Warp Warlords

by Feli Rose
Raise an army, defend, grow, and make war!
ID:2915583
 
Come try our latest major update with the return of our 24-7 public server.
(Check out the Warp Warlords discord at https://discord.gg/fT3fjJTcGB for patchnotes for minor patches)

Version 0.90:
Warlord Mode
-Hard pop limit ranges from 16 up to 160 with ranks and perks.
-Elite population is extremely expensive to increase with perks.

Adventure Mode
-Hard pop limit ranges from 1 to 10 with ranks and perks.
-Elite pop is much cheaper to increase with perks.
-Your units gain +30% Stat & Skill Potential, +10% Move Speed, and +50% Dig/Build/Craft Speed.

Faction Boons
-Each faction set has its own boon innately granted to players to use. (ie: Human/Dwarf/Elf share a faction boon)
-Boons can be used like items on a cooldown to empower targets with a blessing in-line with your primary faction.
-Boon duration and cooldown can both be improved with perks.

Lucky Break
-You can now buy the "Lucky Break" perk to save a unit from death on a cooldown.
-Perk can be upgraded multiple times to reduce the cooldown. (100% faster per rank after unlock)
-If a unit dies while you have Lucky Break, it is revived to 33% HP, 10% Aura, and applies some fatigue.
-When Lucky Break triggers it triggers your faction boon for free for 50% normal duration.
-Can be configured in settings to restrict usage to elites, grouped units, or be disabled entirely.

Rank Changes:
Some ranks provide extra passive effects in addition to points.
-Race Ranks: +1% Hard Pop Cap, +0.01 Elite Cap (While playing that race)
-Warlord: +1% to Hard Pop Cap
-Adventurer: +0.01 Elite Cap
-Tyrant: +1% Warp Energy Gain

Unique Crafting Changes:
-Unique weapon recipes now always may create any unique, but material improves the chance for matching items to be picked.
-Matching weapons are 5x as likely as other weapons, except for Dark/Light where all 3 elements' weapons are 3x as likely.

Accuracy Crit Rework
-Is now additive with two-handed crits. (Now 3x damage when both trigger, instead of 4x)
-Is now multiplicative with attack power. (strength, weapon upgrades)
-Weapon parries turn accuracy crits into regular hits instead of negating them.

Aura Costs Rework
-Most magic attacks are much more damaging than before.
-Most units now have a base cast chance of 110%, reduced for each % of aura missing.
-The current cast success chance is now displayed in the stat readout on units.
-Failing to cast does not cost aura.
-Robes no longer add damage, but provide +10% cast chance and slightly more aura than before.

Saved Outfits
-Warps can now save outfits from up to 9 units by dragging units into outfit slots with the mouse.
-When these slots are selected, warped units come with that set equipped when warped in. (Costs the same resources as crafting)
-Cannot copy uniques, emblems, or equipment without a specific material value.

Race Changes:
-Added a new race that is alligned to Solarfolk.
-Ratfolk and Lunarfolk are now allied.
-Lunar and Solarfolk cost more pop (1.5>>2), and hate eachother now.
-Lunar/Solarfolk have more extreme resists/weaknesses to Holy/Necrotic, and take more damage from silver when transformed.
-Rank XP share uses the killer's game mode to decide if Adventurer or Warlord should be credited to allies.
-Player ranks based on kill xp train slightly slower based on how much pop you personally have in the region. (50% by 160 pop)
-Ratfolk's "Survival of the Fittest" can now benefit from the death of non-ratfolk you own.
-Greylanders now deal extra damage while above 66% aura, and take less damage while below that. (replaced stat potential boost)
-Greylander Rally now recovers 1 aura per second scaling with the best applicator's level. (previously was 12 flat instantly)
-Greylander Rally can now stack duration from multiple applications up to 30 seconds.
-Elves have less Aura bonus (40%>>30%), but recover 10% of total aura each time they crystalize a soul.
-Dwarves have less HP bonus (40%>>30%), but gain battle focus stacks twice as fast. (10s >> 5s)
-Removed dwarven lore trait in favor of simply adding skill potential that only applies to crafting skills.
-Battle focus now also boosts attack speed by 2.5% per stack, but gives less alertness. (1.5%>>1%)
-Troll surge causes less fatigue. (every 5s >> 8s)
-Turtlefolk shell retaliation, HP, and Aura increased. (40%>>50%, 20%>>30%, 20%>>30%)
-Fixed an issue where turtleshell retaliation % scaled with attacker's level instead of defender's level.
-Turtlefolk and trolls cost more pop. (1.25 >> 1.5)
-Swimmer races now move at full speed in water. (but are still delayed slightly when entering/exiting water)
-Orcs get extra Adrenaline Rush time on the first brutal action every 12 seconds, and only cure bleed with that trigger.
-Orc max HP bonus and fear bonus don't scale with level anymore. Fear bonus increased slightly. (25% >> 30%)
-Adrenaline Rush now considers agility's attack speed bonus. (but still ignores other attack speed mods)

Misc Stuff:
-Damage numbers are now bold on weapon skill crits, get a purple outline on backstabs, and a red outline from accuracy crits.
-Elemental statuses now have a small particle effect that varies with how intense they are.
-Elemental attacks can apply statuses sooner to targets. (75% HP >> 80% HP)
-New Station type: Jeweler. Can craft class emblems for a large stack of materials. (More features later probably)
-Status timers display in full seconds rounded down, and no longer display incorrectly in paused regions.
-Fixed issues where most statuses didn't correctly reset their duration when re-applied.
-Death alerts are now able to be restricted to elites, units in groups, or disabled. (Replaced previous level-based setting)
-Disassembling equipmentgives half as many materials as before. (20%>>10%)
-Healing potions provide slightly less heal over time, but recover more right away. (7>>5/s, 21>>30 instantly)
-Having 0 health recovery no longer prevents other healing effects.
-Shadowgrasp costs less aura to cast than before.
-Animation for warping units is 3x as fast as before.
-While you have a presence in an event rift your warp energy will still increase even if other regions are paused.
-Rift Champion requires half as much XP to rank up.
-Some unique weapons are less effective when used by a bonus attack action. (Class/Racial Abilities)
-Cryo cutter's freezing winds deal more damage.
-Strixblade has more damage, speed, healing, and aura drain.
-Increased aura cost of Tekethunderstring blasts and slightly reduced their damage.
-Plague now fires a spread of 3 projectiles, bypasses guards more, and dying with plague now spreads it to adjacent units.
-Plague now uses a new mechanic that bypasses hit chance, applying it instead as a direct damage modifier.
-Necrotic bolt does much more damage and costs much more aura.
-Metals have slightly less weakness to shock damage. (-50 >> 35/30/40)
-Iron has slightly less fire resist. (60>>50)
-Points are now indicated by a blue symbol.
-Fixed an issue that caused solarfolk slayer to be impossible to obtain, and they now produce fur when butchered.
-Holding unique weapons if you're not an elite now causes "unworthy", which reduces alertness by 20%.
-All manually activated movement speed enhancing effects now cancel matched march for active orders when applied.
-Low to medium level units provide more XP than before, while extremely high level units provide less XP than before.
-Attacks made between units not on the same map are now treated as if they originate from in front of the defender.
-Evasion backsteps trigger less often past 10% evasion chance, such to keep the chance to backstep per incoming attack the same as at 10%.
-Elixers provide 10x as much stat training as before.