ALPHA 1.20 (Major Update)
HIGHLIGHTS:
• Complete rework of Invasions, Specialists and Defense
• New Adviser: Derpy
• Several new Traits and Perks
• Interface facelift
• Major balance changes
• Lots of convenience tweaks
• Recoded many areas of the game to improve performance
Features:
• Defense Rating is now similar to mana, with a current and maximum amount (Starts at Max)
• Mana now regenerates at a rate of +0.5 + 2% of Maximum Mana per day (other sources of mana unaffected)
• Random Invasions have been replaced by a new Wilderness Map system
• Encounters will spawn in the wild and can be dealt with by spending Defense Points
• Diplomatic options are now apart of the Wilderness encounters
• Specialists reworked:
– Start with 1 Specialist
– Additional Specialists can only be obtained through Traits, Stats, etc.
– Keep Specialists when Ascending
– Prepare now restores Defense Points instead of permanently producing more maximum defense rating
– Scouting now searches for non-aggressive encounters in the wilderness
– Raiding now actively seeks out and weakens aggressive encounters in the wilderness
– Idle Specialists currently do nothing
– Now have random portraits
• It’s now possible to increase how much food Ponies consume each day (In the Statistics Menu, next to Tax options)
• Updated many parts of the interface
• Added cool icons to Adviser Powers
• It’s now possible to see exactly how much Love Magic you’ve received, and from what sources, by clicking on the love meter
• When creating a New Map, you can click and drag outside the +/- stat buttons to quickly add/remove all available stats
• When creating a New Map, a preview of starting gold will be displayed based on currently selected Stats/Traits
• When creating a New Map, it’s now possible to select a new tight-distribution tree generation Algorithm
• Updated some of the Edict Icons to be less vague
• Cheats now only work in the Town Name field
• Hard Mode no longer disables pausing
• Removed all rewards from Tavern Prize Room except the permanent Trait Unlocks
• Removed the one of the Cloud building areas
• Added a warning message if you have any idle specialists
Structures:
• New Structure: Alchemist Lab (Pegasus)
• Tier III Structures can be unlocked with a Prism Forge
• Trees now provide 1 Defense each, up from 0.6
• 3 Less Trees spawned per Map, but Karma gives more trees now
• Gem Quarries can now be Upgraded (Costs 1 Obsidian)
• Gem Quarry happiness penalty increased
• Armories and Keeps no longer generate Defense over time
• Armories passively give +5 Defense per nearby house
• Keeps passively give +20 Defense, divided by the number of keeps within it’s radius (self-included)
• Academy Mode 3 now generates Tech Points by draining mana, rather than vice versa
• Tech Labs generate twice as much Tech Points
• Store cost increased from 15 to 30 Bits
• Town Square cost increased from 75 to 100 Bits
• Deep Drill cost from 1200B/50P to 1600B, has a much smaller penalty radius (same as Factory now)
• Factory cost reduced from 800B/50G to 600B/50G
• Keep cost reduced from 325B/40G to 325B, Radius increased (same as Quarry now)
• Cloud Cottage renamed to “Sky Lounge”, cost reduced from 100B/15G to 70B/5G
• Prism Forge reworked: now costs 450B/75G (from 150B/50G), Happiness effect is doubled, Prism generation rate tripled, Radius increased
• Build Times increased for House, Town Square, Quarry, Keep and Drill
• Flower Farm food generation is now determined by environmental condition (100% Environment = 100% Production)
Edicts:
• New Edict: Outsourced Labor (+100% Build Speed, but +50% Aggressive Encounter Frequency)
• Garrison Drills reworked: Armories regenerate +5 Defense per day
• Edict Fatigue now gradually occurs over the duration of the Edict, instead of all at once upon activation
• Emergency Lockdown removed
Traits:
• New Trait: Commando
• New Trait: Underdog
• New Trait: Versatile
• New Trait: Capitalist (locked by default)
• New Trait: Empyrean (locked by default)
• New Trait: Cloistered (locked by default)
• New Trait: Heroic (locked by default)
• New Perk: Blacksmith
• New Perk: Persuasive
• Traits renamed:
– Genghis Pony –> Vigilante
– Curse of the Forest God –> Cursed
– Vigilant (Perk) –> Adamant
• [Prepared] Only affects starting Bits rather than of all resources
• [Superstitious] Mana regeneration from +4 to +5, and now increases Max Mana by 25
• [Cheapskate] no longer increases Build Speed
• [Socialist] Quarry/Factory cost now includes Drills and has been increased to 30%
• [Prospector] “Gardens don’t improve Eco Score” changed to “Gardens have no effect”
• [Venetian] Starting Defense Bonus improved from 20 to 50
• [Veteran] Specialists train 50% slower instead of 1 Max Specialist
• [Tyrant] Max Happiness penalty improved from -50 to -40
• [Alcoholic] Tavern effect improved from 30% to 100%
• [Carefree] No longer sets Max Mana to 0, Max Happiness bonus reduced from 50 to 30
• [Explorer] “Scouting is 50% less effective” instead of “Scouting coverage cannot exceed 50%”
• [Vigilante] Now gives +1 Specialist and +50% Raid Efficiency, but +100% Aggressive Encounter Frequency
• [Wizard] All Skills reduced from +2 to +1, Max Mana reduced from +100 to +50
• [Harmonious] Bonus is now partially based on Population Size, scaling linearly from 0% at 0 Pop to 100% at 100 Pop
• [Harmonious] Bonus changed to +1 per 5 Defense, Maximum Bonus increased to +64 from +32
• [Environmentalist] Bonus is now partially based on Population Size, scaling linearly from 0% at 0 Pop to 100% at 100 Pop
• [Environmentalist] Threshold improved from 15 to 12, Maximum Bonus is now +64
• [Natural Defense (Perk)] Bonus Defense from Trees reduced from +400% to +200%
• [Adamant (Perk)] Now gives +50 Starting Defense and +5 Defense Regeneration
• [Paranoid (Perk)] Scouting is 50% more effective and 30% fewer Aggressive encounters
• [Industrious (Perk)] Defense Generation from 2/day to 1/day
• [Mystical (Perk)] Generates Gems equal to 5% of Max Mana (down from 10%) and requires a minimum of 10 mana to be spent
• [Tranquil (Perk)] Maximum Happiness increases to +15 from +10
• [Skycrafter] Removed
• Following Traits are now unlocked by default: Well-Fed, Socialist, Carefree
• Unlock conditions have changed slightly for: Alcoholic, Vigilante, Veteran
• The pop-up for unlocking a trait will now explain exactly what unlocked it
Stats:
• Base Starting gold increased from 170 to 200
• The amount of Love Magic required to Level up reduced by 50%
• Love Magic gain is reduced by 1% per 8 Ponies (penalty caps out at -90%)
• Starting Defense Rating changed from 2.5+(Willpower*0.5) to 0+(Willpower*5)
• Defense will regenerate at a rate of 5+(Willpower) per Day
• Base Environmental Condition reduced from 85% to 80%
• Unspent Stat Points no longer give starting Bits
• (Curiosity) +15 Bits per Rank instead of +10
• (Curiosity) Rank 3: No longer gives additional starting Bits
• (Curiosity) +5% Specialist Scouting Efficiency per Rank
• (Curiosity) Rank 10: Price Reduction for Stores/Town Squares increased to 40% from 33%
• (Willpower) Rank 3: -25% Aggressive Encounter Frequency
• (Willpower) Rank 7: +15 Max Happiness
• (Willpower) Rank 10: Specialists train 25% faster
• (Karma) +1 Trees per Rank from +0.66
• (Karma) Rank 3: +25% Neutral Encounter frequency
• (Karma) Rank 10: Avoid defeat once per ascension
• (Charisma) Rank 10: Trading +10% Sell Price, -10% Buy Price
• (Diplomacy) Decreases Unhappiness (2% per Rank) rather than decreasing negative effects of structures specifically
• (Diplomacy) Specialists are 2% better at Scouting, Raiding and Preparing per Rank
Advisers
• New Adviser: Derpy
• Purple Smart
– Power Fortify Power Mana cost increased from 10 to 25, effect decreased from +2 to +1
– Elemental Balance Power increased from 2% to 5% and if condition is below 100%, it restores it by an additional 5%
– Bonus starting Bits increased from 50 to 100
– Now Starts out with Max Mana
– Library Cost reduction increased to 33% from 25%
– No Library Penalty reduced by 50%
– Added Penalty: -15% Pony Arrival Rate
• Yellow Timid
– Bonus Eco-Score from +3 to +5
– Start with +35% Environmental Condition
– Penalty reworked: Raiding is 50% less effective (instead of 50% less frequent)
– Added Penalty: +10% Aggressive Encounters
• Apple Horse
– Quick Harvest Power now costs 10 Mana, but gives 500 Food per Farm (instead of 400)
– Starts with +1 Obsidian
– Added Penalty: +10% Unhappiness from Population Count
Fixes:
• Edict Fatigue will now properly start at 0% for new towns
• Edict Fatigue now only affects towns of over 100 population (rather than giving a happiness bonus for those below 100)
• Certain stats, such as Eco-score, will now display at map load rather than appear as “?” until the first game cycle
• Completely reworked how the game places and keeps track of structure sprites; should improve performance significantly
• Lots of tool-tips and descriptions reworded for clarity and
• To prevent confusion, the Selection Arrow above buildings will now point at the tile itself, rather than at the building
• To prevent confusion, “Too Many Stores” penalty renamed to “Crowded by Stores”
• To prevent confusion, “No Store” penalty renamed to “No Food-Stores”
• To prevent confusion, “Clear Cache” button on the main menu renamed to “Reset Data”
• Fixed a bunch of grammatical errors
• Can no longer have a negative number of Specialists
• Decreases frequency of destroyed environment message by 90%
• Perks can no longer be re-rolled with an exploit