, if the capital has enough vassals to be displayed.
- On June 08, 2021 at 18:30:18. Initiated
- On June 08, 2021 at 18:30:22. Under discussion
- On June 09, 2021 at 08:47:41. Under development
- On June 09, 2021 at 09:02:00. Tests completed
- On June 09, 2021 at 09:02:49. Tests completed
- On June 11, 2021 at 11:35:08. Released
Units stuck in a Looting action after liquidation
This bug is corrected. Waiting to be released. In the meantime, the infinite actions have been manually aborted.
- On June 06, 2021 at 17:24:23. Initiated
- On June 06, 2021 at 17:24:41. Under test
- On June 09, 2021 at 08:47:25. Tests completed
- On June 11, 2021 at 11:31:36. Released
Correct level 10 North-Southwest street display
The North-Southwest street lvl 10 streets have 1 version that has no visual.
This version should have a visual as well
- On June 04, 2021 at 06:30:28. Initiated
- On June 06, 2021 at 17:06:55. Under test
- On June 06, 2021 at 17:07:45. Under test
- On June 06, 2021 at 17:21:01. Under test
- On June 09, 2021 at 08:47:33. Tests completed
- On June 09, 2021 at 09:21:24. Tests completed
- On June 11, 2021 at 11:33:57. Released
Distance penalty for vassals and suzerain
The distance penalty for troops of a suzerain in his vassal domains and for the troops of a vassal in his suzerain's domain will be halved.
- On June 02, 2021 at 09:00:46. Initiated
- On June 02, 2021 at 09:00:50. Under discussion
- On June 02, 2021 at 09:00:53. Ready for development
- On June 03, 2021 at 08:04:56. Under test
- On June 10, 2021 at 16:17:30. Tests completed
- On June 11, 2021 at 11:32:19. Released
A liquidated organization should not be claimable
An organisation was liquidated but still has a titular holder.
https://www.landsoflords.com/arm/org/3384
What happened is that the organization was automatically liquidated during the claim, but the claim was carried out regardless. This should not happen anymore.
- On May 30, 2021 at 07:51:31. Initiated
- On May 30, 2021 at 07:52:34. Under discussion
- On May 30, 2021 at 13:40:03. Terminated
Suzerain's obligations
When a vassal is attacked, the suzerain pays a reverse vassalage tax, in function of the damages taken by the vassal organization.
This compensation is equal the value of units or buildings lost during the attack, multiplied by a fixed
insurance rate
. The insured value is displayed in the detail of each unit or building. The compensation is paid immediately to the vassal, at each attack. Note that the distance surtax is applied to this money transfer.
If the suzerain's cash is negative after paying a compensation, the vassalage is immediately broken and the vassal is automatically surrendered. Note that a suzerain can't take any new vassal as long as its cash is negative.
- On May 28, 2021 at 19:12:43. Initiated
- On May 28, 2021 at 19:12:47. Under discussion
- On June 02, 2021 at 08:58:09. Ready for development
- On June 02, 2021 at 10:21:19. Under development
- On June 03, 2021 at 12:22:26. Under test
- On June 10, 2021 at 16:17:47. Tests completed
- On June 11, 2021 at 11:32:42. Released
Patriarchates and cathedrals
A cathedral shouldn't be a requisite for a Patriarchate . The cathedral will be removed from the prerequisites for founding a patriarchate.
- On May 27, 2021 at 14:53:12. Initiated
- On May 27, 2021 at 14:53:20. Ready for development
- On May 27, 2021 at 14:54:35. Under test
- On May 28, 2021 at 18:16:09. Released
Heirs missing on the organization's page
Hereditary organizations (lordships, etc) have no heirs displayed on their page. Actually, it's not just a display bug: they are considered with no heirs at all, even though they have heirs. As a consequence, they can be claimed by anyone when the lord has been killed or has resigned his title.
- On May 26, 2021 at 21:35:45. Initiated
- On May 27, 2021 at 08:32:28. Under discussion
- On May 27, 2021 at 08:52:03. Under development
- On May 27, 2021 at 08:55:59. Under test
- On May 28, 2021 at 18:16:03. Released
Invisible roads
There is an area with lots of roads (looking at the tiles show the roads) but they are not displayed on the map.
https://www.landsoflords.com/forum//92471
- On May 26, 2021 at 06:55:00. Initiated
- On May 26, 2021 at 06:55:59. Under discussion
- On May 26, 2021 at 10:22:56. Under development
- On May 26, 2021 at 10:24:43. Released
Distance to center not well evaluated
In some cases, in the help the distance to the center can be validated (green tick) while it's a bit too far away for the Build action. The construction is not possible but everything is green in the help.
This is due to the distance that was not rounded when checking the maximum distance of 40 arpents of the exploitable zone.
- On May 24, 2021 at 14:48:17. Initiated
- On May 24, 2021 at 14:50:21. Under discussion
- On May 25, 2021 at 07:51:29. Under development
- On May 25, 2021 at 07:51:37. Under test
- On May 25, 2021 at 08:24:12. Tests completed
- On May 25, 2021 at 08:24:50. Released
Impossible to build road after E-NW streets
After a East/North-West street, it is impossible to build a road right after.
The other type of curve streets seems to be working fine.
- On May 24, 2021 at 08:27:52. Initiated
- On May 24, 2021 at 08:29:05. Ready for development
- On May 24, 2021 at 08:29:28. Under discussion
- On May 24, 2021 at 08:46:51. Under development
- On May 24, 2021 at 08:47:02. Tests completed
- On May 24, 2021 at 16:02:31. Released
- On May 26, 2021 at 06:52:03. Under discussion
- On May 26, 2021 at 09:31:55. Ready for development
- On May 26, 2021 at 16:24:46. Ready for development
- On May 26, 2021 at 16:32:35. Released
Retraining units after moving the organization
It is possible for an organization to train units from another organization in the same domain. This should not be allowed in a domain with negative population flow, because it allows a wandering Duchy to siphon off all the domains it visits.
- On May 23, 2021 at 18:20:58. Initiated
- On May 23, 2021 at 18:21:19. Under discussion
- On May 24, 2021 at 08:27:58. Under development
- On May 24, 2021 at 08:55:49. Under test
- On May 24, 2021 at 10:59:04. Tests completed
- On May 24, 2021 at 16:02:23. Released
fruit grower cannot auto repair lemon/orange trees
Fruitgrowers can auto "repair" all orchard trees except for lemon and orange trees.
They should be able to do it as it is one of their tasks, to take care of the fruit trees.
- On May 23, 2021 at 10:31:31. Initiated
- On May 23, 2021 at 10:31:36. Ready for development
- On May 24, 2021 at 16:05:26. Released
Visual bug on some building backgrounds
This bug has been noticed on potato fields and paved squares. It is due to a bug with the rendering libraries, not working with some background images.
- On May 22, 2021 at 11:08:54. Initiated
- On May 22, 2021 at 11:09:02. Under development
- On May 22, 2021 at 11:11:31. Tests completed
- On May 22, 2021 at 16:04:52. Released
Moving the seat of a non-territorial organization
Adding conditions for moving the seat of an organization to another domain:
[*] This operation shouldn't be allowed if the moved organization has more units than the hosting domain: for example, a duchy with 50 units can only move to a domain with a population of 50 or more units (5000 inhabitants);
[*] The action should take longer, based on the number of units and the distance between the previous and new domain.
- On May 22, 2021 at 10:47:15. Initiated
- On May 22, 2021 at 10:47:23. Under discussion
- On May 24, 2021 at 08:47:28. Under test
- On May 24, 2021 at 16:02:12. Released
Minimum vassalage tax to 5%
The minimum vassalage tax is still 3%. It was meant to be 5% in LOL7, but the tests missed it.
- On May 21, 2021 at 15:11:31. Initiated
- On May 21, 2021 at 15:11:35. Ready for development
- On May 21, 2021 at 15:30:25. Under test
- On May 21, 2021 at 16:39:54. Tests completed
- On May 22, 2021 at 16:05:40. Released
Viscounty under Marquisate
As a Viscounty can be the direct vassal of a County or a Marquisate, a Marquisate should be allowed to appoint a vassal Viscounty.
- On May 20, 2021 at 09:49:16. Initiated
- On May 20, 2021 at 09:49:21. Ready for development
- On May 20, 2021 at 09:52:32. Tests completed
- On May 20, 2021 at 09:52:57. Released
Intruding a building full of lords
Immortal lords can be used to fill a building (a keep). As they can't be killed, they prevent any other unit from intruding the building.
When a unit has been knocked down to 0%, it is possible to drag another unit onto its slot. The "dead" lord will automatically move to another free slot.
- On May 18, 2021 at 18:13:42. Initiated
- On May 21, 2021 at 16:30:56. Under development
- On May 21, 2021 at 16:31:02. Under test
- On May 22, 2021 at 16:04:06. Tests completed
- On May 22, 2021 at 16:04:43. Released
Killing a character doesn't set the date of death
Killing a character by the button "Delete this unit" doesn't set the date of death on the character's page.
- On May 18, 2021 at 15:35:23. Initiated
- On May 18, 2021 at 15:35:29. Ready for development
- On May 18, 2021 at 15:42:59. Under test
- On May 18, 2021 at 15:46:20. Tests completed
- On May 18, 2021 at 15:46:23. Released
Search for "keep" not working
When searching for keep in the search bar, it doesn't appear. It must be searched with other word (wall seems to work) or look into the help to reach it.
"Keep" is a "stop word" in English, which means that it is not indexed and skipped from the search string. The indexing system has been modified in order to preserve stop words on names, only skip them on long texts.
Note that we had the same problem for searching "Té" in Spanish, because "te" is also a Spanish stop word.
- On May 16, 2021 at 12:21:25. Initiated
- On May 16, 2021 at 12:21:28. Ready for development
- On May 17, 2021 at 09:47:46. Ready for development
- On May 17, 2021 at 09:50:12. Released
- On May 17, 2021 at 09:55:42. Ready for development
- On May 17, 2021 at 10:28:36. Released
Stock price still calculated with old system
According to forum post https://www.landsoflords.com/forum//74916 , some items are still calculated with the old system (value depending on the market price).
However, following the change on taxation, the value should be based on the minimum price for that quality.
- On May 16, 2021 at 09:39:25. Initiated
- On May 16, 2021 at 09:40:39. Under discussion
- On May 16, 2021 at 13:03:35. Under discussion
- On May 17, 2021 at 09:55:51. Released
Music couldn't be changed
When a music concert is ongoing, the "next track" button is not working. Nothing indicate that something went wrong.
Actually, the first problem was the song's title not displayed on the action. It's has been fixed after indexing the music catalogue.
- On May 14, 2021 at 22:21:16. Initiated
- On May 14, 2021 at 22:21:30. Ready for development
- On May 17, 2021 at 10:51:12. Released
Notify releases
Work in progress should display a badge on the Help menu icon when they are released.
- On May 14, 2021 at 21:16:19. Initiated
- On May 17, 2021 at 19:16:11. Ready for development
- On May 18, 2021 at 10:01:40. Under development
- On May 18, 2021 at 10:18:57. Under test
- On May 18, 2021 at 10:22:26. Released
Quality tooltip is inconsistent
The quality tooltips ("low quality", "medium quality"...) are not aligned depending on the place it is checked.
They should all be aligned.
https://www.landsoflords.com/forum//71570
https://www.landsoflords.com/img/pic/aHR0cHM6Ly9pLmltZ3VyLmNvbS9ycERmbEVJLnBuZw__.jpg
https://www.landsoflords.com/img/pic/aHR0cHM6Ly9pLmltZ3VyLmNvbS9nNTJKVTlGLnBuZw__.jpg
- On May 14, 2021 at 12:30:37. Initiated
- On May 14, 2021 at 12:32:33. Ready for development
- On May 14, 2021 at 13:50:52. Under test
- On May 14, 2021 at 15:23:52. Tests completed
- On May 14, 2021 at 17:52:36. Released
Low nobility and rice fields
Low nobility have access to the Rice farmers unit but not to the Rice fields building. It's an oversight. The rice fields should be available to low nobility.
- On May 14, 2021 at 07:04:13. Initiated
- On May 14, 2021 at 07:06:36. Under discussion
- On May 14, 2021 at 12:54:11. Under discussion
- On May 17, 2021 at 12:40:36. Under discussion
- On May 17, 2021 at 14:40:45. Under discussion
- On May 17, 2021 at 14:42:33. Terminated
Duel in combat shouldn't be possible
It is possible to request a duel during a combat. Because of the approval required, the unit is stuck until either the duel starts or is refused.
On a tile with combat, duels shouldn't be possible. It will work with the same timeout preventing a unit from leaving during combat.
- On May 13, 2021 at 15:36:50. Initiated
- On May 13, 2021 at 15:36:55. Under discussion
- On May 17, 2021 at 10:57:10. Under discussion
- On May 18, 2021 at 17:17:52. Under test
- On May 18, 2021 at 18:09:10. Tests completed
- On May 18, 2021 at 18:25:27. Released
Road in a forest out of exploitable zone
When a road is being built in a forest, if the forest is out of the exploitable zone, it's like the road was being built out of the domain, which is not possible.
Fixed: it's now possible to build a road in a forest beyond the 40-arpent exploitable radius of the domain.
- On May 13, 2021 at 11:03:46. Initiated
- On May 13, 2021 at 11:03:50. Under discussion
- On May 13, 2021 at 11:24:34. Ready for development
- On May 17, 2021 at 12:36:56. Released
Characters shouldn't be able to attack
Characters are immune to death, because they are "respected". They don't have distance penalties. They shouldn't be able to attack, except for duels or ripostes against a military unit.
Only exception:
Friday the XIII
. Characters can attack and die in combat.
- On May 13, 2021 at 10:07:01. Initiated
- On May 13, 2021 at 10:07:06. Under discussion
- On May 13, 2021 at 11:24:42. Ready for development
- On May 13, 2021 at 19:28:08. Under discussion
- On May 18, 2021 at 17:05:27. Under test
- On May 18, 2021 at 18:09:15. Tests completed
- On May 18, 2021 at 18:25:19. Released
Invalid trees beyond a certain distance
Trees are marked invalid beyond a certain distance of around 30 arpents. This is not supposed to happen on wild trees, only on orchards.
- On May 13, 2021 at 09:29:59. Initiated
- On May 13, 2021 at 09:30:04. Under discussion
- On May 13, 2021 at 11:01:30. Under discussion
- On May 13, 2021 at 11:01:34. Ready for development
- On May 13, 2021 at 11:37:50. Under test
- On May 13, 2021 at 11:40:05. Tests completed
- On May 14, 2021 at 17:53:04. Released
- On May 14, 2021 at 17:53:08. Released
Temperature effect doesn't match help pages
For some items, it seems the temperature range of the action does not match the one in the help page : https://www.landsoflords.com/forum//66124
The curve displayed in the help page is wrong. For productions without a minimum temperature, it shows a temperature range starting from 0°C where it should show a range starting from -25°C.
- On May 11, 2021 at 16:02:46. Initiated
- On May 11, 2021 at 16:02:48. Under discussion
- On May 13, 2021 at 18:43:04. Under discussion
- On May 18, 2021 at 15:29:24. Under development
- On May 18, 2021 at 15:29:27. Under test
- On May 18, 2021 at 15:44:13. Tests completed
- On May 18, 2021 at 15:46:30. Released
Resources out of storage
Exchanging resource should mostly take place on the market. The market is not just a place where people get rid of what they don't care about; it is also the place where everyone should find what they need, in an anonymous way, and without any consideration of friendship or membership in a community.
Direct exchange between players is still possible by loading carters, but this solution shouldn't be considered as a way to hide resources, avoid taxes and sort through your customers.
Extracting resources from storage should have a cost. This cost is meant to compensate the "black market" effect and the absence of taxes (vassalage tax, trade tax), in the form of a random loss of quantity and quality (up to -10% each).
This loss will be applied every time a resource is extracted from storage, and subsequently, in a periodical basis, on every resource out of storage (carried by a unit or dropped on the ground).
- On May 11, 2021 at 10:48:54. Initiated
- On May 11, 2021 at 10:49:00. Under discussion
- On May 11, 2021 at 10:53:48. Ready for development
- On May 13, 2021 at 16:36:42. Under development
- On May 13, 2021 at 18:40:50. Under test
- On May 14, 2021 at 07:22:53. Under test
- On May 14, 2021 at 08:03:13. Under development
- On May 14, 2021 at 09:43:14. Under test
- On May 14, 2021 at 15:22:34. Tests completed
- On May 14, 2021 at 17:52:55. Released
Tax on resources
Resources are currently taxed only 1% of their value, which is definitely much too low and makes the vassalage tax insignificant as soon as cash is converted to resources.
The taxable base for resources in stock will be raised to 25% of their value. The value defined as the minimum sale price for the resource, in function of quality.
The taxable base for pending sale orders is raised to 12.5% of the amount of the sale orders.
- On May 11, 2021 at 10:31:52. Initiated
- On May 11, 2021 at 10:31:57. Ready for development
- On May 11, 2021 at 10:53:28. Under test
- On May 11, 2021 at 18:26:48. Under discussion
- On May 13, 2021 at 10:18:04. Under test
- On May 14, 2021 at 15:22:43. Tests completed
- On May 14, 2021 at 17:52:45. Released
LOL+ text bonus is only *10
In English and Spanish, LOL+ bonus for token is indicated as *10 while the real value is *16.
French text is alright.
https://www.landsoflords.com/settings/tokens
- On May 11, 2021 at 06:54:24. Initiated
- On May 11, 2021 at 06:54:28. Ready for development
- On May 11, 2021 at 10:27:50. Terminated
Error 500 on a tile
There is currently an error 500 when looking at this time : https://www.landsoflords.com/map/00251W17894N
No clue what is causing it for now
- On May 09, 2021 at 19:18:31. Initiated
- On May 09, 2021 at 21:33:55. Terminated
Usage of strike to max happiness
By using the strikes, it is possible to block any consumption from the units on strike.
This means that nothing is lowering their happiness.
As such, forming surveyor (for instance) and putting them on strike, with all those units in a place for increased happiness (brothel...) will max happiness at no cost.
The
Strike
action has been modified: strikes only affect automatic actions and has no effect on consumption.
- On May 09, 2021 at 10:40:06. Initiated
- On May 09, 2021 at 10:42:21. Under discussion
- On May 09, 2021 at 10:44:48. Under discussion
- On May 10, 2021 at 10:05:56. Released
Prerequisites for Village
https://www.landsoflords.com/help/org?type=village
The minimum population is set to 400 inhabitants, in order to force the construction of lodgings before enabling this promotion.
The building requisites are simplified: at least a place of worship, a storage facility and a breeding / manufacturing / industrial / mining facility.
- On May 08, 2021 at 08:45:36. Initiated
- On May 08, 2021 at 08:59:22. Released
Confusing name "houses"
The naming of "houses" ( https://www.landsoflords.com/help/bld/house:house ) is confusing.
Currently you can find:
Houses (habitation without streets lvl 0)
House (habitation without streets lvl 1)
House (habitation on street lvl 1)
House (habitation on crossing lvl 1)
And their variant at higher level, all with the same naming : "X houses" no matter if on street, crossing or without.
It makes reading requirements of some buildings/specialisation a bit confusing (example: pottery - which requires "houses" which might be understood as "a street at least lvl 2 : 2
houses
" )
- On May 07, 2021 at 16:54:50. Initiated
- On May 07, 2021 at 16:58:36. Under discussion
- On May 08, 2021 at 08:55:10. Under discussion
- On May 08, 2021 at 08:55:33. Terminated
Invisible buildings
Some newly built buildings are not visible on the map.
It seems the tile of the map is still at previous version or was updated without the building.
One case can be seen here :
https://www.landsoflords.com/map/08319E23382N
It is due to a synchronization issue when adding the second backend server, and it will be automatically fixed over time.
- On May 07, 2021 at 13:21:29. Initiated
- On May 07, 2021 at 13:22:02. Initiated
- On May 07, 2021 at 13:51:15. Initiated
- On May 08, 2021 at 08:48:16. Cancelled
- On May 08, 2021 at 08:48:22. Terminated
Silver density
The silver density is currently set to 2510 kg/m3
However the official value is 10.5 T/m3 or 10500 kg/m3
https://www.engineersedge.com/materials/densities_of_metals_and_elements_table_13976.htm
- On May 05, 2021 at 10:49:54. Initiated
- On May 05, 2021 at 10:50:36. Ready for development
- On May 05, 2021 at 10:53:14. Ready for development
- On May 05, 2021 at 13:04:34. Ready for development
- On May 05, 2021 at 14:06:08. Ready for development
- On May 05, 2021 at 15:05:38. Under test
- On May 05, 2021 at 15:10:22. Released
Editing a brotherhood lead to error 500
When trying to edit a brotherhood the user gets an error 500 and thus cannot edit the informations.
A link was provided in the forum bug report: https://www.landsoflords.com/arm/org/5784
- On May 05, 2021 at 08:51:36. Initiated
- On May 05, 2021 at 08:51:42. Under discussion
- On May 05, 2021 at 08:54:39. Under discussion
- On May 05, 2021 at 10:49:24. Under test
- On May 05, 2021 at 15:10:14. Released
- On May 05, 2021 at 21:23:23. Under discussion
- On May 06, 2021 at 12:00:58. Under development
- On May 06, 2021 at 12:20:32. Under test
- On May 06, 2021 at 12:21:53. Released
Slate quarry is not a quarry
The slate quarry is not part of the larger group "quarry".
It has for effect that quarrymen cannot be train in the slate quarry.
- On May 04, 2021 at 11:15:13. Initiated
- On May 04, 2021 at 11:19:35. Ready for development
- On May 04, 2021 at 11:27:23. Ready for development
- On May 04, 2021 at 16:31:56. Terminated
Pikemen : Hast weapon not working
A pikemen unit with an hast weapon is not getting any bonus from it.
The hast weapons is not even displayed in the unit pop-up list of equipments.
---
After close inspection : hast weapons are not available inside a building.
- On May 03, 2021 at 16:11:24. Initiated
- On May 03, 2021 at 16:12:32. Under discussion
- On May 03, 2021 at 17:12:59. Cancelled
Item not buyable on market
Apparently there is an issue with the market on Septa with an item that can't be bought (
http://https://www.landsoflords.com/forum//49624
).
It also seem the item in the list is misplaced for some reason.
This order no longer exists.
- On May 03, 2021 at 06:50:11. Initiated
- On May 03, 2021 at 06:51:55. Under discussion
- On May 03, 2021 at 11:24:35. Cancelled
Help page: repair affect quality
The help page for repair (
https://www.landsoflords.com/help/act/build:repair
) is stating that the repair action doesn't affect the quality of the construction.
But this is no longer true and thus should be updated.
- On May 03, 2021 at 06:39:21. Initiated
- On May 03, 2021 at 06:39:25. Ready for development
- On May 03, 2021 at 10:16:34. Terminated
WIP : large screen no scroll
On large screen (tall to be more exact) all the "initial" WIP are displayed on the page thus there is no scroll bar available.
Because scrolling is required to load the "older" WIP, those users cannot perform this action and thus cannot see the "old" WIP.
- On May 02, 2021 at 16:42:10. Initiated
- On May 02, 2021 at 16:43:23. Under discussion
- On May 02, 2021 at 17:21:57. Under development
- On May 02, 2021 at 17:36:38. Under development
- On May 02, 2021 at 17:37:51. Released
Liquidation or resignation only after 7 days
In order to limit the over use of the foundation and liquidation of domains, a minimum delay of 7 days will be set between the foundation and the liquidation of an organization.
This change also applies to resignations.
- On May 02, 2021 at 16:23:38. Initiated
- On May 02, 2021 at 16:23:43. Ready for development
- On May 02, 2021 at 16:45:20. Under discussion
- On May 03, 2021 at 08:08:25. Under discussion
- On May 03, 2021 at 10:31:14. Under test
- On May 03, 2021 at 10:36:59. Under test
- On May 03, 2021 at 10:46:29. Under development
- On May 03, 2021 at 11:07:35. Under test
- On May 03, 2021 at 12:00:10. Tests completed
- On May 03, 2021 at 12:13:58. Released
- On May 09, 2021 at 12:57:13. Under test
- On May 09, 2021 at 13:17:48. Released
Help page: ranged attack distance not present
The maximum distance for range attack are not provided in the help page for all the ranged units.
Each unit with range attack should give those information.
- On May 02, 2021 at 14:10:16. Initiated
- On May 02, 2021 at 14:13:48. Ready for development
- On May 02, 2021 at 16:43:26. Under test
- On May 02, 2021 at 16:52:47. Tests completed
- On May 02, 2021 at 17:20:17. Released
Moving palantiri
It seems that when someone is moving a palantir, it gives the palantir effect to the destination of the movement action before the unit arrives. :D
- On May 01, 2021 at 18:12:30. Initiated
- On May 01, 2021 at 18:12:36. Under discussion
- On May 01, 2021 at 18:12:58. Initiated
- On May 02, 2021 at 08:17:59. Under test
- On May 02, 2021 at 16:52:08. Tests completed
- On May 02, 2021 at 17:20:23. Released
Help page: "can be direct vassal of" missing
In the help page for Commandery, Monastic order, Duchy, Principality and Vice-Kingdom (maybe other I missed, please contact me - Zarine Tharn - if any), the part about the "can be direct vassal of" is missing.
Thus it is not possible to know who the potential liege can be and also not get the surtaxe for distance (as it's part of this information)
- On May 01, 2021 at 16:13:04. Initiated
- On May 01, 2021 at 16:17:14. Initiated
- On May 01, 2021 at 18:20:52. Initiated
- On May 01, 2021 at 18:57:27. Under discussion
- On May 02, 2021 at 14:03:15. Ready for development
- On May 02, 2021 at 15:23:39. Under test
- On May 02, 2021 at 16:47:15. Tests completed
- On May 02, 2021 at 17:20:29. Released
Italian translation
[LANG=it]
Caterina Medici
has been appointed Chief translator for Italian language. We wish her and her team of linguists a happy translation.
Congratulations to
Caterina
,
Carnelevario Alghieri
,
Elendur Sindar
,
Perseo Andagi
,
Hortbert Sternmir
,
Janette Trisfer
and
Faust Voldemort
!
- On May 01, 2021 at 14:38:39. Initiated
- On May 01, 2021 at 18:14:55. Under development
- On May 01, 2021 at 18:17:10. Waiting for third party
- On May 01, 2021 at 19:21:51. Work in progress
- On November 26, 2021 at 11:20:09. Terminated
Cancelling embargoes and strikes
Flaw: now that characters are immortal, it shouldn't be possible to attack a character to abort an embargo or a strike immediately.
Like prayers, attacking a strike or an embargo will continue the action until the minimum duration of 3 hours.
- On May 01, 2021 at 11:29:05. Initiated
- On May 01, 2021 at 11:29:10. Under discussion
- On May 01, 2021 at 18:13:06. Initiated
- On May 02, 2021 at 08:09:20. Under discussion
- On May 02, 2021 at 17:00:34. Under discussion
- On May 02, 2021 at 17:39:34. Ready for development
- On May 03, 2021 at 08:24:58. Under development
- On May 03, 2021 at 10:08:19. Under test
- On May 03, 2021 at 10:09:48. Under test
- On May 03, 2021 at 10:29:06. Under test
- On May 03, 2021 at 11:01:07. Tests completed
- On May 03, 2021 at 11:01:17. Under test
- On May 03, 2021 at 11:32:16. Under development
- On May 03, 2021 at 11:47:16. Tests completed
- On May 03, 2021 at 12:14:08. Released
Attacking a unit on the ground
Flaw: gaining XP by continuously attacking an immortal character already on the ground.
As a building in ruin can not be attacked, for the same reason, it should be impossible to attack a unit if this attack has no effect (the unit is already down and can not be killed).
This flaw has been used by a few characters attacking other immortal characters to increase artificially their XP. We will apply an automatic XP reduction on some of these characters.
- On May 01, 2021 at 11:24:17. Initiated
- On May 01, 2021 at 18:13:20. Under development
- On May 01, 2021 at 19:22:24. Ready for development
- On May 01, 2021 at 19:49:23. Under discussion
- On May 02, 2021 at 08:06:27. Under test
- On May 02, 2021 at 16:58:39. Tests completed
- On May 02, 2021 at 17:20:11. Released
German translation
[LANG=de] Ben Ôa Ad-Khenaton has been appointed Chief translator for German language. We wish him and his team of linguists a happy translation.
- On May 01, 2021 at 10:51:56. Initiated
- On May 01, 2021 at 18:15:04. Under development
- On May 01, 2021 at 18:17:03. Waiting for third party
- On May 01, 2021 at 19:21:59. Work in progress
Russian translation
[LANG=ru] Xellie Noble has been appointed Chief translatrix for Russian language. We wish her and her team of linguists a happy translation.
- On April 30, 2021 at 18:46:27. Initiated
- On April 30, 2021 at 18:46:52. Initiated
- On May 01, 2021 at 18:15:12. Under development
- On May 01, 2021 at 18:16:56. Waiting for third party
- On May 01, 2021 at 19:22:06. Work in progress
- On May 24, 2021 at 10:54:15. Under test
- On May 24, 2021 at 11:38:11. Tests completed
- On May 24, 2021 at 16:02:38. Released
Portuguese translation
[LANG=pt]
Eduardo de Bragança
has been appointed Chief translator for Portuguese language. We wish him and his team of linguists a happy translation.
Our thanks go to
Gonçalo Pereira
,
Guilherme Rampazzo
,
Eduardo de Bragança
,
Neto Ariexiet de Castro
,
Felipe Kastroya
and
Lapião Bandoleiro
for their amazing work.
- On April 30, 2021 at 18:44:23. Initiated
- On April 30, 2021 at 18:44:30. Under development
- On May 01, 2021 at 18:16:47. Waiting for third party
- On May 01, 2021 at 19:22:14. Work in progress
- On December 21, 2021 at 10:05:31. Terminated
The High Machinist
This new administrative role is the equivalent of a Spokesperson, with the ability to manage the
Work in progress
. The High Machinist is basically the missing link between the forum and the development team, in regards of incident management.
This role will be granted to
Zarine Tharn
.
- On April 30, 2021 at 07:38:24. Initiated
- On April 30, 2021 at 07:38:58. Under development
- On April 30, 2021 at 16:43:17. Terminated
- On April 30, 2021 at 16:43:20. Released
New organizations of the Holy Empire
A set of new organizations is in preparation: Landgraviate, Palatinate, Margraviate, Burgraviate, but also District, Bailiwick, Monastic province, Provostry...
The release will concern only the first four, from the nobility. The other ones will come later.
- On April 29, 2021 at 10:43:50. Initiated
- On May 20, 2021 at 09:58:53. Under discussion
- On June 20, 2021 at 07:33:04. Under development
- On June 20, 2021 at 07:33:07. Under development
- On June 23, 2021 at 08:09:18. Under test
- On July 05, 2021 at 07:29:29. Tests completed
- On July 05, 2021 at 14:01:06. Released
PayPal : queued notification
This problem occurred on a few purchases done between April 19th and April 21th. It has been fixed by PayPal. All queued notifications have been resent and treated.
- On April 29, 2021 at 10:18:44. Initiated
- On April 29, 2021 at 10:18:55. Terminated
Paysafecard
The paysafecard plateform doesn't work with the new infrastructure.
- On April 29, 2021 at 10:17:05. Initiated
Surrender
A new
Surrender
action will put an organization in a
surrendered
status. This action will be possible only if it can potentially be subjugated (be independent or vassal of another organization for more than 7 days...).
[*] A surrendered organization cannot be attacked. Its units and buildings are considered in Truce (except the units out of the domain or the buildings in a foreign domain).
[*] A surrendered organization can be subjugated by anyone, just like if it was in insurrection.
[*] The attack distance penalties in the domain are reduced, in function of the number of units in the organization by the total number of units in the domain. It allows the potential foreign suzerains or their allies to fight with less constraints.
[*] The surrendered status takes end as soon as the organization is vassalized, or automatically after a delay of several days.
This development will be followed by another update concerning the
suzerain's obligations
.
- On April 29, 2021 at 10:14:21. Initiated
- On April 29, 2021 at 10:14:25. Under discussion
- On May 02, 2021 at 17:38:30. Under discussion
- On May 10, 2021 at 10:08:27. Under discussion
- On May 25, 2021 at 10:33:43. Under discussion
- On May 28, 2021 at 19:02:35. Ready for development
- On June 02, 2021 at 08:57:57. Under development
- On June 03, 2021 at 12:18:39. Under test
- On June 10, 2021 at 16:17:39. Tests completed
- On June 11, 2021 at 11:32:05. Released
Localization tool
The translation tool will be adjusted to facilitate and improve the reliability of the translations:
[*] recording and showing modification dates,
[*] validation by the chief translator: only the chief translator can validate a string modified by a non-chief translator.
- On April 29, 2021 at 09:38:01. Initiated
- On April 29, 2021 at 09:38:06. Under discussion
- On April 29, 2021 at 09:45:50. Under development
- On April 30, 2021 at 07:23:38. Terminated
Backup management
Automation and deployment of the database backups. Backups will be done on a daily basis and copies will be stored on a server, far away from Ovë Ash and her fiery mood.
- On April 29, 2021 at 09:31:44. Initiated
- On April 29, 2021 at 09:31:50. Under discussion
- On April 29, 2021 at 09:46:33. Under development
- On May 04, 2021 at 17:53:38. Under test
- On May 04, 2021 at 18:46:14. Under development
- On May 08, 2021 at 10:21:32. Under test
- On May 11, 2021 at 10:57:57. Under development
- On May 11, 2021 at 10:58:13. Waiting for third party
Migration to PHP 8
Lands of Lords now works with the last version of PHP. The migration to PHP 8 involved a lot of updates in the code. Most of these updates have been done before the release of LOL 7, but there are still a few ones not yet resolved, and which might cause a few errors 500.
- On April 29, 2021 at 09:25:24. Initiated
- On April 29, 2021 at 09:25:29. Under development
Replacement of a backend server
One of the backend servers is defective. It has been removed from the cluster, and a new replacement server has been ordered from OVH.
Date 2021-05-04 15:27:26 CEST (UTC +02:00), Vérification du refroidissement CPU:
Failure of the CPU cooling system.
Replace the cooling system.
Temperature test under load OK.
Server login on disk.
Ping ok.
The problem is still here.
S2 removed again.
Date 2021-05-06 13:43:18 CEST (UTC +02:00),
Intervention pour remplacement du CPU
- On April 29, 2021 at 09:19:42. Initiated
- On April 29, 2021 at 09:19:51. Waiting for third party
- On May 04, 2021 at 16:26:36. Under test
- On May 05, 2021 at 06:43:42. Waiting for third party
- On May 05, 2021 at 19:22:44. Under test
- On May 07, 2021 at 09:00:29. Terminated