City Heads: Ongoing Adjustments

A place for Immortals of the game to post changes in policy or other relevant announcements for the game.
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Feneon
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Joined: Sat Dec 19, 2015 5:02 pm

City Heads: Ongoing Adjustments

Post by Feneon » Thu Jan 13, 2022 11:58 pm

We've noticed that the locking mechanism can sometimes work to the benefit of the aggressors. The city head can’t get any help because the mobol locks the group inside and this leads to either groups being able to spam the door closed and walk out, or in some cases, sit stuck in doors where there is no opposition waiting to be let out when the defenders are no longer alive.

In some of these areas that locking mechanism combined with the ability to gate out has led to a situation where defenders are not given a chance to defense without clan affiliation and secret entrances. This will allow for more opportunities for people to defend city heads. It also means that city heads are no longer auto-locking safety nets that people will not hit you at it. You should be aware of that when you chose these areas because of their guarantee of safety.

Please post logs if you feel that there are unintended consequences from this so that we can adjust if necessary.

As a note, this thread will consist of on-going adjustments as we evaluate for difficulties and create a more consistent and adjusted reward. A lot of these places have been ramped up in difficulty to respond to things that are no longer an issue. This has left a disproportionate number of them powerful, while others still remain push-overs. We want them to be hit-able, but not so difficult that a group is needed so large that it can go unchallenged. We also want some to be very hard and very rewarding.

Feneon
Posts: 1362
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Thu Feb 03, 2022 9:35 pm

First change has been to make all cityheads narrate consistently. They will only narrate once, but they will narrate early.

Feneon
Posts: 1362
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Tue Mar 08, 2022 12:56 pm

Jafar Seanchan mob loads have been adjusted, a trolloc patrol has been added on the isle (with incentives to clear it), and Zuret's difficulty has been ramped up. His load has not been shifted, but killing him will provide 20 TPs to all in the room. All channeling restrictions in the room have been removed, but two damane have been added.

Feneon
Posts: 1362
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Tue Mar 08, 2022 8:45 pm

Tanchico cityhead:

A bridge now connects the Maseta to the Verana outside the south exit of the palace.

The Panarch will be harder and take more time to kill (hopefully) but she now is worth 20 turn points.

A trolloc patrol has been added to the western zone of the city. Two dark rooms were removed.

The sul’dam as well as the old seanchan master mob patrol was removed from the west side.

A wandering LS patrol was added to the bridge area on par with the wandering LS patrol in the Seanchan zone.

The rooms that were flagged as Road sectors have been changed to Field sectors because mobs treat road rooms like water rooms, this will mean more mobs wandering into different areas of the zone. Every divergent path in the city can be tracked at which should make chasing in the city with track an effective option that costs varying degrees of moves depending on the choices you or your opponent make.

Several doors were removed throughout the area.

Feneon
Posts: 1362
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Fri Mar 18, 2022 3:31 pm

Adjusted some things in Zuret specifically related to his hits, not to his loads yet.

Silvak now has a chance to load some rares on top of the jcuff, and the smob should overall be a little bit more difficult, but easier for a group of tanks. It will now award 18 turn points.

Suroth should now be considered incredibly difficult. It loads two rares and a few surprises during the duration of the fight should likely keep you on your toes. It will now award 35 turn points.

Tested Panarch, it looks to be working as intended and her load was updated.

Feneon
Posts: 1362
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Tue May 24, 2022 10:15 am

Update to Throne Room locking mechanism: viewtopic.php?f=16&t=16436

This means Andor will be the Gawyn kill and the Morgase hit separately. They won't stack in the same room.

Feneon
Posts: 1362
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Fri Jul 15, 2022 7:00 pm

Most cityheads will require a full clear before they reward turn points. This will become all cityheads. Once this is completed we will process the channeling restrictions on those rooms in particular. We will also plan to include methods which warn the dark side of hits on the seanchan cityheads.

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