December Conquest Updates
All new, Inhib-only Attack Modules, risky bow-boosting
As we've mentioned in the past, we have been working on a unique set of Attacking Modules for Inhibitors to better balance the fact that there is only one, and that they should serve a different role due to them being the aggressor. These mods are meant to introduce soft counter-play to Inhib vs TGen modules and allow for a more interesting metagame for Conquest Battles than what we have now. Inhibitors will have their own exclusive set of modules, separate from the current modules which will become Defense/TGen-only.All new, Inhib-only Attack Modules, risky bow-boosting
As for the natural state of preview caveat: the WIP names and exact balance/numbers of these mods is of course subject to change over the next couple days of implementation and testing. Additionally, we do not expect to have these changes available this upcoming Wednesday for Truce-drop, but plan to get them in ASAP all the same. December is a long, 5-week month so it shouldn't hurt as much if they come in a few days after truce.
Let's do it!
5 Brand New Attack Modules- Pearl Bomb - Whenever an attacker throws an Ender Pearl, it has a 10% chance on landing to spawn an Endermite bomb.
- This is the same Endermite Bomb from the Core and will be subject to usual friendly-fire checks (won't blow up attackers).
- The damage and length of time before exploding is WIP.
- Endermite Bombs in both cases (module and core) will now have Spectral (glow) so that they're easier to distinguish, since they're bitty.
- Rallying Charge - When attackers warp, allies within 35 blocks of the inhib gain Focused Charge for 120 seconds.
- Focused Charge - You cannot be slowed and any heal pots you throw won't heal enemies.
- This mod will no longer be available to choose on TGens.
- Golem Override - When attackers warp, Inhib Golems become empowered and all defender (TGen) modules will become disabled until a single Inhibitor Golem has been killed.
- Empowered Golems are immune to projectile damage and have 100% extra health (2x).
- Charge God - Whenever you kill a golem, your charge lasts 2x longer (15s -> 30s) and all allies within 10 blocks gain Thick Skinned
- Thick Skinned - You are immune to all bleed effects.
- Chain Reaction - Whenever a lamp is damaged, another randomly chosen defending Golem will become Stunned for 20s
- Stunned Golems are frozen (cannot move) and will die in one melee hit.
Other changes
- Module Roulette
- In the hour after activating an Inhib, all installed modules on both sides will become blacked out visually. You will be unable to see which module is which.
- Both sides will have the optional ability to change which module(s) they have already installed in order to play the enemy in their strategy. Once the Inhib goes online and the attack starts, the modules will be revealed.
- Swapping out mods does not cost extra, you already paid up-front for your mods.
- You will be able to remotely swap out your mods in /c status.
- This is meant to further shake up the meta by allowing the sides to attempt to out-think each other.
- Neutral Inhibs cannot be moduled
- These new attack modules are fairly powerful, some of them could even render neutral attacks almost trivial. We still want capturing undefended territories to require some level of effort and resources.
- Additionally, this eases the transition of newer players onto Conquest by not requiring them to figure out Modules when they're just trying to either start a town or take their first territory(ies).
- Bow Boosting will now do 2.5 hearts of True Damage
- We recognize that Bow Boosting, while still possible, does heavily favor people of great skill, but also great ping. Even more problematic is how much it renders Ender Pearls (specifically Loka's long cooldown on using them) inert. If somebody is particularly skilled at bow-boosting, they can flee or attack with great ease, not having to worry about pearling very much.
- We never wanted to completely remove boosting, but we believe the best approach to keep it was to make it a calculated risk to use. We wanted it to be predictable damage, so you can judge when to bow-boost without worrying about some sort of accidental self-crit (which would be a good meme though), hence the true damage.
- As a reminder, True Damage ignores all armor/enchants/etc. Note/remember that all Conquest damage (golems/core attacks/modules/etc) is true damage, so this is a usual behavior.
- This only applies to shooting yourself with a bow/arrow (just to be clear)
- Debilitating Aura - Now applies Slow II down from Slow III and also prevents pearling (like Slow Module). No longer applies mining fatigue.
- The suggestion of Weakening Modules over time is something we considered, but will have to revisit in the future. With this update changing so much we did not want to add yet another variable, which could make balancing very difficult.
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