NEWS New Item System

Bryfft

Community Manager
Staff member
Greetings, Warlords!

A few days ago, we have announced the first changes that will be part of our New Item System. So, how do we make sure that each of our regiments is unique in comparison with other regiments? We've always had different classes and a variety of unique active and passive abilities. Still, some regiments remained copies of one of the starter regiments with a different skin. A distinctive difference between your regiments (especially the "cloned" ones) was made by the choice of equipment for them. This, for instance, determined the damage type of that regiment (i.e. Lightning Damage). This however, is an interchangeable action as you can freely distribute your equipment between all regiments of the same class. Also, this cumbersome experience has become a staple strategy in competitive PvP.

Another aspect of itemization in the game as it is right now, is the fact that upgrading items in your Forge can get very frustrating over time. It's currently pretty expensive on a rare resource: Gold, as well as your time; and can become quite punishing if you happen to fully upgrade a rare item, for example, and find an epic item for the same class and slot shortly after. An item with a higher rarity will always be better than a fully upgraded item of the previous rarity tier. So ultimately, competitive players were only after the best few items in the game, and the rest of the items in your inventory become useless over time.

We have realized that this mechanic can become a significant issue, so this is how we will improve the Item System in the game.


With the release of the New Item System, all regiments will have predefined items equipped. Those items cannot be exchanged, and thus determine a regiment-specific set of attributes, such as Damage and Armor Types.

GUARDIANS
Damage (Physical/Magical)
Critical Damage
Physical Defense
Magical Resistance
Dewport Guard
Below Average
Below Average
High
Average​
King's Guard
Below Average
Average​
Average​
High
Toom Pah's Bunch
Average​
Below Average
Average​
Average​
Grubak's Horde
Average​
High
High
Below Average

PIKES
Damage (Physical/Magical)
Critical Damage
Physical Defense
Magical Resistance
Royal Pikes
Below Average
Average​
High
Below Average
Pikes of Xataka
Below Average
Average​
Below Average
High
T'rut's Brigade
High
High
Average​
Below Average
League's Predators
Average​
Average​
Average​
Average​

ARCHERS
Damage (Physical/Magical)
Critical Damage
Physical Defense
Magical Resistance
Lela's Archers
Average​
Below Average
Below Average
Average​
Caenfort Archers
Average​
Below Average
Average​
Below Average
League's Crossbows
High
Average​
Below Average
Average​
Jerrika's Jackals
High
Average​
Average​
Below Average
Gozura's Gunners
High
Average​
Below Average
Average​
Imperial Roc
Below Average
Below Average
High
Average​

MOUNTED
Damage (Physical/Magical)
Critical Damage
Physical Defense
Magical Resistance
Rough Riders
Average​
Below Average
Average​
Below Average
Riders of Torga
Below Average
Below Average
Average​
High
Free Knights
Below Average
Below Average
Average​
High
Drrakha's Tribe
High
Below Average
Below Average
Average​

MAGES
Damage (Physical/Magical)
Critical Damage
Physical Defense
Magical Resistance
Savant Mages
High
Below Average
Below Average
Average​
Forbidden Mages
High
High
Below Average
Average​
Maiden's Fearies
Average​
Average​
Average​
Below Average
Two-Skull's Gang
Average​
Average​
Average​
Average​
Dark Shamans
Average​
Average​
Below Average
Average​
Necro-Anup Cult
Average​
Average​
Average​
High
Priest of the Eternal Sun
High
Average​
Average​
Average​

Keep in mind that the "below average", "average", and "high" indicators are only rough measures. For instance, looking at two mage regiments dealing physical damage, Two-Skull's Gang and Necro-Anup Cult, makes you think that Two-Skull's Gang is definitely the better regiment. But the average values for Two-Skull's Gang can be lower than those of Necro-Anup Cult in the whole spectrum, for example. Also, both regiments have completely different sets of abilities that must be considered for this equation. And most importantly, you have to remember that stats gained through equipment are only one part of several battle factors. Never forget the impact of class and terrain bonuses in combat!

To equip your army with all predefined items, we will have to change from the old system to the new one. This will convert all equipped items into items of equivalent power (previously Mythical level 13 will roughly convert into Mythical item level 49), and unused items (in your inventory) into Gold (if they had been upgraded) and new Forge Materials of equivalent value:

Ingots (from common to mythical)

Reforge Cores (from uncommon to mythical)

Ingots are used to upgrade your items in the Forge. Use a specific number of Ingots of the same rarity as the item you want to upgrade to the next level. At certain intervals, you can't upgrade your item any longer, before it has been reforged to the next rarity tier. To do that, use the specified amount of Reforge Cores from the next rarity tier to reforge an uncommon item to the rare version of it, for example. Upgrading and reforging also requires some Gold, but up to Mythical item level 49 (equivalent to the max item level in the old system) less than before. The new maximum item level is Mythical level 60. So, even the most advanced players now have ways to improve their regiments again!

You will no longer have unused items in your inventory, and the best thing is that Ingots can also be traded from one tier to another at a special exchange rate. This option costs a little Gold, but this way pretty much all rewards in the game remain meaningful from the beginning until the most advanced stages of the game! Rewards are also less dependent on luck than before! And you no longer have to wait for items in your Forge, because there are no longer any countdowns. All upgrade and reforge actions happen instantly!

To see some more examples, please watch the official feature release video:

Please remember to equip your favorite regiments with your best items to benefit the most when we change systems!

We know this is a huge change of an existing core feature of the game. Even though we have spent a lot of time balancing and testing all changes, there will most likely be areas that need to be touched again, so all regiments have a meaningful place in Aternum. We will monitor the use of regiments, their performance, and of course, your feedback closely to aid us in achieving this. Please use this thread to ask your questions and leave your feedback about the New Item System!
 
Last edited by a moderator:

Bryfft

Community Manager
Staff member
We're going live on Facebook later today (4:30 PM UTC) to answer your questions about the New Item System!



Tune in
, ask your questions and get answers directly from our team :) See you there!​
 

Bryfft

Community Manager
Staff member
We are happy to announce that the New Item System will be enabled on Monday! :)
To benefit the most changing from the old to the new system, make sure to equip your best items to your favorite regiments before Monday! Please also keep in mind that to use the New Item System, you should update your app to the latest available version (0.86).

A side note: for technical reasons, all the PvP battles will be removed from the map for the switch to the new system. Battles will then respawn up to several hours later.
 

Bryfft

Community Manager
Staff member
Dear Warlords!

We have received a great deal of feedback over the last two days. We are grateful for the time you spent on providing us with it.

Thanks to your comments pointing us in the direction of visibly underpowered regiments, we were able to discover a problem in the battle calculations.
Specifically, we realized that the banners were included in the formulas in an incorrect way. As you know, banners are responsible for a large chunk of the damage that your regiments can deal, so them working incorrectly had a significant impact on the performance of your regiments.
While we knew and made it clear that various statistics of regiments were going to change, this banner miscalculation led to changes far more drastic than planned.
We are currently preparing an updated version, with this incorrect calculation adjusted. Once we release the update (we intend to make it happen tomorrow, February 19th), you will be able to update and play the game once more in an enjoyable way.

When it comes to other parts of the update - we now verified that they appear to be working as designed (excluding some technical imperfections, such as the Forge sometimes becoming unresponsive).

This being said, we will be continuously working on finetuning of our balancing (including values of Forge Materials dropping from various in-game actions), as we want Warlords of Aternum to be a fun game that you want to play! :) That is why we are collecting your comments, and will be making adjustments to the game in the coming updates.

Our apologies for this mishap, and please accept our sincere gratitude for all the feedback you have been sending. It really helps, so please keep it coming! :)

Yours,
The Warlords of Aternum Team
 

Bryfft

Community Manager
Staff member
Dear Warlords,

As promised, we have now released the version 0.86.1 for both Android and iOS. The version fixes the problem with the banner miscalculation, which led to the regiments being significantly underpowered.
We apologize for introducing the problem and hope the game will be more enjoyable now.

Once again - please keep your feedback coming, so that we can iron out remaining imperfections in the game! :)
Thank you!

Yours,
The Warlords of Aternum Team
 

Bryfft

Community Manager
Staff member
Dear Warlords,

As you know, we are continuously collecting and working through your feedback regarding the New Item System.

Thanks to your comments, we have been previously able to identify and fix the problem related to the underpowered regiments. With this out of the way, we were able to look at the matter of the item conversion to the new Forge Materials and Gold.
We have seen a lot of discontent related to the amount of resources that you received in exchange for the equipment. We understand that what was perceived as particularly unfair was converting items that you had, but could not yet use due to the level limitation.

We decided to address this feedback by granting everybody who was affected by that particular problem additional resources on top of what was granted before. The amount is different for every player and corresponds with your unusable equipment prior to the system switch, compared to equipped items of the same type.
For example, a player who owned a Mythical item, but could only equip Legendary ones, now received resources required to upgrade their new item to the first Mythical level. Keep in mind that regiments still need to reach the required levels to upgrade the items.

We also updated the numbers you can see on the last page of the 'New Feature' in-game announcement. They show the sum of what you got before and now, so you can check it right in the game if you are interested in knowing what they are :).

Additionally, we have made our first balancing adjustments to the feature :). Here's what we did:
- Drop chance for Ingots was increased in the Tavern stories by the factor of 4.
- Slot number 5 in the Nordvig Merchant now has a 50% chance of offering Gold (it's been 20% so far).
- Number of Ingots in the Smuggler ship was doubled.

Once again, we would like to thank you for your feedback, however harsh it may be. It is of great value to us, so keep it coming!

Yours,
The Warlords of Aternum Team