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Changelog 1.36- Feedback

  • Thread starter DeletedUser1084
  • Start date

DeletedUser

Buildings are not swapping as we were told to expect and instructed. I move one (of same size) onto another, click, and nothing happens.

Update: After refreshing, building swap is working. Thank you, Innogames.

Now when do we get barracks assignments for troops?
 
Last edited by a moderator:

DeletedUser6163

I have mixed feelings about this update. The building swap feature and new mouse pointer are cool features and I'm happy with those.

But on the issue of the big GvG change, not being able to delete armies... On the one hand it's nice to not have to assign a trusted priv to have a mate replace an injured army. Clearly this is a maneuver that will prevent a guild from truly moving their HQ once per day. However, in line with what others have said above, they need to take this one step further. Simply add to the drop-down menu of the HQ to release that sector (provided someone in your guild has not yet moved the HQ that day). This will still slow down the pirate guilds while giving legitimate guilds a chance to relocate on a map if they choose to.
 

DeletedUser2145

The update also included some changes to various Great Building bonuses. Meaning if you noticed a change in your GB's bonus it is not a bug but it was actually part of the changes. The GB encyclopedia will be updated as soon as possible to include these changes - till then, here's a full list of them below.


Deal Castle
Previous MedalsNew Medals
3040
3546
4154
4964
5774
6686
7699
87113
98128
130170
Royal Albert Hall
Previous Supplies BoostNew Supplies Boost
7070
8585
9595
110110
120120
130130
145145
175160
185175
230200
Alcatraz
Previous HappinessNew Happiness
27002700
31003100
38003800
43004300
48004800
55005500
60006000
66007500
71008100
860011300
Château Frontenac
Previous CoinsNew Coins
76707670
89508950
1086010860
1431014310
1590015900
2200022000
2400024000
3385033850
3646036460
4427051260
Space Needle
Previous HappinessNew Happiness
12001200
14001400
16001600
18001800
20002000
23002600
25002900
30003600
32004000
40004800
Previous CoinsNew Coins
1160011600
1350013500
1540015400
2180021800
2420024200
3470034700
3790037900
4580048400
4890053000
6000069100
Atomium
Previous HappinessNew Happiness
24002400
28002800
32003200
37003700
42004200
46005300
51005800
61007400
65008100
80009700
Previous Treasury GoodsNew ​Treasury Goods
66
77
88
99
1111
1212
1313
1514
1615
2017
Habitat
Previous PopulationNew Population
44104410
51505150
58805880
75807580
84208420
1011010990
1116012420
1327015540
1432017150
1769018750
Previous CoinsNew Coins
1010010100
1180011800
1340013400
1970019700
2190021900
2620029100
2900032900
3450042100
3720046400
4590050800

 

DeletedUser10925

OK, overall I really like this update, the building swap addition is nice and long overdue. As far as the GvG update, I like not being able to delete armies but there has to be a way to leave the map and reloacte for whatever the reason. I suggest having an option on the HQ sector that says "Withdrawal From Map" if all you have is 1 sector... then you would not be able to place a siege again on that map until aftet the next calculation. This would allow guilds to relocate if wanted/needed but still keep "pirates" from continually jump all over the map all day long.
 

DeletedUser8518

I like the new happiness on the GB's but once again, InnoGames has DWARF'D the value of our GB's. Is not a biggie but a level 10 Atomium now gives 17 goods instead of 20. NOT COOL InnoGames!!!! Specially since the change to the GB's was not part of the 1.36 list of changes.

On the delete army thing, I am okay with it except that our guild now has to give TRUSTED RIGHTS to guildies to replace armies. Having too many guildies with trusted rights is just asking for a mistake or sabotage to happen. Can someone please suggest to Inno to allow ANYONE to "replace" (and only replace) armies in the GvG map w/o the trusted rights? They should still require to have trusted rights to move HQ, grant freedom to a sector, place a siege, etc.... But the replace army function should be free up now. This will allow guilds like ours to continue to work with GvG leaders and not have to grant Trusted to others. That is how we try to keep down the guild sabotage, mistakes or unwanted GvG actions from hapenning. Thanks.
 

DeletedUser2145

I'm not sure why the changelog didn't include the GB list, it may be because whoever wrote it didn't know the exact numbers at the time so they didn't want to cause panic and worry by simply saying some GBs will undergo changes. Or maybe because the Inno Encyclopedia is now updated automatically (which is a change in itself to which I personally am not used to yet so maybe someone else isn't as well). It was known that there will be GB changes, though I'm not in any way involved with the changelogs so I can't speak for that omission. The official encyclopedia can be found here:
http://forum.us.forgeofempires.com/forumdisplay.php?125-Building-Overview

It's already updated. However, it currently doesn't include any info past level 10, while the one the mods here compiled does, but that one needs to be updated manually. We'll try to do that as soon as we can.
 

DeletedUser2355

So now I have to give everyone in the guild rights to "replace" damaged units? By doing this I open up the possibility of any of the members to Grant Freedom to any of the sectors. If you are only replacing damaged troops then why the need for full rights? FoE really needs to make the whole rights thing customizable. This change is not going to work
 

Liberty

Active Member
I have mixed feelings about this update. The building swap feature and new mouse pointer are cool features and I'm happy with those.

But on the issue of the big GvG change, not being able to delete armies... On the one hand it's nice to not have to assign a trusted priv to have a mate replace an injured army. Clearly this is a maneuver that will prevent a guild from truly moving their HQ once per day. However, in line with what others have said above, they need to take this one step further. Simply add to the drop-down menu of the HQ to release that sector (provided someone in your guild has not yet moved the HQ that day). This will still slow down the pirate guilds while giving legitimate guilds a chance to relocate on a map if they choose to.

Ok, well that is interesting. Because when my guys, who don't have trusted rights, try to do a replacement, they are told they need trusted rights.

- - - Updated - - -

So now I have to give everyone in the guild rights to "replace" damaged units? By doing this I open up the possibility of any of the members to Grant Freedom to any of the sectors. If you are only replacing damaged troops then why the need for full rights? FoE really needs to make the whole rights thing customizable. This change is not going to work

AGREED!!!!
 

DeletedUser10818

Regarding the suggestions to separate the "delete/replace sector armies" function from "granting a sector freedom" function, so that more newer guild members can help replace weaker sector armies without accidentally (or maliciously) granting a sector freedom - great idea!!!
 

DeletedUser9393

Today (using Chrome) cities are 150%.
Can't get it back to 100%.
 

DeletedUser8796

The lag in my city has pretty much been completely removed >.> i love it !!!
 

DeletedUser6172

Yes I'll say it again, there has to be a way to abandon an HQ. Even if, collectively, as a Guild you could only do so once a day or even a week. The idea that its just stuck there forever with zero options & no where to go if you are cornered by a much more powerful guild who would rather trap you is just really, really, really stupid.
The River and Hostile NPCs can still get rid of a Headquarters by killing 1 bar per hostile edge per day, so there's A way, but it's not a very good way.
 

DeletedUser

I think I broke the GvG army exchange mechanism. I replaced a seriously damaged defense army with a brand new army and it only gave me 9 out of 10 armies. It's never done this before the fix, and it didn't do this on the other exchanges I made this morning; just the last one I did. So, did I miss something?

KixA
 

DeletedUser2145

Today (using Chrome) cities are 150%.
Can't get it back to 100%.

I'm a little puzzled as to what you mean with the 100% and 150%? You might want to check Chrome's zoom settings. When you have the game window open, click on the browser's menu button and ensure your zoom is set to nothing higher than 100%. Chrome allows you set individual zoom settings per page/window, and it even has a keyboard shortcut for the same so it's rather easy to unintentionally change the zoom on a specific page.
 

DeletedUser6163

On the delete army thing, I am okay with it except that our guild now has to give TRUSTED RIGHTS to guildies to replace armies. Having too many guildies with trusted rights is just asking for a mistake or sabotage to happen. Can someone please suggest to Inno to allow ANYONE to "replace" (and only replace) armies in the GvG map w/o the trusted rights? They should still require to have trusted rights to move HQ, grant freedom to a sector, place a siege, etc.... But the replace army function should be free up now. This will allow guilds like ours to continue to work with GvG leaders and not have to grant Trusted to others. That is how we try to keep down the guild sabotage, mistakes or unwanted GvG actions from hapenning. Thanks.

I think that they do not need to be trusted to "replace" a damaged army, but trusted priv must still be granted for the player to be able to relocate HQ, grant freedom, place siege, or pay & unlock defending army slots. At least it worked for me on beta where I am not a trusted member..
 

DeletedUser8428

I'm sure I'm doing something wrong, but I HATE the 'swap' feature. If it only worked with items of the same dimensions that would be great. But I have this annoying 1x1 decoration and I'm trying to find a place to hide it. I move it near a building and it sets down just fine ... only I discover that the 1x1 has replaced a 7x5 building and I'm moving the 7x5. Happens anytime I move anything. FOE will permit me set down anything, anywhere, even space occupied by something else ... and then I'm moving the second thing. Making me crazy.
 

DeletedUser8152

Have you noticed that when you are over a space that will cause a swap, the grid turns blue? I find that works to tell when I'm over the empty space I'm looking for. (The grid is green like usual over an empty space.)
 

DeletedUser6172

If the garrison slot is empty, then a trusted flag is not required. (I'm guessing, and haven't tested it.)
If the garrison shot has units that need to be "deleted", then yes.
 
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