February Conquest Update
CP has value, Radars are more swole, Module balance, and more!
New Conquest Point Buffs
Way more options appealing to a wider audience
Active buffs listed up top, purchasable options below.
Admittedly the number of CP buffs was low, not that exciting, and arguably worth the effort alone. But we've said we wanted Rivina to be something
everyone does. In order to achieve that, the rewards from doing it need to be a lot more diverse, and interesting. So,
visit your Town's TGen NPC to purchase the shop!
Beyond new options, the overall update is that these buffs have a
Quantity that you can purchase in a single month. Some apply to your own town, some apply to an entire Alliance. At the moment,
basically all these buffs last 24 hours. The Alliance Perm that just applied to moduling radars is now gone in favor of a perm that simply lets towns spend CP or not.
Here's what there now is to offer:
- Radars modules still cost 60 CP, purchasable infinitely (duh)
- Industry Buffs (30CP, Qty 12): These are unique in that each of them adds up to a "total pool". You can purchase up to 12 of any of these before you run out for the month. Basically same as before but more options. When purchased, these just add extra loot to your Industry Rolls.
- Ender Pearls (4 per cycle) (dungeon)
- Blaze Rods (4 per cycle) (dungeon)
- Ancient Ingots (3 per cycle) (mine)
- Ghast Tears (4 per cycle) (dungeon)
- Gunpowder (6 per cycle) (dungeon)
- Nether Quartz (24 per cycle) (mine)
- Prismarine Shards (10 per cycle) (mine)
- Prismarine Crystals (4 per cycle) (mine)
- Shulker Shells (1 per cycle) (dungeon)
- Glowstone Dust (24 per cycle) (mine)
- 3x Home Tile (30CP, infinite, Alliance-Wide): Your home tile produces 3x its loot each cycle.
- Double Industry Rolls (120CP, Qty: 6, Alliance-Wide): Your Industries have a 50% chance to generate double loot each cycle.
- Resource Isle (120CP, Qty: 4, Alliance-Wide): The next 200 diamonds mined by any Alliance Player at a Resource Isle will drop double the loot. This stacks with Silk Touch and Fortune.
- Neutral Mobs (100CP, Qty: 2, Alliance-Wide): Hostile mobs are neutral to you and your allies.
- Fast Travel (60CP, Qty: 4, Alliance-Wide): You and your allies can use the NPCs at each Boat to fast-travel between continents.
- Town Lockdown (50CP, Qty: 5): No hostile, neutral, or nomad players may enter your town at all
- Town Perks: (20CP, Qty: 10): Your town has all the perks that a level 24 town would.
- Increase Town Balance (40CP, Qty: 4): Instantly add 500 shards to your Town Balance.
Rivina Changes
More cp, potion refunds, take all the cp!
- All potions used on Rivina will be refunded.
- We already block durability loss, don't consume ender pearls. The real big one we feel is Potions. As of now, all Potions consumed/thrown during Rivina fights will be refunded to players' towns. If your town has a relevant Void Storage chest storing said potion, it will be automatically refunded there. Otherwise, they will be added to your Town Escrow. Refunds happen in the background, periodically during the fight.
- The spread of CP earned through Rivina Tiles has been increased up to 100 at the highest level. See the map for exact values.
- The gap is also higher at top tiers so that big folks have more than, like, a 6CP difference to squabble over.
- Taking somebody's tile over is now worth 50% -> 100% (the full value of CP it grants).
- The Cap on CP is now 400.
Balak Buffs
- Double Daily Dock Blocks has been removed and replaced with:
- Break Recovery: Any Armor, Weapon, or Tool that breaks, rather than being lost, will instead be sent to your Escrow with 1 durability.
Module Updates
Any changes to the modules are in bold.
Not all of the descriptions below are the full descriptions of the modules. Please see in-game for those. Mostly the descriptions are there to provide context as to what's changed.
TGen - Spectral
Locks down those charge gods
New Effect: Whenever a player gets a charge off on your TGen, that player will now be debuffed with
Spectral Lockdown and will be
unable to damage golems for 1m30s.
Updated Tooltip:
(Maybe a forgotten mechanic?) If there are only 5 players remaining on the attacking team, they will all become permanently glowing with Spectral.
Inhib - Supercharged
Buffed Thick Skinned across the board
Whenever attackers kill a golem, their charge lasts longer and all allies within
10 →
20 blocks gain Thick Skinned (immune to bleeding damage)
and now also Debuff Resistance (aka Nullifying, debuffs purged and immune to new ones)
- 4 Lamps: Charge lasts 35s, Thick Skinned/Nullifying lasts 75 → 120 seconds.
- 3 Lamps: Charge lasts 30s, Thick Skinned/Nullifying lasts 60 → 90 seconds.
- 2 Lamps: Charge lasts 25s, Thick Skinned/Nullifying lasts 45 → 60 seconds.
- 1 Lamp: Charge lasts 20s, Thick Skinned/Nullifying lasts 30 seconds.
Inhib - Tactical Rush
Lasts longer, heals more
When players die with Rallying Restoration, they leave a healing circle on the ground that
heals friendlies for 2 hearts-per-second (healing no longer reduced per-lamp).
- 4 Lamps: Gain Focused Assault for 3m → 4m. Healing Circle lasts 1 minute.
- 3 Lamps: Gain Focused Assault for 2m30s → 3m15s. Healing Circle lasts 50s.
- 2 Lamps: Gain Focused Assault for 2m → 2m30s. Healing Circle lasts 40s.
- 1 Lamp: Gain Focused Assault for 1m30s → 2m. Healing Circle lasts 30s.
Inhib - Golem Override
Module lockdown gets shorter
Previously, Golem Override would always last for half of the warp cooldown (4m on normal fights, 2m on Rivina). Now it's shorter for each lamp that goes down.
- 4 Lamps: Modules Disabled, Inhib Golems become Empowered for 50% of the attacker warp cooldown.
- 3 Lamps: Modules Disabled, Inhib Golems become Empowered for 40% of the attacker warp cooldown.
- 2 Lamps: Modules Disabled, Inhib Golems become Empowered for 30% of the attacker warp cooldown .
- 1 Lamps: Modules Disabled, Inhib Golems become Empowered for 20% of the attacker warp cooldown.
Inhib - Shield Wall
Blocking heals you, grants Absorption
If you warp in with shield
you are given 2 absorption hearts. For below, "conquest damage" is typical battle zone damage like Golems, Lasers, TnT, Core, etc.
- 4 Lamps: Shields block 100% conquest damage.
- Any conquest damage blocked now heals for 100% of damage blocked and grants 2 absorption hearts.
- 3 Lamps: Shields block 80% conquest damage.
- Any conquest damage blocked now heals for 80% of damage blocked and grants 2 absorption hearts.
- 2 Lamps: Shields block 60% conquest damage.
- Any conquest damage blocked now heals for 60% of damage blocked and grants 1 absorption heart.
- 1 Lamp: Shields block 40% conquest damage.
- Any conquest damage blocked now heals for 40% of damage blocked and grants 1 absorption heart.
Radar Changes
Actually get told about them radars
- When a Radar is moduled, Golems spawned to defend it will either automatically have Debilitating Aura or Vicious Attack.
- This is in addition to also being Buffed (250% health)
- Towns friendly to the Radar owner are now also told it is under attack, instead of just direct Allies.
- So long as a Radar has been under attack recently, players who logon will be instantly notified (just like normal fight alerts).
- (Coming Soon) Radars will be required to place on "valid ground". This means ground that is at least partly natural/clean terrain.
- This is in addition to the requirement that Radars have a LOS to the sky.
All the Rest of the Updates
Lil' QoL here, little QoL there
- Lamps now have small health indicators:
- The ability to determine lamp health from particles (which people often turn off) and sounds (which people often don't have on) seemed like an unnecessary skill gap.
- If you have multiple Loka Buffs/Debuffs, they will now stack in your action bar:
These are Thick Skinned, Spectral Lockdown, and Debuff Resistance, just fwiw
- Any attempts at freezing your client to block taking knockback while attempting to take a charge will pause or even cancel the charge on you.
- Core explosion actually hurts now, run4it.
- It is unwise to be on top of the core.
- (Coming Soon) All territory buildings (outside of your own town) will have their protection zones extended fully to sky limit to prevent, well, more shenanigans.
It's a big one, but we seem to be in a cadence of "big Conquest updates" every 2-3 months, rather than monthly. Usually this is because it takes that long to see balance changes play out over long enough time to get good data on it.
Welp, Go Forth!