Updates
Media
Forum
Wiki

Login:

Email:
Password:
Save Email?


 




Gladiator Meka



High Capacity Missiles



Death Lance



Natural Armor Acti


Drop Shock Killboard
Add to Google


Construx Trade Watches & Dominus Tweak

Another tough fight on Konu where several different types of units squared-off against each other. Below is a satellite image captured during the engagement:


More Chaos on Konu

Constux Trade Watches:
You can now create a Construx Watch from Markets -> Trade Construx. A watch will send you an email whenever someone creates a trade offering any construx you are currently watching. There is no cost to creating a watch and no limit to the number of watches you can create.

The last week for recruitment is closing-in! First, second and third prize winners be announced at the beginning of June. Below are the current rankings for the top six factions. Also, congrats to The Last Minute for being the newest faction to make it into the top six.

Lastly, all fan fiction writers should consider entering the first-ever TinyWarz Fan Faction contest for a shot at fame and prizes.

Dominus Tweaks:
- Factions under 200,000fp will now receive double the Faction Point payout every 600 turns
- Nodes now provide 5fp (was 4.5) and a 15% Payout of Command if 50% of Nodes (25) are captured every 600 turns
- Nodes now provide 7fp (was 5.25) and a 30% Payout of Command if 70% of Nodes (35) are captured every 600 turns
- Nodes now provide 10fp (was 6) and a 50% Payout of Command if 90% of Nodes (45) are captured every 600 turns
- Factions can no-longer capture their first Node if the planet is within 60 turns of a payout
- Building limit for bases decreased to 10 (was 20)


Other Changes:
- Building-based Energy weapons now receive a fixed -3 Gunnery Level penalty while shooting outside optimal range (was -5)
- Buildings now provide a small amount of experience when destroyed
- The player limit to receive small faction advantages has been incresed to 25 players (was 15)
- Capturing Faction War Nodes from Bandits now pays 100 Faction Points




Current Recruitment Standings:

Sanctuary - 1st Place
Paranoia Galaxy Force - 2nd Place
Elite Resistance - 3rd Place
Phoenix Rising - 4th Place
The Last Minute - 5th Place (tie)
PGF_auXiliary - 5th Place (tie)




Combat Report - PvP Bedlam

Another intense fight on Konu where Elite Resistance made a successful push into a Paranoia Galaxy Force base scattering their forces and capturing a Relic as-well. Below are satellite images captured during the engagement:


Chaos on Konu

To the victor ...

Go the spoils

Game Updates:
- Movement penalty for exceeding Controlled Speed is now capped at 8 Gunnery Levels, (6 spaces above Controlled Speed)
- Base limit for max number of Construx Trades / Offers increased to 10 (was 8)
- Rogue Trader now gives +5 additional Trades / Offers (was +2)
- Market Guru now gives +10 additional Trades / Offers (was +4)
- Requisition Request I now gives a +3% Command discount to your Army's drop-cost
- Requisition Request II now gives a +3% Command discount to your Army's drop-cost
- Requisition Request III now gives a +3% Command discount to your Army's drop-cost
- Faction Relic Tax is now capped at 50% for large factions (more than 15 people)
- Faction Relic Tax is now capped at 100% for small factions (15 people or less)
- All players not in a default faction can now observe all of their faction's (and only their faction's) units / buildings on any planet
- To balance this any-time observation, deploying to a faction base now prevents other faction members from deploying to it for 6 turns (was 5 turns)
- Dropshock now applies for 7 turns (16 Gunnery Level penalty to-hit, decreases by 2 Gunnery Levels per turn) when deploying to a base (was 6 turns)
- Faction Leaders may control which members are allowed to observe faction activities by assigning the Observe faction power
- Faction members who do not have the Promote power can now view their rank's abilities from the My Rank option in the Faction Admin menu
- Ore yield is no-longer increased with Mods, Merits or Abilities when using the Basic Mining command
- Posting Mods, Buildings, Units and Crews to the market only for your faction no-longer costs any Command, this allows factions to easily distribute starting items to their new players
- Turn length for Riona, Taris and Zedus increased to 80 turns (was 60)




Current Recruitment Standings:

Sanctuary - 1st Place
Paranoia Galaxy Force - 2nd Place
Elite Resistance - 3rd Place
Phoenix Rising - 4th Place
PGF_auXiliary - 5th Place
Dragon Eclipse - 6th Place



Combat Report - Konu Relic Defense

A epic fight on Konu where Paranoia Galaxy Force and CONTRA Elite barely held off Elite Resistance in a desperate defense of their Relic. Below are satellite images captured during the engagement:


Relic Spotted

Reinforcements Arrive

A Battle Rages

The Retreat

Game Update: All Activated Units are now Faction Unique. This means that a faction can only deploy one of each Activated unit per planet (Aldus, Wulf and Arenas do not have this restriction). This change is designed to make Activated units rarer on planets, force factions to communicate more about who deploys what unit and promote the use of all Commander Meka instead of just a few. Un-Activated units do not have this restriction.

Also:
- The Dreadnaught is no-longer Faction Unique (Activated Dreads still have the above restriction)
- Sixth Sense Acti Charges reduced to 10 (was 12)
- Palestar weapon damage increased to 8 (was 7)
- Palestar now has a 2 Gunnery Level Dodge
- Palestar's Sector Support Acti now gives all in-sector faction units an additional +50% Shield Regen (5 cooldown)
- Dark Inquisitor damage bonus decreased to 5 (was 6)
- Dark Inquisitor's Power Drain renamed Reactor Drain, now gives -4 Max Speed (was -5)
- Trades can now be set to expire in 10 days
- Move penalty / Dodge bonus cap reverted to -4 Gunnery Levels (was -5)
- Claymore Missile weapon damage decreased to 7 (was 9), all Missile weapons on a Claymore receive +2 Damage (base weapon damage is unchanged)
- Super Nova Energy weapon damage decreased to 21 (was 26), all Energy weapons on a Super Nova receive +5 Damage (base weapon damage is unchanged)



New Abilities, Moveable Taskforces, Oh My!

Three new abilities have been added which will define your place on the battlefield. Each ability has differing advantages and disadvantages, also each is restricted. This means that selecting one of these abilities will prevent you from choosing the other two. These abilities allow you to focus on Commander combat, better manage a medium-sized army, or deploy a massive force. Because these new abilities are designed for more veteran players they also have a high Level Point cost.

Lastly, these new abilities allow you to move units assigned to Taskforces with hotkeys. To move all units in a Taskforce, simply purchase an ability that enables this action, then press the number associated to that Taskforce while deployed. These hotkeys overwrite individual unit hotkeys. The new abilities are:

Army of One (15 Level Points) - Requires Charismatic. Locks-out Task Force Commander, Supreme General - Allows Taskforce 1-2 to be moved via hotkeys (1-2), sub-abilities in tree:
- Offense Master (15 Level Points) +1 to-hit, +1 Max Speed, + 1 Damage
- Defense Master (15 Level Points) +25% Shields / Armor, -1 to-be-hit, -1 Damage per hit
- Support Master (15 Level Points) +2 Controlled Speed, +1 Acti Charges, +5% Shield Regen

Task Force Commander (12 Level Points) - Requires Skilled Commander, Locks-out Army of One, Supreme General - Allows Taskforce 1-4 to be moved via hotkeys (1-4), +15 Army Size
- Improved Aimed-shot Command (12 Level Points) (requires Aimed shot & Task Force Commander) +2 GL to-hit
- Improved Move-out Command (12 Level Points) (requires Move out & Task Force Commander) +2 Max Speed for 5 Turns
- Improved Power Burst Command (12 Level Points) (requires Power Burst & Task Force Commander) +20 Shields over 2 turns
- Nano Burst Command (12 Level Points) (requires Improved Power Burst) +10 Armor over 2 turns, Costs 1 Command, no cool-down

Supreme General (15 Level Points) - Requires Skilled Commander, Locks-out Army of One, Task Force Commander - +15 Army Size, gains ability to give Move Orders to Taskforces via hotkeys 1-7, Crew survival no-longer effected by Overkill, All units gain 10% chance to auto-salvage, sub-abilties in tree:
- Requisition Request I (10 Level Points) (+15 Army Size)
- Requisition Request II (15 Level Points) (+15 Army Size)
- Requisition Request III (20 Level Points) (+15 Army Size)

As stated above, taking abilities in one group restricts you from taking them in others. So if you select Taskforce Commander, you will not be able to take Supreme General or Army of One (unless your Respec your Commander).

Also:
- All players have been given a Respec
- Nightstalker Shields increased to 60 (was 55), Immunity cooldown decreased to 5 (was 6), attackers firing at this unit receive an additional penalty to-hit (1 Gunnery Level) if the Nightstalker moved last turn
- Scoutsniper now only receives a to-hit bonus while its main-gun is deployed
- Spellbreaker Recharge Actis cooldown increased to 20
- The to-hit penalty for moving over Controlled Speed is now 2 Gunnery Levels plus one additional Gunnery Level for every additional square moved above Controlled Speed. For example: A unit with 1 Controlled Speed moving 5 squares would receive a (5 - 1) + 2 = 6 Gunnery Level penalty
- The to-hit stack bonus now counts up to 20 units in a stack for +5 Gunnery Levels to-hit (+1 Gunnery Level for every 4 units in a stack)
- Units now receive -1 Gunnery Level to-hit for every 2 squares a unit moves, not counting the first two squares (capped at -5 Gunnery Levels) ... ie. a unit moving 6 squares is -2 Gunnery Levels to-be-hit
- Construction Efficiency now reduces Ore and Command requirements by up-to 50% for 1 to 20 Construx for Units and Mods (was 1 to 10)
- Construction Efficiency now reduces Ore and Command requirements by up-to 50% for 1 to 50 Construx for Buildings (was 1 to 10)
- The Construction panel now shows the true efficiency for items you have Construx for
- Up to 50 shared faction Construx for Buildings now pass through to builders (was 20)
- Players with akas can now choose to swap these for their current names (for TinyBucks) from Headquarters -> TinyBucks
- Faction Leaders can now set a Relic Tax, this is a percentage taken out of the total Relic Command payout which is provided to the faction
- Preserver Escape Pod Crew Survivability decreased to 20% (was 30%)
- Survivor Escape Pod Crew Survivability decreased to 10% (was 20%), Auto-Salvage chance decreased to 20% (was 25%)
- To avoid a potential exploit, units which Auto-Salvage no-longer pay Command to the victim or attacker
- In-range shots which were Impossible (0% chance to-hit) now have an extremely small chance of hitting (0.5% chance)
- The Army Limit for Arenas has been raised to 120 units




Current Recruitment Standings:

Sanctuary - 1st Place
Paranoia Galaxy Force - 2nd Place
Elite Resistance - 3rd Place
PGF_auXiliary - 4th Place
Phoenix Rising - 5th Place
Searing Shadows - 6th Place



Varying Variants

Builders now have additional options to help them construct units. If the unit you are building can have a variant (ie. you have 10 or more Construx of that item), you now have the ability to influence the variants for that unit, if you have the proper mod construx. Builders can influence the variants a unit receives by adding to the "Mod Pool" that is used when a unit is built (the Mod Pool is used to randomly pick variants for any unit you build). This works as follows:

- If you have 25 or more of a Mod Construx for a Mod required to build that unit you can add 2 variants of one-type to the Mod Pool
- If you have 35 or more of a Mod Construx for a Mod required to build that unit you can add 3 variants of one-type to the Mod Pool
- If you have 45 or more of a Mod Construx for a Mod required to build that unit you can add 4 variants of one-type to the Mod Pool

For example: If you are building a Battle Axe II Meka with 50 Construx (the best chance for 3 variants). You have 35 Crusader Long-gun Construx, 45 Advanced Repair Nanite Acti Construx and 20 Porcupine Reactive Armor Construx. Your Crusader Construx allow you to add 4 variants of one type to the Mod Pool and the Advanced Repair Nanite Construx allow you to add 3 variants of one type. You choose the "A" and "D" variants for these Construx.

Before you selected these variants for the pool, the Mod Pool looked like this:

A,D,M

With your selections the Mod Pool now looks like this:

A,D,M,A,A,A,A,D,D,D

When variants are randomly selected from this pool there is now a much greater chance that this Meka will be an A and/or D variant, instead of a M (33% chance of M before vs 10% chance after additions).

If you can modify the Variant Pool, you will see a box with the amount that Mod can change the Pool by, below the Mod required, in the Construction panel. Shared Construx do not count towards the amounts required to modify the Pool. You cannot modify the Variant Pool in Expert Construction Mode. You cannot add more "X" variants to the Pool using this method, but you can select variants a unit would not normally have. This method does not allow you to add the same variant to one unit twice. You can select the same variant with more than one Mod Construx to further increase its chance of being selected.

Also:
- Crews on PvP planets now receive a +10% chance to earn a Merit when leveling-up
- Players under Level 6 can now reset their starting units from any faction (this could previously only be done in a default faction)
- The floor for Buy Orders has been reduced from 1 Credit per item to .1 Credit per item



Current Recruitment Standings:
Sanctuary - 1st Place
Paranoia Galaxy Force - 2nd Place
Elite Resistance - 3rd Place
PGF_auXiliary - 4th Place
Phoenix Rising - 5th Place
Searing Shadows - 6th Place



What's Your Status?

Several status messages now appear over units when they are deployed. These will quickly inform you how much Ore was Mined, if a unit has Salvaged successfully, how much Experience a unit has gained, if a unit is out of Ammo, when a unit Levels-up or various Combat Effects. Show Individual Attacks has been replaced with Show Individual Actions in the Account Settings panel; this option must be enabled to see these messages.

Also:
- The activated to-hit bonus for the Targeting Laser has been reduced to 2 Gunnery Levels (was 3)
- The activated to-hit bonus for the Advanced Targeting Laser has been reduced to 3 Gunnery Levels (was 4)
- Chat now shows the faction color and flag of the player talking
- Sha'Kahr Drone experience has been increased to account for the new CE-cap
- Wulf is now enabled at Level 2, Esika is now enabled at Level 3, Konu is now enabled at Level 5
- Players in Factions with Research Level 5 and above can now choose to Recruit Level 1 crews
- The penalty Thumpers give to moving enemies has been increased by 2 Gunnery Levels to account for new to-hit bonuses
- Sha'Kahr Defense Matrix penalty for moving enemies increased by 1 Gunnery Level
- The Modify Units panel now sorts Units Groups by Mod Slots, then by Variants
- Sha'Kahr buildings now receive a damage-bonus when they are owned by the Sha'Kahr



Facebook, TinyWarz & Achievements

You can now connect your TinyWarz account to your Facebook account. This allows for easier logins through Facebook's single sign-on process. To associate your Facebook account with TinyWarz, login to the game with your email address / password, then open Account Settings and scroll down to the Facebook section.

Once you have associated your Facebook account with TinyWarz, you will be able to setup the new TinyWarz Achievement Application. This posts your most recent TinyWarz feats to your Facebook wall. To setup this application, scroll down to the Achievements section in the Account Settings panel (after you have associated your Facebook account with TinyWarz) and follow the steps listed. The full list of TinyWarz Achievements is still under-construction; feedback & ideas for achievements are currently being welcomed here.

TinyWarz Achievements will not only post what you've accomplished in TinyWarz, but every achievement will also contain your TinyWarz referral link. This means that anyone who joins the game after clicking on your achievement will automatically be added as a referrer to your account (you can view your current list of referred players from the bottom of the Account Settings panel). Referred players earn you a Command bonus when they receive their first TinyDayz and bonus TinyBucks for any purchases they make. When you activate the application, your first achievement will be posted to your Facebook wall so you can see how this process works.

Also:
- The CE Limits for Esika have been increased to:
 + 5,000 CE under Level 10
 + 4,000 CE under Level 20
 + 3,000 CE under Level 30
 + 2,000 CE under Level 40
 + Players over Level 40 can no-longer deploy to Esika
- A Bug allowing players with over 100 Level 3 Crews to recruit more crews has been fixed (don't forget your dead crews!)
- To prevent hoarding, crews under Level 4 can no-longer be sold
- You can now train a crew, using TinyBucks, up to Level 4
- Factions with less than 100,000 Faction Points now earn x3 per Beacon capture on Hadeas
- When two factions are merged, it now costs the faction to be merged 75% of their Faction Points
- Bandits on Faction War planets have been ... "tweaked" =)



Have you ever been experienced?

The experience rules for Bandits have been tweaked as follows:

Previously, armies over 1,000 Combat Efficiency (armies that cost more than 10 Command to deploy) received a experience penalty. This limit was implemented mainly to assist with server performance issues. Now that those issues have been resolved this limit has been increased. The new floor for Army Combat Efficiency is 5,000 Combat Efficiency (CE). The experience Bandits give is the same up-to this cap as it was with the 1,000 CE cap. This means that you can now deploy a force costing up to 50 Command Points without an experience penalty.

Second, a scaling Bandit experience bonus for players under Level 16 has been increased to provide a bonus to players under Level 51. This bonus was increased to allow lower-level players to become more competitive in PvP combat faster.

Third, Base Combat Efficiency is no-longer included in Army Combat Efficiency, this has several impacts: This means that your base size has no effect on the amount of experience you can earn. For example: if you deploy a 25 Command Army and a 50 Command Base, you will earn the same experience as a person who deploys a 25 Command Army and no base (this was implemented in a previous update, but it's being restated here for the sake of clarity). This also means that you only need to repay your Army Drop Cost should you need to Emergency Evac. You do not need to pay additional Command to Evac any base you deploy.

Also:
- Sha'Kahr Drone experience has been slightly increased
- Sha'Kahr Buildings now provide a small amount of experience
- The Modify Units panel now has sound effects
- You will now receive a visual indication if a unit is out of bounds
- The size of Dominus has been decreased from 10x10 Quads to 9x9 Quad; there are now 49 Nodes (was 64)



Can you hear me now?

The days of silent combat are over! Attacks and damage now have sound effects associated with them allowing you to enjoy the sound of blasting lasers, exploding missiles and flying lead. You must have Individual Attacks enabled from Account Settings for sound effects to function. You can also disable sound effects from Account Settings. Lastly, you must have Flash version 8 (or higher) installed in-order to hear combat sound effects.

Also:
- You can now create Arenas without Commander Abilities
- You can now create Arenas without X-variant units



Act III Tweaks

- Your storage and the faction's storage now show what mods are equipped to a unit.
- When you give a unit with mods attached to it, the mods go with the unit. Automated give messages now describe what mods were given with the unit.
- You can no-longer sell a unit that has mods on it, you must de-mod a unit to sell it on the Black Market.
- A faction must now wait 48 hours between allying with another faction or breaking an alliance.
- A.I. Slaves, which were bandits, now have no Controlled Speed
- A.I. Slaves, which were bandits, now have -2 Max Speed
- A.I. Slaves, which were not bandits, still receive -1 Controlled Speed
- A.I. Slaves, which were not bandits, still receive -1 Max Speed
- Bandit Thug Meka's Immunity now has a 3 turn cooldown, Charges increased from 3 to 4
- You can now view all Salvage Events from your last deployment from Deployment -> Combat Report
- Bandits now attack more intelligently near buildings
- All Sha'Kahr now carry at least one Mod
- Two Sha'Kahr units now reveal cloakers
- Sha'Kahr Queen's Ballistic damage reduction has been reduced (she's tough enough not too need it)
- Aldus orbit is now 120 turns to allow more time to organize Sha'Kahr assaults
- Esika and Konu orbits reverted to 100 turns

A quick tweak for players who obtain TinyDayz but let them run-out; these players now earn no a reduced amount of experience while deployed to a planet. This change was needed because previously players without TinyDayz were essentially freely leveling-up crews. This over-inflates the crew market and put players who trained crews with TinyDayz at an unfair disadvantage. Players who have never had TinyDayz now have green names, players who previously had TinyDayz now have grey names.




Previous Game Updates:
35 | 34 | 33 | 32 | 31
30 | 29 | 28 | 27 | 26 | 25 | 24 | 23 | 22 | 21
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1

© 2005 - 2013 MobRule Studios