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September Conquest Update

Cryptite

Elder
Staff member
Elder
September Conquest Update
Lots to talk about, it's a big update, yadda yadda, leggo!

Rivina 2.0
Fast-boi Conquest

Conquest Fights in the current meta are high stakes and almost all very important. As a result, it's a Very Big Deal when you place or are attacked. We think Conquest is lotsa funsies, and so there should be a way to do more, lower-stress fights but that still have meaning.

The overall purpose of Rivina now is to serve as a place everyone fights at for the new Conquest Points currency. With the addition of all fights on Rivina being in Blitz Mode (more below), the intent is to allow for more Conquest that doesn't carry the same weight, intensity, and stress that continental/Balak fights bring. It also allows everyone to fight regardless of their town location or the number of territories they own.
  • Rivina will now be open to everyone, even those on Balak.
  • You can only own one tile at a time.
  • You can only attack once per day. 2 defends.
  • Can’t have 2 fights involving the same town happening simultaneously (like Balak)
  • There are no more Isle Buffs. Instead, each tile will generate a new resource called Conquest points:
Conquest Points
Spend em, ???, Profit!
  • Every Rivina Tile produces a different number of Conquest Points passively, each produces more than the last.
  • The points each tile yields randomize each month so they are always on different tiles.
  • Conquest Points are a non-tangible resource that cannot be traded.
  • Conquest Points are capped at 200.
  • Alliance leader (if applicable) owns the points and controls who can spend them.
  • You can only attack a tile which provides more Conquest Points than the one you own. If successful you swap tile ownership.
  • If you win an attack you earn half the Conquest Points of that tile from the defender.
    • If the tile produces 40cp a day, you'll earn 20 instantly.
  • The following can be purchased with them:
    • 24 hours of triple home tile industry yields.
    • 24 hours of your mine producing 3 Ancient Ingots per cycle.
    • 24 hours of your dungeon producing 4 Ender Pearls per cycle.
    • 24 hours of your dungeon producing 4 Blaze Rods per cycle.
    • Adding a module to a Radar.
  • There are plans for further ways to spend conquest points in future months.
Blitz Mode
All fights on Rivina are Blitz Mode
  • Inhibitors online in 30m.
  • Fights can only last 30m.
  • Lamps require 3 charges, down from 5.
  • Each side can only have 10 players max (up to you to manage who's registered to warp at a beacon).
  • Core has half health.
  • Warps every 4m.
  • No reins, modules still free.
  • You do not lose armor durability nor consume pearls.

Radars 2.0
More meaningful, expensive, harder to take down, have dope modules
WRtII6W.png
  • Radars now ping once every 2 mins even if the intruder stays in the same territory. (does not ping for allies/town members) It pings every 2 mins no matter what, so if you move into another territory it won’t ping until 2 mins have elapsed.
  • Radars have 4 lamps and spawn 4 golems now.
  • Lamps on Radars take 3 charges to destroy.
  • They have an andesite base for golems to spawn on, serve the same purpose as Inhib/TGen andesite areas.
  • Radars can only be attacked (and spawn golems) during their owner's vulnerable time.
  • Radars have an initial shard cost, and then a daily shard upkeep cost.
  • When destroying a radar they drop half of all resources it cost to build it and half of lifetime upkeep cost.
  • Radars can have 1 module added to them which costs Conquest Points.
  • Harmful Radar Modules only trigger on enemies. (same as Gen Modules)
  • Radar Modules are not active during fights on that tile.
  • Modules will not affect players who are in the 20s Battle Zone grace period (leaving and re-entering)
  • Radars cannot be deleted once placed.
  • When a TGen with a Radar is neutralized, the Radar will become "inert", rather than be destroyed like before. It can be attacked, but its module (if any) will not work.
  • When a TGen with a Radar is captured, the new owner automatically inherits the Radar.
  • These changes are all to prevent cheese involving deleting radars, releasing territories etc to prevent others from getting its upkeep.
  • All existing Radars will be removed when the update goes live.
Radar Modules
Names subject to change
  • Discord: Your town/alliance Discord channel will be notified of all detected Players.
  • Advanced Radar: Tells you name of the player in the territory and sweeps every 1 min (instead of 2m).
  • Land Mines: Land mines are spawned randomly around tile (buttons) if you stand on em they blow up.
  • Home Portal: The Radar's tile tgen's portal is usable to go to spawn.
  • Spectral: Players detected within the tile are tagged with Spectral for 15s.
  • Slow: All enemies have permanent Slow I in the tile.
  • Speed: All players (including enemies) gain Speed II in the territory.
  • Double Mob Drops: 50% chance of double mob drops in territory for allies only.
  • Protection: Protectors for your Town/Alliance now spawn throughout the territory.

Inhibitor Module Rebalance
Don't pop after 2 lamps down, just get weaker

Inhib modules now remain for the entire fight. Their ability becomes weaker for every lamp the inhibitor loses. We won't list the exact details of every module in order to keep this post short but we will for the Supercharged module as an example. Specific details for each will eventually show in the module-picking GUI in-game.

Supercharged
Whenever attackers kill a golem, their charge lasts longer and all allies within 15 blocks gain the Thick Skinned effect. Thick Skinned causes players to be immune to all bleed effects.
  • 4 Lamps: Charge lasts 35s, Thick Skinned lasts 75 seconds.
  • 3 Lamps: Charge lasts 30s, Thick Skinned lasts 60 seconds.
  • 2 Lamps: Charge lasts 25s, Thick Skinned lasts 45 seconds.
  • 1 Lamp: Charge lasts 20s, Thick Skinned lasts 30 seconds.
Pearl Bomb (Unchanged)
Whenever an attacker throws an Ender Pearl, it has a chance on landing to spawn an Endermite bomb.

Hasty Assault
When attackers warp, allies within 35 blocks of the inhib gain Rallying Restoration for between 180 and 90 seconds. Rallying Restoration is an effect that prevents players from being slowed and on death, a healing circle is temporarily left on the ground that only affects your side.

Golem Override
When attackers warp, Inhib Golems become empowered and all defender modules will become disabled. Each Inhibitor Golem is linked to the corresponding defender module and when killed re-enables that module. Empowered golems are immune to projectile damage and have 200% total health. (lasts max 4 mins)

Chain Reaction (Unchanged)
Whenever a lamp is damaged, another randomly chosen defending Golem will become stunned. Stunned Golems are frozen (cannot move) and will die in one melee hit.


New Module

Shield Wall

Shields can block generator damage (golems, laser, TnT, living bomb), heal for a percentage of the damage done and prevents knockback from them.

Defensive Module Buffs
  • Vicious Attack golems can always use this attack and don’t require being hit with a bow.
  • Slowness modules debuff lasts longer.
  • Spectral now also highlights enemy players when there are 5 or less left alive.

Alliance Permissions
Keep those towns in check!

  • Alliance members can now use /g a perm to browse and edit Permissions of their towns:
    • Ability to put a cap on how many territories each town in the alliance can take.
    • Whether you can setup inhibs.
    • Whether you can call reins.
    • Whether you can start or accept warps.
    • Whether you can place modules on Radars.
    • Whether you can spend Conquest Points on Industry buffs.
  • Alliance leaders can now /g a title members like in towns.
Other Changes
  • Golem Protectors now have a chance to do their Teleport Strike automatically to enemies within 30 blocks.
    • This used to only happen as a result of being hit with an arrow.
    • Protectors will prioritize running at nearby targets first, but if they can't find anybody close, they gonna start warpin' at ya.
    • Good luck.
  • Alliances now own biomes, instead of towns.
  • Any town in an Alliance (with perm) can now accept/call reins regardless of which one was placed on.
  • Overall we are continuing to homogenize Alliances as in most cases they're meant to be like "one big town" and so there are still places where "Towns" own things that really the entire Alliance should.
  • Living Bomb is now way explodier.
    • Causes significant knockback (more back then up), and makes people who get hit be all smoky and whatnot which looks kewl.
  • Crossbow-fired Fireworks' radius for hitting flying players has been reduced by 1 (aka harder to hit flying players a bit)
  • Capital Bountifuls now last for 3 days (down from 5)
It's a doozy! Some of these changes may not quite make it by Truce-Drop next Wednesday, but they'll follow soon after As Is Tradition.

Go Forth!
 
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