Update: Age 3, Day 34 (15-AUG-25)

"Notice board and Updates" update

I have reworked how I post updates, from now on all updates will be displayed on the Updates page (including previous ones), sorted in descending order. But only updates that I post in the current age will be mentioned under the Notice board. You can click the "All Updates" link at the top of the left hand navigation menu to view all updates, or you can click on any specific update from this menu or the notice board, to view the update on its own. The link to this page can also be found in the top menu below the banner for easy access.

Future Improvements

I did come up with better methods for calculating things like casualties and weapon damages, sabotage damages 1-2 months ago, which should really improve things when I implement them. However, I haven't worked on it for a while, so I wasn't able to implement them this age. Hopefully I'll have latest some improvements to implement next age. For the meantime, I have made a couple mid-age changes that I'm hoping will improve things a bit, without disrupting the flow of the game.

Weapon/Item damages & repair costs

Over time quite a few players have reported issues with Weapon/Item damages and repairs, with the main "point" that damage is too high, that they lose too much stat power after a few attacks. To help with this I have decided to halve weapon damages (x0.5) and increase repair costs by +40% (x1.4), players shouldn't see much change in actual repair costs as they (for the most part) should cancel each other out. But it means your Strike & Defense won't fall so much after a few attacks. Item damages have already been reduced, however for repair costs, when the EoA countdown reaches (36d, 1h, 0m, 0s) I will increase repair costs by the specified 40%.

Defended Attacks

When a player attacks another player, but the attacker loses, the attacker should receive a penalty while the defender should receive an inverse penalty. This was something I thought I had implement in the beginning, but upon studying my code, the logic wasn't there.

I have updated it, so when a battle is lost/defended, the attacker now receives a penalty of x1.5, while the defender receives an inverse penalty of x0.5. Which will be applied to both weapon/item damages and casualties. This means when a player attacks and loses, they will receive 50% more damage to their weapons/tools and casualties. Meanwhile, when a player defends an attack, they will receive 50% less damage to their weapons/tools and casualties (half).

This means if a player successfully defends an attack, their damages are now reduced by 75%, meanwhile for the attacker, their damages are only reduced by 25% of what it was.

Note: The updates to Weapon/Item repairs and the added defended attack logic, have been implemented for a few days now.

This means for players who receive defended attacks, their weapon/item damages and casualties are now reduced by 75% from what it was before.

"Help" from friends

Inviting people you know IRL or online, to play LoW is encouraged and appreciated, the more, the merrier. As long as they are a legit person and actively playing they can also provide you with bonus unit production, if they join you as an officer. This is all well and good, however this doesn't mean you can use them to do your bidding.

Inviting other players to the game, with the sole intention of asking them to target specific players (daily attacks and sabotages), completely goes against the whole point of inviting new players and I would consider this bullying. If I see this kind of behaviour, I may add certain limitations to these accounts or possibly even temporary or permanent bans depending on the severity.

For example if a player(s) are invited to the game, with the main focus to attack and sabotage certain players (do their friends bidding), I may disable sabotaging all together and/or nerf their damage in attacks, for those accounts. Though this depends on whether the accounts are legit or not.

Accounts with conflicting IP's

To help prevent fake accounts from going unnoticed, any accounts with conflicting IP's will be made public. If player "A" and player "B" share an IP address, it will be mentioned on both their profiles for everyone to see. So on player A's profile it will say something like "Player A shares an IP with Player B". This way if anyone spots players that share an IP, they can report it to me or Sonic. Note that IP addresses will never be disclosed, just merely a note!

I haven't made this change yet, but once it's implemented, warning me or sonic of potential legit IP conflicts before they happen gives you greater credibility, and you can also be put on the whitelist, so that your connection is never made public.