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Game版 - Season 2 feature
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相关话题的讨论汇总
话题: season话题: ll话题: now话题: your话题: city
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1 (共1页)
h*********n
发帖数: 5789
1
Some of you have noticed that lately we have not spoken on numerous topics o
n the forums.
Indeed, for the moment we are focused to respond to numerous requests from p
layers.
This has generated a delay that we strive to limit and I present our apologi
es for this long absence.
The world 'The Dragon Legacy' will be completed soon and the favorites of th
is competition are the 'Deus Ex' alliance.
We congratulate them for their future victory!
This is announcing the launch of season 2 in which we work a lot.
It will be launched in February, here some news for the season 2.
We can not answer all questions immediately but we will do our best to reduc
e these delays.
I want to take this opportunity to thank our moderators present in our forum
s. Thank you for all the advices provided to the community.
Season 2 is right around the corner!
Here is what changes it is going to bring to MMHK
With the first worlds just a few weeks away from completion, we’d like to t
ake some time to prepare you guys for what we have in store for you for the
next season of Might & Magic: Heroes Kingdoms. As you know we constantly kee
p developing the game and add new features to keep it fresh and interesting
for newcomers as well as old-time fans.
So without changing the course of the game too drastically, we’ve settled o
n a couple of core modifications along with some cool additions to the exist
ing package, that should ensure, that you’ll still be able to enjoy MMHK in
it’s full beauty, while rendering it more balanced and more flexible for t
he future.
New playable race: The Sylvans !
Some of you who sneaked a peak in the other international forums of the game
might already know this, so this should not come as a too big surprise: The
Sylvans join the cast of playable races of MMHK and might very easily dethr
one Haven as most frequently chosen faction in the game.
The Sylvans possess very powerful troops, some of which are the most dangero
us ones in their tier. And while their knowledge of magic is somewhat limite
d, they still manage to dominate when using invocation or destruction spells
properly – to the crushing misfortune of their enemies. However they do pa
y a price for their dominance, which is the elevated cost for their city bui
ldings development.
The legacy features step into the limelight
Wouldn’t you rather create history instead of just passing through it? Well
here’s your chance to build your legacy and leave a mark on the history of
Ashan! As the seasons pass you’ll be able to gain legacy points that may b
e used to obtain special ability bonuses, which will enable you to have adva
ntages over your enemies in combat, depending on how you use them.
Everybody who has finished a world in season 1 will obtain his share of thos
e precious little points, depending on his performance in the season, that h
e can use to “purchase” the abilities he likes most. There are 18 of them
in total, of which you can use up to 4 simultaneously. Every legacy ability
has 10 levels, rising in value due to increased bonus effect. It’s up to yo
u to find the best combination of them that fits your playing style best.
Waiting times between cities for F2P reduced
Overall probably one of the most awaited changes for season 2 will be the re
duction of waiting times between cities for F2P players. While subscribed pl
ayers still will only depend on their ranking to determine when they can bui
ld a next city, for F2P players it was mostly the imperative waiting time th
at determined when construction of a fourth, fifth and so on city was possib
le. We agree that the initial waiting periods of six weeks might have been a
little long and so we’ve reduced the total delay by almost a third. With t
he fourth city now becoming available three weeks faster and an overall cut
of one week for every additional city (from the 3rd city on), waiting times
are now much more player friendly, while still ensuring that subscribers get
their money’s worth.
Readjustment of maintenance costs
Maintenance costs will see a dramatic increase in season 2! The support of y
our armies will become much more expensive, demanding now more than ever a c
lever management and strategic foresight if you seek to dominate your enemie
s. So while you won’t notice the impact of this change in the beginning of
your game, this adjustment should prevent you from encountering armies with
a combined power of multiple millions in late game.
The number of monostacks should be reduced and even players that are more ra
rely in game will now have a fair chance of defending themselves. PvP will n
eed more coordination and planning instead of pure superiority in terms of a
ttacking power.
The biggest reduction of maintenance costs obtainable will now be 50%. (It’
s 60 in season 1.)
Equally the sphinxes reduce maintenance costs now by only 5% instead of the
7% we’ve had in season 1.
Fields will now improve the city’s troop capacity by 10% instead of the cur
rent 5%.
Let’s pillage away!
There has been quite a number of changes that affect pillaging for season 2.
In the next season it’ll be possible to pillage secondary targets for 24 h
, just as you can currently for the primary targets. However you will need a
much bigger army now, if you want to bring home 100% of a mine’s productio
n. The value has gone up from 250K to 1.25M for the full production and 24 h
of inactivity for it’s owner.
It’ll be much more interesting now to pillage enemy fields in order to make
his maintenance costs jump through the roof quickly, so that he’ll either
need to back out of the region or defend himself better up front by sending
his armies on patrol around his city.
Reduction of cities’ fortifications
The values for city fortifications (the defense bonus they give) have been l
owered to 15, 30 and 40% (which is 16% decrease overall).
Carpe noctem!
Use the night to your advantage since it’ll now be possible to attack and p
otentially break sieges during the night for armies stationed in a besieged
city even during the nightly ceasefire. With that besiegers will have to mak
e sure to reinforce their troops regularly in order to prevent a potential b
reakup of their siege that enable their enemies to call for reinforcements t
hemselves or to move heroes around while the rest of the world is sleeping.
Attention: This action will only be possible for heroes and armies stationed
INSIDE a city at night time. It’ll be still impossible to attack a siege f
rom the outside during the nightly timeout since the launch of this particul
ar action will only come up on the siege screen when triggered when the besi
eged city is selected.
Patrols can now prevent sieges!
This is one of those little things, that actually is already in the game (bo
th seasons) but that hasn’t been announced officially. If you didn’t alrea
dy know: Patrolling armies can now attempt to intercept incoming enemy heroe
s that aim to besiege your city, just as patrols currently do when pillagers
enter your patrol protected territory.
The patrolling army benefits from it’s assigned hero’s bonuses and potenti
al forts in the area. When intercepting an intruder the patrolling army will
be set on defense, just as with regular mine defenses out of patrols.
Catapults and trebuchets can now execute pre-emptive strike on halt-defense
Should you happen to be attacked on a halt and have catapults or trebuchets
with you, those will now execute a pre-emptive defensive strike on your enem
y before the first round of battle. In order to make strikes on non-building
targets possible, we’ve adjusted the attack power of catapults and trebuch
ets so that they now can wipe out entire squads, if their combined power is
sufficient. Damage dealt by your catapults will be handled the same way as “
normal” damage between units is dealt. That means that should an attacking
squad be wiped out during this preemptive strike, the catapults will continu
e to deal damage on the following stack and so forth until they are beaten.
All this happens technically even before the first round of combat, which wi
ll begin once all defensive catapults are beaten.
Reorganize your troops when you can!
We’ve had some confusion over this feature and it has had to be buffed a co
uple of months ago in order to avoid abuse. So this time we’d like to recal
l you how the reorganization of troops works and when it’s permitted – so
that there’ll be no misunderstanding this time around.
You’ll still be able to reorganize your troops during halts but NO LONGER s
imply during movement as it has been possible before. The only exception of
reorganization DURING MOVEMENT of troops, is when you’ve been previously at
tacked on a halt and if you’ve won that combat.
Everybody out of the way! I’m attacking that grail!
There’ll be no longer halts on non-allied territory when attacking grails a
part from the territory of the target alliance. However night halts will sti
ll be respected obviously. This way you’re more protected against possible
allies of your target alliance (even though they may still harm you on the t
urf of your target) and thus this adjustment should shorten travel times and
hopefully increase PvP war of tears action!
Don’t forget that this feature indirectly “amplifies” the importance of c
onventional speed gains like those brought to the table by grail buildings i
n the alliance or alliance abilities like “Charge” that can be triggered w
hen necessary.
Maintenance losses will now decrease your wealth points
To avoid having the same people at the top of domination and wealth rankings
at the same time, we’ll introduce an automatic subtraction of negative mai
ntenance costs (which is losses due to non-paid maintenance) on the wealth p
oints of a player. From season 2 on, if you’re not able to pay your mainten
ance and are only life-support by your other clan members, at least you won’
t be able to be ahead on the wealth rankings too.
Pillaging inactive cities will become less attractive
While you still will get any resources you may pillage from inactive cities,
you won’t get any Alliance points any more to boost your ranking standings
, when pillaging greyed out cities.
We hope you’ll appreciate the changes and new introductions we’ve selected
for the new season and can’t wait to see you all in many more seasons with
many more content to come in the universe of Might & Magic : Heroes Kingdom
s.
See you in Ashan!
Your MMHK - Team
M******k
发帖数: 27573
2
这是说只要打Grail就没有halt?
h*********n
发帖数: 5789
3
在进入target alliance的地盘之前没有halt, 在防守方地盘之内还是有halt。
所以防守方的地盘一定要大,同时建grail的城要密集,方便防守。

【在 M******k 的大作中提到】
: 这是说只要打Grail就没有halt?
M******k
发帖数: 27573
4
这样....那对我们这样的影响不大,唯一的缺点是不能利用二盟防守了。

【在 h*********n 的大作中提到】
: 在进入target alliance的地盘之前没有halt, 在防守方地盘之内还是有halt。
: 所以防守方的地盘一定要大,同时建grail的城要密集,方便防守。

h*********n
发帖数: 5789
5
f2p可以更快的建第4个,第5个城了。这对casual player 是个好消息。

【在 M******k 的大作中提到】
: 这样....那对我们这样的影响不大,唯一的缺点是不能利用二盟防守了。
M******k
发帖数: 27573
6
对。

【在 h*********n 的大作中提到】
: f2p可以更快的建第4个,第5个城了。这对casual player 是个好消息。
M******k
发帖数: 27573
7
对,不过这里面没有提英雄,应该也是一样的吧。

【在 h*********n 的大作中提到】
: f2p可以更快的建第4个,第5个城了。这对casual player 是个好消息。
l*****8
发帖数: 86
8
没玩过DL season1的可以加入season 2 么?
跟组织走。
h*********n
发帖数: 5789
9
可以啊,不过可能你要先去二盟呆一会。主盟要快速升级好容纳更多的人。
你可以先去season 2 test server体验一下,用referral link注册,基地就会开在大
家附近。
http://tinyurl.com/6kzuhlw
http://tinyurl.com/4qzzqe6
进去以后给“三字经”发信要求入二盟。

【在 l*****8 的大作中提到】
: 没玩过DL season1的可以加入season 2 么?
: 跟组织走。

l*****8
发帖数: 86
10
在其他服务器上玩过,test 服务器上也有号,就你家邻居,哈哈
1 (共1页)
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相关话题的讨论汇总
话题: season话题: ll话题: now话题: your话题: city