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Domination: Earth

Mr. D

Domination: Staff
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Everything posted by Mr. D

  1. Mr. D

    merging land

    Merging costs resources/travel points because it is a free action that doesn't rely on the land capture timer (and yet provides you with various bonuses, such as the character experience gain) and without this cost there are certain exploits available that make the game somewhat too easy. I don't want to go into details behind those, but we've had a lot of problems caused by various "land merging strategies" in the past until we found the perfect balance. 🙂 As for why the buildings disappear, this is a legacy limitation: until level 100 a land can only have 1 of each building (metal fence, guard tower). Merging two lands both of which have the same buildings breaks this rule. Furthermore, if we do allow to keep both of the building copies upon merging then this suggests that merging several small lands that contain these buildings is a much better advancement strategy (as you get to keep multiple buildings) rather than growing a single land with a limit on building count. And if that limit is removed that means that each land is capable of hosting an unlimited number of fences and guard towers and that opens a new can of worms. So it's a tricky situation!
  2. Fair enough, I'll have a think about possible options!
  3. Do all of your characters have levels in Exploration and gain additional experience from land captures? I can disable this skill until it is raised by upgrading its levels manually, but if you already performed that upgrade, but simply do not want the experience bonus then the situation becomes trickier.
  4. There's no way to control what the external maps app does after receiving the coordinates, but they can certainly be kept in your "clipboard" upon pressing that compass button, sure. I'll add that to the list.
  5. There was no plan to rename characters to preserve the integrity of the in-game atmosphere: I really don't want my characters to be fighting someone named "[find me in discord]" and stuff like that, there's already enough mess with the owner's name appearing in brackets after the character's name in combat log. 🙂 Plus there is an internal concept of character gender, but it's not represented on the UI in any form except via a name. This information will be lost if the names are freely adjustable. However, having said that, if one of your characters was unlucky enough to be named inappropriately, please report them to me and I'll make the correction.
  6. Yes, sorry, I didn't even notice that Exploration's description doesn't mention its cost. But as stated in the overall description, all skills use stamina indeed. I've just fixed a bug due to which characters with no levels in exploration were still losing stamina upon land capture, but otherwise if your character does have levels in that skill and receiving XP bonuses the stamina will get deducted, as promised. 🙂
  7. I'm sorry, but I can't see this feature being added anytime soon for several reasons: - There are way too many ways to exploit that. As soon as players receive control over where the other party needs to go this will be abused (and I don't really expect it to work any other way; no one wants to do something the hard way if there's an easier shortcut). - This feature is very "hardcore" and aimed at a fairly narrow audience. Very few of our players expect or want to develop and maintain complex trade networks, especially if they rely heavily on discord. - If there is even a small chance for me to arrange someone to build a trade outpost near my house/base I will actively pursue it instead of focusing on going out and collecting individual random / unknown items. This and some other aspects of this proposal simply change the game focus & genre in an undesired direction. - This is a lot of development that has a very little "return on investment". At this moment I barely have enough time to focus on features that increase our marketability, extend player retention (i.e. make things more interesting and long-lasting) or fix previous problems (and there is quite a list). I do hope that one day the game grows to an extent that will allow me to spend more time on it during the week. However, this feature just doesn't seem to advance us in that direction; it translates to me spending a series of weekends for the next couple of months to build a feature with a very rare use case. However, having said that, I do have some plans for item exchange, but I'm not going to announce them just yet as there is a large number of bigger issues I have to resolve first!
  8. Mr. D

    dron land upgrade

    No, sorry. Drones allow to capture new lands and collect resources remotely (but not characters or items), that is their primary function.
  9. That has been adjusted last night, are you still seeing the relays that big right now? Are you on Android?
  10. Hi all, Another update is now live, featuring several changes: All buildings and resource stations have a new look, more appropriate to the game's theme. Sandbag walls have been replaced with a "Metal Fence". Display radius for tracked lands has been increased to 300km around the selected base. As always, please post if you have any questions or feedback. P.S. If your app has updated and you cannot see any difference (the metal fence still looks like a sandbag wall), please update to 2.7.1 via the Play Store manually; this version is now live. App Store version 2.7.1 is planned for next week.
  11. Oh, I see! Thanks very much for providing the screenshot with that message, it helped greatly with understanding what's wrong. A fix has been deployed, please let me know if the same happens again (it shouldn't).
  12. Hi all, A small update just went live via the in-app update facility and should propagate to all devices soon. Featuring: Player tracking facility no longer displays all lands of the tracked player globally, but instead all of their lands within the active base's radius. Switching the camera view (using the "eye" button) to a remote land will show the tracked player's lands surrounding the base of the selected land. This has been done to improve this facility's performance, especially when attempting to track the Ai. With over 25,000 lands today the Ai took a really long time to load when tracked previously. Lands of Ai should now always remain visible even if there is a larger player land located on top of them. Using attack structures should no longer cause a global reload of Earth View. All enemy lands are still reloaded in the background to retrieve the updated details (lands & buildings after taking damage), but none of the markers disappear during the refresh. Character list is now possible to upgrade using the peacekeeping points as an alternative to Unobtainium. Please note that the base cost of this upgrade is either 500 points or 5% of your current amount of peacekeeping points, whichever is greater, and the cost will increase after every additional slot unlocked. This dynamic cost has been introduced to preserve the in-game balance, as some of our veteran players still have more than 100,000 peacekeeping points acquired a long time ago when it was much easier to gain these points. It wouldn't be fair for the new players if such players suddenly gained access to hundreds of active characters thus making an already undefeatable opponent even more overpowered. Character class skills are now highlighted with an even brighter shade of green. Added a notification message for when a character is unable to gain any more XP due to reaching the current limit (requiring the XP to be spent). Fixed the "Dismiss" facility for characters and the associated number of available character slots. Replaced the large "Loading, please wait..." panel with a spinner on Earth View. As always, please post if you have any questions or feedback!
  13. Ok, the dismiss functionality should now be fixed and fully functional. Please let me know if you run into any other issues with it.
  14. My apologies for that, there does seem to be an issue with dismissing characters: they start packing, but never actually leave. 😄 I brought your dismissed characters back (please let me know if you still can't see them) and will fix the dismiss button soon. Having the ability to substitute an exhausted character with a healthy one during battle is actually a desired behaviour (another thing to keep you busy during battles!), and I think that restriction would feel a bit annoying, especially considering that it could take a day for a low-level character to regenerate fully without the help of medics. In regard to the character limit: it is indeed global, which is why the total number of characters is displayed in the page's title (above the tabs), not on the inactive tab (as it is with Inventory items). But there's good news: an ability to increase the overall character limit was (and still is) planned to allow this upgrade using the regular resources (incl. peacekeeping points) as an alternative to UBT. I simply ran out of time before the release and it didn't get included, which is something I intend to work on today+. So yes, I am hoping to see your character lists grow, although probably a little bit slower than you're imagining it. There is very little sense in making the character limit apply to unassigned characters only though, as we have many players with dozens of active bases, which translates into a storage for 100+ characters. The interim step of having them unassigned limited to 3 slots in this case becomes an annoying bottleneck for inter-base character transfer, nothing more. So the limit will remain global.
  15. To be perfectly honest, I believe it was an unintended side-effect of another feature that has gone unnoticed/unreported for a long time! I actually noticed the same thing today and was planning to address it tomorrow among a few other issues reported to me via DMs. 😉 I cannot guarantee a release tomorrow, but this is definitely something that will be fixed! In general, if you find something really annoying about the game UI behaviour, please do not hesitate to bring it up and complain loudly to me, as I really want the gameplay to be enjoyable as a priority #1. 🙂 P.S. I am really happy to hear that you like the update though! ☺️
  16. I think this is different for every player, to be honest! For instance, the testers I know have accumulated thousands of supplies that never seem to run out, but the personnel constantly requires collection (I think I'm at 50-60 myself right now despite having a fairly large number of all other resources!). I also received more than a dozen requests to erase someone's Supplies in the last two years (yep, many people PM'ed me asking to reset their supplies to zero!), but not a single request to reset their personnel. This overflow problem combined with the fact that supplies can be generated by the Supply Factory (the premium building) and obtained via Scrapping (which is not possible for Personnel) are among the reasons behind the army supply cost increase.
  17. It is worth remembering that, first of all, you aren't meant to achieve the maximum level in all skills in only a couple of days. Characters are an open-ended long-term investment without a level cap and some players have been with us for years; some things are supposed to take a long time and function as a veteran player reward. However, please also remember that the diplomacy bonus is cumulative from all characters assigned to your base. So to achieve the value of 50 you could have 3 characters with 17 Diplomacy each. Additionally, this entire bonus could be acquired from items. Every item equipped on every character on your base provides a bonus to the overall skill pool. So achieving even 150 in diplomacy isn't that impossible after a while. Item bonuses grow with your character level and become significantly greater already at level 10+, and I am positive that there are rare items that will award you with +50 diplomacy out of the box. The only personnel inside a command centre are your characters, without them it doesn't really do much. Sorry, I'm not entirely sure I follow what personnel beacon issues you're referring to. Army became a little bit more expensive in supplies, but nothing changed in regard to personnel beacons. What am I missing? Regarding the character locations on the map: There is no plan to increase the number of those at this point as characters are supposed to be relatively hard to acquire. You can only have 3 of those at a time and they stay with you pretty much forever. If there was an abundance of options just across the road it would not only devalue the Ordinary ones (what's the point in collecting such if there's a dozen of rare ones a few steps away!), but also make the character "lifespan" much shorter: constantly coming across new, better characters will force you to abandon the old ones, which makes advancing their levels a fruitless enterprise with very little incentive. So the plan here is to make all characters desired and competed for. In regard to them spawning in inaccessible locations, I don't think it is a major issue as the longest amount of time a character stays in one place is 24 hours. Which means that even without travelling anywhere you will see at least 1-2 new character locations every day. Not being able to pick up all of them makes them even more "exclusive" and incentivises players to pick up the accessible ones as soon as possible (otherwise it would be too easy and boring). In terms of remote item collection... there is a similar logic behind the associated restriction, so the only viable option I can think of is making this an Unobtainium-powered feature. Otherwise, allowing to collect items via drones or other similar methods would once again make items as "motivationally insignificant" travel-wise as our resources currently are.
  18. Sorry to hear that, @kank! The army cooldown should not affect your ability to use the attack structures. I will investigate! But is this still happening or can you perform attacks now?
  19. Fixed and... ...fixed! 🙂 Additional tabs would get a bit messy, but since we only have a few items that can be activated keeping them on top of the list sounds perfectly reasonable. Please let me know if there's anything else I can help with. No worries, it has been indeed! 🙂 I hope you like these new features and not just suffering through them though. 😁
  20. Thanks for the report, @EMonster! Will investigate. You are correct, the only way to equip items currently are via the characters screen ("menu -> characters -> items"). The disabled button on the inventory screen is there to highlight that it's not one of the items that can be activated.
  21. Version 2.7.0 is now available on the Play Store. It is recommended to download the update manually as there have been reports of certain devices struggling with downloading the latest version via an in-game updater facility due to its larger than usual size. App Store (iOS) version is still being prepared, I will post again as soon as it becomes available. 😉
  22. Hi all, An exciting new update is about to launch, initially as an in-app update for early testing (later today) and next week+ as version 2.7.0 on the App Store. Edited: Play Store version 2.7.0 is now live. This is a major update featuring a number of changes to the core game mechanics and several feature additions. Characters & Items. A new type of collectibles has been added to the game in the form of Characters. Collectible characters appear at random locations, same as resources, and can be picked up when standing close enough and by using the "Pick up" button. All characters and their names are procedurally generated (any similarities to real-world names are coincidental), but come in a range of rarity levels and classes, and have a unique set of attributes and skills that can be advanced by accumulating character experience. Additionally, all characters can be equipped with items, another set of collectibles distributed around the globe. Both characters and items appear with 1 out of 6 rarity levels. For characters, rarity determines their starting attributes and maximum number of skill upgrades per level. For items, rarity affects their attribute and skill bonus values, possible number of concurrent bonuses per item and damage amount for weapons and explosives. Rarity is permanent and cannot be changed or upgraded later. However, characters can be dismissed while items - deleted and replaced with new findings. It is possible to have 3 characters with you at any time, unless the additional slots are purchased with Unobtainium. Character items that aren't equipped by a character are stored in your personal inventory and follow the same storage rules as the Assembly Plant items, so you can put any unused items in the warehouse for later use. The character and item rarity levels are: Ordinary Uncommon Rare Epic Legendary Unique The higher the rarity level, the quicker you have to be to pick that item up. Ordinary characters and items stay in one place for roughly 24 hours, Uncommon - 12 hours, Rare - 4 hours, Epic - 2 hours, Legendary - 1 hour. "Unique" is the best and rarest type one can possibly find, but chances to do so are extremely low; only a few of such characters and items exist on Earth at any given moment and they will disappear and respawn every 30 minutes, so they are insanely hard to catch. Command Centre. A new building is now available for construction named "Command Centre". This building allows to assign a number of characters to its base in the amount equal to the building's level (e.g. level 3 Command Centre allows assigning 3 characters to a base). Once assigned, all bonuses provided by character skills activate and these characters will participate in all battles happening on the assigned base's territory. Characters cannot be killed in combat, but they do have a limited amount of stamina provided by the Constitution attribute (and boosted by certain items), which is required for any skill to function. Once the character runs out of stamina all of their active bonuses are disabled and they stop fighting in all active battles. Character stamina regenerates slowly with time (a small amount every 4 hours for assigned characters and every hour for unassigned characters). The regeneration amount also depends on the character's Medicine skill, as well as presence of other characters assigned to the base who have some levels in the same skill. Character advancement. All assigned characters accumulate experience from several actions: Land capture and land upgrades, awarding all characters assigned to the nearby base with at least 100 points of experience (plus Exploration skill bonus). Combat actions: peacekeeping points earned during army battles also provide characters with experience. Diplomacy: if a character has at least 1 level in that skill they will award all characters assigned to the same base with experience whenever you collect resources and share them with allies. You can spend the accumulated experience on skill upgrades at any time. However, the maximum number of skill upgrades depends on the current character level. Once you perform 10 skill upgrades (+10 levels in the same skill or +1 levels in 10 different skills or any other combination) you will be able to advance your character to the next level by spending a few Peacekeeping Points. Note: level 1 characters only require 5 skill upgrades to reach level 2. Upon advancing to the next level your skill upgrade cap will increase and several random character attributes will grow by a small amount as well. There is no limit to the character level that can be achieved. However, higher skill levels will require more experience to upgrade. Item levels. Once you pick up a character item from the world map its attributes will be generated for the highest level of the currently assigned character. If no characters are assigned to the nearby base, the highest level of your unassigned character will be considered. So if you have a level 50 character assigned to the base along with a level 25 and a level 5 character, all picked up items will be between level 49-51. Removing the level 50 character from your base will result in newly generated items being of level 24-26. Item levels and attributes do not change after they are picked up. Character Classes. You will encounter 6 possible character classes: General Commando Medic Treasurer Spy Engineer All characters have access to all skills, but each class specializes in 3 skills only. The 3 class skills cost twice less experience to upgrade than all other skills. Character Skills. Each character has access to 16 skills providing various bonuses: Melee Weapons Handguns Rifles The first 3 skills affect the character's ability to wield a specific weapon type and increase its damage in % growing with the skill level. Strategy Increases damage dealt by each army unit. Leadership Increases the number of army units that can act simultaneously during each combat wave. Fitness Increases the amount of Stamina your character has and provides a health boost to all army units stationed on the character's base. Medicine Increases regeneration rate of all characters assigned to the same base and allows healing wounded army units in combat. Exploration Increases the number of experience gained from land captures. Explosives Increases the damage from carried explosives and a chance to detonate them in combat. Unlike regular weapons (Melee, Handguns or Rifles) Explosives only have a small chance to be used during each combat wave, but once they are they deal a much greater amount of damage. Chance to detonate an explosive depends on the current skill level. Every character can equip up to 2 explosive items. Bomb disposal This skill allows a character to intercept an attempt to use an explosive by the enemy. Chance to disarm an explosive grows with the skill level, same as the Explosives skill increases the chance of detonation. Sabotage Upgrading this skill increases the chance to sabotage enemy defences in the beginning of a combat wave, which disables all sentries and negates all of the defence bonuses provided by enemy perks and walls. So even if you are protected by dozens of sandbags a successful sabotage attempt will make them completely useless until the end of this battle or until the defences are reactivated using the Repair skill. The skill also works against the attacker and can disable their Tactician perk bonus. Repair A counter-skill for Sabotage activating immediately when a Sabotage attempt is made. If successful, prevents your defences from being deactivated. However, if the initial attempt fails, characters with this skill will continue trying to reactivate the defences after each combat wave. Stamina is only consumed upon a successful repair. Additionally, Repair lowers the cost of repairs (by up to 95%) for all damaged structures such as walls. Logistics Decreases cooldown between army battles and reduces the amount of time between the offensive structure attacks (e.g. Guard Towers). Additionally, decreases cooldown for the Assembly Plant, allowing to produce items more frequently. On top of that, this skill lowers the amount of fatal damage in combat (see below) and increases the percent of damage that becomes treatable by medics. Construction Decreases costs and time of all construction. Economy Increases the amount of resources collected via "Pick up" or from the resource stations. Diplomacy Provides all assigned characters with experience as soon as any picked up resource is shared with allies. The more allies your resources are shared with, the greater is the experience bonus modifier. Shared resource amount determines the base amount of experience gained, which is then increased by the bonus modifier. Skill levels in Diplomacy increase the number of allies considered when sharing (i.e. the bonus modifier up to x10; minimum being 1) and also determine the % from the shared resource amount that is transformed into experience. Diplomacy level of 40 means that 40% of the shared resource amount is added as experience points. Diplomacy level of 200 transforms 200% of the shared resource amount into experience. Additional skill descriptions are provided in the game. In addition to skill upgrades purchased using experience points, your current skill level is affected by a character attribute associated with that skill. Attribute amounts above 100 will provide a skill level bonus per character level. However, attributes below 100 are considered "below average" and instead create skill penalties that will also grow as your character level advances. Attributes. Each character has 5 attributes that determine their predisposition to certain skills: Strength Dexterity Constitution Intellect Charisma Skills affected by these attributes are illustrated in the game on the "Skills" window of a collected character. New Combat Mechanics. Combat mechanics and formulas have been overhauled and rewritten. From now on, every army unit has a certain amount of health (boosted by the Fitness skill of the accompanying characters) and each soldier deals a range of damage (affected by the Strategy skill). However, only a certain % of damage (affected by character Logistics) dealt at the end of the combat wave is fatal and kills enemy units: the rest is considered to be treatable wounds and rolls over into the next round. At the beginning of the round any characters with at least 1 Medicine level will attempt to treat army wounds and can restore army health. Any untreated wounds from the previous round become fatal at the end of the next round. All character interactions are automated and healing happens without your intervention as long as characters have enough stamina. Combat wave interval has been decreased to 5 minutes (previously 10 minutes). Defence bonus from walls of any kind and the Tactician perk no longer provides a dice-based survival chance, but instead translates into a direct %-based damage reduction, lowering all incoming damage from all sources. Army cost has been increased to 5 supplies and 1 personnel per soldier. Sentries. Sentry towers no longer have a %-based chance to slay a certain amount of soldiers, but instead deal regular damage increased by their level. Sentry damage is affected by the same combat rules as army and character damage, and may not be 100% fatal. Perk adjustments. "Pathfinder" now affects the collection distance for Characters, Items and Quests, all of which can be picked up via the small hand button on their description tooltips or using the big "Pick up" button at the bottom of Earth view. "Counterstrike" now adds +100 damage per level to your army attacks. Combat log. Combat actions will send much fewer push notifications upon every wave end. Instead, combat screen now features a "Combat log" section describing everything that happened during each round in detail (including any character skill use attempts). Combat UI has also been rebuilt and will now list characters participating from all sides (with the ability to view their details by tapping on the character icon) and includes additional information about the active armies. Multiple characters attacking the same land will see action details of all sides in the combat log, while the defending base owner's log will contain records about actions of all armies that are currently invading their lands. Please note that some legacy activity (such as the building damage details) is still recorded in your messages and the appropriate combat log items will be gradually introduced to the game in the future. This update also introduces a number of miscellaneous fixes and adjustments (you will notice some new icons here and there), and performance improvements (especially in "My Lands"). Please note that although I did invest a significant amount of time in designing the new formulas and illustrating various outcomes in spreadsheets, I am conscious that much of this data is based on hypothetical scenarios and I could only experience them in the game from a limited range of test accounts. I am aware that we have some really powerful veterans in "Domination: Earth" with an enormous amount of bases and resources, and some very new players at the same time, so everyone's experience will be different and I am counting on your feedback to make things fair and balanced. Accordingly, please be prepared that any new formulas are subject to change in the near future based on the community feedback and any reports of issues. Finally, please report any problems with text localisations as most of the new non-English texts were provided by automated translation tools. And of course, any general (and especially positive! ) feedback is greatly appreciated and do post if you have any questions!
  23. Mr. D

    Supplies deletion

    No problem, and I'm really happy to hear that you're enjoying "Domination: Earth"! Supplies have been lowered to 500, please let me know if there's anything else I can help with!
  24. Mr. D

    Supplies deletion

    Hi @Noahnah, There isn't a way to delete materials besides spending them on buildings and army, but I am happy to lower any amount of resources for you manually. Would you like me to reset your supplies to zero or lower them to a specific amount?
  25. Hi, Sorry I was a bit late to help, I see you've already skipped the quest. However, I've added the 200 Money to your account, which is the reward you were supposed to receive by completing this quest organically. I hope that helps!
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