Feb 1, 2005Game Released to the public.
Feb 12, 2005What is visible of enemy details in the Ranking and Statistics pages, such as army size and resource levels, is now dependent on your having a high enough covert (spy) level. If you are far weaker in this area than the one whom you are trying to see, you will not be able to determine their army and/or resource levels.
Feb 15, 2005Intelligence Report detail available for Sabotage Missions on your realm, even if you did not stop them. A full list of the weapons destroyed, and time of attack, is now available. Recon Missions that you do not catch are still not listed.
Feb 19, 2005The effects of losing a Recon mission have been reduced. You no longer lose 100% of your units sent, but a percentageof them (yes - some can now escape!).
Feb 20, 2005A covert operations maximum capacity, measured over time, has been imposed (ie - the number of operations your realm can do). The amount charges with each turn, although a maximum limit is always maintained.
Feb 25, 2005Armory Updated:
Cost of repair altered slightly. All bugs around displayed cost opposed to actual cost (hopefully) all resolved. Button and display of cost to repair to full capacity added.
The success calculation changed, making it easier to succeed - even versus a stronger opponent. The higher the covert skill level,the better the chances of succeeding against more powerful opponents. It is still based on spies/agents SENT opposed to those owned (while defense is based on total owned.)
When an officer of a commander gets a 'unique link' click, the commander also benefits.
Mar 6, 2005
Mercenaries (or any race equivalent of paid military) can now be sold, as well as bought. The immediate value you get for cancelling the mercenary contract will be less than what you paid to initiate the contract.
The increase in covert skill level has been replaced with a 50% increase in the normal Off-Site Naquadah Storage (ie the 'bank').
Added 'delete all' messages button. Added reply and delete to the viewmail screen.
Mar 11, 2005
Vacation Mode Added (see bottom right of main screen)
Mar 15-17, 2005
Offsite Storage (aka 'bank')
The maximum amount of storage has been increased to 2 earth-days worth of income.
This is a new, adjustable setting that you, as the realm commander (supreme commander?) can set at will. Located just below the covert stats, this setting determines how alert your realm is for incoming covert operations - both recon and sabotage. It does 4 things:
A previous change to dis-allow multi-race user/commander relationships has been over-turned, and reverted to having no restrictions on which race you can employ as officer or commander. The players have spoken on this one :)
Mar 20, 2005
NEW GAME SERVER!!
Have introduced "http://QuantumWars.gatewars.com".
This is linked off the main page, and is a version of the existing game, with some differences:
The concept is this: The main game is 'reality number 1'. This is the reality we live in. But... there is a 'quantum gate'. This has differing versions of reality, close or not so close to our own. They exist along side ours, and each is as valid as any other. The quantumgate wars explore each of those worlds, one at a time, for about 3months each. When the 3 months is up, histroy is recorded, and a new reality begins....
Mar 24-31, 2005QunatumWars Server - Increased Income
The quantum servers have a higher income per military unit per turn.
With the '3 turns per turn' we have just increased the income (at the advanced rate) to also be '3 turns per turn'worth....
This should greatly increase the game speed, spoils of war,and activity level.
Mercenary rate increased.
Maximum of 50 units per day from the unique link clicks.
Covert/Spy Level cost decreased by 50% per level.
New race bonuses:
asgard - 10% off defense units and weapons
tauri - 10% off offense units and weapons
goa'uld - no banking fees
Replicator - Covert Level increase costs decreased 10%
Increased income per military unit by 50%.
Mercenary generation rate increased substantially.
Maximum of 50 units per day from the unique link clicks.
Covert/Spy Level cost decreased by 50% per level.
New race bonuses:
asgard - 10% off defense units and weapons
tauri - 10% off offense units and weapons
goa'uld - no banking fees
replicator - Covert Level increase costs decreased 10%
Apr 2, 2005Security
Recruit function (unique link clicks)has been even further secured.
Side effect: this may cause you to log out of your game session if you click links while logged in.
'No Loitering' Rule If you go to a page, do not take any action for a set period, and then click on an action - it will not accept your action. Instead it will remind you about loitering, and ask you to do it again.
This is 100% for security reasons as I have become aware of 'auto refresh browsers' that can take advantage of bank, armory, etc by continually refreshing a set page for hours at a time... this is cheating (automated process) and also cheating (continually hitting refresh, causing server load to increase).
Side Effect: You cannot keep a 2nd window open, and click (successfully) when you want to 'activate' it. It will reload, and remind you about loitering.
Apr 4, 2005Fortifications / Seige Technologies
Adjusted the maximum percentages of the fortification and seige technologies of each race, slightly.
The balance still favours attacking (seige) giving more of a bonus than defense (thus one attack weapon will generally add more strike power than one defense weapon adds to defense power), although not to the same degree as before.
Attack Rank Modifier
The 'rank modifier' on attacking up and down ranks has been slightly reduced. It still exists - attacking more powerful opponents gives your troops a rush, increasing the attack power, while attacking down the ranks breeds overconfidence and decreases attack power. The effect, though, is not as strong as before.
These changes are to balance the game - both changes are small changes, and believe good ones, even though the effect will be fairly small or not even noticable to most.
Apr 6, 2005More Cheat Fixes
You cannot attack/sabatoge your own officers. You can dismiss them, and then attack.
You cannot attack/sabotage someone from your own IP address or where they were attacked recently by a different realm also from your IP (you will get a message about being at the same location).
The commander benefit of receiving .25 of a unit for each officer unique click has been removed (although they still get a share of daily unit production).
There is a 24 hour waiting period after joining (or being dismissed from)one commander, before you can join another.
Apr 8, 2005Commander Knowledge
Commanders can now see their officer intel and attack histories. You can see these by clicking on the icons beside their name in the officer management screen (you can get to the officer management screen by clicking on the word 'Officers' on the main screen if you are a commander.)
Look of Quantum
Changed color scheme in quantum server slightly, so that it is more obvious when you are playing the quantum server, that you are playing the quantum server.
Apr 19, 2005Large back end changes - affects income mostly
To improve efficiency, add some 'pre-work' for some other upcoming enhancements, and get the 'next turn in' timer closer to when your turn really comes, some large changes to the turn engine, and vairous other functions have been made.
The largest visible impact is that the 'income per turn' now incorporates ALL bonsues, and deductions including what you give to officers, bonsues for having no commander, income from your commander, race bonus, etc.
Apr 21, 2005Limit on 'bank' visits per day
To both stop cheating (through macro programming) and to put some realism into the 'bank' or off-site resource storage, the number of visits to this facility has been limited to 20 per day in Quantum, and 18 per day in regular servers. These bank transactions CAN be 'saved up' and used at any time in future...
In reality, every time resources are gained, they are not 'shipped out' to a storage facility - they are kept on hand, spent for goods, or saved for later. When the sum grows to a significant level, then one might ship it into storage. The maximum visits to the offsite facility per day includes deposits and withdrawls. You can see how many transactions you have left on the left navigation, in brackets, beside your balance resting off-site.
Realistically - this amount is high enough that it should not limit normal activity...especially as they collect while you sleep, it will, though, limit the benefit of running macros.
Apr 23, 2005More Cheat Stops
Armory and Bank 'submit' buttons move slightly to stop mouse macros.
Commander Ranking Screen
Off the main ranking screen, is a link to the commander ranking screen. This lists all commanders, ranked based on the total combined power of all of their officers.
Apr 23-30, 2005Enemy Ranking Screen
The ability to officially make other players enemies (on their stats page), and view just enemies rankings.
Being at war: Adds enemies to enemy ranking. Increases the Naq you will gain per successful attack. Doubles the military losses your troops suffer (you give up caution in favour of trying for excessive gain in battle).
If both sides have declared war -- the Naq gained again goes up, and the military losses on BOTH SIDES increases substantially.
May 6, 2005 (big changes)Trained Units
A new unit type has been introduced - the "super solider" or .. generically.. an upgrade on the basic attack or defense unit type. You will find these 'uber-units' twice as good as the basic trained military type.
The super units, as well as the regular trained units, have ceased to be involved in Naquadah production. The military has now taken on a much more active role, and are no longer involvedin the 'mundane' tasks such as gathering Naquadah. So - now your untrained units are solely responsible for the income generation of your realm.
THIS UPGRADE HAS BEEN CANCELLED DUE TO PLAYER FEEDBACK
A new attack type - "raid" - is now available. This attack type will attempt to kidnap, convert, solicit or otherwise steal untrained military type units to your side. No matter what race you are dealing with, when it comes to income gathering, all contribute equally and are called by the same name. So - -if you can 'steal' these units, your income production increases accordingly. Like regular attack, these units must be fought over and involve a full military action to acquire.
With untrained units no longer heading into battle, the casuality rate for those trained (and super trained) units in battle has of course increased. It is still based on the percent of those sent, although is higher than it was previously.
A few formatting changes, spies are now unassignable (the only unit not able to be reassigned, is the super units, since at that level of specialization, they cannot go back to regular life), and various other fixes and small enhancements.
War and Peace Relations - RESET
A bug fix for the war/peace relations has been put in place. This is meant to address the 'too many people are at peace, or at war, with me' (that did not actively do this themself) problem. We are not 100% sure it is fixed, but it might be. To ensure a fix, and since we cannot 'undo' the past issues, all relations are reset to neutral. If you want to be at peace or war, you will need to re-declare this.
May 7, 2005Glory and Reputation Score
Regular server only.
May 18, 2005Attack Casuality Rates (death rate)
Further to the last update, the casuality rate has decreased by about 20% on the regular server. It is ALSO now affected by the relative army strengths...if you are battling a much stronger foe, expect a higher casuality rate.
These may now be fixed - still investigating. Will not reset the relations at this point though.
The new web server finally went in over the last few days. It was not a perfect transition, and apologies for the couple 'hiccups' we saw, but things are now much faster.
May 28-30, 2005Alliances (regular server only)
Further to the last update, Alliances are now live. Alliances are (at this point) a way to keep track of groups of other players / commanders & officers. You can still attack members of alliances, although now you will be very aware you are doing so. Alliances are UNOFFICIAL ... unlike peace/war declared by commanders... everyone has a choice to follow thier alliance or not. But beware - those that betray alliances are often hunted by those they betray!
Attack Damage (weapons and units)
There has been a significant 'tweak' in death rates and some other aspects of battle -- in particular the attack versus defence strenghts are now accounted for in the death rates of units. It used to be simply army size and rank that determined death rates -- now those also count, but a larger factor is the attack/defence scores. In particular -- if an attacker attack strength is UNDER 20% of the defender defence strength, no weapon damage is done to the defender. Additionally, since your army is 'overwhelmed' before even getting to the enemy, no enemy troops are lost.
We are fairly sure the peace/war declarations are now bug free (no more logging on to find you have made a whack-load of peace treaties without your knowledge :)). Additionally, a 24hour minimum commitment is now applied to all war and peace declarations. This was to stop the: declare war, attack, set neutral; in order to get a lot more Naq. Now- you risk the opponent declaring war on you,and some REAL damage being done to each army.
Untrained Military Units now produce 50 Naquadah per unit, opposed to the 30 Naquadah they used to produce. This does at least 3 things: 1) it 'adjusts' for the fact that trained units no longer make Naquadah, and 2) it 'speeds up'the gameplay and 3) it accounts for the higher death rate of units introduced recently... with more Naquadah produced, more can be won, and each attack should be worth more, so losses are more easily accepted :).
Blocking Messages from Specific Players
When reading a message in game, you can 'blacklist' or block that user from sending you any more messages. If you get crude, rude, offensive or otherwise tasteless messages,blacklist them. This does 2 things ... 1) stops you from having to read any future messages from this player and 2) if the number of players blocking said message sender gets high enough, we will look and see if they need a 'speaking to' or worse :)
Various balance and display adjustments
Income (regular server only)
Supporter Status, and Supporter Benefit Changes
UPDATE ON SUPPORTER FUNCTION: The $10 'infusion' bonus has changed to a 'Protected Planets Treaty' bonus --offering JUST 48 hours of protection (no other bonuses). The Supporter bonus now includes a 10% increase to 'bank' maximum capacity, and the supporter and ultimate bonuses also include the Protected Planets Treaty bonus.
June 20-25, 2005Technology (quantum server only for now)
Some new technologies - along the lines of seige and fortification technology - have been added. The interface for updating these has moved from the armory page, to a new link called 'technology'. A covert technology path, and race unique technology path, have been added.
Officer Maximum Quantity (quantum server only for now)
A maximum number of officers a commander may command is now in place. For quantum this value is currently set to 10. If someone tries to make you their commander, while at or over the limit, they will be notified that you are at your maximum capacity of commandership. This will add some strategy to officer/commander, opposed to the "hungy-hungry-hippo" methodology currently in place. This feature will ultimately move over to the main server, although with a higher limit.
The first reset ever went fairly well -- a couple bugs discovered and fixed immediately, so looking good for a 100% bug free reset next era :) . Overall, very pleased with the first round -- be sure to check out the 'quantum legends' forever written into the quantum history books :)
June 24, 2005Cross Realm Updates
The above updates on officer limits, technology and officer 'rollup' benefits will be applied to the main server.
July 8, 2005Automation of PayPal Payments
Pretty self explanatory -- PayPal payments no longer need "human intervention" -- so the benefit is given instantly (or once funds clear if using online checks or such...)
Yup - this last 2weeks, and likly the next week as well, is/has been majorly focused on moving all my stuff from one place to another.... sorry if my email and PM response is a bit slow :)
Goa'uld Unique Ability
The effect of the ability has been doubled, in response to player feedback. (Hint: maybe mercs return mercs, normal units return normal units ;) ... )
Aug 8, 2005Merc limitations
The rules state a 25% maximum merc in an army - and now that is enforced. It is 25% of trained army, excluding agents...
Change of upgrade page
The page was redone to eliminate the 'middle step' - credit card now goes directly to the 3rd party secure site. As always - any issues with cards or paypal, contact us at firstname.lastname@example.org -- we can help you with anything.
Expect the ascension server to be available (to those with enough glory points :) ) by the end of the month.
Aug 12, 2005Mail limitations
I never thought spam would be an issue in the ingame message system, but I was wrong. Players are limited to 50 mails per day now.
Multi Prevention on Commander/Officer Unit Production & Income
If the last IP or internet location of a commander & officer are the same, they do not contribute to overall unit production and income for each other. (they still earn full income&production, but they do not contrubite to each others production & income.)
Aug 20, 2005New Tech: Mercenary Techs
In response to people believing 25% of army as Mercs was too low, there is now the ability for all to raise that level via tech options. Unlike the other techs, upgrading this tech makes the last upgrade obsolete (so a 10% increase, for example, ontop of a 5% increase from last upgrade, counts as 10% bonus, not 15%.) --additionally, this is the first tech to have a variable cost, based on your unit production. Enjoy :)
Hello, - This update is coming before the update, in response to many rumours and likely 1/2 truths, and some outright false information :)
Your current realm in this plane will survive, but without any of the 'stuff' it had before you will have used all your 'stuff' to ascend. This means your untrained, weapons, covert levels, ops, Naq, mercs, and so on and so on, all contribute to your ascended power, and nothing of them remains. Your realm stays, but 'resets' to such a state that you are like a new player (although Supporter Status -ie the ability to transfer resources - will remain.) On the bright side, we will not leave you laying naked in a field on a foreign planet with no memories :)
The rest I will leave for discovery...the message here is simply that everything you do in this realm can and will help you in your ascension, and that ascension itself is not a rumour :)
I also apologize for the slowness in my responses on the forums and mail over the last few days...I have been quite busy working on the next level of gameplay, and will continue to be for the next few days...
Thank you for your understanding :)
Sept 9, 2005Battle Report and Maximum Weapons allowed in Armory
In an effort to just generally make things better for you and I, the battle reports were re-written. The new format is in Quantum now, while I ensure no bugs surface.... Once declared tested-safe, it will move to the regular server.
Sept 19, 2005Quantum Supporter Bonuses and Unit Transfers
The bonuses have been slightly changed, and untrained units are no longer considered 'resources' that can be traded with Supporter Status.
The formula for how covert action is calculated has been changed. It is much lower than it used to be, and more in line with the other action scores now, which will make alliance power less heavy on covert, and more balanced with attack and defence.
Oct 4, 2005Maximum Turns
Maximum turns set to 9999. It may be lowered a bit in future, but for now that is it. Anyone with more turns than this, gains no turns.
Sabotage and Recon cost of loss (and win)
Successful sabotage now costs 5% of covert agents sent (instead of 10%).
Oct 11, 2005New WebServer
We upgraded our webserver. This has caused a few issues, mostly on some ISPs that do not update their domain name servers often (DNS). Eventually, the whole internet will catch up, and know how to reach the new server.
A 'live beta' version of motherships has been released. The way they work is:
A mothership must be purchased. Then, it must have shield and weapon capacity added. Then, it can be outfitted with weapons and shields.
I am slow on email and PM
With all of the above, and some personal things I had over the last few days, I am WAYYY behind on PMs and email again -- please be patient over the next couple days while I catch up...
Oct 31, 2005Cosmic MarketPlace
Due to the difficulty in 'policing' the player to player trades, the number of people reporting being scammed, and the increasing time the game administration had to spend chasing these reports of being scammed, an official trading marketplace has been introducted.
Many players are trading for lending their units out. Ie - "I will give you 100,000 units for 5 days in return for turns" or such. While we are not stopping this - from this point in time forward if you use the "GIVE" unit functionality to give another realm units, and actually expect them back -- good luck, you are on your own. We will no longer chase accounts down to return goods that were (as the button says) GIVEN to that realm. Is this just some arbitrary decision? No - we have spent FAR FAR FAR too much time trying to clean up after trades gone bad, and cannot continue to do so while still enhancing the game. So - we have provided functionality that covers most of the real needs, and are saying "this is it - no more" to protecting people from themselves and their poor decisions and misplaced trust.
Glory and Reputation Points
In Quantum, the top 100 still get the 'G&R' points.
Maximum Turns are now set to 4000. Above this amount, and you do not get more turns as time goes by, although none are taken away, and you can 'hold' more than this amount. With the marketplace added, we can see no reason why active players (or even monthly players) should need more than this amount.
Maximum Donations/Trades per week
The maximum number of trades and donations (combined) per week, is now set to 3. This 'count' resets Mondays, 1AM, gametime.
November 5, 2005Changes to Game Images
It was brought to our attention that some images in game may be infringing on MGM intellectual property rights.
November 16, 2005MarketPlace Update
The exchange rate on the market is now dynamic (within a range) and will adjust to give more of what is 'in excess' in the market, and less of what is in demand. The rate is equal for buying and selling goods into the market. This should encourage more of the 'in demand' goods to be placed on market, since the reward for doing so is greater.
It has been noticed that some accounts exist solely to gain resources, in order to sell to other players via paypal or ebay or whatever. This disrupts the balance of the game, goes against the principles of the point of the game, and is no longer going to be allowed.
November 18, 2005Clarification on 'Resource Farms' Rules
The ONLY thing that is not allowed per the above update, is CREATING AND RUNNING AN ACCOUNT SIMPLY TO SELL YOUR RESOURCES FOR REAL CASH TO OTHER PLAYERS.
Protected Planet Treaty Application (PPT) Limit
The combination of donations or trades that result in getting PPT is now limited to 8 per calander month. This will still allow strategic use of PPT to obtain covert levels, or gather resources for an alliance war, etc, but prohibits continual and uninterrupted time on PPT...
November 25, 2005
Updates on Main Server only at this pointMothership Strength
In a bold move - mothership shields and weapons are now 10 times more powerful than before.
If you are EXTREMELY more powerful than your opponent, your covert and military forces will refuse to engage the enemy - they view such an attack as cowerdly and beneath their worth. They will, though, still spy on them.
This has been reduced. It is in effect when you sabatoge or attack another realm - it affects your attack power, and the amount of damage or goods you receive on a win.
These will soon be disallowed for accessing the game. They are a source of cheating and avoiding the rules. Whenever there are reports of 'hacking' into other accounts, etc, these are involved.
November 27, 2005Due to player feedback, the rank modifier has been eliminated.
Although we usually answer 100% of our emails, anyone who emailed to say "my account is broken,I do not attack with full power" or to otherwise complain about the change, will not be answered, is encouraged to look at game updates, and the forum, and that point is otherwise answered in the sentence above.
December 6, 2005Supporter Unit Transfer
The rate of defectors, during a unit transfer, has increased.
When you transfer units, 1% will defect, and not end up in the target realm.
If you send 1000 units, 990 will arrive.
This change will go into effect Dec 15 or within a few days after Dec 15.
December 15, 2005 - QUANTUM RESET/QUANTUM UPDATESMiners
They gain 10x the Naquadah that untrained units do. They can be trained, and untrained. The actual unit type/name varies by race.
December 17, 2005Quest
This is legit.
It is a 1st attempt at "cross game questing" and may or may not be the last...
The concept is simple: If you can get to a certain level in Times Of Conquest (just relaunched this week!) by progressing through the 3 path servers, you are rewarded in SGW with the Ultimate Supporter Bonus in SGW.
This is not mandatory - but should be fun to take a "side step" from the SGW world into that of TOC Apocalypse world, and see some familiar names around :)
December 23, 2005Alliance and Alliance Managment
Invite, request, member sort, alliance sort, more reasonable page size, -- it is all there! :)
December 29, 2005Bugfixes, Security
OK - some fairly big changes, but hopefully invisible.
The game used to use session ID to know who was who. An additional layer, using cookies, keeps track of which ID logged in. If the 2 do not match, it logs you out. This is to address the 'it is not my account but i am logged in' bug that comes from time to time.
The 1% 'awol' rate for untrained transfers is now active.
Some changes to how 'exchanges' are done behind the scenes --mostly market and supporter transfers. Opposed to trade one-way, trade the other-way, record event -- it now bundles all these together and does them at once. This will ensure one side is never left out in the cold.Either both, or neither, go through - and if they go through, it is logged.
The mail you get when you are given supporter turns/naq/units now comes from YOU to YOU! This means nobody can 'fake' a message and claim they sent you things.
The alliance 'randomly get booted' and alliance tag/name bugs should all be fixed. If anyone has issues with alliances now forward, email me with the details.
Any issues, please use bugs/game suggestions. Any large issues, feel free to email.
Jan 04, 2006
QuantumSmall Changes, minor fixes, and a complete code re-write for Quantum
Security enhancements put onto Quantum (and Ascension).
A few minor fixes on some of the new unit calculations.
A limit on name & race changes.
A complete rewrite of how the 'support files' are stored, loaded and used. If everything goes perfectly, you will not notice a difference.
If something was 'left out' you may get a 'function not found' type error... please email these to email@example.com.
For this transition, I have added 24hours to everybodys protection/PPT.
If you had protection already, it is increased by 24hours (even above the 48hour max). If you had none, you now have 24hours. This is to ensure the 'early birds' to anti covert cannot abuse those still sleeping and unable to prepare. This is also a great opportunity to find&fix any bugs that may be reported.... (however unlikely that is ;) )
A limit on name & race changes.
Introduction of new units - miners, lifers and anti covert agents. Please see the (realeased later today) player help guide for more details, but the basics are:
Miners generate 80 Naq/turn each. They are trained from untrained. 10% of those trained will become 'lifers' - forever banished to the mines (ie they are untrainable). The remaining can be untrained. On launch, everyone had their untrained converted to miners (no lifers).
Anti Covert Units & Tech. These units work like army units, but are trained like covert. When they engage an enemy, they break off from the main assult (taking damage as they do) and hunt the enemy covert. At this point, it is their anti-covert skills versus the defending covert skills. If there is absolutely no defence units in the realm, the attacking army may help them out. Initially, since people have high covert, and low anti-covert, they chance of them doing serious damage is minimal.
Change to untrained - these units, no longer the 'chosen ones' for gaining resources, have grown lazy and resentful when forced to mine, and will gain 20 Naq/Turn each. The difference in untrained to miner is 4x (1/2 'now' compared to 2x 'now') and so whether you choose to utilize miners, considering the 10% untrainable rate, is a strategic decision. Miners, untrained and lifers all count towards 'untrained' for ascension, but miners/lifers are converted at trained rates.
Covert and AntiCovert are added together to contribute to your 'covert rank'. The covert action formula has been adjusted, and now weighs larger bands of covert/anti covert agents more heavily. The level (covert and anticovert) still plays a MAJOR factor in the total power, as do the tech upgrades.
Raid is an attack type that aims to capture untrained units. It will ONLY capture untrained - a small percent, based on your attack power, turns used, and the number of units available to kidnap in the realm you are attacking. Again - miners, lifers, other untis are NOT targetted...just those lazy untrained ones :)
As with Quantum, the entire 'support file' system has been changed. Any bugs with info not appearing, function not found, etc please email firstname.lastname@example.org.
December 23, 2005Login and Security
Improved. From now on, only the main page will have the option to login. You will not see the left navigation unless logged in. Most pages now need a login to view.
Feb 15, 2006
Gerernal UpdateHello, this is a general update, including some small changes, chaos server,ascended server, but mostly the introduction of an expanding Game Admin Team, the original Game Admin("Forum") focus, apologies and new method of contact.
General UpdatesThere have been a few minor chages throughout the game.
Raid is limited to 10x your rank (let those lower ranked get a chance for good farming too :)).
Glory and rep points are given out to top 2% (instead of 1.5%) of players.
Interaction between players who have used the same computer, or logged into each others account, is limited (used to be last login only). This is not meant to punish those at the same location, but is one of the few solid ways of PREVENTING users setting up multiple accounts to gain unfair advantage.
Bank limits have been elminated in favor of a 'pin code'.
The game is faster than it used to be due to a better internet connection and improved code
There are also a number of other relatively minor changes.
Ways to contact the Game AdministrationPlease check the 'contact us' link at the bottom of all game screens, for the proper email address or avenue to contact those who run and support the site. There are new email addresses, and this information may change over time, so please do check before emailing (and checking forums first of course).
Introduction to the Game Admin TeamThere is a new team of people, separated from the game itself, helping admin the game. Realisticly, this is because of an unsupportable workload for the current/previous admin, even with just emails and general work associated with the site, let alone putting in enhancements.
Additionally, the desire to keep the site cheat free, and have a better than 1month turnaround on email, add to the need for a supporting game admin group.
You will see 'game admin' on the forum (or a similarily titled forum account) and can use email@example.com email which is monitored by this team (again check the 'contact us' link).
The duties of the Game Admin are many, and growing, but in short they have power to lookup account details, check logs, fix issues, find cheaters, impose penelties, and ban or suspend accounts. Anything they cannot solve, gets forwarded to the Site Admin (Game Admin=the supporting admins; Site Admin='Forum' or the top Admin responsible for everything in the end.)
A confession, apology, vision and warning.As Site Admin, I have a confession. I am TERRIBLY behind in email to firstname.lastname@example.org. So far behind that I cannot hope to catch up. The introduction of support@ has helped, but in truth I have gotten so far behind -with most issues already solved - that trying to answer all emails (or even read them all to try and find out if still relevent) is a losing battle. Therefore, I apologize, but I am not going to be able to read and reply to the emails to email@example.com that have been sent already. I am archiving them, and cleaning my inbox so I can respond to current emails.
If an issue is still outstanding, and important, (examples would be you have ascended, but the 'ascended bug' got you, and the account is still not fixed; you have spent real $ and something went wrong; your account was hacked; etc) please email firstname.lastname@example.org (see the contact us page again). If it is still outstanding, but not urgent/important, please RE-EMAIL to the most appropriate other contact. Yes - I am asking for issues not solved to RE-EMAIL. Again, for that I apologize, but it is necessary.
My vision is that with the additional support of the Game Admins, a clean inbox to start from, and the relatively bugfree, outage free, environment we now have, support will be quicker than promised, less needed than previously, and the game less impacted by bugs, cheats, and other undesirables. And on that note...
A warning for those with multi accounts, autobankers, and other forms of cheating. We (myself and game admins) have put scripts, tools, manual checks, and other devices in place, and are devoting the time to using them, to elminate those cheating.
(If you were not aware, every single action you take in game is logged - attacks, training, armory buy&sell, transfers, market buys, logon/logoff, banking, spying, etc -- 27million records worth over the last few months.)
A large number of accounts have already been suspended, and more are found and suspended each day. If you have multi accounts, or are using other methods of cheating, this is a warning to delete the extra accounts, and/or stop cheating in general. For those that willingly stop, it will be easier in the end. It is still not decided if any of those caught will be made public, or if the account will simply be left unaccessible to the cheater, or if once punished, it will be left at that. That decision is to be made by the Game and Site Admins, and you must trust it to be fair and the best course for the game.
On one last note, Chaos ( http://chaosgate.gatewars.com ) is coming well, and although it does look a bit different, follows the same style of gameplay as the main server. With annual resets, a LOT can be accomplished (sgw has been played far less than a year for most of you, to get an idea of what can be accomplished in this time...) I encourage all to try it out.
Whats next? We will be focusing on fixing any remaining bugs/issues, I will be looking back to the Ascended server to finish what I have long promised, watching Chaos to ensure it grows well in time, and in general fine tuning. There will be no major changes/enhancements/servers in the next few months, aside from what is mentioned above, such that we can really focus on ensuring everything already out is the best it can be. (this includes the long promised player guides).
I realize this is very very long, but it has been a while since we have updated everyone as to what is going on 'behind the scenes' so hopefully it was worthwhile if you have read to this point :).
Feb 26-27, 2006Market
The market will soon be 'fine tuned' since 'trading market turns' was not intended to be used as it is. In the meantime, many goods were removed from market to slow it down a bit until the update is released in a couple days time.
Feb 27, 2006 - The market has been returned to about what it was before. The change is that instead of untrained, the market takes miners, and returns lifers. If hard currency is used, it returns miners opposed to lifers.
Feb 28, 2006
Chaos ServerPopulation enhancement
As well as a growth rate, population now also has a death rate (we cannot all live forever!)
The base rate is 5% of population dies per day, with the medical skill helping bring that rate down.
This does have implications, so think it through :) ... although this is a levelling factor that I believe most will like. It also makes population and growth a bit more interesting (but not harder, just more interesting.)
Levels of population growth are easier to get at lower population growth points, and are increasingly not only more expensive, but return less per upgrade. This will ensure late starters have a fighting chance, as well as being reflective of the challenges of high populations in finite spaces.
Mar 14, 2006
Trade BrokerOff the market page is a trade broker. Those with full SS, trading with those with full SS, can give your goods to the broker, wait for your trade partner to give their goods, then both are exchanged.
This will work for trading for SS as well, if the one giving the goods trades first.
Market Supporter StatusThis is explained in the market, but is basicly a version of supporter status, traded for ingame goods, that gives partial SS bonuses.
This is easier to get the first time, so more people should have access to the market.
Market to get Full Supporter StatusThis can be done with (as of this update) 1000 Glory & Reputation points.
Ascending also gives full SS.
Market Quantities/GoodsPartial quantities are now possible.
The market now takes untrained (not miners).
Ascending and LifersLifers now stay in realm when ascending. They do not count towards your minimum requirements, nor are they converted. They therefore stay in your realm, before and after ascending. They are, as the term implies, lifers.
Mar 15, 2006
The Great Outage of March 2006Ok - after a long long day, we are back in action.
The issue was multiple (as always) but the core issue was the best way to "undo" a large and largely used bug. The end result is that we have travelled back in time.
What has been done is:
*everyones account is as it was 3 days ago.
*any paid PPT or other bonuses were applied with a bit of 'sorry for the timetrip' interest applied ontop. This goes back 5 days (so even if you got ppt 4 days ago, 1 day before the time reset, you still got benefits).
*any market PPT from 5 to 3 days ago was reapplied, and then a little bit ontop too.
*any market buys (not goods for goods, since that whole trade would disappear in the now unwritten histories) were honored, again - and then some - for the timetravel interest/apology :)
*everyone has PPT... not quite a day but enough to put your house in order.
*the 'new updates' (see above, or the new update forum) are still in place.
*on a side note, those that had marketSS and logged on to get asked for a new password -- and lost market SS doing so -- ... well, that never happened now.
*any silly upgrades made with 'bug men' or 'bug funds' is obviously erased as a history never to be walked into...
(a final note on this: the other option of undoing would have involved erasing all UU since the bug affected most accounts, logged in or not...obviously this was to be avoided.)
I believe everything has been thought of and dealt with the best possible.
If you have any outstanding concerns, please email support@ or admin@ dependin on the context (see 'contact us' link at bottom for which is the right contact).
what a day!
PS - QUANTUM RESET 10PM TODAY! JOIN WHILE THE ERA IS NEWBORN!
thank you and thank you especially for the patience while we put this as right as possible.
UPDATE TO The Great Outage of March 2006Anyone who ascended during these 3 days has had their main account 'special ascended' since the ascended part worked fine, it was just he main account needing updating.
We used the logs to find these accounts, but if for some reason missed yours, just email email@example.com with username, and when you ascended.
Weapons - yes - the weapons data is not exactly time matched to the rollback on the user data. Anyone who blatently abused this difference before we manually updated the obvious errors, was dealt with.
Any minor differences - whether they are in your favor or not- are being left as is.
Anyone who knows they have SIGNIFICANT things they should not, can sell the weapons, and buy untrained mercenaries with the funds, or if you have SS, give the funds to 'jtest10' ID 6426.
The large and obvious exploits, though, have been addressed.
Any other issues, please email firstname.lastname@example.org
Comments?Use the Forum, 'Game Suggestions' catagory, to suggest new features, changes to current features, or even rebalancing of existing features if you feel they are too strong/weak/etc....
Thank you. Admin & co.