As a rule we try to avoid modifying conflict systems while they're being utilised in a protracted engagement, but as it seems likely the current one will be continuing without a concrete end in sight we have decided it is time to make some adjustments to forest conflict. It is our hope that these changes shall make the situation less frustrating for both sides, but we'll likely need to make further adjustments as we see how things pan out.
Firstly, there is now a new ability in GROVES: VIVIFY. This ability may only be performed upon Mhaldor isle and will cause nature to take root upon the blighted soil. This status is similar to extermination (it is a channel, all Mhaldorians will see when it is initiated, and it is visible when LOOKing in a room). The impact vivify has is upon essence regeneration: as Mhaldor Isle grows less blighted, so to will necromancers grow weaker, causing them to regenerate less essence through natural means and exterminations the more rooms are vivified. Exterminate will remove vivification, returning that room to its blighted state.
Secondly, EXTERMINATE has had its base essence cost increased. Both VIVIFY and EXTERMINATE now cost more on consecutive successful uses by the same Necromancy/Groves user. This does reach an unmaintainable point. Exterminating a vivified room still only costs 1% essence: this returns it to its blighted state.
Finally, forest defences will no longer be always active. Instead, once someone begins an extermination, the forest will come to life, attacking any forest enemy that stands within that particular forest.
It is our hope that this should remove some of the more frustrating aspects of the system for both parties while giving both factions ways to go on the offense against one another.
Discuss!
Comments
i'm a rebel
Also, can we add fog defence for when forestals start to vivify, to bring it in line with forest defs when we start exterm?
fog damage upon Vivify???
Also, would the forest defenses's just attack the exterminator or everyone in the room enemied to the Forests? If fog does become hostile, would it do the same but enemied to Mhaldor instead?
Forest rooms are very cheap and quick to rejuvenate, was there any idea to maybe increase the costs for that or maybe a limit after the exterm for the room to be rejuv'ed?
The necromancer's weak thing is pretty nuts, was there any idea to add some sort of buff (increased essence gain etc) for us, or maybe a degeneration for grove users if let's say EI is extermed or something?
Forest binding is ridiculous too, so could someone just Vivify the island then bind it? There's really only one exit (bridge over Gru'un chasm) that wingless people can leave the island onto the continent.
This seems very one sided for an already unbalanced (in Eleusis' favor) war system. Can we work something out? Maybe if the island is fully blighted there's an increased essence gain?
Can Eleusians vivify a room then make it their grove to protect it?
Does reducing forest rooms weaken Eleusians?
So, for now, forest enemies can be attacked when in a forest, by any member of the forestal orgs. Presence is enough to warrant this response.
To Expand on that, if you exterminate in East Ithmia, you won't be hit by forest defences in the Black Forest unless you also exterm there. Its done on an area-by-area basis rather than a global forest basis.
@Exxia:
We'll add looking at the ways rooms can be fixed to the list, this could probably be worth tweaking.
Incentivising extermination in a key forest like the E I is an interesting idea, we'll talk about that.
A vivified room doesn't count as a forest room, so no groves/forest binding/etc. The forest starts growing there but its not fully fledged so none of the flashy stuff, basically.
Can we get an estimate of how drastically this effects life essence regen? If all of Mhaldor Isle gets 'cleaned' does Life essence generation hit 0?
Edit: I got ninja'd with a question
What is going to be added to give Mhaldor similar strength within the fog? Or are we removing the forestal abilities that give them more abilities/utility/power in the forest?
Forest defs automatically turn off a little while after the last exterminate attempt. They won't hit you in an exterminated room at all like before.
It should show up properly on look now, the red fog was messing with it. Sartan gets everywhere.
I have concerns about the limitations placed on forest defenses. I believe forest defenses should begin when a forest enemy (not everyone just enemies) lashes the vine network, which is obvious preparation to exterminate. What about initiating gravehands and other room-affecting actions that sets the room up to give forest enemies the advantage before even setting off forest defenses? Will forest defenses continue to work through exterminate, if they are given such a very short time span to actually be set off before the extermination process will complete?
Thank you to administration for acknowledging this more than a decade long problem. I hope that you continue to work on the balance and borderline harassment issues we've had with extermination for years.
@Makarios - @Nicola : You guys said Necromancy -doesn't- get anything in line with forestbinding, or was that not addressed?
Harvesting:
Gathering:
Bolded abilities needed for forest exterms. Italicized for Jungle exterms.
Edit: You need the planting ability and the plant ability to plant that plant. For example, someone cannot hand you elm and have you plant it. You need to have the elm ability to plant elm.
I removed the stupidly priced ones, but, ice doesn't look very limited.
The 2-3 RL hours is with several people rejuvenating and replanting an area about the size of the Black Forest. If there was just one of each, it would take far longer.