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The Fearsome Factions Update
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<!-- bconomy:begin wordpress:474 --> {{Game update | name = The Fearsome Factions Update | released = 2024-08-19 | source = https://blog.bconomy.net/2024/08/19/the-freaky-factions-update/ | source-title = The Fearsome Factions Update | previous = Game Update (08-09-2024) | next = Game Update (08-21-2024) }} <div style="clear:both;"></div> == Changelog == <blockquote style="clear:both;margin:1em 0;padding:1em 1.25em;border-left:4px solid var(--bc-link, #a2a9b1);background-color:var(--bc-raised, #f8f9fa);" cite="https://blog.bconomy.net/2024/08/19/the-freaky-factions-update/"> A game update for Bconomy has been released. === Additions === * Significant changes to Faction functionality ** Deposited Bcoins are now converted to Faction Points (“FP” in-game) ** Faction Level has been removed from the game *** “Total FP Deposited” and “Monthly FP Deposited” are the metric for measuring a faction’s power and activity level *** Existing factions have had BC spent on leveling added to their Total FP Deposited counter ** Boosts: FP can be consumed to trigger faction-wide loot action boost multipliers *** Faction Boosts increment by steps of 0.25x, up to a total of 5x *** Increasing the Faction Boost level also increases FP consumption per second *** Faction Boosts can be active forever, depending solely on whether there is FP available to consume *** Changing any Faction Boost will incur a 20 minute cooldown on further changes to that action’s Faction Boost ** Faction Customization: Factions can set tags, which are identifiers that display in front of members’ names (like “[EPIC] Wewert”) *** Faction owners can set a “Message of the Day” (shown to members) and an “About” description (shown to the public) ** Ability to transfer faction ownership re-enabled ** Number of pending join requests are shown to faction members with adequate permissions directly on faction info page ** Faction changes (Receiving a join request, promotions/demotions, changing a boost) are now logged to the Faction’s chat channel * Random Effects: Buffs can randomly trigger whenever an Action is performed ** Effects provide multipliers to a random loot-bearing action ** Rarer effects last longer and provide more significant multipliers ** Random Effects have an equal chance of occurring when an action is run, regardless of charge % * Rare Items: A new class of Item that may very rarely drop from loot-bearing actions ** Standard multipliers don’t affect Rare Item drop rates ** Each Ascendant Tier increases Rare Item base drop rate by 25% ** Existing Rare Items have been renamed, their base worth modified, and/or had their use in crafting recipes changed depending on historical difficulty to obtain ** Rare Items with higher base worth are more elusive and drop less frequently compared to those with relatively lower base worth * Stats: FP Contributed (Lifetime, All Factions) and Rare Items Found now tracked ** Display Stat: Track a live-updating statistic on your Balance card (visible to both you and all others) * Leaderboards: All Stats, Factions and Items are now tracked on leaderboards ** Stat and Item leaderboards are available both globally and per Discord server * Pin Sorting: Control the order which pins appear in your Inventory ** Due to platform limitations pin management is only available on Web Client at the moment, but changes will instantly sync to Discord client as well === Changes === * Grand Hall crafting recipe difficulty increased (to ~300k base worth) ** Each Hall now grants +1M vault capacity (from +100k) *** This increase applies retroactively to already used Halls * Crafting recipes for some items were slightly modified for balance reasons * Exotic Bean, Soybean, Wheat, Potato are now harvestable from farm ** Big Log & Clover grow time and base worth have been changed * Highest tier of action boost items now require at least one Rare Item to craft * Faction Ranks now grant different sets of permissions ** This is visible through an in-game reference menu * Number of Grand Halls applied to Faction is now uncapped * Watering changes: Watering your plots will yield both Weeds and Red Mushrooms each time ** Number of Weeds/Mushrooms increases by number of active plots ** Watering cooldown increased to 30m (from 20m) ** Watering now decreases crop grow time by 10m-30m * Ascension Cost scaling has been changed to move in tandem with rank costs * “Instant Replay” Prestige Perk removed due to unexpected behavior * “Hype Train” Prestige Perk temporarily removed while game balance is evaluated ** This Perk is likely to return in a later update * Some faction changes by other members now immediately live update for all users logged into the Web Client (instead of requiring an app reload) * Market logs now show price per item at time of purchase * Base work earning increased by ~2x * Fancy Crate loot table has been modified to drop immediately usable action items rather than their crafting ingredients * Random Action Boosts (global) frequency significantly reduced * Major backend changes to data storage & structure === Developer Notes === Hey folks! This update introduces a lot of significant changes that will most definitely shift the game balance in an unexpected direction. The introduction of Faction Boosts and Random Effects aims to reward players for doing beneficial actions in-game and reduce the reliance on the Random Action Boosts which are entirely out of anyone’s control. Multipliers that are comparable to the previous meta should still be achievable, but will require collaboration and more planning. I will be monitoring the game balance very closely over the next week and making rapid adjustments, so don’t expect the actual numbers for boosts/costs/etc to stay the same for an extended period. As always, thanks for playing!<br />-Wewert </blockquote> {{Update history navbox}} <!-- bconomy:end wordpress:474 -->
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