Bonjour,
L'extension d'OGame "Formes de vie" est disponible sur l'univers de test public : Bermuda.
Rejoignez donc ce serveur afin de tester et étudier les 4 formes de vies !
Note : Les univers de tests se trouvent par ici.
Votre Equipe OGame.fr
Bonjour,
L'extension d'OGame "Formes de vie" est disponible sur l'univers de test public : Bermuda.
Rejoignez donc ce serveur afin de tester et étudier les 4 formes de vies !
Note : Les univers de tests se trouvent par ici.
Votre Equipe OGame.fr
Bonjour à toutes et à tous,
La version 9.0.0-beta8 sera appliquée sur l'univers de test Bermuda aujourd'hui. L'heure exacte vous sera communiquée dès qu'elle sera connue.
Edit : c'est pour 13h00 (+/- l'approximation habituelle).
Edit 2 : finalement repoussée jusqu’à nouvel ordre.
Changelog:
- Correction d'un bug faisant qu'il était possible de commencer un bâtiment de forme de vie alors qu'une usine de nanites ou une usine de robots était en construction.
- Correction d'un bug empêchant l'abandon de planètes.
- Correction d'un bug faisant que la réduction du temps de construction de la "Tour de Pierre" était trop élevée.
- Correction d'un bug faisant que des messages d'économie n'étaient pas délivrés (ceux pour les bâtiments ou recherches de formes de vie n'ayant pas pu être lancés).
- Correction d'un bug faisant que la limite maximale des bonus ne marchait pas correctement.
- Correction d'un bug faisant que les bonus pour "tous les vaisseaux" ne marchaient pas.
- Correction d'un bug entraînant une chute trop importante au classement en cas d'abandon de planète.
- Correction d'un bug faisant commencer la première planète avec 100 formes de vie.
- Correction d'un bug qui copiait la quantité de formes de vie depuis la planète mère.
- Correction d'un bug qui empêchait le transport de nourriture.
- Correction d'un bug qui effaçait l'arbre de compétences en cas de désactivation et activation d'une forme de vie.
- Correction d'un bug qui empêchait les informations des bâtiments de charger quand la file d'attente était pleine.
- Correction d'un bug qui permettait de finir instantanément les bâtiments.
- Correction d'un bug visuel qui montrait une perte de population lors des combats aboutissant à un match nul.
- Correction d'un bug empêchant de reset les arbres de compétences supérieurs si l'arbre "inférieur" n'était pas rempli.
- Correction d'un bug permettant de détruire le bâtiment de recherche alors qu'une recherche était en cours.
- Correction d'un bug avec le cache.
- Correction d'une valeur erronée dans la technologie humaine "Découverte".
- Correction d'un "vaisseau de commerce" apparaissant sur la vue empire.
- Correction d'un bug faisant que les joueurs inactifs avaient une grande quantité de nourriture et de forme de vie.
- Ajout d'informations manquantes aux vaisseaux/défenses, afin de montrer les bonus liés aux formes de vie.
Bonne journée !
Votre Equipe OGame.fr
Changelog:
- Fixed a bug where was possible to start lifeform buildings while nanite factory or robotics factory was upgrading
- Fixed a bug where wasn't possible to abandon planets
- Fixed a bug where the "Stone Tower" building time reduction was too high
- Fixed a bug where economy messages for failed lifeform buildings or technology were not delivered
- Fixed a bug where bonification caps didn't work correctly
- Fixed a bug where bonification for "all ships" didn't work
- Fixed a bug where Highscore decreased too much when abandoning a planet
- Fixed a bug where the first planet starts with 100 lifeforms
- Fixed a bug where lifeform amounts where copied over from the Home Planet
- Fixed a bug where wasn't possible to transport food
- Fixed a bug where lifeform deactivation and reactivation erased the tech tree
- Fixed a bug where building infos stopped loading when there was a full queue
- Fixed a bug where was possible to instantly finish buildings
- Fixed a visual bug that showed population lose in draw fights
- Fixed a bug where wasn't possible to reset higher tech trees when the lower one wasn't filled
- Fixed a bug where was possible to tear down the tech building while researching
- Fixed a bug with caching
- Fixed the wrong value in the human "Discovery" tech
- Fixed a "trade ship" being displayed in the empire view
- Fixed inactive players having high food and lifeform amounts
- Added missing info to ship/defense tech info to show lifeform bonification
Edit : c'est pour 13h00 (+/- l'approximation habituelle).
Pour ceux ayant vu l'edit, c'est de nouveau une heure inconnue
Bon jeu à tous
Hello,
La version 9.0.0-beta11 a été déployée sur l'univers de test Bermuda il y a quelques dizaines de minutes. Les montants de population, et de nourriture ont du être réinitialisés à cet effet.
Cette version apporte les changements suivants :
Proposition de traduction :
- Il n'est plus possible de construire les bâtiments des formes de vie (FV) quand l'Usine de nanites ou l'Usine de de robots sont en développement
- Correction d'un bug empêchant parfois de décoloniser
- Les bonus du bâtiment "Stone Tower" sont corrigés à la baisse
- Les constructions des FV non lancées par manque de ressources génèrent maintenant un message visible dans l'onglet "Économie" de la messagerie
- Les bonus apportés par les LF ont maintenant une valeur limite
- Correction d'un bug empêchant les bonus à tous les vaisseaux à s'appliquer comme prévu
- Les points sont désormais calculés justes lors d'une décolonisation
- La planète mère (PM) n'a plus 100 de population à sa création
- Correction d'un bug copiant parfois la population de la PM vers une position nouvellement colonisée
- Correction d'un bug empêchant parfois de transporter la nourriture
- Désactiver et réactiver une FV conserve désormais comme prévu l'arbre technologique débloqué pour cette FV
- Les détails de la liste de construction s'affichent maintenant comme il faut même avec une file de construction pleine
- Correction d'un bug permettant de construire instantanément des bâtiments
- Correction d'un bug visuel laissant penser à des pertes de population lors de matchs nuls
- Il est maintenant possible comme prévu de réinitialiser les arbres technologiques de rang supérieur même si le(s) niveau(x) inférieur(s) ne sont pas complets
- Il n'est plus possible de détruire les bâtiments de recherche avec une recherche en cours
- Corrections au niveau de la mise en cache
- Corrections des valeurs de la technologie humaine "Discovery"
- Correction de la Vue Empire
- Les valeurs de population et nourriture chez les inactifs sont corrigées
- Correction de la priorité de pillage
- Les bonus de la technologie "Lifeform den" s'appliquent désormais comme attendu
- Les bonus sur la classe Collecteur s'appliquent maintenant bien sur la production d'énergie
- Le temps estimé jusqu'à consommation complète de la nourriture disponible et produite affiché est maintenant plus stable
- Annuler une technologie FV rend maintenant bien les ressources investies
- La vue événements affiche désormais bien les missions transportant de le nourriture
- Correction d'un bug au niveau de l'actualisation de l'activité des comptes
- Il est maintenant possible d'envoyer une mission de découverte de nouvelles FV vers une position cible d'un déménagement
- Correction d'un bug de blocage de production de ressources
- Désactiver sa FV avec des files de construction en cours ne cause plus de problème
- Le bouton de recyclage de CDR en Vue Galaxie prend désormais bien en compte les bonus de fret appliqués aux recycleurs
- Il n'est plus possible de désactiver sa FV pendant un combat
- Ajout d'informations manquantes à propos des bonus apportés par les FV aux informations des vaisseaux et défenses
Ahoy!
We will update Bermuda today at 14:00 CEST to the new version 9.0.0-beta11
Changelog:
- Fixed a bug where you can build lifeform buildings while your nanite factory or robotics factory is upgrading
- Fixed a bug where you couldn't abandon planets
- Fixed a bug where the "Stone Tower" building time reduction was too high
- Fixed a bug where you didn't get economy messages for failed lifeform buildings or technology
- Fixed a bug where bonification caps didn't work correctly
- Fixed a bug where bonification for "all ships" didn't work
- Fixed a bug where Highscore decreased too much on planet abandonment
- Fixed a bug where the first planet starts with 100 lifeforms
- Fixed a bug where lifeform values were copied over from your Home Planet
- Fixed a bug where you couldn't transport food
- Fixed a bug where lifeform deactivation and reactivation erased your tech tree
- Fixed a bug where building information stopped loading when you had a full queue
- Fixed a bug where you could instantly finish buildings
- Fixed a visual bug that showed you losing population in draw fights
- Fixed a bug where you couldn't reset higher tech trees when the lower one wasn't filled
- Fixed a bug where you could tear down the tech building while researching
- Fixed a bug with caching
- Fixed the wrong value in the human "Discovery" tech
- Fixed a "trade ship" being displayed in the empire view
- Fixed inactive players having high food and lifeform amounts
- Fixed a bug where loot priority was wrong
- Fixed a bug where the Lifeform den capacity tech had no effect
- Fixed a bug where the Collector Class bonus did not increase the energy bonus
- Fixed a bug where the estimated time for food consumption jumped too much
- Fixed a bug where the cancelling of lifeform research sometimes didn't return resources
- Fixed a bug where the fleet event page did not show food in transports
- Fixed a bug where planet activity didn't update
- Fixed a bug where you can't send a discovery mission to the slot you are relocating to
- Fixed a but where resources gut stuck
- Fixed a bug where deactivating your lifeform with running queues could cause issues
- Fixed a bug where the galaxy shortcut for debris fields didn't acknowledge the cargo space bonification for recyclers
- Fixed a bug where you could deactivate the lifeform during fights
- Added missing info to ship/defense tech info to show lifeform bonification
Note: Due to some of these fixes, Lifeform Population and Food had to be set down on all accounts.
Bon après-midi,
Votre Équipe OGame.fr
Bonjour à toutes et à tous,
La version 9.0.0-beta14 est en cours de déploiement sur l'univers de test Bermuda.
Cette version apporte les changements suivants :
Proposition de traduction :
- Correction d'un bug empêchant parfois les comptes nouvellement inscrits d'avoir accès aux formes de vie (FV)
- Les décimales s'affichent maintenant comme prévu
- Re-sélectionner une FV ne fixe plus sa population au maximum de la capacité
Ahoy!
We will update PTS today at 14:00 CEST with version 9.0.0-beta14
Changelog:
- Fixed new accounts occasionally not having a lifeform available.
- Fixed the rounding of numbers that appeared to be extremely long after a recent change.
- Fixed the population amount being set to the capacity after reselecting a lifeform.
Cheers,
Bon après-midi,
Votre Équipe OGame.fr
Bonjour à toutes et à tous,
La version 9.0.0-beta20 sera déployée aujourd'hui, jeudi 19/05/22 à 14:00 CET sur l'univers de test Bermuda.
Cette version apporte les changements suivants :
Proposition de traduction :
- Correction d'un bug d'affichage de l'expérience des Formes de Vie (FV)
- Les bonus des FV apparaissent maintenant bien en pause dans le menu Paramétrage de production lorsque le MV est activé
- Correction de deux bugs de duplication de ressources
- Les détails des technologies affichent désormais les bonnes icônes
- Comme initialement prévu, l'expérience des FV n'affecte maintenant plus les bâtiments
- Correction de la couleur du surrégime des Foreuses
- Correction des info-bulles des bâtiments quand ils sont en cours de construction
- Ajout des coordonnées de départ de mission au message de recherche de FV
Ahoy!
Today, May 19 at 14:00 CEST we will update PTS to version 9.0.0-beta20.
Changelog:
- Fixed a bug where the Lifeform Experience bar appeared further than it should be
- Fixed a bug where the resource settings didn't show Lifeform as on pause during vacation mode
- Fixed two bugs where you could generate resources
- Fixed a wrong icon in the tech details
- Fixed a bug where Lifeform Experience affected buildings
- Fixed a bug where the Crawler overload had the wrong color
- Fixed a wrong tooltip while lifeform buildings were upgrading
- Added coordinates of the starting planet to Discovery messages
Cheers,
Bonne journée,
Votre Équipe OGame.fr
Bonsoir, bonsoir,
Comme certains l'auront déjà remarqué, un patch d'équilibrage a été appliqué aujourd'hui à la version 9.0.0-beta20 sur l'univers de test Bermuda.
Ce patch revoit principalement les prix et durées de différents composants de l'extension des Formes de Vie.
Nous sommes désolés mais il faudra se contenter d'une version non traduite et donc en anglais cette fois-ci :
Intro
We are very thankful for all the players who went on the Public Test Server (PTS) to experience our newest update “Lifeforms”. The team has now gone through the first wave of PTS feedback that was provided by a lot of players who jumped right into the new Lifeform update.
Overall, the update created some very interesting discussion about possible strategies with the newly introduced amount of possible build options which is one of the main intentions of the update. However, players also addressed that some of the benefits that are currently obtainable on the PTS were too powerful compared to their cost and that cost reductions were potentially too strong, and we agree. With our first balancing patch for the PTS Lifeform update we want to address the problems that players have highlighted and found so far.
The team would like to thank all of the players who took their time to test our Lifeform update and provided valuable feedback. This greatly helps us to improve the Lifeform update until it is ready for the live release as we continue our quest to make this polished, balanced, and fun by the time it launches.
In the following sections we will generally talk about some of the update goals and how the PTS setup will be changed compared to the initial version. Please note this is an ongoing process. As long as the update is tested on the PTS all values are subject to potential changes based on performance, testing, and community feedback.
General changes
Below a list of changes that were done to buildings or technologies across the board.
Buildings:
Technologies:
Population & Food buildings
Population and food together with the introduced conversion buildings for each Lifeform are the pre-condition that players need to build up to access the new Lifeform tech tree. Players need to find a balance between an increasing amount of population vs. the amount of food that is consumed. This balance differs greatly between the different Lifeforms. Where for example Humans have support buildings that increase food production which help with the amount of population, or reduce food consumption the Rock´tal Lifeform has none of those options which makes them significantly more costly to reach the highest population counts that are needed to unlock the species tech tree fully.
Changes:
Resource production (metal, crystal, deuterium) related buildings and tech
The initial feedback of players was that the bonus to production which you could obtain from Lifeforms would be too strong for the costs involved.
Changes:
Overall, we believe that the initial levels for production boost will still give players a really good source to invest into if they want to enhance their production further while higher levels need a significant higher investment of resources and time to increase the benefits further.
Ship base stats & defense base stats related techs
The ship & defense related tech benefits will impact Structural integrity, Shield Power, Weapon Power, Cargo Capacity and Base Speed.
Changes:
Ship speed increasing Lifeform techs
Overall, the intention of those techs were that players have an option to increase their flight speed further beyond the available research options. But we agree that a vastly increased flight speed is not something that should be possible. Therefore, the bonus values for ship speed have been revisited and changed.
Changes:
Ship fuel reduction techs & Recall fuel refund tech
The main intention with introducing ship fuel reductions and a technology that would give back invested fuel if a fleet is recalled was to make flying around with fleets less of an investment and less of a risk. However, the fuel reduction has been seen as somewhat critical since it also enables exploration missions again to be more lucrative. With the changes we would like to address those concern but keep monitoring further feedback how much fuel reductions impact exploration missions and their gain from this tech.
Changes:
General cost reduction & time reductions
The Lifeform update introduces a couple of new options to reduce cost & time for production buildings or for specific research like Espionage tech, Weapon, Armor, Shield or Energy research. However, the cost reduction has been reviewed somewhat critical which we understand. Especially high reductions scale too strong into late game. However, we believe that the time reduction for research is still something that should be available since research doesn´t have a similar reduction options like buildings with nanite.
Changes:
Class bonus techs
Some Lifeforms have as technology an increase to the class benefits. Since this can be quite powerful due to the overall benefits classes can give we believe that the initial values were too high for the investment that players had to take to boost the class benefits further.
Changes:
Exploration related tech bonus
The Lifeform update introduces a couple of technologies for players who like the exploration playstyle. As example a technology that reduce the chance for Black Holes (fleet loss on expeditions) or increases the number of ships you find on expeditions. The initial feedback from players was rather critical about the reductions to the fleet loss chance since it potentially would lead again to a situation where exploration missions would be more efficient and lucrative again.
Changes:
Moon size building
The Kaelesh have a special building that increases moon chance and moon size.
Changes:
Population growth
Players reported that the growth of population was way too fast. After a short check we noticed that there are 2 current issues where one has been addressed and one will be addressed later.
Changes:
Open issue:
Final words
Thanks to all of the testers, the feedback we received from the official forum and Discord, we have been able to further improve the balance of the upcoming Lifeforms update. We hope that the changes reflect the feedback and wishes that players have communicated to us so far, as the developers work to fix issues and balance various mechanics introduced with these features. We will keep monitoring how players interact with the Lifeform update and the feedback that is provided, while everyone discovers new ways how to further improve his empire, and further improve it on the way as long as the PTS phase is ongoing.
Please find on the following link some useful values and formulas for a better understanding of Lifeforms: ogame.comastuff.com/LF_MASTER.xlsx
Thanks again for all the feedback. Please keep it coming!
Your OGame Team
Bonne soirée,
Votre Équipe OGame.fr
Bonjour à toutes et à tous,
La version 9.0.0-beta22 sera déployée demain, mardi 24/05/22 à 14:00 CET sur l'univers de test Bermuda.
Cette version apporte les changements suivants :
Proposition de traduction :
- Les technologies Formes de Vie (FV) améliorant les vaisseaux ont désormais l'effet correct lors des combats
- Correction des productions excessives de Population et Nourriture
- Correction de l'infobulle affichant l'absence de Laboratoire de recherche quand ce dernier était en construction
- Le bâtiment Mecha "Nano Repair Bots" s'active maintenant correctement lors de combats sur la Lune de la Colonie où il est présent
- Ajout du nom de l'astre de départ de mission au message de recherche de FV
Ahoy!
Tomorrow, May 24 at 14:00 CEST we will update PTS (Bermuda) to version 9.0.0-beta22.
Changelog:
- Fixed lifeform researches which improve ship stats not applying their bonus in combat.
- Fixed population growth and food production values being higher than intended.
- Fixed the hint on researches displaying that you do not have a Research Lab while it is being upgraded.
- Fixed the Nano Repair Bots building from the Mechas species not applying its bonus to wreck fields created on the moon that belongs to the corresponding planet.
- Added the name of the planet from where the fleet mission started to discovery report messages.
Cheers
Bonne fin d'après-midi,
Votre Équipe OGame.fr
Hello,
Une nouvelle version mise à jour du tableur déjà mis à disposition plus haut est disponible au lien suivant : ogame.comastuff.com/LF_MASTER_Public.xlsx
Il n'y a pas de changements majeurs :
- Mise à jours de certaines description pour coller aux effets actuels
- Les valeurs maximales sont maintenant formatées en pourcentages
- Aucun chiffre ne bouge, seulement leur format et certains textes
Changes:
Très bonne journée à toutes et à tous,
Votre Équipe OGame.fr
Bonjour à toutes et à tous,
Aujourd'hui, mercredi 15/06/22 à 14:00 CEST un patch d'équilibrage de l'extension des Formes de Vie sera déployé sur l'univers de test Bermuda.
Il n'y aura ni maintenance ni changement de version.
Voici le tableur déjà mis à disposition plus haut dans ce fil de discussion mis à jour : ogame.comastuff.com/LF_MASTER_Public_June15.xlsx
Intro
Before we go deeper into the different aspect of the current balance changes, we would like to thank all players for the massive amount of feedback & input we have received in the last weeks from the PTS. Everyone who put time and effort into testing on the PTS helped us to vastly improve the update further and we are very grateful for all the dedication that players are showing. With the current changes we would like to address some of the feedback and narrow down the Lifeform to its final values which would be applied to the live release once we are ready. Please note that there are potential further changes if topics come up from the community that need to be addressed.
Production benefit related buildings and Lifeform technologies
For production related benefits there were a couple of changes. First, we equalized the cost scaling to 1.5 for all buildings and technologies. The main reason is that players will still receive powerful benefits with lower investments but the benefits don´t scale as well into late game creating a more balanced cost / investment ratio even with higher investments. For production related Lifeform buildings, we increase the benefit per level and for production related techs the overall benefit per level has been slightly reduced. This change should bring building and tech benefits more in line with each other. Additional changes we implemented are that production related buildings now have an energy cost added to them.
To compensate the increased energy needs we removed & replaced an “all resource production” tech from Rock´tal and replaced it with an “increased energy production” tech. This should help players to compensate for the increased energy needs of the production buildings across all Lifeforms and goes in line with the reduction for production benefits we were aiming for.
Detailed change:
- Rock´tal slot 7 “all production tech” removed
- Rock´tal slot 1 “metal production tech” moved to slot 7
- Rock´tal slot 1 “increased energy production tech” added
Ship combat technologies & defense
All technologies which would further improve ship combat strength have had 2 changes. The base value of the tech has been increased from 0.2 to 0.3 and the cost scaling has been increased to 1.5. Like the changes for resources, we want players to have a more significant improvement in the earlier stages while scaling the technology should be harder. Additionally, the base cost for all combat ship techs have been equalized. Similar changes were also done to the defense related technology. Since defense only has one technology that improves all defenses, we settled for the approach that defense technology will scale less strong then combat technology but will not have directly double the base value. Overall, this should lead to a situation where equal investments for both kinds of technology should result in relatively the same power where players who go for ship combat strength will have to decide if they specialize more in the direction of destroying defense or fleet vs. fleet combat.
Ship speed minor change
We decided to exclude Deathstar from the ship speed technology. The intention behind this change was that we didn´t want to have moon destruction being speed up further and additionally allow players to invest into this tech without having to change habits regarding fleet saving. The description text for this technology will be updated at a later point to include this information.
Slot 17 & Slot 18 technology changes
With the current balance change the 17th and 18th technology for the Rock´tal, Mecha and Kaelesh have been switched. Class benefit technology is now a slot 18 technology and all combat research related technologies (weapon, shield and armor tech) are now slot 17.
Conversion buildings time reduction
We also looked at the build time scaling for several buildings. While players can always invest into Nanite or Robotics to reduce the overall build time we felt that the increase for the “conversion buildings” (example Human: Academy of Sciences & Neuro-Calibration Centre) were too high and have been reduced.
Further notes
The above changes only mention the most important changes. All detailed changes for all values can be found in the excel file above. Additionally, there are 2 open topics for us where we will keep working on. All buildings on our PTS/QA system that give a bonus to the species tech tree currently don’t apply their bonus correctly. This is something we are working on and potentially in the future will do more changes to the bonus or scaling of those buildings. Another topic is fuel reduction. We know how important it is to not get to 100% fuel reduction with all technologies and server settings stacked on top. However currently fuel reduction is not working as intended on our PTS/QA system which makes it difficult to find the right balance. After this issue has been resolved there are potentially further changes to fuel reduction.
Final words
We are very honored by the community involvement on the Public Test Server and the overall input that was provided to make this update the best possible. With the balancing update on our Public Test Server we will also send out another wave of Dark Matter for players to further build up and test all features of the upcoming Lifeform Update. We hope that the changes reflect the feedback and wishes that players have communicated to us so far, as the developers work to fix issues and balance various mechanics introduced with these features. We will keep monitoring how players interact with the Lifeform update and the feedback that is provided, while everyone discovers new ways how to further improve his empire, and further improve it on the way as long as the PTS phase is ongoing.
Bonne journée,
Votre Équipe OGame.fr
Hello commanders!
Today, at 14:00 CEST we will apply a balance patch to PTS (Bermuda).
There's no maintenance needed as the patch will be adjusting only some Lifeforms values.
Please check bellow a more detailed information about the balance changes.
The LF_Master file has been updated as well accordingly: ogame.comastuff.com/LF_MASTER_Public_June15.xlsx
Intro
Before we go deeper into the different aspect of the current balance changes, we would like to thank all players for the massive amount of feedback & input we have received in the last weeks from the PTS. Everyone who put time and effort into testing on the PTS helped us to vastly improve the update further and we are very grateful for all the dedication that players are showing. With the current changes we would like to address some of the feedback and narrow down the Lifeform to its final values which would be applied to the live release once we are ready. Please note that there are potential further changes if topics come up from the community that need to be addressed.
Production benefit related buildings and Lifeform technologies
For production related benefits there were a couple of changes. First, we equalized the cost scaling to 1.5 for all buildings and technologies. The main reason is that players will still receive powerful benefits with lower investments but the benefits don´t scale as well into late game creating a more balanced cost / investment ratio even with higher investments. For production related Lifeform buildings, we increase the benefit per level and for production related techs the overall benefit per level has been slightly reduced. This change should bring building and tech benefits more in line with each other. Additional changes we implemented are that production related buildings now have an energy cost added to them.
To compensate the increased energy needs we removed & replaced an “all resource production” tech from Rock´tal and replaced it with an “increased energy production” tech. This should help players to compensate for the increased energy needs of the production buildings across all Lifeforms and goes in line with the reduction for production benefits we were aiming for.
Detailed change:
- Rock´tal slot 7 “all production tech” removed
- Rock´tal slot 1 “metal production tech” moved to slot 7
- Rock´tal slot 1 “increased energy production tech” added
Ship combat technologies & defense
All technologies which would further improve ship combat strength have had 2 changes. The base value of the tech has been increased from 0.2 to 0.3 and the cost scaling has been increased to 1.5. Like the changes for resources, we want players to have a more significant improvement in the earlier stages while scaling the technology should be harder. Additionally, the base cost for all combat ship techs have been equalized. Similar changes were also done to the defense related technology. Since defense only has one technology that improves all defenses, we settled for the approach that defense technology will scale less strong then combat technology but will not have directly double the base value. Overall, this should lead to a situation where equal investments for both kinds of technology should result in relatively the same power where players who go for ship combat strength will have to decide if they specialize more in the direction of destroying defense or fleet vs. fleet combat.
Ship speed minor change
We decided to exclude Deathstar from the ship speed technology. The intention behind this change was that we didn´t want to have moon destruction being speed up further and additionally allow players to invest into this tech without having to change habits regarding fleet saving. The description text for this technology will be updated at a later point to include this information.
Slot 17 & Slot 18 technology changes
With the current balance change the 17th and 18th technology for the Rock´tal, Mecha and Kaelesh have been switched. Class benefit technology is now a slot 18 technology and all combat research related technologies (weapon, shield and armor tech) are now slot 17.
Conversion buildings time reduction
We also looked at the build time scaling for several buildings. While players can always invest into Nanite or Robotics to reduce the overall build time we felt that the increase for the “conversion buildings” (example Human: Academy of Sciences & Neuro-Calibration Centre) were too high and have been reduced.
Further notes
The above changes only mention the most important changes. All detailed changes for all values can be found in the excel file above. Additionally, there are 2 open topics for us where we will keep working on. All buildings on our PTS/QA system that give a bonus to the species tech tree currently don’t apply their bonus correctly. This is something we are working on and potentially in the future will do more changes to the bonus or scaling of those buildings. Another topic is fuel reduction. We know how important it is to not get to 100% fuel reduction with all technologies and server settings stacked on top. However currently fuel reduction is not working as intended on our PTS/QA system which makes it difficult to find the right balance. After this issue has been resolved there are potentially further changes to fuel reduction.
Final words
We are very honored by the community involvement on the Public Test Server and the overall input that was provided to make this update the best possible. With the balancing update on our Public Test Server we will also send out another wave of Dark Matter for players to further build up and test all features of the upcoming Lifeform Update. We hope that the changes reflect the feedback and wishes that players have communicated to us so far, as the developers work to fix issues and balance various mechanics introduced with these features. We will keep monitoring how players interact with the Lifeform update and the feedback that is provided, while everyone discovers new ways how to further improve his empire, and further improve it on the way as long as the PTS phase is ongoing.
Kind regards,
Your OGame Team
Bonjour à toutes et à tous,
Petite précision sur le patch d'équilibrage évoqué dans le post ci-dessus. Le texte ingame sera immédiatement mis à jour pour correspondre aux changements, mais cela ne sera pas le cas des images. Certaines images ne correspondront donc pas. Ceci sera corrigé lors de la mise en place de la prochaine version.
Bonne journée,
Votre Équipe OGame.fr
Bonjour à toutes et à tous,
Aujourd'hui, vendredi 17/06/22 à 14:00 CEST la version 9.0.0-rc2 a été déployée sur l'univers de test Bermuda.
Cette version apporte les changements suivants (proposition de traduction) :
- La technologie "Intergalactic Envoys" applique désormais le bon bonus de vitesse aux mission Exploration
- Les abandons de planètes sont à nouveau possibles
- Le bâtiment "Planetary Shiled" protège maintenant le bon montant de population
- Correction de la consommation trop basse sur les serveurs avec réduction de consommation
- Le temps de démolition des bâtiments de l'extension des Formes de Vie est maintenant calculé correctement
- Abandonner une position n'entraine plus de perte de points plus importante que la valeur de la position en question
- Correction d'un bug dans le commencement des technologie de l'extension des Formes de Vie par Antimatière
- Le bonus de la technologie "Kaelesh Discoverer Enhancement" est maintenant appliqué comme attendu
- La technologie "Orbital Den" se cumule maintenant correctement
- Les bonnières s'affichent désormais au bon endroit chez les comptes récents
- Le bonus aux technologies de Formes de Vie s'applique dorénavant comme prévu
- Correction d'un bug permettant de construire immédiatement une partie de l'ordre de construction via le "Ship Manufacturing Hall"
- Les files de construction des bâtiments et technologie des Formes de Vie fonctionnent à nouveau normalement une fois le MV désactivé
- Amélioration des temps de chargement des pages. L'effet et particulièrement notable sur des comptes ayant de nombreuses planètes
- Le bonus de la technologie Rock’tal "Collector Enhancement" a maintenant les bonnes valeurs
- Il est à nouveau possible de construire l'Usine de robots et l'Usine de nanite quand des bâtiments de l'extension des Formes de Vie sont en construction
- Correction d'un bug empêchant certains joueurs de désactiver leur Forme de Vie tant qu'une mission Exploration était en cours
- La capacité de population maximale est maintenant calculée correctement
Désolé pour l'annonce tardive.
Bonne fin d'après-midi et bon weekend,
Votre Équipe OGame.fr
Hello!
Today, Friday, 17th of June, at 14:00 CEST we will update PTS (Bermuda) to version 9.0.0-rc2.
Changelog:
- Fixed Intergalactic Envoys not giving the correct speed increase to discovery missions.
- Fixed an issue that did not allow you to abandon a planet in some cases.
- Fixed Planetary Shield protecting more population than it should.
- Fixed the fuel consumption being too low on game rounds with the reduced fuel consumption setting active.
- Fixed the time to tear down lifeform buildings not being correct.
- Fixed an issue with the highscore decrease being too high when abandoning a planet.
- Fixed an issue with starting lifeform technologies with Dark Matter.
- Fixed Kaelesh Discoverer Enhancement not giving the correct bonus values.
- Fixed multiple planet's Orbital Den values not stacking correctly.
- Fixed planets and banners showing up below the highscore on new accounts.
- Fixed the behaviour of lifeform technology improvements not working correctly.
- Fixed a portion of ships being instantly built when the Ship Manufacturing Hall was pushing the required building time below 1 second.
- Fixed lifeform queues not working correctly after leaving vacation mode.
- Improved the loading times of each page. This should have a greater effect on accounts with a high amount of planets.
- Fixed Rock’tal Collector Enhancement not giving the correct bonus values.
- Fixed building queues not allowing to put the Robotics Factory and Nanite Factory in the queue while lifeform buildings are being built.
- Fixed players being unable to deactivate their lifeforms while discovery missions are ongoing.
- Fixed the population capacity being higher than it should be in some cases.
We appologize for the late notice,
EDIT (21/06/22) - Oubli dans le patchnote :
Ajout d'un onglet détaillant les bonus de l'extension des Formes de Vie dans le menu "Paramétrage de production".
Bonjour à toutes et à tous,
Aujourd'hui, jeudi 30/06/2022 à 14:00 CEST la version 9.0.0-rc5 sera déployée sur l'univers de test Bermuda.
Cette version apporte les changements suivants (proposition de traduction) :
- Correction de l'icône du Terraformeur quand celui-ci bénéficie de la réduction de son coût via la technologie FDV
- La capacité bonus totale de la technologie "Den capacity" est calculée correctement lorsque la technologie est présente sur plusieurs colonies
- Retrait du bouton "Commencer avec de l'AM" sur la page des technologies FDV en cas de file de recherche pleine
- La navigation par tabulation entre les champs Métal, Cristal et Deutérium du menu flotte est à nouveau fonctionnelle
- Correction d'un bug empêchant l'ouverture de la page Recherche en cas de construction d'un Laboratoire de recherche
- Le bonus de la classe Collecteur s'applique désormais correctement
Bonne journée
Votre Équipe OGame.fr
Ahoy!
Today, Thursday, 30th of June, at 14:00 CEST we will update PTS (Bermuda) to version 9.0.0-rc5.
Changelog:
- Fixed a bug where Terraformer showed a hatched icon when you had reduction through Lifeform tech
- Fixed a bug where the Den Capacity tech from humans didn't stack properly with several planets
- Fixed a bug where there was a "Start with DM" button in Lifeform techs despite a full queue
- Fixed a bug where tabbing through resources in Fleet didn't work correctly
- Fixed a bug where you couldn't open research on another planet while the research lab was upgrading
- Fixed a bug where the Collector Bonus tech didn't work correctly
Bonjour à toutes et à tous,
Aujourd'hui, mercredi 06/07/22 un patch d'équilibrage de l'extension des Formes de Vie sera déployé sur l'univers de test Bermuda.
Nous n'avons pas d'horaire à communiquer, mais c'est pour très bientôt, il n'y aura ni maintenance ni changement de version.
Voici le tableur déjà mis à disposition plus haut dans ce fil de discussion mis à jour pour ce troisième, et dernier pour le cycle de test, patch d'équilibrage : https://ogame.comastuff.com/LFMaster.xlsx
Désolé pour l'annonce tardive,
Votre Équipe OGame.fr
Intro
Dear commanders,
We’re closing in on the end of the PTS phase for the OGame Lifeforms update. Today’s balancing patch will be the last fine-tuning before the update is applied to a live server. The team would like to use this opportunity to thank all the players who gave us such amazing support in improving this update further with their input and ideas. We have seen a lot of interesting discussions throughout the forums and on our official OGame Discord, which led to quite a few changes. In this community letter, we would like to not only communicate the current changes that have been done, but also give a short overview of all the changes made thanks to the amazing feedback we received, as well as share some insights into our plans for the future. But before we get to that, let’s briefly discuss the current changes.
Rock´tal building - Advanced Recycling Plant (building 12)
Before we go into the specifics, let’s first shed some light into how the building actually works. When a player has this building on their planet, if they are attacked by someone and a debris field is created, this building will take a % of the debris field and move the resources back to the planet. The resources which are collected by the building are removed from the debris field. This effect only occurs if the battle happens around the planet, not around the moon. Furthermore, if there are Reapers in the attacking fleet, they will take resources out of the debris field before the building does. The general design idea behind the building is that defensively oriented players have more options to make attacks against them less interesting or lucrative. While the building shines most in combination with a highly defensive setup, we agree that the building cuts into the victory margins of fleeters who catch people off guard. To find a compromise solution, we implemented the following changes and will further monitor how this building works out on the live service:
Changes:
Building bonus limit reduced from 40% to 30%
Building cost scaling increased from 1.3 to1.5
Building energy scaling increased from 1.07 to1.1
Building bonus per level reduced from 0.8 to 0.6
Kaelesh building - Supra Refractor (building 12)
This building increases the chance that a moon is created, as well as the size of that moon. As players correctly noted, in the beginning this building had the option to increase the moon size to 10,000 km, a benefit which would influence the moon destruction chance in an unintended way. As a means of reducing the overall power of this building, we decided to apply the increase to moon size only to the minimum moon size, but ultimately this led to the building being not very interesting. After further discussions, we decided to alter the building once more, reverting the previous change, whilst simultaneously ensuring not to create moons that were unintended. To this end, we have introduced a new global limit to moon sizes, currently set to 9,400 km. By comparison, the standard maximum moon size without modifiers is 8,944 km.
Changes:
Building base costs doubled
Building cost scaling increased from 1.3 to1.4
Building energy cost scaling increased from1.03 to 1.05
Building bonus per level reduced from 1 to 0.5
Building bonus limit reduced from 50%to 30%
Additional changes:
Lifeform techs which reduce the fuel consumption of ships (Efficiency Module & Heat Recovery) have had their bonus per level reduced from 0.05 to 0.03 and cost scaling increased from 1.4 to 1.5
These are the final changes for now for the PTS version of the OGame Lifeforms update. Please note that balancing and development is an ongoing process. Even after the release of the update, we will monitor its impact and what feedback players provide and potentially alter and adapt the content. We therefore encourage all players to keep up with the discussions and feedback. It is a great help to us, and a further step towards improving OGame.
That leads us on to the next thing we wanted to highlight. Thanks to the great feedback that we received from players, we made a huge number of changes. Beside the balancing tweaks already mentioned, mostly inspired by player feedback, we also received numerous feature requests that have been added or potentially will be added in the future. We would like to share some of the stand-out changes here.
Features that already made it into the current PTS version:
The majority of balancing changes were made based on community input and feedback
We added an overview of all lifeform-related bonuses which come from buildings and tech. Players can now see at a glance what bonuses are applied to the planet they are currently on
We updated the information tooltips for lifeforms and food production with additional information as requested by players
Several text descriptions were altered and updated
Upcoming additions to the Lifeforms update (post release) based on community input:
Changes to how lifeform experience is earned. We will implement daily limits with a catch-up mechanic if you miss days, as well as flatten the experience scaling, allowing more levels by reducing the bonus gained per level. Additionally, there will be a total limit for the bonus gained from leveling up lifeforms
Updates to the 0.5 fuel consumption server setting to work properly with the Lifeforms fuel reductions
Changes to combat expeditions debris field. The debris field server setting will be updated, and the limit will apply as intended
Update to phalanx report to display the ship speed of the slowest ship with all lifeform tech modifiers included
Lifeforms tutorial will be updated with one of the following versions after live
This is just a short glimpse into what is planned as the next steps. We hope you enjoyed the PTS phase as much as we did, and we’re looking forward to the upcoming Lifeforms live release.
Bermuda and everyone on the OGame Team would once again like to express their sincere gratitude to the amazing community who make anything possible.
We are not alone!
Kind regards,
The OGame Team
Bonjour à toutes et à tous,
Aujourd'hui, jeudi 07/07/2022 à 14:00 CEST l'univers de test Bermuda passera en version 9.0.0-rc7.
Cette version apporte les changements suivants :
- Correctifs d'arrière plan
- Répétitivement rafraichir les pages ne cause plus de problème de croissance de population
- Les Lots de ressources ont maintenant les bonnes valeurs
- La page Paramétrage de la production est à nouveau pleinement fonctionnelle
- Les objets MOONS fonctionnent désormais correctement quand un événement Récompenses est actif
Bon après-midi
Votre Équipe OGame.fr
Hello!
Today, 7th of July, at 14:00 CEST we will update PTS (Bermuda) to version 9.0.0-rc7.
Changelog:
- Fixed some background issues
- Fixed a bug where refreshing repeatedly caused issues with lifeform growth
- Fixed a bug where the resource packages had wrong values
- Fixed a bug where the resource setting page broke
- Fixed a bug where M.O.O.N.S item didn't work while Reward System event was active
Bonjour à toutes et à tous,
Aujourd'hui, vendredi 08/07/2022 à 13:00 CEST l'univers de test Bermuda subira une courte maintenance entraînant une courte interruption de service afin d'harmoniser les versions du jeu.
Le seul changement visible sera le passage de la version 9.0.0-rc7 à la version 9.0.0.
Bonne journée,
Votre Équipe OGame.fr
Ahoy!
We will have a small maintenance on PTS (Bermuda) just to align versions.
The only visible part is the version name changing from 9.0.0-rc7 to 9.0.0 and a small downtime will be needed.
The change will happen today at 13:00 CEST.
Cheers,
Bonjour à toutes et à tous,
Le 26 avril dernier vous était dévoilée la toute nouvelle extension pour OGame : Les Formes de Vie.
L'univers Bermuda, jusqu'alors bien seul et demandant de nouveaux invités avait vu sa popularité exploser, alors que de nombreux joueurs curieux des nouveautés s'y inscrivaient ou y réactivaient leurs comptes. L'afflux de nouveaux joueurs dépassait de loin ses attentes et Bermuda a du s'adapter de multiples façons afin que chacun puisse profiter de l'aventure. Le soleil brillait haut et Bermuda était plus heureux que jamais d'entendre les joueurs parler de cette extension. Et ces discussions nous ont permis de faire évoluer l'extension en corrigeant bugs et adaptant nouvelles fonctionnalités, alors que nous nous efforcions de réagir aussi vite qu'Humainement, Rock'Talement, Mechalement et Kaeleshment possible. Merci à vous, joueurs et joueuses incroyables, pour avoir rendu cela possible.
L'amusement dans le progrès est bien de progresser ensemble, et Bermuda était en extase en votre compagnie.
Au cours des deux mois de tests sur Bermuda, trois patchs d'équilibrage ont été appliqués :
Introduction
Nous remercions tous les joueurs qui ont joué à la nouvelle extension « Formes de vie » sur le serveur public test (PTS). L'équipe a désormais évalué les premiers commentaires au sujet des nouveaux contenus.
De manière générale, l'extension a lancé quelques discussions intéressantes sur le thème des stratégies. L'accent a été mis sur les différentes options de construction que permet la mise à jour. Les joueurs nous ont également fait savoir que certains avantages s'avéraient trop puissants lorsqu'ils les ont testés sur le serveur test. Les couts étaient trop faibles ou la réduction des couts trop importante et nous sommes d'accord avec cela. Le premier patch d'équilibrage de l'extension Formes de vie vise à corriger les problèmes découverts jusqu'à présent par les joueurs sur le serveur de test et qui nous ont été soumis.
L'équipe remercie encore une fois expressément tous les joueurs qui testent l'extension et qui nous font part de leurs commentaires. Cela nous aide beaucoup à améliorer l'extension jusqu'à la publication de la version officielle, à nous assurer que l'équilibrage est correct et que tous les bugs sont résolus.
Dans la section suivante, nous expliquons ce que nous voulons appliquer à la mise à jour et nous énumérons les changements par rapport à la version originale du serveur test. N'oubliez pas qu'il s'agit d'un processus continu. Tant que l'extension est en cours de test sur le serveur, des modifications supplémentaires peuvent être apportées à tout moment, en fonction des performances, des résultats et des commentaires de la communauté.
Modifications générales
Voici une liste des modifications apportées aux bâtiments et aux technologies :
Bâtiments :
• Le temps de construction de base a été augmenté et adapté à la vitesse du serveur.
Technologies :
• L'échelle de durée de recherche de toutes les technologies de formes de vie a été augmentée afin de prendre en compte les nouvelles options de réduction de la durée de recherche et de technologie.
◦ Ces changements rendent les technologies de réductions du temps de recherche plus attrayantes, car toutes les technologies sont désormais orientées vers le plus haut niveau et il faut plus de temps pour les développer à fond.
Population et bâtiment de production alimentaire
Les conditions pour accéder aux arbres tech des nouvelles formes de vie sont l'équilibre entre population et la nourriture, ainsi que les nouveaux bâtiments de chaque forme de vie. Les joueurs doivent trouver un équilibre entre la croissance de la population et la nourriture consommée. Atteindre cet équilibre fonctionne différemment pour chaque forme de vie. Par exemple, les humains disposent d'un bâtiment de soutien qui augmente la production de nourriture, ce qui permet à la population de croitre plus rapidement et de consommer moins de nourriture. Les Roctas ne disposent pas de telles possibilités, ce qui fait qu'ils ont plus de mal à atteindre des niveaux de population élevés pour débloquer complètement leur arbre technologique.
Modifications :
• Le cout des bâtiments permettant d'augmenter la population ou la nourriture a été légèrement réduit. L'objectif est de rendre les niveaux inférieurs des arbres technologiques de formes de vie plus abordables, tout en maintenant un cout raisonnable pour l'accès aux niveaux plus élevés.
• Le cout énergétique total des bâtiments de population et de nourriture nécessaires pour débloquer l'arbre technologique complet d'une forme de vie a été légèrement réduit. L'énergie reste cependant un facteur important dans le développement des formes de vie.
• La quantité de nourriture disponible sur les planètes a été drastiquement réduite. L'équilibre entre consommation et production reste toutefois le même.
◦ Cette modification a pour but d'éviter que les joueurs ne récupèrent des quantités astronomiques de nourriture en attaquant. La nourriture joue le rôle le moins important dans l'obtention des ressources, et l'abondance de nourriture pouvait conduire à obtenir moins d'autres ressources. Ce changement devrait améliorer sensiblement ce problème.
• L'augmentation de l'échelle du temps de construction pour tous les bâtiments liés à la population ou à l'alimentation permet de prendre en compte la réduction des couts et de durée à travers des technologies robotiques et des nanorobots.
Bâtiments de production de ressources et technologies (métal, cristal, deutérium)
Les joueurs ont reporté que les bonus de production à débloquer pour certaines formes de vie sont beaucoup trop puissants par rapport à leur cout.
Modifications :
• Les bonus des bâtiments et des technologies de production ont été réduits.
• La mise à niveau de l'échelle cout-énergie rend les bonus plus puissants significativement plus chers.
• La mise à niveau de l'échelle de durée a été effectuée pour tenir compte des nanorobots et des technologies robotiques, ainsi que de nouvelles options permettant de réduire le temps de recherche des technologies des formes de vie.
Nous pensons que l'augmentation initiale de la production offre aux joueurs une bonne base pour stimuler et améliorer leur production. Cependant, pour atteindre des niveaux de production plus élevés, il faut désormais investir beaucoup plus de temps et de ressources.
Technologies qui augmentent les valeurs de base des vaisseaux et des défenses
Les bonus technologiques des vaisseaux et des défenses influencent les points de structure, la force des boucliers et des armes, ainsi que la capacité de fret et la vitesse de base.
Modifications :
• Les avantages obtenus grâce aux technologies des formes de vie étaient trop importants par rapport au cout élevé de la recherche pour des armes, boucliers et blindages plus performants. C'est pourquoi les seconds ont été réduits, tandis que les couts des premiers ont été mis à niveau.
◦ Cela doit permettre aux joueurs de profiter rapidement et à moindre cout des technologies respectives, mais de devoir investir beaucoup plus pour obtenir des bonus plus puissants.
• La mise à niveau des bonus technologiques empêche également les vaisseaux de devenir beaucoup plus rapides qu'ils ne le sont actuellement en accumulant les bonus de vitesse.
• L'échelle de durée de recherche pour ces technologies a également été augmentée.
Technologies des formes de vie qui augmentent la vitesse des vaisseaux
Ces technologies ont été conçues pour permettre aux joueurs d'augmenter leur vitesse de vol au-delà de ce qui était possible avec les recherches disponibles jusqu'à présent. Il ne devrait toutefois pas être possible d'améliorer drastiquement la vitesse. Nous avons donc revu et adapté les bonus de vitesse des vaisseaux.
Modifications :
• Les valeurs de base des vaisseaux ont été réduites et les bonus de vitesse apportés par les technologies ont été atténués.
• Les joueurs doivent désormais investir davantage et se spécialiser davantage dans les technologies qui augmentent les valeurs de base et la vitesse des vaisseaux afin de rendre leurs vaisseaux plus rapides.
Technologies qui réduisent la consommation de carburant ou qui remboursent le carburant en cas de rappel de flotte
En introduisant des technologies réduisant la consommation de carburant ou remboursant le carburant en cas de rappel de flotte, nous souhaitions réduire les risques et les couts liés au déplacement des flottes. Il s'est toutefois avéré que la réduction de carburant rend également les expéditions beaucoup plus lucratives. Les modifications apportées répondent à ce problème. Toutefois, nous continuerons à surveiller de près l'impact de cette réduction et l'ampleur des avantages apportés par les technologies correspondantes.
Modifications :
• L'échelle du cout et de la durée de recherche des technologies réduisant la consommation de carburant a été augmentée (maximum -30 % de consommation de carburant).
• L'échelle du cout et de la durée de recherche des technologies remboursant le carburant en cas de rappel de flotte a été augmentée (maximum 90 %).
◦ Les joueurs obtiennent désormais un remboursement pour le deutérium non consommé. Exemple : si la flotte n'a parcouru que 50 % de la distance lorsqu'on la rappelle, le joueur reçoit un remboursement pour le deutérium non consommé égal à la moitié de la distance.
Réduction générale du temps et des couts
L'extension des formes de vie a introduit plusieurs possibilités pour réduire les couts et lu temps de construction des bâtiments de production ou les couts et lu temps de recherche de certaines technologies (espionnage, armes, boucliers, blindage et énergie). Toutefois, de telles réductions peuvent entrainer quelques problèmes. Ainsi, ces avantages particulièrement importants ont un impact trop important dans le late game. D'autre part, la recherche manque d'options de réduction, comme celle que représente l'usine de nanites pour les bâtiments. C'est pourquoi nous souhaitons maintenir cette réduction de durée pour certains projets.
Modifications :
• L'efficacité des bâtiments et des technologies qui réduisent les couts a été fortement atténuée, mais l'échelle a été renforcée. La réduction est désormais limitée à 50 % maximum et cela coute beaucoup de temps et de moyens pour atteindre ce plafond.
• L'efficacité des réductions de durée a été atténuée. Cependant, avec la bonne combinaison de bâtiments et de technologies d'extension des formes de vie, il est possible d'atteindre une réduction de 99 % maximum.
◦ Cela peut sembler beaucoup, mais même 99 % de réduction de temps peuvent rapidement chuter dans un système à échelle exponentielle. De plus, il faut beaucoup investir pour atteindre ce plafond.
Technologies des bonus de classe
Certaines technologies d'amélioration des formes de vie peuvent renforcer les avantages des classes. Comme ces bonus sont très puissants par rapport aux couts engendrés, nous avons décidé d'atténuer les effets.
Modifications :
• Les bonus des technologies qui renforcent les avantages de classe ont été atténués.
• L'échelle des cout/durée a été augmentée.
Technologies de bonus d'exploration
L'extension des formes de vie offre des avantages aux joueurs qui aiment l'exploration. Nous avons par exemple introduit une technologie qui réduit les chances de tomber dans un trou noir et donc de perdre des flottes lors d'expéditions. De plus, il existe désormais une technologie qui permet d'augmenter le nombre de vaisseaux que l'on peut trouver au cours des expéditions. Les joueurs ont fait savoir que cela rendait les expéditions beaucoup trop efficaces et attrayantes.
Modifications :
• Le bonus lié à la technologie réduisant les pertes de flotte a été atténué et l'échelle cout/durée a été augmentée.
◦ Il est toujours possible de réduire les pertes de flotte, mais il faut désormais investir davantage pour y parvenir.
• Les technologies qui augmentent le nombre de vaisseaux trouvés au cours des expéditions ont été légèrement atténuées, et l'échelle cout/durée a été augmentée.
Bâtiment de taille de lune
Les Kaeleshs disposent d'un bâtiment qui leur permet de créer des lunes avec une probabilité plus élevée. De plus, la lune peut être plus grande.
Modifications :
• Le bonus de taille de la lune n'affecte désormais que la taille minimale. Ainsi, les lunes sont en moyenne plus grandes, mais la taille maximale reste la même, de sorte que la probabilité de destruction de la lune ne change pas.
Croissance de la population
Les joueurs ont signalé que la population augmentait trop rapidement. Nous avons examiné cela et identifié deux problèmes. Nous souhaitons remédier à l'un de ces problèmes avec la modification suivante, nous nous consacrerons à l'autre ultérieurement.
Modifications :
• La valeur de base de la croissance de la population des formes de vie a été réduite pour tenir compte des paramètres de vitesse du serveur.
Problème irrésolu :
• Le taux de croissance calcule actuellement plusieurs fois la vitesse du serveur, ce qui le rend trop élevé. L'objectif est que la population d'un serveur à une vitesse 4 fois supérieure passe de 0 à 100 % en 20 heures environ.
Conclusion
Grâce aux nombreux commentaires envoyés par les testeurs sur les forums officiels et sur Discord, nous avons pu continuer à améliorer l'équilibrage de l'extension Formes de vie. Nous espérons que ces changements répondront aux souhaits des joueurs. Nos développeurs continuent à corriger les bugs et à équilibrer les différentes mécaniques introduites par les nouvelles fonctionnalités. Nous sommes impatients de recevoir d'autres commentaires et nous suivrons de très près la manière dont les joueurs utiliseront l'extension Formes de vie sur le serveur test pour étendre leur empire galactique.
Merci beaucoup pour vos retours !
Bon jeu !
L'équipe OGame.fr
Introduction
Avant d'entrer dans les détails du dernier correctif d'équilibrage, nous tenons à remercier les joueurs pour tous les commentaires qu'ils nous ont envoyés au cours des dernières semaines. Chaque personne qui prend le temps de tester l'extension sur le serveur de test public nous aide à l'améliorer Nous tenons à remercier chaleureusement nos joueurs pour leur dévouement ! Les commentaires envoyés sont pris en compte pour ces modifications. La mise à jour reçoit ses dernières retouches et est presque prête à être lancée. Merci de noter que d'autres modifications peuvent être apportées si la communauté découvre des problèmes à résoudre.
Technologies des bâtiments et des formes de vie qui améliorent la production
Les effets et les bonus qui améliorent la production ont été modifiés. Tout d'abord, nous avons aligné l'échelle des coûts sur 1,5 pour tous les bâtiments et toutes les technologies. Ainsi, les joueurs continuent d'obtenir de puissants avantages pour un faible coût, mais ceux-ci n'évoluent plus aussi bien en fin de partie. Nous parvenons ainsi à équilibrer le rapport coûts/bénéfices, même pour des investissements coûteux. Concernant les bâtiments de formes de vie qui améliorent la production, nous avons renforcé les avantages par niveau, alors que pour les technologies correspondantes, les avantages par niveau ont été légèrement atténués. L'objectif est de créer un meilleur équilibre entre ces bâtiments et ces technologies. Tous les bâtiments qui améliorent la production ont désormais un coût énergétique.
Pour compenser l'augmentation de la consommation d'énergie, nous avons supprimé la technologie roctas, qui améliore la production globale de ressources, et l'avons remplacée par une technologie qui augmente la production d'énergie. Elle aide à compenser l'augmentation des coûts énergétiques des bâtiments de production pour toutes les formes de vie et poursuit en même temps l'objectif d'atténuer les avantages de la production.
Les modifications en détail :
• Emplacement 7 des Roctas : la technologie qui améliore la production a été supprimée.
• Emplacement 1 des Roctas : la technologie qui améliore la production de métal a été déplacée à l'emplacement 7.
• Emplacement 1 des Roctas : une technologie a été ajoutée pour améliorer la production d'énergie.
Technologie de combat de vaisseaux et installations de défense
Deux modifications ont été apportées à toutes les technologies qui améliorent le combat de vaisseaux : la valeur de base de ces technologies est passée de 0,2 à 0,3 et l'échelle de coût a été augmentée à 1,5. Comme pour les changements concernant les ressources, l'objectif était de renforcer les avantages dans les premières phases du jeu, tout en atténuant l'échelle des technologies. De plus, les valeurs de base de tous les vaisseaux de combat ont été alignées. Des changements similaires ont été apportés aux technologies qui renforcent la défense. Comme il n'y a qu'une seule technologie qui améliore toutes les défenses, nous avons décidé de la faire évoluer plus faiblement que les technologies de combat et de ne pas doubler directement les valeurs de base. Cela devrait permettre aux deux types de technologies d'être aussi puissantes l'une que l'autre pour un même investissement. Les joueurs qui misent sur le combat de vaisseaux doivent toutefois décider s'ils se spécialisent dans la destruction des installations de défenses ou dans le combat de flottes.
Modifications mineures de la vitesse des vaisseaux
Nous avons décidé de ne pas faire bénéficier les étoiles de la mort des effets de technologies de vitesse des vaisseaux. La raison en est que nous ne voulions pas accélérer les destructions lunaires, mais aussi permettre aux joueurs d'investir dans ces technologies sans avoir à changer leurs habitudes en matière de sécurisation des flottes. La description de la technologie sera mise à jour ultérieurement avec ces informations.
Modifications des technologies (emplacements 17 et 18)
Nous avons échangé le 17e emplacement avec le 18e pour chacune des technologies de Roctas, Mécas et Kaeleshs. Les avantages de classe se trouvent désormais dans le 18e emplacement et toutes les technologies liées au combat qui affectent les armes, les boucliers et le blindage dans le 17e emplacement.
Réduction de la durée de construction des bâtiments de transformation
Nous avons également apporté des modifications à l'échelle de durée de construction de plusieurs bâtiments. Les joueurs peuvent certes investir dans la robotique ou les usines de nanites pour réduire le temps de construction, mais le coût des bâtiments dits de conversion (par exemple l'Académie des sciences ou le Centre de neurocalibrage des Humains) était à notre avis trop élevé et a donc été réduit.
Autres remarques
Nous n'avons mentionné ici que les changements les plus importants. Vous trouverez tous les détails dans le tableau Excel ci-dessous. De plus, nous tentons actuellement de régler deux autres problèmes : tous les bâtiments de notre système de PTS/QA qui offrent des avantages pour l'arbre tech des formes de vie n'accordent pas le bonus adéquat. C'est ce sur quoi nous travaillons en ce moment. À l'avenir, nous apporterons des modifications au bonus et à l'échelle de ces bâtiments. La réduction du carburant est également problématique. Il est important de noter qu'il ne sera jamais possible d'atteindre une réduction de 100 % du carburant, même si toutes les technologies sont développées et les serveurs réglés en conséquence. Toutefois, la réduction de carburant ne fonctionne pas encore comme prévu sur nos systèmes PTS/QA, ce qui rend l'équilibre souhaité difficile à atteindre pour le moment. Dès que ce problème sera résolu, nous procèderons à d'autres modifications dans ce domaine.
Conclusion
Nous sommes ravis de voir à quel point notre communauté est engagée sur le PTS et nous vous remercions chaleureusement pour vos excellents commentaires. Dans le cadre des changements d'équilibrage, nous envoyons à nouveau de l'antimatière à tous les joueurs afin que vous puissiez continuer à tester les fonctionnalités de l'extension Formes de vie. Nous espérons que ces changements répondront aux souhaits des joueurs. Nos développeurs continuent à corriger les bugs et à équilibrer les différentes mécaniques introduites par les nouvelles fonctionnalités. Nous sommes impatients de recevoir d'autres commentaires et nous suivrons de très près la manière dont les joueurs utiliseront l'extension Formes de vie sur le serveur test pour étendre leur empire galactique.
Bon jeu !
L'équipe OGame.fr
Intro
Dear commanders,
we are closing in on the end of the PTS phase for the OGame Lifeforms update. Today’s balancing patch will be the last fine tuning before the update will be applied to a live server. The team would like to use this special moment to thank all players who greatly supported us in developing this update further with their input and ideas. We have seen a lot of interesting discussions throughout the forums and our official OGame discord which led to quite a few changes. With this community letter we would not like to only communicate the current changes that were done, but also give a short overview of all the changes that were done due to the amazing feedback we received as well as share some insight into our future plans. But before we get there lets shortly discuss the current changes.
Rock´tal building - Advanced Recycling Plant (building 12)
Before we go into the changes lets share some light into how the building specifically works. If a player has this building on his planet and gets attacked by someone and within this attack a debris field is created, this building will take a % of the debris field and moves the resources back to the planet. The resources which are withdrawn by the building are removed from the debris field. This effect only occurs if a fight happens on the planet, not on the moon. Further if reapers are in the attacking fleet, they will take resources out of the debris field before the building would take them. The general design idea behind the building is that defensive oriented players get further options to make attacks less interesting or lucrative. While the building shines the most in combination with a high defensive setup, we agree that the building cuts into the win margin of fleeters who catch people off guard. To find a compromise solution we implemented the following change and will further monitor how this building will work out in the live service:
Changes:
Maximum bonus limit reduced from 40% to 30%
Cost scaling of the building increased from 1.3 to 1.5
Energy scaling of the building increased from 1,07 to 1,1
Kaelesh building - Supra Refractor (building 12)
This building increases the chance that a moon is created as well as the moon size. As players correctly noted in the beginning this building had the option to increase the moon size to 10.000km and plus which would influence the moon destruction chance in an unintended way. As a measure to reduce the overall power of the building we decided to apply the increase for moon size only to the minimum moon size, but this overall did lead to a result where the building was not interesting. After some discussions we decided to alter the building once more to return to its former strength but without giving moons that were not intended. Therefore, a global limit for moon size has been implemented which is currently set to 9400km compared to the current maximum moon size of 8944km.
Changes:
Building secondary bonus will now apply to moon size calculation instead of minimum moon size
The secondary building bonus for moon size is limited to 10%, base is set to 0.2 per level and scaling is set to 1
Building base costs doubled
Building cost scaling increased from 1.3 to 1.4
Building energy cost scaling increased from 1.03 to 1.05
Additional changes:
Lifeform techs which reduced fuel consumption of ships have their bonus per level reduced from 0.05 to 0.04
Those were the last changes for now for the PTS version of the OGame Lifeforms update. Please note that balancing and development is an ongoing process. Even after the release of Lifeforms we will monitor the impact of the new update and what feedback players provide and potentially alter and adapt content. We therefore encourage every player to keep up with the discussions and feedback. Every feedback and discussion are a great help and a further step in the direction to improvements to OGame.
This leads us to the next part which we wanted to highlight. Due to the amount of feedback that we received from players a lot of changes were done. Beside the already communicated balancing changes that mostly come from player discussions and feedback we also had feature requests that were added or potentially will be added in the future. We would like to share some of the changes that stood out.
Features that already made it into the current PTS version:
Majority of balancing changes were done based on community feedback and input
Overview of all Lifeform related bonus value which come from building and tech. Players should now have an easy overview of how much bonuses are applied to the planet their currently on.
We updated the information tooltip for Lifeforms and food production with additional information that were requested by players
Several cases where we altered and updated text descriptions
Upcoming additions to the Lifeforms update (post release) based on community input:
Changes on how Lifeform experience is earned. We will implement daily limits with a catch-up mechanic if you miss days, scale the experience flatter, and therefore allow more levels with reducing the bonus gained per level. Additionally, a total limit for the bonus gained from leveling Lifeforms
Updates to the 0.5 fuel consumption server setting to work properly with the Lifeforms fuel reductions
Changes to combat expeditions debris field. The debris field server setting will be updated and will apply the limit as intended
Update of phalanx report to display ship speed of the slowest ship with all lifeform tech modifiers included
Lifeforms tutorial will be updated with one of the following versions after live
This is just a short glimpse into what is planned as next steps. Most of the additions and features were purely because of our awesome community and the feedback that we received. Many thanks again from the whole team for the efforts and energy that players shared with us in improving the update further.
We hope you enjoyed the PTS phase as much as we did, and we are looking forward to the Lifeforms live release that is upcoming.
We apologize for the English version. The 3rd Balance was applied only this week and translating take some time. We will adjust the text to our own language as soon as the translation is done.
Le temps est venu pour la prochaine étape ! Un univers tout neuf avec l'extension activée sortira le 11/07/22 sur la communauté EN : Halley.
x4 Économie
x2 Flotte
x8 Recherches
9 Galaxies
Systèmes et Galaxies circulaires
50% CDR
100% de consommation
AG/DG activées
Notez qu'un univers cimetière différent est en place pour la V9, les transferts entre serveurs sous différentes version n'est pas possible.
Nous ne nous arrêterons pas là, nous chérissons l'expérience et l'amour de chaque joueurs et joueuse pour notre jeu, et nous espérons que nous pourrons continuer à construire et évoluer ensemble.
Pour plus d'informations sur cette nouvelle extension vous pouvez consulter ce fichier : https://ogame.comastuff.com/LFMaster.xlsx
Bermuda et toute l'équipe OGame vous remercient encore chaleureusement d'être cette communauté fabuleuse rendant tout possible.
Nous ne sommes pas seuls !
Bonne après-midi,
Votre Équipe OGame.fr
Hello commanders!
It was April, the 26th, when the OGame community was presented with a new game changer extension named Lifeforms: OGame - New expansion Lifeforms
Our lonely universe Bermuda that since quite some time was asking for new guests finally got its wish granted and several curious players from all over the OGame communities reactivated or created a new account. Bermuda was expecting some activity, but it was surprising the number of players that joined this adventure and our Bermuda had to adapt in several ways to welcome and accommodate all guests – the sun was shining brighter, and our Bermuda was happier than ever with all the discussions around. Discussion with which we all learned and tried to react as soon as was Human, Rock’Tal, Mecha, Kaeleshly possible. Thanks to the amazing player base we were able to tackle several issues and adapt some features.
The fun of progress is doing it together and Bermuda was in bliss with all the new friends!
From the 2 months of PTS phase 3 major balance patches were applied:
Intro
We are very grateful to all the players who went on the Public Test Server (PTS) to experience our new Lifeforms expansion. The team has now gone through the first wave of PTS feedback that was provided by all those players who dived into the new content.
Overall, the update created some very interesting discussions about possible strategies with the newly introduced variety of build options, which is one of the main intentions of the update. However, players also noted that some of the benefits currently obtainable on the PTS were too powerful in relation to their cost, and that cost reductions were potentially too strong, and we agree. With our first balancing patch for the PTS Lifeform expansion, we want to address the problems that players have highlighted and found so far.
The team would like to thank all the players who took their time to test our Lifeform expansion and provided valuable feedback. This will greatly help us to improve the expansion until it is ready for the live release, as we continue our quest to ensure it is polished, balanced, and fun by the final launch.
In the following sections we will talk generally about some of the update goals and how the PTS setup will be changed compared to the initial version. Please note this is an ongoing process. As long as the expansion is being tested on the PTS, all values are subject to potential change based on performance, testing, and community feedback.
General Changes
Below is a list of changes that were done to buildings or technologies across the board.
Buildings:
• Increased build time base value to factor in server speed.
Technologies:
• Increased research time scaling for all lifeform technologies to factor in the technology & research reduction options that become available with the Lifeforms expansion.
◦ This change will make it more interesting to consider technologies that reduce research time, since all technologies now will scale stronger into endgame and take longer to research.
Population & Food Buildings
Population and food, together with the introduced conversion buildings for each lifeform, are the pre-condition that players need to build up to access the new lifeform tech tree. Players need to find a balance between increasing population size and the amount of food being consumed. This balance differs greatly between the different lifeforms. For example, where Humans have support buildings that increase food production, helping population growth or reducing food consumption, the Rock’tal lifeform has none of those options, making it significantly more costly with them to reach the higher population counts that are needed to unlock the species tech tree fully.
Changes:
• The costs for population and food-related buildings have been slightly decreased. The main goal here was that players should have lower costs before they can access the full species tech tree, while the last tech tree tiers will still need a significant investment.
• The total energy costs for population and food-related buildings to reach the populations required for a fully unlocked tech tree have been slightly decreased. Energy will still be something that needs to be considered when building up lifeforms.
• The total amount of food on planets has been reduced dramatically. Consumption vs. production is still the same, but the overall amount of food on a planet is now much smaller.
◦ This change should tackle the issue where players looted too much food on attacks. While food has the lowest priority when looting resources, the amount of food on planets would still create issues where you would potentially lose out on other resources. The change should vastly improve the overall situation.
• The build time scaling for all population and food buildings has been increased to better factor in nanite and robotics reductions better.
Resource Production Buildings and Techs (Metal, Crystal, Deuterium)
The initial feedback from players was that the bonus to production which you could obtain from lifeforms would be too strong for the costs involved.
Changes:
• The bonuses from production-related buildings and tech have been reduced.
• The cost energy scaling has been increased so that higher bonuses have a significantly higher increase in costs.
• The time scaling has been increased to factor in nanite and robotics and the newly added options to reduce lifeform tech build times.
Overall, we believe that the initial production boost levels will still give players a really good source to invest in if they want to enhance their production further, while higher levels need a significantly greater investment of time and resources to increase the benefits further.
Ship & Defence Base Stats Techs
Tech benefits relating to ships and defences will impact Structural Integrity, Shield Power, Weapon Power, Cargo Capacity and Base Speed.
Changes:
• The overall benefits that you could gain from lifeform techs was too great in comparison to weapons, shield, and armour research investments, and these have been reduced while the cost scaling has been increased.
◦ This should lead to a situation where you can benefit cheaply and quickly from the related tech, while further benefits need a much greater investment.
• The reduction of the tech benefits also factors in that the overall bonus from all techs that increase ship speed should not lead to a situation where ship speed is vastly increased compared to now.
• The research time scaling for those techs has also been increased.
Ship Speed Enhancing Lifeform Techs
Overall, the intention of such tech was that players have an option to increase their flight speed beyond that provided by the available research options. But we agree that a vastly increased flight speed is not something that should be possible. Therefore, the bonus values for ship speed have been revisited and changed.
Changes:
• Together with the reduction to ship base stat bonuses, the increases provided by ship speed techs have been reduced as well.
• If players invest in ship base stat techs and ship speed techs, they will still receive a worthwhile speed increase for their investment, but will now need to specialise more in this direction.
Ship Fuel Reduction & Recall Fuel Refund Techs
The main intention with introducing ship fuel reductions and a technology that gives back invested fuel when a fleet is recalled was to make moving fleets around less of an investment and less of a risk. However, the fuel reduction has been seen as somewhat critical, since it also enables expeditions to be more lucrative again. With the changes, we would like to address some of those concerns but will keep monitoring further feedback as to how much fuel reductions impact expeditions and how much they benefit from this tech.
Changes:
• Fuel reduction bonus cost and time scaling increased (now capped at -30%).
• Recall fuel refund bonus cost and time scaling increased (now capped at 90% refund).
◦ You will receive a refund for the remaining deuterium that you have not consumed while flying (for example, if you fly 50% of the distance and then recall, you will receive a refund of the unused deuterium for half the distance).
General Cost & Time Reductions
The Lifeform expansion introduces a couple of new options to reduce the cost and time for production buildings or for specific research like Espionage, Weapons, Shielding, Armour or Energy Technology. However, the cost reduction has been viewed somewhat critically, which we understand. Particularly large reductions scale too strongly into late game. However, we believe that the time reduction for research is still something that should be available, since research doesn’t benefit from similar reduction options like buildings can with Nanite Factories.
Changes:
• The effectiveness of cost reduction buildings and techs has been decreased dramatically, while their cost and time scaling have been increased (cost reduction is now capped at 50%, but reaching this 50% limit is extremely costly and time intensive).
• Time reductions have been reduced in effectiveness, but by properly stacking different techs and buildings from the Lifeform expansion and further investment, we believe players can reach a maximum 99% reduction.
◦ Please note that a 99% time reduction sounds like a lot initially, but in exponentially scaling systems, this can very quickly be outpaced again, and additionally needs quite some investment to achieve.
Class Bonus Techs
Some lifeforms have technologies that can boost class benefits. Since this can be quite powerful due to the overall benefits classes can provide, we believe that the initial values were too high considering the investment that players need to make.
Changes:
• The bonuses from techs that increase class benefits have been reduced.
• The cost and time scaling have been increased.
Exploration Bonus Techs
The Lifeforms expansion introduces a couple of technologies for players who enjoy the exploration playstyle. For example, we introduced a technology that reduces the likelihood of encountering black holes (losing fleets on expeditions) or which increases the number of ships you find on expeditions. The initial feedback from players was rather critical about reducing the chance of losing a fleet, since it would potentially lead to a situation where expeditions would be more efficient and lucrative again.
Changes:
• The fleet loss technology bonus has been reduced, and the cost and time scaling increased.
◦ Players will still be able to reduce the fleet loss chance, but it will cost more overall.
• Techs that boost the number of ships or resources found on expeditions have been slightly reduced in effectiveness, and their costs and time scaling have been increased.
Moon Size Building
The Kaelesh have a special building that increases the chance of a moon and the potential size of said moon.
Changes:
• The bonus to moon size now only impacts the minimum moon size. This makes moons on average bigger, without increasing their overall size, so as not to impact the moon destruction chance.
Population Growth
Players reported they felt that population growth was way too fast. After a short check, we noticed that there are 2 current issues, one of which has already been addressed and the other will be dealt with later.
Changes:
• Reduced the growth base value for lifeforms to take server speed settings into consideration.
Open issue:
• The growth rate currently factors in server speed multiple times, making it too fast. The intended rate is that population growth from 0 to 100% should take around 20 hours on a 4x server.
Final Words
Thanks to all the feedback we received from testers on the official forums and in Discord, we have been able to further improve the balance of the upcoming Lifeforms expansion. We hope that the changes reflect the feedback and wishes that players have communicated to us so far, as the developers work to fix issues and balance various mechanisms introduced with the new features. We will keep monitoring how players interact with the Lifeforms expansion and the feedback we receive, while players discover new ways to expand their galactic empires, and we will continue to make improvements while the PTS phase is ongoing.
Thanks again for all the great feedback, please keep it coming!
Kind regards,
The OGame Team
Intro
Before we go deeper into the different aspect of the current balance changes, we would like to thank all players for the massive amount of feedback & input we have received in the last weeks from the PTS. Everyone who put time and effort into testing on the PTS helped us to vastly improve the update further and we are very grateful for all the dedication that players are showing. With the current changes we would like to address some of the feedback and narrow down the Lifeform to its final values which would be applied to the live release once we are ready. Please note that there are potential further changes if topics come up from the community that need to be addressed.
Production benefit related buildings and Lifeform technologies
For production related benefits there were a couple of changes. First, we equalized the cost scaling to 1.5 for all buildings and technologies. The main reason is that players will still receive powerful benefits with lower investments but the benefits don´t scale as well into late game creating a more balanced cost / investment ratio even with higher investments. For production related Lifeform buildings, we increase the benefit per level and for production related techs the overall benefit per level has been slightly reduced. This change should bring building and tech benefits more in line with each other. Additional changes we implemented are that production related buildings now have an energy cost added to them.
To compensate the increased energy needs we removed & replaced an “all resource production” tech from Rock´tal and replaced it with an “increased energy production” tech. This should help players to compensate for the increased energy needs of the production buildings across all Lifeforms and goes in line with the reduction for production benefits we were aiming for.
Detailed change:
Rock´tal slot 7 “all production tech” removed
Rock´tal slot 1 “metal production tech” moved to slot 7
Rock´tal slot 1 “increased energy production tech” added
Ship combat technologies & defense
All technologies which would further improve ship combat strength have had 2 changes. The base value of the tech has been increased from 0.2 to 0.3 and the cost scaling has been increased to 1.5. Like the changes for resources, we want players to have a more significant improvement in the earlier stages while scaling the technology should be harder. Additionally, the base cost for all combat ship techs have been equalized. Similar changes were also done to the defense related technology. Since defense only has one technology that improves all defenses, we settled for the approach that defense technology will scale less strong then combat technology but will not have directly double the base value. Overall, this should lead to a situation where equal investments for both kinds of technology should result in relatively the same power where players who go for ship combat strength will have to decide if they specialize more in the direction of destroying defense or fleet vs. fleet combat.
Ship speed minor change
We decided to exclude Deathstar from the ship speed technology. The intention behind this change was that we didn´t want to have moon destruction being speed up further and additionally allow players to invest into this tech without having to change habits regarding fleet saving. The description text for this technology will be updated at a later point to include this information.
Slot 17 & Slot 18 technology changes
With the current balance change the 17th and 18th technology for the Rock´tal, Mecha and Kaelesh have been switched. Class benefit technology is now a slot 18 technology and all combat research related technologies (weapon, shield and armor tech) are now slot 17.
Conversion buildings time reduction
We also looked at the build time scaling for several buildings. While players can always invest into Nanite or Robotics to reduce the overall build time we felt that the increase for the “conversion buildings” (example Human: Academy of Sciences & Neuro-Calibration Centre) were too high and have been reduced.
Further notes
The above changes only mention the most important changes. All detailed changes for all values can be found in the excel file above. Additionally, there are 2 open topics for us where we will keep working on. All buildings on our PTS/QA system that give a bonus to the species tech tree currently don’t apply their bonus correctly. This is something we are working on and potentially in the future will do more changes to the bonus or scaling of those buildings. Another topic is fuel reduction. We know how important it is to not get to 100% fuel reduction with all technologies and server settings stacked on top. However currently fuel reduction is not working as intended on our PTS/QA system which makes it difficult to find the right balance. After this issue has been resolved there are potentially further changes to fuel reduction.
Final words
We are very honored by the community involvement on the Public Test Server and the overall input that was provided to make this update the best possible. With the balancing update on our Public Test Server we will also send out another wave of Dark Matter for players to further build up and test all features of the upcoming Lifeform Update. We hope that the changes reflect the feedback and wishes that players have communicated to us so far, as the developers work to fix issues and balance various mechanics introduced with these features. We will keep monitoring how players interact with the Lifeform update and the feedback that is provided, while everyone discovers new ways how to further improve his empire, and further improve it on the way as long as the PTS phase is ongoing.
Kind regards,
Your OGame Team
Intro
Dear commanders,
we are closing in on the end of the PTS phase for the OGame Lifeforms update. Today’s balancing patch will be the last fine tuning before the update will be applied to a live server. The team would like to use this special moment to thank all players who greatly supported us in developing this update further with their input and ideas. We have seen a lot of interesting discussions throughout the forums and our official OGame discord which led to quite a few changes. With this community letter we would not like to only communicate the current changes that were done, but also give a short overview of all the changes that were done due to the amazing feedback we received as well as share some insight into our future plans. But before we get there lets shortly discuss the current changes.
Rock´tal building - Advanced Recycling Plant (building 12)
Before we go into the changes lets share some light into how the building specifically works. If a player has this building on his planet and gets attacked by someone and within this attack a debris field is created, this building will take a % of the debris field and moves the resources back to the planet. The resources which are withdrawn by the building are removed from the debris field. This effect only occurs if a fight happens on the planet, not on the moon. Further if reapers are in the attacking fleet, they will take resources out of the debris field before the building would take them. The general design idea behind the building is that defensive oriented players get further options to make attacks less interesting or lucrative. While the building shines the most in combination with a high defensive setup, we agree that the building cuts into the win margin of fleeters who catch people off guard. To find a compromise solution we implemented the following change and will further monitor how this building will work out in the live service:
Changes:
Maximum bonus limit reduced from 40% to 30%
Cost scaling of the building increased from 1.3 to 1.5
Energy scaling of the building increased from 1,07 to 1,1
Kaelesh building - Supra Refractor (building 12)
This building increases the chance that a moon is created as well as the moon size. As players correctly noted in the beginning this building had the option to increase the moon size to 10.000km and plus which would influence the moon destruction chance in an unintended way. As a measure to reduce the overall power of the building we decided to apply the increase for moon size only to the minimum moon size, but this overall did lead to a result where the building was not interesting. After some discussions we decided to alter the building once more to return to its former strength but without giving moons that were not intended. Therefore, a global limit for moon size has been implemented which is currently set to 9400km compared to the current maximum moon size of 8944km.
Changes:
Building secondary bonus will now apply to moon size calculation instead of minimum moon size
The secondary building bonus for moon size is limited to 10%, base is set to 0.2 per level and scaling is set to 1
Building base costs doubled
Building cost scaling increased from 1.3 to 1.4
Building energy cost scaling increased from 1.03 to 1.05
Additional changes:
Lifeform techs which reduced fuel consumption of ships have their bonus per level reduced from 0.05 to 0.04
Those were the last changes for now for the PTS version of the OGame Lifeforms update. Please note that balancing and development is an ongoing process. Even after the release of Lifeforms we will monitor the impact of the new update and what feedback players provide and potentially alter and adapt content. We therefore encourage every player to keep up with the discussions and feedback. Every feedback and discussion are a great help and a further step in the direction to improvements to OGame.
This leads us to the next part which we wanted to highlight. Due to the amount of feedback that we received from players a lot of changes were done. Beside the already communicated balancing changes that mostly come from player discussions and feedback we also had feature requests that were added or potentially will be added in the future. We would like to share some of the changes that stood out.
Features that already made it into the current PTS version:
Majority of balancing changes were done based on community feedback and input
Overview of all Lifeform related bonus value which come from building and tech. Players should now have an easy overview of how much bonuses are applied to the planet their currently on.
We updated the information tooltip for Lifeforms and food production with additional information that were requested by players
Several cases where we altered and updated text descriptions
Upcoming additions to the Lifeforms update (post release) based on community input:
Changes on how Lifeform experience is earned. We will implement daily limits with a catch-up mechanic if you miss days, scale the experience flatter, and therefore allow more levels with reducing the bonus gained per level. Additionally, a total limit for the bonus gained from leveling Lifeforms
Updates to the 0.5 fuel consumption server setting to work properly with the Lifeforms fuel reductions
Changes to combat expeditions debris field. The debris field server setting will be updated and will apply the limit as intended
Update of phalanx report to display ship speed of the slowest ship with all lifeform tech modifiers included
Lifeforms tutorial will be updated with one of the following versions after live
This is just a short glimpse into what is planned as next steps. Most of the additions and features were purely because of our awesome community and the feedback that we received. Many thanks again from the whole team for the efforts and energy that players shared with us in improving the update further.
We hope you enjoyed the PTS phase as much as we did, and we are looking forward to the Lifeforms live release that is upcoming.
The time for the next step has arrived! A brand new live universe with Lifeforms starts on July 11.
The selected community for it is OGame.org with universe Halley.
Lifeforms Halley settings wrote:Display More4x Economy speed
2x Fleet speed (Peaceful, Holding and War)
8x Research speed
9 Galaxies
Circular Galaxies and Systems
50% Debris Fields
100% deuterium consumption
ACS ON
(a different Graveyard server is available for Lifeforms accounts)
We don’t want to stop here and every player experience and love for our game is precious to us. We hope that we can continue what was build and evolving together.
For more detailed information about Lifeforms techs please check the LF_Master file: <link here>
Bermuda and all the OGame Team would like to express sincere gratitude to an amazing community which makes anything possible.
We are not alone!
Introduction
Salutations galactiques, commandant !
Nous approchons à grands pas de la fin de la phase test de l'extension d'OGame Formes de vie. Cette mise à jour d'équilibrage apporte la touche finale à la mise à jour avant la publication. L'équipe souhaite profiter de cette occasion pour remercier tous les joueurs qui, par leurs commentaires, nous ont si bien aidés à améliorer l'extension. De nombreuses discussions très intéressantes ont eu lieu dans les forums et sur notre Discord d'OGame, ce qui a conduit à quelques modifications et améliorations. Dans cette note de communauté, nous souhaitons non seulement vous faire part des changements actuels, mais aussi vous donner un bref aperçu de toutes les adaptations que nous avons effectuées grâce à vos formidables commentaires. Nous aimerions aussi parler un peu de l'avenir d'OGame. Voici les modifications en cours :
Bâtiment rocta : usine de traitement à haut rendement (bâtiment 12)
Avant d'entrer dans les détails, il convient d'expliquer brièvement le fonctionnement exact du bâtiment. Si un joueur construit ce bâtiment sur une de ses planètes et qu'il est attaqué, un certain pourcentage du champ de débris créé est envoyé comme ressources sur la planète. Ces ressources sont retirées du champ de débris. L'effet du bâtiment ne se déclenche que si le combat a lieu à proximité de la planète (et non d'une lune). Si des faucheurs sont impliqués dans l'attaque, ils reçoivent des ressources du champ de ruines avant que l'effet du bâtiment ne prenne effet. L'idée de conception de ce bâtiment était d'offrir aux joueurs à vocation défensive d'être moins attrayants et gratifiants comme cibles d'attaque. Bien que ce bâtiment ne soit le plus puissant qu'avec une configuration très défensive, une fois qu'il est construit, il ralentit déjà trop la stratégie des raideurs. En guise de compromis, nous avons opté pour les modifications suivantes, dont nous continuerons à observer les effets sur l'équilibre du serveur live.
Modifications :
• Le bonus de bâtiment max. a été réduit de 40 % à 30 %.
• L'échelle des couts du bâtiment est passée de 1,3 à 1,5.
• La mise à l'échelle de l'énergie est passée de 1,07 à 1,1.
• Le bonus de bâtiment par niveau a été réduit de 0,8 à 0,6.
Bâtiment Kaelesh : supraréfracteur (bâtiment 12)
Ce bâtiment augmente les chances de création des lunes et leur taille. Comme nos joueurs l'ont bien compris, le bâtiment offre au départ l'option d'agrandir une lune à 10 000 km. Cela affecte les chances de destruction de lune de façon involontaire. Afin d'atténuer quelque peu les avantages de ce bâtiment, nous l'avions modifié de manière à ce que l'agrandissement ne se réfère qu'à la taille minimale de la lune, mais cela a fait perdre tout intérêt pour la plupart des joueurs. Nous avons désormais décidé d'annuler ces changements, tout en nous assurant que le bâtiment ne puisse pas créer des lunes trop grandes. C'est pourquoi nous avons introduit une nouvelle taille maximale globale pour les lunes. Elle est de 9 400 km. En comparaison, la taille maximale des lunes sans modifications est de 8 944 km.
Modifications :
• Le cout du bâtiment a été doublé.
• L'échelle des couts du bâtiment est passée de 1,3 à 1,4.
• L'échelle de l'énergie est passée de 1,03 à 1,05.
• Le bonus de bâtiment par niveau a été réduit de 1 à 0,5.
• Le bonus de bâtiment max. a été réduit de 50 % à 30 %.
Modifications supplémentaires
• Le bonus par niveau des technologies de formes de vie qui réduisent la consommation de carburant des vaisseaux (module d'efficacité et récupération de chaleur) a été réduit de 0,05 à 0,03. L'échelle des couts est passée de 1,4 à 1,5.
Voici les changements finaux de la version PTS de l'extension d'OGame Formes de vie. Merci de noter que l'équilibrage et l'amélioration sont des processus continus. Même après la sortie officielle, nous continuerons à surveiller l'équilibrage, à examiner les commentaires de la communauté et à apporter des modifications si nécessaire. C'est pourquoi nous aimerions que vous continuiez à nous faire part de vos réactions et à discuter sur le forum et sur Discord. Cela nous aide beaucoup à améliorer le jeu.
Nous tenons à souligner une fois de plus vos commentaires nous ont permis d'apporter de nombreuses modifications. Nous avons également reçu de nombreuses demandes de la part de la communauté concernant des fonctionnalités intéressantes, dont certaines ont déjà été implémentées et d'autres qui pourraient l'être à l'avenir. Nous souhaitons présenter les plus importantes d'entre elles dans les lignes qui suivent.
Voici les fonctionnalités actuelles du PTS :
• La plupart des changements d'équilibrage ont été effectués sur la base des commentaires de la communauté.
• Nous avons ajouté un aperçu de tous les bonus accordés par les bâtiments et les technologies des formes de vie. Les joueurs peuvent ainsi voir en un coup d'œil quels bonus sont en vigueur sur la planète actuelle.
• À la demande des joueurs, nous avons ajouté des informations supplémentaires aux infobulles des formes de vie et de la production de nourriture.
• Plusieurs descriptions ont été modifiées et mises à jour.
Modifications futures (après la publication) suggérées par la communauté :
• L'obtention d'expérience de formes de vie sera adaptée. Nous allons introduire une limite quotidienne, ainsi qu'une mécanique de rattrapage, tout en adaptant l'échelle d'expérience. Cela signifie que vous obtiendrez moins de bonus par niveau, mais que vous pourrez monter plus de niveaux au total. De plus, les bonus obtenus en augmentant les formes de vie seront plafonnés.
• Nous allons adapter les serveurs qui consomment moitié moins de carburant pour que la réduction de la consommation de carburant offerte par certaines formes de vie s'applique correctement.
• Modifications des champs de débris d'expédition : les paramètres de serveur des champs de débris sont ajustés pour que la limite de ressources soit désormais appliquée.
• Changements dans les rapports de phalange : la vitesse du vaisseau le plus lent est affichée, ainsi que tous les modificateurs liés aux technologies de forme de vie.
• Le tutoriel sur les formes de vie sera adapté et amélioré.
Ce bref aperçu contient les modifications à venir. Nous espérons que vous avez pris autant de plaisir que nous avec la phase PTS, et nous attendons avec impatience la publication de l'extension Formes de vie.
Bermuda et toute l'équipe d'OGame souhaitent conclure cette actualité en s'adressant une nouvelle fois à la formidable communauté : nous vous remercions de tout cœur pour votre engagement sans faille !
À la conquête de l'univers !
Bon jeu !
L'équipe OGame
Bonjour à toutes et à tous,
Demain, jeudi 14/07/2022 à 11:00 CEST la version 9.0.1 sera déployée sur l'univers de test Bermuda.
Pour le moment les détails de cette version ne nous ont pas été communiqués, mais dés que ça sera le cas ce post sera édité pour les y ajouter.
Modifications :
- Les vaisseaux du Marché ne sont plus disponibles dans la phalange ni dans le menu Flotte si l'Amiral est activé
- Annuler une construction après avoir désactiver le MV rend maintenant bien les ressources investies
- Les ressources présentes sur une position s'actualisent à nouveau comme prévu
- Le délai d'attente après annulation d'un DM est maintenant calculé correctement
- Le bonus Kaelesh sur le diamètre des lunes s'applique maintenant normalement et n'est plus doublé
- Désactiver les Humains annule maintenant les missions de recherche de Forme de Vie en cours même depuis d'autres positions
- La technologie "Improved Crawler" applique désormais un bonus plus important sur les Foreuses en surrégime
Bonne fin de journée,
Votre Équipe OGame.fr
Ahoy!
Thursday, 14th of July, at 11:00 CEST we will update PTS (Bermuda) to version 9.0.1.
The changelog will be added later.
Changelog:
- Fixed an issue where Trade Ships where available on Jump Gate
- Fixed an issue where Trade Ships where showing on the Admiral fleet screen
- Fixed an issue where resources were not returned upon cancelling a building after returning from vacation mode
- Fixed an issue where planet resources were not being updated until a second click or a page refresh
- Cooldown after cancelling a relocation now works correctly
- Kaelesh moon bonus now no longer giving double the expected bonus
- Deactivating Lifeform with Discovery Tech now correctly cancel Discovery Flights on other planets
- Increased the effect of the Improved Crawler tech on overloaded crawlers
Cheers,
Bonjour à toutes et à tous,
Aujourd'hui, vendredi 15/07/2022 entre 12:30 et 13:30 CEST un patch correctif à la version 9.0.1 sera déployée sur l'univers de test Bermuda afin de corriger des problèmes de performance pour certaines missions.
Il n'y aura pas de changement de version.
Cette version 9.0.1 patchée sera ensuite déployée aujourd'hui à 14:00 CEST sur l'univers Halley.en.
Désolé pour l'annonce tardive,
Votre Équipe OGame.fr
Hello!
Friday, 15th of July, between 12:20 and 13:30 CEST we will update PTS (Bermuda) to version 9.0.1
Changelog:
- Fixed an issue where Trade Ships where available on Jump Gate
- Fixed an issue where Trade Ships where showing on the Admiral fleet screen
- Fixed an issue where resources were not returned upon cancelling a building after returning from vacation mode
- Fixed an issue where planet resources where not being updated until a second click or a page refresh
- Cooldown after cancelling a relocation now works correctly
- Kaelesh moon bonus now no longer giving double the expected bonus
- Deactivating Lifeform with Discovery Tech now correctly cancel Discovery Flights on other planets
- Increased the effect of the Improved Crawler tech on overloaded crawlers
Adding:
- Fixed an issue where some missions were provoking lag
----------
Hello!
Friday, 15th of July, at 14:00 CEST we will update Halley to version 9.0.1.
Changelog:
- Fixed an issue where Trade Ships where available on Jump Gate
- Fixed an issue where Trade Ships where showing on the Admiral fleet screen
- Fixed an issue where resources were not returned upon cancelling a building after returning from vacation mode
- Fixed an issue where planet resources where not being updated until a second click or a page refresh
- Fixed an issue where some missions were provoking lag
- Cooldown after cancelling a relocation now works correctly
- Kaelesh moon bonus now no longer giving double the expected bonus
- Deactivating Lifeform with Discovery Tech now correctly cancel Discovery Flights on other planets
- Increased the effect of the Improved Crawler tech on overloaded crawlers
Bonjour à toutes et à tous,
Suite a un très grand nombre d'inscriptions sur l'univers V9 Halley.en nous sommes contraints d'y suspendre les inscriptions.
Désolé pour la gêne occasionnée, bonne fin d'après-midi,
Votre Équipe OGame.fr
Hi Captains
It seems that everybody is curious to find LifeForms and server Haley reached its limit. For this reason we just closed the registrations for new accounts.