skydrite
Silently watching...
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Be sure to check out this web page for info on the new estate buildings: http://www.battleon.com/info/aq-estate-list.asp Vahn_Kaichi made a really nice FAQ gathered from some recent forum threads about Estates. I've copied it here, and will make adjustments as needed: • Do buildings also give us interest Z-Tokens? No, only the main house does. • How does the resource system work? Once you buy a resource-procuding building and level it up to Level 1 (Possibly thru a quest, maybe just a battle), it'll start producing resources, wich are Food, Wood, Stone and Energy. Based on their levels, those building can produce more resources hourly (Yeap, the numbers on the chart are hourly production). But to build a bulding, you need resources. Some bulding consume resources to work, so you need to have a big production before starting to upgrade like crazy or building Stat Trainers and that kind of stuff. • What are the Private Trainers for? They are there to provide cheaper training and an extremely quick way to un-train your stats, without having lose battles against Sir. Pwnsalot. No, they cannot train your stats over 200 Points! (yet) • Buldings are Z-Token or Gold? To buy an estate, you must use Z-Tokens. But leveling up costs gold and resources. • Can I buy more than 1 building of the same kind? No • Can I add estate to my house? Nope. You gotta buy a house that already has estates. quote:
QUESTIONS: Lord Lee | ANSWERS: Captain Rhubarb. 1) With the estate buildings which are specific to certain locations (e.g. the Darkovia Dark Mana Collector, Forest Fruit Orchard etc.) if we purchase an estate of a different origin after purchasing these buildings will they still be active? That is to say hypothetically if I were to purchase the Forest Lumber Yard then upgraded to the Darkovia Mansion estate would I still be getting the resources produced by my Forest Lumber Yard or would this be suspended until I purchased another Forest Estate? When you sell your house and buy a new one: * You keep all your estate buildings in an off-screen inventory, and they stop producing or consuming resources. * They are all reduced to upgrade Level Zero by two upgrade levels. * You have to re-position them onto your new house. (which is followed by a quick quest to find a worker for the building) * Any buildings that do not match your current house terrain can not be re-located, and will not have any resource production or consumption. 2) Will the trade hut allow for trading of gold for resources? Or will it only be resources for other resources? * Currently only trading for other resources 3) Can you give us a preview of what the actual function of the Museum is? Extra inventory storage? Trophy mounting of rares we wish to keep? Or a place to store artifacts likely to still be implemented into the game? * No definite plans yet. One idea is to collect Artifacts found from random monster drops. 5) Could you give us an indication of how "taking an estate" hostage is likely to affect the hostage taker and hostage? * All functions are suspended, including resource production and consumption of the building. * Currently, one battle win 'defending' the house gets rid of the invaders. 6) Finally what is the point of upgrading buildings like the museum, stat trainer facilities, guard tower (i.e. will it result in more storage as for the museum, cost efficiency with training and untraining with the stat trainers, better protection with the guard huts, if so how will these be quantified)? * Each type of building will have its own usefulness and formulas. • So can we invade other player's house? Nope. Invaders, currently, are just random monsters. • How can I know my house's being attacked? How do I defend it? When visiting your buildings you'll see a warning that it is being attacked, and there'll be "Defend" button to deffend againts the invader. quote:
CAPTAIN, on Invasions. Currently, the random monsters randomly attack house buildings every 6 hours, with a small chance of each building getting taken over. I'll be adjusting that rate as needed to keep everyone sane. Higher level buildings get attacked more often (more lucrative targets) Having a Guard Tower on your estate makes then more safe. Checking your house status once or twice a day will be good enough for most people to manage it effectively. And for those that log out for days at a time... Well... their house won't gain much resources if all the buildings get invaded. • While upgrading, let's say, the "Vegetable Garden", will it be disabled during the upgrading time? Meaning that, during the 5 hours needed to upgrade from Level 1 to Level 2, it'll not produce any resource? When a building is being upgraded, it still produces/consumes resources, but keep producing. • What happens if you get invaded during a Level-Up Time? Does it freeze, or is the timer reseted once you get rid of the invader and thus' you'll have to wait for the "X Hours" again? It can't be invaded during that time, all the construction scares away the monsters, I guess. However, special functions of the upgrading building are also not available, like the stat trainers. • What will guards do? Will they fight monsters? No. They help preventing invasions, but if you are invaded, that means your guards failled, and you will have to fight the invader. • Can I upgrade more than one bulding at the same time? If you have the resources, yes you can. • What is the limit for each resource? Currently, it's 1000 of each. But it is possible that, in the future, we will be able to buy a Warehouse to store more resources. quote:
CAPTAIN, on Kingdomns & Production. The next estate house will be some sort of "Large Farmhouse Estate" With the ability to have lots of Food resource gatherers, like Corn and Wheat fields. A player can specialize in Food gathering, and use the Trade hut to trade for the other stuff. My plan for the castle/kingdoms system is to have an estate "building" be a portal/stargate/something which sends the player to another land/continent/world/etc where they rule over a kingdom. The old "shared castle" idea is pretty much a dead idea. quote:
ORIGINAL: Captain Rhubarb Something I forgot to mention yesterday: * Level 0 and Level 1 estate buildings are safe from getting attacked. The monsters don't think they are worth the bother. * The Guard Tower building is always immune from getting attacked and taken over. quote:
ORIGINAL: Captain Rhubarb Update: * Lowered food cost of upgrading the first 3 levels of: Mana,Dark Mana collectors, Stone Pit, Rock Quarry, Wood Cutter Shack, and Lumber Yard * Lowered stone cost of upgrading Mana and Dark Mana collectors * Changed Trade Hut to require equal amount of each resource at each level quote:
ORIGINAL: Captain Rhubarb Update: * The combined total of the Level of your Guards will lower the chance that any of your buildings will get attacked. * Higher level buildings have a higher chance of getting attacked. The players that have a ridiculous number of guards will likely never get attacked. quote:
ORIGINAL: Captain Rhubarb The upgrades are finalized every hour on the hour, for all buildings that are 'done' upgrading... So, a building that starts at 2:05 with a 6 hour upgrade time will finish at 8:05, but not yet be "finalized" and show the upgrade till the hour update at 9:00 Since the production also happens on the hour, the newly upgraded building wouldn't do anything till 9:00 anyway. quote:
ORIGINAL: Captain Rhubarb The attacks occur every 6 hours. at server time: 02:00 08:00 14:00 (2 pm) 20:00 (8 pm) So, you only really need to check soon after those times, and then you'll know what's up at least for the next six hours. I expect that eventually most players won't worry so much, and just deal with any attacks when they would normally play, about once a day, and not worry about a few lost resources. But.... I suppose some of you will be obsessed with maximizing your resource production! quote:
ORIGINAL: Captain Rhubarb UPDATE: * Lowered Food and Wood upgrade costs of the Level 1 and 2 Guard Tower * Removed negative resource production from all levels of Trade Hut * Adjusted upgrade costs of levels 1-6 Vegetable Garden. Lowered wood costs some, and added stone and energy costs. * Added Energy upgrade cost to levels 1-6 Fishing Pond EDIT: The Top Estate list now has 25 of each region instead of top 20. UPDATE: * New List thing: http://www.battleon.com/aq-chars-estates.asp UPDATE: (July 31st, 2008) (to get the updated House system, you will need to re-login to the game) (you can tell that you have the updated version if you see the new Remove button when viewing the details of a building) Trade Hut * max level increased to Level 12 * trading larger amounts gives better deal when trading * buy/sell ratio adjusted (see trade chart below) * little blue flag added to make it look different than the Tiki Hut house. Placing Buildings * Now shows name of building when adding, so you're sure what you're placing Remove Building Option * a new "remove" button allows you to remove a building from your estate * removing lowers the building by 2 levels. (no lower than zero, of course) * buildings that are under attack, or busy upgrading can not be removed Selling Houses * If you sell your house all of the active buildings on your Estate will drop 2 levels, as if they were Removed. * The buildings will no longer drop all the way to level zero when selling. New Trade Hut ratios:
Sell Amount
Level 25 50 150 300
1 12 25 79 168
2 13 27 85 180
3 14 29 91 192
4 15 31 97 204
5 16 33 103 216
6 17 35 109 228
7 18 37 115 240
8 19 39 121 252
9 20 41 127 264
10 21 43 133 276
11 22 45 139 288
12 23 47 145 300
**Odds of getting attacked based on levels. quote:
ORIGINAL: Captain Rhubarb One more bit of the formula: As you know, higher level buildings are more likely to get attacked. A level 10 building with a level 10 Guard tower on the estate has an equal amount of odds of getting attacked as a Level 2 building on an estate with no guard tower. In other words, every 5 levels of guard tower makes each building act as if they were 4 levels lower in regards to the odds of getting attacked. quote:
ORIGINAL: Captain Rhubarb I made a small change to the 'My Inventory' part of the shops in AQ. The House Item inventory in the list is now sorted alphabetically in three groups: estate buildings, then guards, then paintings. That should make it a bit easier to find stuff. Someday, we'll overhaul the shop interface to make it even easier, but this was a quick change that I think will help! quote:
ORIGINAL: Captain Rhubarb UPDATE: The Estate Top Lists are now sorted by random id's
< Message edited by Alexandrite -- 12/7/2008 19:46:27 >
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