Changes for BETA round 12

Changes for BETA round 12

New is always better!

  • Saboteur unit added.
    This is a special unit that allows you to sabotage up to 2 missile silos. It costs 30% morale and 2 turns to use the saboteur. It has a 50% chance of disabling a targets missile silo. Upon successfully sabotaging the missile silo, the very first time your target launches a missile it effectively destroys your targets missile silo and missile.
  • Third tier missile accuracy research
    Allows for just one missile silo to be sabotaged at a time. Decreases the chance of a saboteur successfully sabotaging your missile silo by 10%.
  • Anti-missile satellite added
    The anti-missile satellite gives 100% protection against missiles. Each time a missile is shot down, 20% satellite power is used.
  • 25% price increase for missiles, excluding tomahawks.
  • Missile networth increased from 7 to 9%, excluding tomahawks.
  • Several layout problems & bugs fixed.
  • Sea Scorpion price increased to 875 from 865. Attack power decreased from 70 to 65.
  • Two additional color schemes because.. why not.

Changes for BETA round 11

Some of the most important changes for this round

  • Drop boost prevention for clan-wars
    To prevent points clans from declaring Networth and inactive, or newer players in 1-3 man clans two changes have been made:
    1. Updating clan sizes from 5, back to 6, bringing up the clan NW of points clans and making it harder to sell to get into range of points clans
    2. Evaluating the average Networth of the clan in comparison to the target, when allowing declaration.
    a) The declaring clan must have an average Networth per province of at maximum 60% smaller than the opposition clan
    b) For example: A clan with 1 1m NW province cannot be declared on by a clan with 3 333k provinces, as the average (1m) is higher than 333*1.6 (533k).
    c) The does not apply the other way, so if the 1m province strikes first – the war is allowed
    d) This does not apply to mutuals
    e) To make it clear what declarations are possible, Average Networth has been added to clan information, and the average ranges allowed have been added to the clan wars overview page
  • Numerous bug fixes & code clean up
  • Clan invite system rebuilt
  • Machine gun turret attack points down from 240 to 215
  • It is now possible to attack players below 3500 networth
  • Players stop receiving money after 3 days of inactivity

We had some unofficial rules from NZ, now they’re set in stone:

1. Aid boosting is forbidden. The send aid function allows money to be sent from one clan mate to another. This function is intended to allow clan mates to assist other clan mates in times of need, but not to circumvent the usual in-game economy. Using this function to send significant amounts of cash to a single player is known as “Aid Boosting”. In particular, the act of aiding a player such that they can boost their NW significantly beyond the clan average is expressly forbidden. The definition of significant is at the discretion of game staff.

2. Alliances are expressly forbidden. An alliance is where two clans coordinate to the advantage of eachother, or disadvantage of another clan in any way. Specifically, the discussion of “Clan Business” with any player outside of your clan is against the rules, and this will include discussing your clans strategies, status, tactics, or plans. Conversations among the community should be encouraged, but common sense should be exercised to ensure that discussions with other players do not allow for unfair advantages or disadvantages within AO. Should you think any member of your clan or another is seeking alliances or flouting this rule, please report this to a community manager immediately so that it can be evaluated.

3. Multies. You are only allowed to have ONE account.

4. Abusing bugs. This is forbidden. If you find a bug you are to report it to the community managers/admins.

5. Scripted access to Assault.online. Any script which either:

In any way alters the content of the Assault.online page in your browser, or
Automatically interacts with Assault.Online, are expressly forbidden. Any browser plugin which injects javascript or other code into the site for whatever purpose is explicitly prohibited. Any automated logging in of your account via any scheduled or triggered scripting to store and analyse code of the game is a serious offence. Examples of such scripting may include collection of province names and statistics, or any script which performs any in-game action on your behalf. Script usage is proactively monitored and trended, using Access logs, cloudfare logs and Kibana-based trending of user behaviour.

6. Harassing/insulting other players is forbidden.

The punishment for breaking these rules will be decided by the admins, together with the community managers.

Changes for BETA round 10

A few changes for a brand new round. Most changes were design focussed.

  • Redesign of a few important elements, also added calculators on each page so you know exactly how much networth an order will add. You can check this @ dev.assault.online
  • Nostalgia color scheme added. Colors might look familiar.
  • Ability to save users in a list.
  • Clan bonus is now split between clan members.
  • More statistics are tracked which can be viewed under ‘clan member information’.
  • Clan size reduced to 5.
  • A few new units added/renamed.

Changes for BETA round 9

Most important changes for BETA round 9. Unfortunately development has been a bit slow the past weeks, so no MASSIVE changes.

  • Defense building attack power calculation changed.
    This needs a bit of explanation. In previous rounds, you needed 20% more attack power than a defender to win a battle. For BETA round 8 we made a change that increased the dampening factor for buildings and units lost. In turn, defense building power had to be upped because else the amount of units killed by defense buildings would’ve been VERY low. This had an unforeseen impact on the 20% rule. It basically meant your attack power had to be a LOT higher than the defense power to break defenses. 20% rule now works as expected again.
  • Ability to sell missiles added. Selling a missile returns 75% of the original price.
  • Biochemical missile damage decreased.
  • You can now send a maximum of 10 thiefs, enforced by a dropdown rather than an input field. Previously, you could send more than 10 thiefs. However, it was very likely you would get caught.
  • You can no longer bank money with a release date after the round end.
  • Various display bugs fixed. Most notably some night mode text issues.
  • Medal of Devastation rank added to dashboard
  • Aid event added to globals
  • Bug for cancelling satellites fixed
  • Two units renamed: Dreadnought -> Battleship and Typhoon Attack Submarine -> Submarine
  • You can no longer delete your clan when in clan war

There are several other small fixes, but not worth mentioning really.

Changes for BETA round 8

  • Ability to resume any previously peaced war, if the enemy clan declares upon you.
  • Damage reduction factor for UNITS increased from 10 to 25 (will significantly alter losses when defending, to make wars last longer)
  • Damage reduction factor for BUILDINGS increased from 10 to 12 (will slightly alter losses when defending)
  • Idle BK rule implemented; users now lose 25% less BK units when defending.
  • All BK units have 5% more attack power. This is to make them a better choice than mix units such as Grizzlies, if pure BK is your goal.
  • Units that have a three way split (for example; rockteers) have a slight boost in attack power.
  • Units that have a two way split (for example; grizzly tanks) have a slight decrease in attack power when attacking buildings only.
  • All BK units add just 13% Networth now, down from 14%.
  • You can no longer reset during a clan war.
  • Clan member overview page extended with additional information.
  • Military overview page added for clan members.
  • New players cannot attack out of range in a clan war in the first 24 hours after joining a clan.
  • 25% clan points lost when leaving a clan or getting kicked from a clan.
  • Kick, join and leave events added

Changes will be implemented the 10th of july. If you have problems displaying certain pages, clear your cache.

Changes for BETA round 7

For BETA round 7, we have a few changes. Here we go!

  • Air & Sea attack does more damage, but gains less resources
  • Regular attack does less damage, but gains more resources
  • Ground attack does more damage (less than Air & Sea) and gains less resources (more than Air & Sea)
  • Sending snipers integrated
  • Sniper life increased from 150 to 200
  • Spy reports have smaller error margins now. Also, when spying larger groups of units, error margins decrease significantly.
  • Odds for catching spies increased
  • Points for successful base defense integrated
  • Defender receives less damage in a successful base defense
  • Attacker receives more damage in a successful base defense
  • Medal of Courage attacks only counted in war
  • Medal of Devastation attacks only counted in war
  • New set of Red Alert 1 and 2 themed units
  • Max exploration decreased from 50m2 to 25m2
  • Thieving more balanced
  • Sniper effectivity versus thiefs increased
  • Damage splitting integrated
    Previously, the attack power of a unit was split between the attack types a unit could attack. Let’s say a unit with an attack power of 90 could attack sea, air and buildings. Each type would receive 1/3 of the total attack power, regardless of the type being present.As of now, attack power is always dealt. Let’s say a target has sea and buildings: damage is split 50/50 minus a 10% penalty. If a target has only buildings, A maximum of 80% of the attack power is dealt.
  • Tomahawks integrated
    Tomahawks can be sent in an air & sea attack. Typhoon attack submarines are required to fire tomahawks. Each Typhoon attack submarine can hold 2 tomahawk missiles. Level 1 missile accuracy required to build tomahawk missiles. You can send a maximum of 2 tomahawk missiles per Typhoon attack submarine with a maximum of 2 tomahawks for every $10 000 networth you own. 3 tomahawks are built for a price of 1 turn and $1500.
  • Every samsite has a 12.5% chance to shoot down tomahawk missiles
  • Every Anti-missile system has a 25% chance to shoot down tomahawk missiles

Several bug fixes done, (including the very persistent ‘Cannot build more than 500 special units’-bug) a few display tweaks and a few clever integrations to make your AO life a little easier.