TimTrain
Big Huge Games
- Joined
- Jul 24, 2015
- Messages
- 18
Greetings Leaders!
What a packed couple of months it’s been! I apologize for the delay in between posts; we have spent the entire autumn working very hard to get World War into your hands. I hope everyone has had the opportunity to download the update, and that you are having fun. My Alliance is 1-0 already, squeaking out a narrow victory, and have moved up to Preparation Day on a bigger 20v20 conflict. Perhaps we will run into you in one of our next Wars!
As you can see from the changelist, this was by far our biggest update since we launched in April. While many of the new features relate directly to World War, we also made a run up the hill at Nation rebalancing and shipped tremendous number of bug fixes.
We will continue to tweak balance to ensure that picking your Nation is always a difficult decision. One other balance change to highlight is that roads now confer a hit point bonus to your town center for every building that is connected to the town center. This is primarily to ensure roads are still meaningful when designing a War Base layout. Plus, we just kinda like roads and are always happy for reasons to increase their usefulness .
Moving forward, we will be building a lot of new features into World War, which will give players additional reasons to strategize on their attacks. We’re also looking forward to our new Events system that we’re adding to the game, and you should soon see a lot more weekly goals and timed events as a result.
Regular forum readers will also note that we’ve subtly altered Leaderboards to account for a loophole in the system whereby players could stay at lower Age tiers but still get high medal counts and be on the Leaderboards. The loophole was an unintended side effect of balancing intended to match players who are relatively close in Age. We also closed another loophole whereby Generals at the end of a battle went on cooldown with whatever health they had remaining at the battle’s end, regardless of whether the attacker had destroyed all defensive buildings. This unfortunately incentivized behavior like using Generals on raids, then ending the battle before they would take any damage, or ending battles before they had fully played out to save General health. Now, similar to other units, if you deploy a General but don’t destroy all defensive buildings, the General is considered “destroyed” and goes on a 24-hour cooldown clock. If you *do* destroy all defensive buildings, the General goes on cooldown based on whatever damage the unit had at the end of the battle. Personally, I love seeing users test the bounds of the game systems and finding these kinds of edge cases; it showcases the creativity of our player base, and helps us find ways to constantly improve DomiNations!
Overall, we remain very excited with how the game is evolving. We will continually be working very hard to add new features, fix bugs, and improve game balance. As always, thanks so much for your continued support of DomiNations!
-Tim Train
What a packed couple of months it’s been! I apologize for the delay in between posts; we have spent the entire autumn working very hard to get World War into your hands. I hope everyone has had the opportunity to download the update, and that you are having fun. My Alliance is 1-0 already, squeaking out a narrow victory, and have moved up to Preparation Day on a bigger 20v20 conflict. Perhaps we will run into you in one of our next Wars!
As you can see from the changelist, this was by far our biggest update since we launched in April. While many of the new features relate directly to World War, we also made a run up the hill at Nation rebalancing and shipped tremendous number of bug fixes.
We will continue to tweak balance to ensure that picking your Nation is always a difficult decision. One other balance change to highlight is that roads now confer a hit point bonus to your town center for every building that is connected to the town center. This is primarily to ensure roads are still meaningful when designing a War Base layout. Plus, we just kinda like roads and are always happy for reasons to increase their usefulness .
Moving forward, we will be building a lot of new features into World War, which will give players additional reasons to strategize on their attacks. We’re also looking forward to our new Events system that we’re adding to the game, and you should soon see a lot more weekly goals and timed events as a result.
Regular forum readers will also note that we’ve subtly altered Leaderboards to account for a loophole in the system whereby players could stay at lower Age tiers but still get high medal counts and be on the Leaderboards. The loophole was an unintended side effect of balancing intended to match players who are relatively close in Age. We also closed another loophole whereby Generals at the end of a battle went on cooldown with whatever health they had remaining at the battle’s end, regardless of whether the attacker had destroyed all defensive buildings. This unfortunately incentivized behavior like using Generals on raids, then ending the battle before they would take any damage, or ending battles before they had fully played out to save General health. Now, similar to other units, if you deploy a General but don’t destroy all defensive buildings, the General is considered “destroyed” and goes on a 24-hour cooldown clock. If you *do* destroy all defensive buildings, the General goes on cooldown based on whatever damage the unit had at the end of the battle. Personally, I love seeing users test the bounds of the game systems and finding these kinds of edge cases; it showcases the creativity of our player base, and helps us find ways to constantly improve DomiNations!
Overall, we remain very excited with how the game is evolving. We will continually be working very hard to add new features, fix bugs, and improve game balance. As always, thanks so much for your continued support of DomiNations!
-Tim Train