Weekly Update 269 – Feel rewarded!
Greetings warriors!
This week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.
Last week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.
We hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!
The screenshot’s authors have been awarded. Siegbert, Apophys and THE PURIFIER
– check your Ambers!
[h2]Changelog v.0.9.6.11 Beta[/h2]
[h3]Nation Points Gathering System Iteration[/h3]
We are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.
We know that the community is divided into two camps right now. Players who feel confident and were able to risk their characters lives by flanking and spreading fear on the enemy backline or flank, who feel less rewarded for their efforts, and those who like the changes, because they can risk much fewer nations points and are losing less of them for getting unconscious in battle.
We can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.

[h3]From now on, we are adding “instant” Nation Points for dealing damage to enemies.[/h3]
I believe the raw example will be the best to show how this system works:
Meet Bob. Bob is a frontline tank and likes his blue heavy champion gauntlets. By delivering damage to Bob, we can earn up to 250 EXTRA Nation Points. Bob is not losing his NP from that. This extra pool can be only earned by his enemies.
Instant reward:
You are receiving a share of the extra NP pool for % of damage needed to put the player unconscious.
You will receive an instant reward and a message when you take 25% of Bob’s Health using melee (counting healing, so it may be higher than blunt 25% of his health if he is healing or being healed during tanking), or if you are an archer or siege engine operator after you remove half of his HP. This doesn't mean that YOU HAVE to deal at least 25% of the damage needed to kill Bob to get a reward. You will be rewarded for ANY % of damage, but you will understand that after reading the next paragraph:
Reward after making enemy unconscious:
If 10 enemies were hitting poor Bob and none of them dealt enough damage to reach the 25% threshold none of them will receive an instant reward just for damage, but they will get their share of reward when Bob would be knocked out (unconscious). All of the enemies who hit Bob and dealt % of the damage needed to knock him down each will receive a % from that 250 points pool, basing on their damage dealt to Bob – each will get some for himself. 10% of Damage needed to knock down Bob = 10% from 250 points pool = 25 Nation points.
Reward after death (respawn)
And here is the system we have already. 500 NP that can be earned and shared between players after ensuring their death (respawn). This is the moment when Bob is losing his Nation Points.
There are some restrictions, of course, to not make that system exploitable.
–Points pool is shared between all characters on the account. So if one got 250 points from one player, he will not get any more points from dealing damage to this player's other characters.
– Points pool is being reset once per day.
– You will not get any extra NP for dealing damage to greenleafs.
– You will not get any extra NP from dealing damage to traitors as well.
– Traitors will not get any NP for dealing damage to other players.
– You will not earn any points from that system on Tournament, Arena, or by participating in Duels.
So, as you can see, now you can earn 750 points on players, and you can lose only 500. This new layer and an additional pool of NP will instantly reward you for damaging enemies and making them unconscious, but will still keep the old, much more fair system of losing NP not on knockdown but death (respawn).

[h3]Quality of life[/h3]
– Added animation to "like" button on notification informing about flag capture
– Added fade-out effect when mend actions counter is full (until now it just instantly disappeared)
– Animated equipment now is being impacted by the wind
[h3]Fixes[/h3]
– Fixed an issue causing showing a misleading message about damage dealt on ally's guild castle on the combat log
– Fixed multiple issues causing bugs in multi canvases User Interface
– Fixed multiple issues in horses animations
- Fixed the issue causing horses were missing steps while moving backward
This week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.
Last week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.
We hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!
The screenshot’s authors have been awarded. Siegbert, Apophys and THE PURIFIER– check your Ambers!
[h2]Changelog v.0.9.6.11 Beta[/h2]
[h3]Nation Points Gathering System Iteration[/h3]
We are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.
We know that the community is divided into two camps right now. Players who feel confident and were able to risk their characters lives by flanking and spreading fear on the enemy backline or flank, who feel less rewarded for their efforts, and those who like the changes, because they can risk much fewer nations points and are losing less of them for getting unconscious in battle.
We can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.

[h3]From now on, we are adding “instant” Nation Points for dealing damage to enemies.[/h3]
I believe the raw example will be the best to show how this system works:
Meet Bob. Bob is a frontline tank and likes his blue heavy champion gauntlets. By delivering damage to Bob, we can earn up to 250 EXTRA Nation Points. Bob is not losing his NP from that. This extra pool can be only earned by his enemies.
Instant reward:
You are receiving a share of the extra NP pool for % of damage needed to put the player unconscious.
You will receive an instant reward and a message when you take 25% of Bob’s Health using melee (counting healing, so it may be higher than blunt 25% of his health if he is healing or being healed during tanking), or if you are an archer or siege engine operator after you remove half of his HP. This doesn't mean that YOU HAVE to deal at least 25% of the damage needed to kill Bob to get a reward. You will be rewarded for ANY % of damage, but you will understand that after reading the next paragraph:
Reward after making enemy unconscious:
If 10 enemies were hitting poor Bob and none of them dealt enough damage to reach the 25% threshold none of them will receive an instant reward just for damage, but they will get their share of reward when Bob would be knocked out (unconscious). All of the enemies who hit Bob and dealt % of the damage needed to knock him down each will receive a % from that 250 points pool, basing on their damage dealt to Bob – each will get some for himself. 10% of Damage needed to knock down Bob = 10% from 250 points pool = 25 Nation points.
Reward after death (respawn)
And here is the system we have already. 500 NP that can be earned and shared between players after ensuring their death (respawn). This is the moment when Bob is losing his Nation Points.
There are some restrictions, of course, to not make that system exploitable.
–Points pool is shared between all characters on the account. So if one got 250 points from one player, he will not get any more points from dealing damage to this player's other characters.
– Points pool is being reset once per day.
– You will not get any extra NP for dealing damage to greenleafs.
– You will not get any extra NP from dealing damage to traitors as well.
– Traitors will not get any NP for dealing damage to other players.
– You will not earn any points from that system on Tournament, Arena, or by participating in Duels.
So, as you can see, now you can earn 750 points on players, and you can lose only 500. This new layer and an additional pool of NP will instantly reward you for damaging enemies and making them unconscious, but will still keep the old, much more fair system of losing NP not on knockdown but death (respawn).

[h3]Quality of life[/h3]
– Added animation to "like" button on notification informing about flag capture
– Added fade-out effect when mend actions counter is full (until now it just instantly disappeared)
– Animated equipment now is being impacted by the wind
[h3]Fixes[/h3]
– Fixed an issue causing showing a misleading message about damage dealt on ally's guild castle on the combat log
– Fixed multiple issues causing bugs in multi canvases User Interface
– Fixed multiple issues in horses animations
- Fixed the issue causing horses were missing steps while moving backward