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Showing content with the highest reputation since 02/17/2018 in all areas

  1. 36 points

    Change in Community Management

    Hi Queens & Kings, We just want to give you a heads up that there will be some changes in the next couple of days/weeks in the management of the community. We as the developer will be more active than in the past. We will take care of you in the future. For the moment the usual suspects from our side will answer your questions, but soon we will hire a full-time community manager who will be working in the development team. We are very much aware that you guys do not receive the care we would love to be able to give you in the past. So please forgive us, let's leave the past behind and let's work together to make this forum a better place for all of us. Keep fighting! Pete
  2. 35 points

    Balancing changes 4.0 - Reasoning

    We sat together with the design team including Flothaboss to give you the reasoning for all the balancing changes we have done. Here we go: First of all there are mostly two reasons for changes: Fixing the fact that one-two set ups / strategies can be used to beat every defense. Which results only in a grind and not in a skill based battle. Our goal is to have a game where players can play and not only grind over and over again with the same setup. Fixing defenses being too weak. Which resulted in every defense being powerless in combination with reason number one. Let's look at all the changes while keeping those two points in mind: Reduced Ceres morale: Ceres was used by almost every player and the reason behind it was the fact that it was overpowered, not just better, it was heavily overpowered compared to other pals. Reducing its power was needed as every other pal would have become completely useless. But Ceres is still among the very best pals you can use. It was and is a good choice to upgrade Ceres. But it should not become the only choice one can choose. Only making the defenses stronger would not have fixed the fact that Ceres was overpowered compared to other pals. We wanted to achieve a situation where players can build defenses where it is better to use the skills of another pal to be able to defeat these defenses. Stunning Ogre & Raging Wolf reduced power in offense: Both units were overly used for a very long time and we never addressed this issue before. It is basically the same problem as with Ceres. It was the winning strategy and everyone used it. Here as well we wanted to create a situation where one can use other units, different strategies to have more variance in the game play and not always the same set up. But the same as with Ceres, they are still among the best units to use in the game. Only making the defenses stronger would not have fixed the fact that the Stunning Ogre and Raging Wolf were overpowered compared to other boosted units. Our goal is to offer more variance. Barricade & Blockade increased resistance to Bladestorm: We noticed that Barricade & Blockade became useless against Bladestorm. A lot of players did not used them anymore. That’s why we added some Bladestorm resistance to them. New level for every Obstacle, Tower and Castle Gate: Since one more Tower is available in the defense, new strategies and Tower placements are available. As a huge part of Royal Revolt 2 is a Tower-Defense game, it should be beneficial to take care of your defense, to upgrade and to forge it. With this strategy you should be able to gain Gems and Trophies and also to protect your Gold. Improved Pearl upgrades for damage and health for every Tower and Obstacle: All your Obstacles and Towers you have Pearl upgraded had an instant increase in damage and health. What you have invested in the past is now more powerful. Blunt damage from Spells deals slightly less damage: By testing hundreds of different combos, we noticed that Blunt damage in general was a bit overpowered compared to other types of damage against Obstacles. The one, two winning strategies everyone has used were heavily based on Blunt damage. To increase the variance and to give other damage types more weight, we needed to nerf Blunt damage. This applies for all Towers and Obstacles except for the Firebolt Tower. Sonic Blast (a Blunt damage spell): We improved Sonic Blast so it stays as one of the best spells in the game. It is the last spell you unlock and it should remain one of the most powerful ones. Firestorm deals slightly more damage to Lightning- and Firebolt Towers: Firestorm was less used, instead the majority of players used Bladestorm. Being a replacement for most players, it had to be given a slight increase of power, especially when it comes to defenses with lots of Firebolt Towers. Blizzard deals slightly more damage to Skull Towers: Blizzard was less used over time and to make it a good strategic solution against Skull Towers in particular, we made a slight increase of power against them. Nemesis increased damage of all random attacks: We noticed that the Nemesis Pal could be stronger in its primary attack to be an option for melee attack-based strategies. This is why we increased its primary attack. Howl Beast in defense: We noticed that the Howl range was slightly too strong. It affected a lot of Towers around and considerably boosted the overall power of the Beast. The range of most Spells for most Beasts are not as big as this one, so we set it more on par with the other Beasts. Lightning Tower more resistance to Bladestorm: We noticed that Bladestorm was taking down Lightning Towers way too quickly. Same as above we wanted to have Towers that are stronger against Bladestorm to offer more variance. Depending on the level and Pearl upgrades, it is still possible to one-shot Lightning Towers with Bladestorm, even boosted ones. Holy Paladin Elite Boost reduced resistance to Ice-and Poison damage: We wanted to give mid-level players a higher chance against attacks from top level players. That’s why we reduced the resistance to give a defensive advantage to be able to counter-attack this unit by choosing the right defensive strategy. We tested every change for an extended period of time with a lot of different combos. The tests were based on top defenses from top players, without scrolls. While before, it was less skill-based to destroy top defenses with a good amount of time left, it now takes some skill and creativity to find an appropriate combo against a specific defense. You can beat it with several seconds left (comparing an even-balanced offense and defense) without using scrolls or even insta-troops, with all kinds of different combinations of Units/Spells. As said, Royal Revolt 2 being a tower-defense game, we want to reward players who invested time and thought into their defense so they can use this as a way to proceed in the game. We think the game's balance was slightly off before. Now it feels much better and is offering many more possibilities than before. This is obviously quite a change in the gameplay. We encourage everyone to give it a try. Discover new opportunities and test the new possibilities that are still partially undiscovered for most players right now. Try experimenting with new combos that can be adapted to your play-style. We want to give you choices, variances, new possibilities because we think this is what makes a game, what is fun. We hope this explains our reasoning.
  3. 35 points
    Kings and Queens, Over the course of the weekend some of you experienced severe server issues that lead to frequent disconnects and frustrating situations in War Season but also Pro-League battles. We understand that the outcome of both the current War Season and the Pro League have been negatively affected by this problem. This is why we wanted to compensate all affected players as follows: The fiefdom count of all Alliances participating in the current War Season remains untouched, as if this War Season didn't happen As soon as the current War Season is over, all participating Alliances will get all 3 War Boosts of this season activated for 10 days, on a level that corresponds to their fiefdoms Participants of the War Season will additionally receive a Holiday Chest All Pro-League participants will receive an additional 10 minutes of playtime to make up for the time they potentially lost due to disconnects All players will receive 100 Gems We really hope this will help you all get the best out of our game. We are sorry for the inconveniences. As usual, thank your so much for your reports, your continuous support and of course for your understanding. Many thanks, -Your Royal Revolt 2 Team Admin Edit: Changed 5 Days to 10 Days. To clarify: When the war season ends, all participating Alliances will receive 3 boosts, which will be activated for 10 days.
  4. 32 points
    Hello to you, our beloved Flaregames. So, I'm the leader of Apocalypse alliance, who actually does not enjoy playing your game for more than a year, but my bros and sis from the alliance keep asking me to not leave completely, so, I kinda had no choice, love them too much :/ While you were killing your own game - I stood silent, since I feel like writing something is a waste of time. But after the recent updates, your game became kinda not worthy to play for too many players. At least for the most of "competitive" players for sure. You can try to make "the best base" - but you would always need those who would dump you into the top, plus some real money investements at some point, otherwise you cannot keep up with all the forging of the new towers. That is also kinda boring after a while. So, forcing my players to participate in this rip-off, is like tricking my own people to get rid of their life-hours and money for nothing, since in the end - they would have exactly 0 value at their hands, once you switch "the meta" into the new direction and the old forged towers would be useless (also, it's kinda about "pre Flothaboss updates", since after those - anyone can win any base with 30-50 seconds left, thanks to that great guy, now even those who would never quit RR2 before, even if Apocalypse would be gone - wanna quit now). You can try to max your skull perks beyond the 32%, which would mean - you would get low values, but would still progress, and for that you either need to play this game for a few years, constantly, or invest some real money when "Meltdown" events are happening. Again - thanks to the new war system, when low alliances on the map can gather 10%+ Loser Bonus in 2-3 days, and no matter how high your players skull perk is - would easily win you, since you can only manage to get 1/5 of that as the top alliance and scoring is limited by battles. Again - pushing anyone in this direction means that I should hate them to waste their efforts and money like that - I simply cannot do so. What else is there? Right, ninja-events. Events in which you need to push players into the trophies range they do not belong, so that they can enter the ninja event with 30 levels to earn some pearls and some gear to sell/melt from the chests, since pro-league items are so much better now, that in the most cases those ninja events are like a Granny shop - completely useless relic of the past. And if you measure how much pearls you need to keep up with FG changing the "defense balance" - you either need to constantly play to get tons of pearls from raiding low bases in the luck gear, or invest real money to double or triple what you get from the ninjas. Yet again - even forcing someone to play more in RR2 without investing real money feels sad, cause when some top level accounts could be bought for 70$ with over 1000$ investements over the years on it, along with thousands of hours played on that account. Simply because with nothing to actually do in this game - many players are quitting and selling, and there are not much players who would want to buy. Aaaand there is the star of our show - pro-league. Kudos for making it, but it's actually the only thing left to do in the game, and it requires nothing at all from the player, except the level of his throne room. Everything else is equal.In any system there are always some loopholes, so, by limiting time to 35 minutes you get rid of the "faming" players who can try whole 3 days to get the best scores, but you still give much time - so, those players still do try, just on many different accounts. Some players quit cause of the pro-league, some are playing cause of it, but making an alliance solely for the pro-leagues kinda sucks, since we can just be without alliances and speak in some chats outside the game on "how better to complete those levels" without losing any quality of this "content". I feel like there could be some improvements, like removing time limit, so that all the players would have equal possibilities for the leagues, and yeah, time spent would beat skilled hands in some cases - but it still is like that now, so it should be a change into better direction + would give players less stress, cause their losses could always be corrected (and trust me, some losses are just a random garbage that happens when your wolf does not howl on first 3 attacks on the enemy, or when you get slowed right after the Hero Scream, when you monk simply does not cat heal for over 10 seconds e t.c.). Not really that important part of the game - you should decide how to fix it yourself. Important part is - fix the wars, so that skull perks would matter again. Either remove LB, or revert it back to how it was before "recent" change, or create new system with like only 10 bases that alliance leader selects being attackable, no LB, no farming. Change the maps, maybe add whole new system, so that low alliances would not feel left out. Also, war boost should be buffed, since right now - hard to even decide if it's worth fighting for something that is not pyromancer, and even they are not required with those "new paladins". And I mean it in the nicest possible way - I do not know who implemented recent LB changes in the first place, but when I was reading that for the 1st time - it almost gave me autism. Like, really, alliances with low fiefdoms would get x5 LB that top alliances would get, in the same wars? xD So in 2 losses, top alliance would never, ever be able to catch up in LB till the end of the season? Then fix the defenses - if you like changing them so much - create a system, in which you can transfer "forges" from one tower to another, because those changes that force you to replace all you've had to some new ones - it pushes people away from the game, maybe for the first change like that they still feel a rush to level up new stuff, but after it's 3rd or 4th time - they usually give up. Also add some balance, since "anyone can beat anyone" system pushes players away. We would leave on May 1st 2018 from the game, unless our demands at least on the war front are met. Thanks for playing with us for all the players we've encountered over the years, thanks for competition that we had all those years to Vanguard Legion, Todesritter and to others who are already gone, it was fun, while it lasted. In the current game though, it's just now worth even the time investement, not speaking about investing even more money into the game. We leave, then probably Roaring Lions would leave, and with no one to compete against - in a few months, others might follow. It's for you, Flaregames, to decide how to handle this, I've just brough the will of the people to you via these words, I'm good either way, I would either be finally free from this money/time-sucking garbage of the game, or it would turn into something worth to play, again. P.S. Flaregames, If you actually do care - I would be around till May 1st 2018, feel free to contact me via forum, I can share many concepts on how to improve the game, so it would attract players and not push them away (I was a developer in the past), while also making you money in the process. If you do not plan to implement any changes - you can just tell me that in advance, so I could leave without waiting till 1st of May xD And if you would plan some changes that would take longer - I can try to keep people playing, but only if there is an actually worthy reasons to.
  5. 28 points
    Oops... Looks like we made them angry! Tomorrow is Olympus Rising's birthday, so I was just preparing piles of 6000 Gems for all players, but then the brothers burst in and started burning all my toys. I know I was the one who put up the wanted posters, but I have to admit I made the cowardly choice of saying you guys made me do it. I guess we'll have to band together and try to save as many Gems as possible (when I say we, I mean you. I'll be hiding in my cave). Good luck, mortals! - Captain Morgan Challenge Rules: Note: please ensure you adhere to all rules, otherwise you will not receive a reward. The aim of the challenge is to build a single defense which kills Zeus and Hades. Each participant must submit a non-private video which is still online at the time of judging. The video must show: The player selecting "Test Defenses" on their own Mount Olympus. An entire battle with Zeus playing in Autoplay A second battle in the same video with the same defense but with Hades attacking. If you change your defense or switch defense sets after the video has started you will not receive a reward! The rewards will only be given to the username shown in the "TEST YOUR DEFENSE" screen. Autoplay must be activated before entering battle, and Zeus or Hades must play entirely in Autoplay once the battle has started; no additional actions can be taken by the player (including spawning units, using spells or invocations, or switching offense/defense mode). If Autoplay is activated only after battle is loaded, you will not receive a reward! The entire battle must play out at normal speed, battles with fast-forward active will not count! The player may choose which spells and units to equip, but all available slots must be filled. Blessings may be active. If the god dies, you must choose to retreat from battle. It must be possible to read the percentage in the end result of both battles, if they cannot be verified, you will not receive a reward! Please include your in-game username when you post your video, including any special characters or emojis. Please upload the video to the site of your choice (Youtube, Google Drive, Dropbox, etc.) and post a link in this thread. All entries will be visible once the deadline has been reached. In the meantime, you will not be able to see other players' submissions. Deadline for submission of videos or broadcasts is high noon on Friday 18th May (12:00 midday). Rewards: Every player begins with a reward of 6000 Gems. The gods will steal the Gems from you in the following situations: -10 Gems for every 1% of your defense destroyed by Zeus and Hades combined over both battles. -1500 Gems for each god that survives your defense. -500 Gems for each god that destroys your gate. Example: You start with 6000 Gems. You manage to stop Zeus from destroying your gate with 43%, but cannot kill him (-1930 Gems) Hades destroys your gate without you killing him, he gets 100% (-3000 Gems) You win 1070 Gems.
  6. 27 points

    Version 4.0 is out now!

    Queens & Kings, The wait is over: Royal Revolt 2 Version 4.0 is finally here! After months of hard work we are now excited to unleash our biggest update to date: Conquest! A new game within the game: The new Conquest Mode with all its features almost offers the complexity of an entirely new game. In the vein of classical Strategy games, Alliances will uncover large maps, claim territory and fight enemies in monthly events to gain breathtaking rewards and become the biggest conquerors of them all. The new mode comes with two main parts: Alliance Stronghold and Conquest. Alliance Stronghold: Your Alliance's Stronghold is your homebase. Here, you and your friends train Troops, collect Wisdom and produce Stone in order to be properly prepared for the dangerous journey. Each player will manage three production buildings for the three different resource types. Once a building has produced enough resources, the players can send out a shipment to the corresponding Alliance Building, where it'll be stored until the next Conquest Event. Conquest: Once a month, it's time to set out as an Alliance and explore a new world for unimaginable riches. Alliances will find themselves on a map with 3 other Alliances (one in each corner). While each Hero will independently move over said map, the rank in the Alliance determines who can perform certain actions (such as Troop assigning, Technology research and the erecting of Watchtowers). The goal of Conquest is to reach the highest Conquest Score in the end, which is achieved by claiming as much territory as possible with your Alliance. Rewards: The higher your Alliance's rank, the better the rewards for everybody. Next to glorious Chest rewards (including Pro-Chests), there are 4 crazy new Conquest Boosts, you can unlock with your team. Similar to how they can be won in regular War Seasons, 3 of those boosts will be given out depending on an Alliance's rank. The 4th one, however, will be unlocked with Conquest Score only. That means, that Alliances that don't make it to the Top 3 still have a shot at one of those new Boosts. Let's take a look at what we're working with: Heavenly Haven: For the first time ever, we're introducing a Tent Boost. Your Tent will provide a Blessing at the start of each battle, giving you the chance to build up an epic army. Additionally, the Tent will be shooting new royal debuff bombs to increase your advantage at battle start even more. Twisted Trickster: Making these little naggers even more tenacious, this Boost will make each Gargoyle split in two the second it hits a target. Trioxin Tower: Introducing another "First", Snake Towers will make their nasty Boost-Debut. Frequently spawning Zombies and infecting enemies with the deadly virus, this Boost will create quite an undead mess. Einherjar: The ability to cast a Battlecry and shield your units (ontop of everything else that makes Vikings awesome) renders this fella the ultimate warrior. There is a whole lot more to say and learn about the Conquest Mode, so make sure to check out the FAQ-Thread we prepared. It will make it easier for you to wrap your heads around all that is new. Find it all here: https://forums.flaregames.com/topic/44246-conquest-faq/ Our first Conquest Event is scheduled for August 7th, 10:00 UTC. Since you will have access to your Stronghold before that already, we recommend you start producing the new Conquest resources as soon as possible, to give your Alliance a smooth start into the first Conquest Event. Community Requests and Bugfixes: Aside from all this new content, we also included a bunch of community requests and bugfixes, such as: You've been requesting it for a long time and now it's here: The battle cutscenes for the Dragon and Beast spawning can now be activated/deactivated individually. Just head over to the options menu and set it to whatever you prefer. Video Ad Rewards should be working fine on Windows again. We are really sorry this took such a long time, circumstances and time constraints made it impossible for us to fix this sooner. Crashes on Android Oreo should be fixed (Thread: https://forums.flaregames.com/topic/43572-continuous-crashing-since-last-android-update-lg-g6/) The Stun of Stone Dragons should no longer last as along (Thread: https://forums.flaregames.com/topic/43703-skull-towers-dont-fire-anymore-after-being-hit-by-stone-dragons/) Whoops! We also fixed the switched Dragon colors, but guess what: We broke it again. (Now every Dragon should be red). A fix for this will follow in our next version. In conclusion, we want to take the opportunity to thank you all for your patience. You guys had to wait a long time for this one. We just want you to know that we appreciate your constant support over the last 4 years and we know the road up until here was quite bumpy sometimes. We put a lot of blood, sweat and tears into this Update and we hope that you enjoy it. There is a lot more stuff planned for those new additions and we are already working on improvements and polishing. Thank you all, Your Royal Revolt 2 Team
  7. 27 points
    Hi all, The challenge is now over, and Zeus and Hades have made off with a smaller pile of Gems than they had, perhaps, expected. We will now begin checking the videos. No rewards will be given until all videos have been checked. Please DO NOT message me about not getting a reward until I announce that the rewards have been given. I will not answer, and if I'm feeling particularly grumpy, I might keep a couple of your Gems for myself. Due to the sheer number of entries (over 500!), checking these videos could take a very long time, so do not expect rewards to arrive within the next couple of weeks. Please bear with us, as we are only human (and cyclopean). Those of you who already messaged me with problems - don't worry, we will sort your entries out. Thanks to everyone who took part in showing Zeus and Hades who's boss, though I will, of course, be taking all the credit. Have an awesome weekend! - Captain Morgan
  8. 26 points

    Conquest FAQ

    The Conquest - A Player’s Guide Version 1.0 Basics Conquests feature a completely new game mode. Every 4 weeks there will be one Conquest lasting over a period of 8 days. What is a Conquest? Four Alliances are matched against one another in each corner of a map that is covered by fog of war. Players have to venture out with their Heroes, scout the area, thereby unveil the map and claim Alliance Territory by building and upgrading Watchtowers. Who is eligible to take part in Conquest Events? The Conquest Event is unlocked for Alliances with at least 15 active members. There is no player or Throne Room level restriction. 15 are required to participate. Falling under 15 during the conquest will still allow Alliances to continue playing in that Conquest. What is the goal? The goal of a Conquest is to explore, conquer and defend undiscovered Territory together with your Alliance. Strong leadership, tactical finesse, the solidarity of your Alliance and a lot of communication will be necessary to fend off your competitors and gain control of these unknown lands. How do we fight other Alliances? Wars can be initiated to destroy hostile Watchtowers and to fight Heroes from other Alliances on the Conquest map. These Wars are similar to those in War Seasons, but also have some new characteristics. What are the Rewards? There are four new very unique Conquest Boosts up for grabs as well as reward Chests and Alliance Gold . At the end of a conquest, the top and bottom 20% of Alliances within a Conquest tier move up or down to the next tier, respectively. Conquest Boosts, like War Boosts, can be prolonged until the end of the next Conquest Event. Additionally, reward Chests can be unlocked by reaching increasing levels of Conquest Score. Reward Chests are earned for everyone in your Alliance. The current standings and any progress towards earning reward Chests and War Boosts can be seen in the Standings screen during the Conquest. Conquest Score and Matchmaking How can I win a Conquest with my Alliance? By obtaining more Conquest Score than other Alliances on the map. Conquest Score is acquired by claiming Alliance Territory (map tiles) on the Conquest Map. In essence, a Conquest victory can be achieved by: Claiming Alliance Territory by building and upgrading Watchtowers Fighting Wars to defend own and destroy hostile Watchtowers Fighting Wars to prevent hostile Alliances movement Coordinating the movement of Alliance members and placement of Watchtowers to secure tactical advantages Your Alliance’s Conquest Score at the end of the Conquest determines the overall rank of your Alliance and the others matched with you. How are Alliances matched against each other? There are different tier levels with increasing rewards for Alliances in higher tiers. When a Conquest starts, your Alliance is placed in a tier based on the average Conquest Score of your last 3 Conquest Events. The average of the last 3 is not used anymore. We have updated our matchmaking in Conquest. More info can be found here: Alliance Stronghold What is the Alliance Stronghold? The Alliance Stronghold is a shared place for all members of an Alliance and home to Alliance Stronghold buildings. If your Alliance has a minimum of 15 members it can participate in a Conquest Event. Every member of an Alliance can access the Alliance Stronghold at any time regardless of whether a Conquest is currently running. It is a safe haven for each Alliance member to gather, contribute resources and plan strategies. What do Alliance Stronghold buildings do? Alliance Stronghold buildings generate and store the resources you will need during the Conquest. They can be upgraded by the Alliance Leader and Generals with Alliance Gold. Alliance Stronghold buildings and their upgrades are permanent for the whole Alliance. They do not reset from one Conquest to another. How many buildings are there and what is their purpose? There are five Alliance Stronghold buildings in the Stronghold center: The Alliance Headquarters - research Technologies and increase max Troops per Hero The Builders’ Quarters - houses Alliance Builders needed to build Watchtowers The Troop Quarters - houses the Troops your Leaders and Generals can assign to Heroes and Watchtowers The Stone Depot - stores your Alliance’s Stone The University - collects your Alliance’s Wisdom In addition to the Alliance Stronghold buildings in the center of the Stronghold, each player has their own quarter with personal buildings which can be built and upgraded. The Training Camp generates Troops over time which can be assigned to Watchtowers and Heroes The Alchemist’s Laboratory generates Wisdom over time used for research The Quarry generates Stone over time which is necessary to build and upgrade Watchtowers In order to make use of these resources, they need to be sent to the respective Alliance Stronghold storage first. Whenever resources are used in a Conquest, they are taken from the respective Alliance storage and not from players’ buildings. What are these Districts in the Stronghold? All Alliance members have their own place in the Alliance Stronghold. There are eight Districts in the Alliance Stronghold. Each District can house up to eight Alliance members. Here you see all other Alliance members, their personal Alliance Stronghold buildings and levels. We now also have an overview screen that shows each alliance member's contribution. What happens to Alliance Stronghold buildings when no Conquest is running? You can access and upgrade your Alliance Stronghold buildings at any time regardless of whether a Conquest is currently running or not. What happens to your personal Stronghold buildings when no Conquest is running? You can access and upgrade your personal Stronghold buildings at any time regardless of whether a Conquest is currently running or not. Upgrades started during a Conquest keep running until they finish. Your buildings do not produce any resources while upgrading. It may be wise to upgrade them in-between Conquest Events. What happens to my buildings when I leave my Alliance? You will keep your personal Stronghold buildings and upgrades. They can be accessed again after joining your new Alliance. The Alliance Stronghold buildings and their levels are directly tied to the Alliance. What happens if my Alliance drops below fifteen members? Alliance Stronghold buildings are permanent even if your Alliance drops members and is currently not eligible to part in the Conquest. Those buildings are only lost when the last member leaves and the Alliance is deleted. If an Alliance drops below fifteen members during a running Conquest Event, they will not be eliminated from it. Only when the last member has abandoned the Alliance it will be eliminated from the Conquest. What happens when I join a new Alliance? You will have access to their Alliance Stronghold buildings as well as your own personal Stronghold buildings. You will be able to send resources to the Alliance Stronghold storages and can fight in Conquest Events that have not started yet. If you join while a Conquest Event is already running, you will not be able to access the Conquest Map and therefore not be allowed to fight for your Alliance. You can however send your produced resources to the Alliance storage. Resources What kind of resources are there? There are four resources. A quick overview: Builders - required to build and upgrade Watchtowers on the Conquest Map Stone - required to build and upgrade Watchtowers on the Conquest Map Wisdom - necessary to research Technologies Troops - can be assigned to Heroes and Watchtowers to help win wars When can resources be sent to the Alliance Stronghold buildings? As soon as the storage of one of your personal production buildings is full you can send it to the corresponding Alliance storage. It currently takes two days to completely fill up one of your personal production buildings. Take a Level 1 Quarry for example: It generates two Stone per hour and has a total Storage capacity of 96. That means it will take two days to completely fill up once. All three different resource production buildings generate simultaneously. In times of great need, you can also choose to immediately fill your storage and send it. Research Where can I research Technologies and how does it work? A Research Tree is available in the Alliance Headquarters. Each new Conquest will start with a new undeveloped Research Tree which can be researched throughout the Conquest. Technologies costs both Alliance Gold and Wisdom to begin the research progress. Once a Technology has been researched, your entire Alliance benefits from its bonus and research for the next Technology can be started. Does my Alliance keep unlocked Technologies for the next conquest Event? No. Every Conquest Event has its own Technology tree. It is reset with the start of a new Conquest. Choose your path wisely. Conquest Map All Heroes start in their Alliance Strongholds each located at one corner of the Conquest Map. How do Heroes move on the Conquest map? Moving your Hero requires a new type of resource: Energy. Each Hero has a pool of Energy. Energy automatically regenerates over time. How are Energy costs calculated and how does movement work? Hero movement on the Conquest Map is instant, you will immediately arrive at your destination. You can cover a distance of up to three map tiles with each movement. However, after each move you will have to wait for a cooldown to finish before you can move again. The further you move and the more difficult the Terrain, the more Energy you will use up, and the longer the cooldown will be. Example: Moving through a Swamp costs more energy than moving over Grass tiles. The cooldown after moving will be higher. Each type of Terrain has a different Energy cost which can be seen while selecting the tile you want to move to. Why can I not select my own path when moving? When you select a tile to move to, the path with the lowest Energy cost is automatically chosen for you. Are there any advantages while moving in Alliance Territory? Yes. Moving over your own Alliance Territory costs less Energy than moving over Unclaimed Territory. Moving over Enemy Alliance Territory costs more Energy than in Unclaimed Territory. Can I block other players on the map with my Hero? Your Hero does not block other members of your Alliance from moving to a tile. If other Alliances try to move onto your Hero, a War will be initiated. Non-participating Alliances cannot move into a tile with an ongoing War. Watchtowers Alliance Leaders and Generals can build Watchtowers at any location where a Hero of their Alliance is placed to claim Alliance Territory and Special Tiles within the Territory. Where can I build these Watchtowers? On all unclaimed tiles, except on Special Tiles, mountains, water and rocky underground. Remember that the Watchtower will be constructed exactly where the Hero is. What does it cost to build a Watchtower? Building and upgrading Watchtowers costs Stone and Alliance Gold, as well as requiring an available Builder. The time for building or upgrading the Watchtower is dependent on how far the Builder needs to travel and the level of the Watchtower. How many Watchtowers can we build as an Alliance during a Conquest? As many as you want. The only limiting factors are building time, the number of Builders and your resources. How do upgrades work and why would I spend resources to upgrade a Watchtower? Upgrades can be started by Alliance Leaders and Generals, regardless of whether a Hero is present on the Watchtower. Upgrading the Watchtower will improve: The Territory size - increases your Alliance Territory Vision range - helps planning the next move Max Troops - increases the number of Troops that can be assigned to the Watchtower Defense modifier - increases the Watchtower’s defense Watchtower upgrades cannot be started while the Watchtower is under attack. If a Watchtower is attacked while an upgrade is in progress, the upgrade progress will pause and only resume after the War is finished. When a Watchtower is built, an Alliance member must be selected as the Tower Guard to defend it. This is done when confirming the construction of the Watchtower and cannot be changed afterward. What is a Tower Guard? The Tower Guard's defense is used when other Alliances attack the Watchtower. If a Watchtower is under attack, the Tower Guard’s Hero does not need to be positioned on the Watchtower to take part in that War. They can fend off attackers in that War from anywhere on the map and even take part in a second War. Additionally, other Heroes that are currently on the Watchtower can help defending it. Their defenses will be used when they are attacked in that War. Alliance Territory Alliance Territory is made up of all claimed tiles around Watchtowers and is highlighted in your Alliance's color. Enemy Alliances cannot build their Watchtowers on your Territory. Can Alliance Territory be lost again? Yes. If a Watchtower is attacked and destroyed by an opposing Alliance all Alliance Territory claimed by that Watchtower will be lost. What happens when Watchtowers of opposing Alliances are built close to one another? If opposing Watchtowers have overlapping Territory, the Watchtower with the highest level claims the tiles. If Watchtowers have the same level, the one which reached that level first claims the tiles. Special Tiles What are Special Tiles? There are three different types of Special Tiles on the Conquest Map: Abandoned Mines Ancient Libraries Remote Villages There are two types of Special Tiles on the Conquest Map: Resource-generating Tiles (Abandoned Mines, Ancient Libraries, Remote Villages) Tiles that grant Conquest Score (Windmills, Shrines and more) What do Special Tiles do? Once you have claimed resource-generating tiles, they generate stones, wisdom and troops over time. Tapping them once full collects the resource for your alliance. Tiles that grant conquest score give you an important edge in score that you will need to win the conquest. Why are Special Tiles so important? In addition to generating valuable resources for your Alliance, Special Tiles award much more Conquest Score than all other Terrain tiles. Special Tiles are incredibly important as they can potentially be the deciding factor in how well your Alliance performs in a Conquest. Wars How can I initiate a War against an opposing Alliance? Anyone in an Alliance can declare a War by moving onto the same map tile as a Watchtower or a hostile Hero. Once you are participating in a War, you are not able to move your Hero anywhere else on the map until the War is over. After moving your hero to initiate or participate in a war, you can still immediately fight in that war as long as you have enough Energy to attack. How many Wars can there be at a time? Multiple Wars can take place at the same time. The amount of Wars taking place on a Conquest Map is only limited by the number of players and their decisions. How many people can fight in those Wars? Potentially, all players in the two fighting Alliances can join the War. Other Alliance members can join a running War at any time by moving on the same map tile. They are then able to fight in this running War and possibly turn the tide. Members of a third Alliance cannot participate in a War between two other Alliances. When can Wars be declared? Starting new Wars is restricted when the Conquest Event is close to ending. Otherwise Wars can be declared at any time throughout the Conquest. Do I need Food to attack in these Conquest Wars? No. Energy is required to attack others in these Wars. Why do Energy costs for attacks vary? When attacking a player during a war, the Energy cost for attacks depends on the difference in strength between attacker and defender. This difference in strength is directly related to attack and defense modifiers. What are attack and defense modifiers? These are values that can turn a War in your favor because they directly translate into Energy costs for attacks in Wars and influence the amount of Skulls needed to achieve a Supreme Victory. Attack modifiers are influenced by: The Terrain you are fighting on The amount of Heroes standing on the same tile The amount of Troops assigned to you and other Heroes Specific Technologies Defense modifiers are influenced by: The Watchtower level and assigned Troops The Terrain you are fighting on The amount of Heroes standing on the same tile The amount of Troops assigned to you and other Heroes Specific Technologies Where can I see attack and defense modifiers? Every map tile has an info section where these values are displayed. The same is true for Watchtowers and the Supreme Victory screen. What is a Supreme Victory? Wars on the Conquest Map introduce a new feature: Supreme Victory. A Supreme Victory can be achieved by an Alliance in a running War by having a lot more Skulls than the other Alliance. When a Supreme Victory is achieved, it instantly ends a running War regardless of the remaining time. The amount of Skulls needed to achieve a Supreme Victory is determined by the difference in attack and defense modifiers. The amount of Skulls needed to achieve a Supreme Victory decreases during a War. This makes it easier to achieve a Supreme Victory a couple of hours after the War has started. Detailed information about this can be found in the Supreme Victory screen, which can be accessed by tapping the crossed swords on a tile where a War is taking place. Does the Skull Boost Perk work with Supreme Victories? Yes it does. The more Skulls your Alliance earns the better are your chances to beat your opponent with a Supreme Victory. Even if no Supreme Victory is achieved, Skull Boost gear will help you to win, just like in a normal War Season. How do Troops work? Alliance Leaders and Generals can assign Troops to Watchtowers and to Heroes. These Troops do not appear in the actual battle or influence it in any way. Here is how it works: Assigning Troops to a Hero improve attack and defense modifiers in a War. Assigning Troops to a Watchtower improves its defense modifier. Again, attack and defense modifiers directly translate into the amount of Energy it takes to attack someone in a war and also the amount of Skulls it takes to achieve a Supreme Victory. In every war that takes place on the Conquest Map, the Alliance that has more Troops assigned to participating Heroes and Watchtowers has an advantage in that war. This means Troops are an essential tool to swing Wars in your favor. Where and when can Troops be assigned to Heroes and Watchtowers? Troops can be assigned to all Heroes while they are in the Alliance Stronghold Troops can also be assigned to Watchtowers Troops can only be assigned to a Watchtower when the Watchtower is not currently being upgraded Troops can be transferred from a Watchtower to any Heroes that are currently standing on that Watchtower If a Watchtower upgrade is running, Troops that were already assigned to the Watchtower can be transferred to Heroes that are on the Watchtower tile. Remember that only Leaders and Generals can assign Troops to Heroes and Watchtowers, or from Watchtowers to Heroes. Can Troops be assigned to Heroes and Watchtowers that are already participating in a War? No. All Troop assignment must take place before a war starts and is locked as soon as a war is initiated. How many Troops can I send to a Watchtower? The amount of Troops a Watchtower can have increases when it is upgraded. Troops arrive at the Watchtower instantly but there is a cooldown before more Troops can be sent. What happens when a War is over? Regardless whether the War is decided by a Supreme Victory or the War ends naturally: All Heroes of the defeated Alliance are immediately sent back to their Alliance Stronghold and the Troops are lost If the War was fought against a Watchtower, it is destroyed and the defeated Alliance loses the Territory Participating members of the winning Alliance remain on the tile but they will also lose a portion of their Troops. The amount of Troops lost depends on the difference in Skulls between the two Alliances when the War ended Where can I find details about a running War? Go to the Supreme Victory screen by tapping the progress bar on the top of the screen. Here you will find information about all Terrain, Watchtower and Troop modifiers for this War. Also, at any point during a Conquest you can access the Conquest Standings Screen via the UI on the Conquest Map. Here you find an overview about your current Conquest Score, Chest rewards and most importantly Conquest Boosts. Last words: This Player’s Guide will be updated regularly until it is as comprehensive as possible. The Conquest in Royal Revolt II is complex and it will take you some time to fully understand it. Take your time and enjoy the experience. _____________________________________________________________________________________ Please check for more updates in the Official Announcement section as well and in the Conquest General Discussion section. Tipps: Top 10 tips for Conquest: Updates: 4.1 4.2 Discussion: Conquest duration: Conquest scheduling: New Conquest tier: 4.3 Adjusted donation cycle: Surpreme Victory guide:
  9. 26 points
    He's finally gone too far! After many months of dealing with Hades' smug "holier than thou" attitude, I've finally had enough. As I did for his brother over a year ago, I'm now placing a bounty on Hades' head. Show me a video of your defense beating Hades and I’ll give you a reward. Signed - Captain Morgan Challenge Rules: Note: please ensure you adhere to all rules, otherwise you will not receive a reward. The aim of the challenge is to build a defense which prevents Hades from destroying the Gate of Apollo. Each participant must submit a video which is still online at the time of judging. The video must show the player selecting "Test Defenses" on their own Mount Olympus. The rewards will only be given to the username shown in the "TEST YOUR DEFENSE" screen. Autoplay must be activated before entering battle, and Hades must play entirely in Autoplay once the battle has started; no additional actions can be taken by the player (including spawning units, using spells or invocations, or switching offense/defense mode), except to resurrect Hades in the (unlikely) event of death. If Autoplay is activated only after battle is loaded, you will not receive a reward! The entire battle must play out at normal speed, battles with fast-forward active will not count! The player may choose which spells and units to equip, but all available slots must be filled. Blessings may be active. If Hades dies, he must be resurrected. In the event of multiple successful videos, the person with the lowest completion percentage will be declared winner. Every player who manages to complete the challenge will receive 500 Gems. The defense which defeats Hades with the lowest percentage will instead receive a 1500 Gem prize. Anyone who manages to actually kill Hades for me and stop him destroying their Gate of Apollo after he resurrects receives an additional 3000 Gems. All entries will be visible once the deadline has been reached. In the meantime, you will not be able to see other players' submissions. Deadline for submission of videos or broadcasts is high noon on Friday 13th April (12:00, GMT+2). Please upload the video to the site of your choice (Youtube, Google Drive, Dropbox, etc.) and post a link in this thread.
  10. 26 points
    The challenge is now over, and Hades has retreated to the underworld to lick his wounds. Thanks for teaching him a lesson! Rewards will be distributed as soon as possible, most likely over the course of next week (please bear with us as there are a lot of rewards to give out!).
  11. 25 points

    When's it coming?

    Greetings humans, It's been a busy week, but I've finally found some time to come answer the more important question you guys are wondering: when's it coming? First off - the complicated nature of this update means that a lot of preparation is required on our side please bear with us; Version 4.0 is still coming! As some of you may know the Official Birthday for OR is coming on 12th May. Beginning next week we will be performing several scheduled updates in the run-up to the birthday and the release of 4.0. As you all know, version 4.0 will bring War Seasons to OR. This means that before we can release, we have to prepare and schedule several updates very carefully, in order to make sure the War System remains intact and no major issues occur. The first of these updates will come next week, this will be an infrastructure update which has very little bearing on you, the players, except (!) it means that in the War starting on 2nd May, you will be able to win the War Blessings for free, for an entire week. You will, however, not be able to prolong them. This is necessary to set the playing field for the first War Season to begin. After this War is over, the Birthday arrives, which will include another Challenge here in the Forums, as well as some in-game goodies. In this week we will need to perform another update, which will be the final preparation for version 4.0, and ensure that the War Season schedule and the current Wars sync up, and the first Season can go smoothly. Also important to note - there will be a 2 week break in Wars at this point. This is again necessary to prepare for the Seasons. It is also necessary for us to do this update so that we can send the version to be reviewed by the platform holders (Apple, Google, and Microsoft). Finally, the most important date: unless something goes wrong, or we run foul of the platform holders, Version 4.0 will be releasing before 24th May. We will release it as early as we can before that date (which depends a lot on the platform holders), but May 24th is the latest we plan to bring it out. The first War Season is currently scheduled to begin on 24th May. I will be back with more information soon! Your friendly neighbourhood cyclops - Captain Morgan
  12. 22 points
    Greetings Queens and Kings, Update 3.9.2 is here! By public demands, we fixed a fair amount of issues that you suggested to us. And also......... Festivals are back! We heard you and we know you guys wanted them to come back. We are really pleased to announce that a Festival will see the light of day very very soon! ? ?️‍♀️ But let's not forget about the bugs we fixed for you. Here is the list: Fixed the missing info button in friend list for incoming or sent friend requests. Accidental insta-troop spawn in battle with mouse-over shouldn't happen anymore on Windows. Celestial Phoebe Armageddon effect has been toned down and shouldn't cause epilepsy anymore. (?) Note: This version may take some time to release in all countries. If it is not yet available in your store, please try again later. Have a great day! Your Royal Revolt 2 team
  13. 20 points

    Reminder - Account Security

    Hello Queens and Kings, We received some reports of players impersonating Flaregames employees in game and I think it’s really important we take the time to clarify this situation. We wanted to remind you that we would never ever contact you in game and ask you for personal information or your account information. Never ever! The only way you will get contact from a Flaregames employee is via the forum or via ticket. That is it. If someone is contacting you pretending to be a Flaregames employee, please do report this account to our Customer Support here: https://flaregames.zendesk.com/hc/en-us/requests/new We also would like to remind you that we do not encourage account sharing. As we explained in our Terms of Services: “You shall not share the Account or the Login Information, nor let anyone else access your account or do anything else that might jeopardize the security of your Account. In the event you become aware of or reasonably suspect any breach of security, including without limitation any loss, theft, or unauthorized disclosure of the Login Information, you must immediately notify Flaregames and modify your Login Information. You are solely responsible for maintaining the confidentiality of the Login Information, and you will be responsible for all uses of the Login Information, including purchases, whether or not authorized by you. You are responsible for anything that happens through your Account.” What does it mean? It means that if someone is doing something wrong on your account, you are solely responsible for his/her actions, which could result in a ban. It also means that if you linked your account to some payment systems, the person using your account can use your payment methods, to buy Gems for example, and strip you off your hard-earned money. This also means that the person using your account, could literally just change all the details, without your approval and claim this account theirs. The goal here is more to bring awareness and clarity over our working methods rather that pointing fingers at anyone. We want you to enjoy participating in our game and by sharing, this experience could be disastrous, and you could end up losing everything you've worked so hard on. Instead, why not ask the friend you are sharing the account with to create their own account, so you call all play together? It’s more fun to play with your friends! Thank you for taking the time to read through this and I really hope it will help you. - Your Royal Revolt 2 Team
  14. 19 points

    About the new manager!!

    Hi Queens and Kings, I am happy to be here! I am Madlen and I am a gamer as well. So let's all have fun gaming together. I want to be your voice within the developers and I happen to sit just next to them - great, huh?! This gives me the chance to forward your feedback quickly and easily. Obviously, I will also inform you about upcoming game changes and game events. So stay tuned, we have some great things planned in the future for you and we really want to be there for you and improve our game with your feedback as well. As Pete already mentioned I am new to the game, but with your help I am sure I will be fine and can't wait to talk to you guys! Very nice to meet you and see you in the forums, Madlen
  15. 19 points

    New Community Manager

    Queens & Kings,As promised two weeks ago, we can announce today that we have a new Community Manager. Please all welcome Madlen. She will, from now on, take care of all the stuff that is going on here in the forum and she will be your main point of contact. Madlen has several years of experience in social media and community management within the games industry. She is a super nice person and pretty nerdy. So please be nice to her and show her some respect.She is obviously new to Royal Revolt and will not always be able to give you all the information you would like to have. As all of you know it will take some time to become a Pro Player. So in case she is missing something, just be kind and don’t immediately jump on her.Now it is up to Madlen to introduce herself.Enjoy and keep fighting.Pete
  16. 19 points
    How about conquest Really connect every 2 hrs for 8 days just to move a silly icon of me around a map? I want mandatory drug testing done at Flare this is the only explanation
  17. 19 points

    Forum changes.

    Hello folks! Just a quick message to let you know that I'm stepping away from the forums. So you won't see me at all on it. I'm not out of Flaregames and will be working in the background, on social media and other games too. So you might see me again in the future You won't be alone, I'm leaving you all in the capable hands of the Developers for the time being. Have fun and enjoy! ?
  18. 19 points

    Change in Community Management

    Greetings Olympians, We just want to give you a heads up that there will be some changes in the next couple of days/weeks in the management of the community. We as the developer will be more active then in the past. We will take care of you in the future. For the moment the usual suspects from our side will answer your questions, but soon we will hire a full-time community manager who will be working in the development team. We are very much aware that you guys do not receive the care we would love to be able to give you in the past. So please forgive us, let's leave the past behind and let's work together to make this forum a better place for all of us. Keep fighting! Pete
  19. 19 points

    War Cancellation

    Hi all, Unfortunately, due to the issues caused by the strain on the Server we have no choice but to cancel this week's War. We will solve the issues as soon as possible, and let you know how the War Seasons will proceed from here. We have currently shut the Server down, and are preparing it to ensure that you can play without further issues over the weekend, we will start it up again soon. You will receive compensation for the inconvenience. - Your Olympus Rising Team
  20. 18 points
    Make love not war! From Russia with love (РОССИЙСКАЯ ФЕДЕРАЦИЯ)
  21. 18 points

    3.9 Showcase Video

    Queens and Kings! A new update is on the horizon! Want to know more? Watch our showcase video about the new features that will land in your Kingdom very soon! Which one's your favorite? Thank you, Your Royal Revolt 2 team
  22. 17 points

    Conquest rewards

    Hi guys, unfortunately, we have noticed that a few alliances did not receive their conquest rewards and boosts. We are looking into it right now and apologize for the inconveniences. We will keep you in the loop! Madlen
  23. 17 points
    @CaptainMorgan Can u please reconsider to additionally tweak forging a bit... because, i just putted it on paper and realised that with current forging system its completely useless. It was very good feature that many of us liked.. Yes, it was OP. It shouldn't be. But now there's no point to try to make anything good as u can just circle with making same quality items over and over without any additional gain (soon many will realise the same and stop forging completely and sell all items they have).. Ok, make it 10x harder than before, nerf it a lot, but don't take this feature from us completely. After last update u add +0.5level on forged item starting with 3 quality difference and up. Only difference u added is reducing -1 quality level for relative quality differences +1 and +2 (u say its bug, but bug we r used to and knew that it works like that for nearly a year now). Solution can be perhaps to additionally add +0.5 quality levels for +1 and +2 quality differences (it was +1 additional quality level before update, and +0 additional after update). This way u would drastically reduce quality of forged items, but it would remain useful mechanism. Players would have to invest a lot more time/effort for significantly less gain, but forging would be still useful and interesting OR mechanism to most. Even if you are not sure that this modification would drastically reduce quality of forged items, lets not make huge cuts as this one is, but rather take baby steps, even few if needed towards good and balanced game, but still with existing mechanisms useful. And if u see after a month of two that players are still making crazy quality items, u can nerf it again (make another baby step), kill it completely (make as is now), but i am sure that won't be the case as with this change, quality of forged items will be reduced significantly. Can you please just consider this? I am sure that system is useless as is now. Ill gladly assist u with anything in details, just if its possible that we overcome this together and make it right and balanced of course.. Best Regards, Goran
  24. 17 points

    When new update? For real...

    Getting bored of everything currently... Wars in first place, even if you get 1st place they are boring. The system itself isn't rewarding and doesn't make you motivated. Forgings system is broken and long time is required that i'm actually losing hairs with that. Pro league is fun until a certain point when you see score of almost full max score...gg Upgrades take an infinite amount of time, and how can i enjoy the special war boosts like killing hero with Eagle Towers if i need to spend 2 months to get 1 tower done. Spending billions of gold to upgrade the alliance to get boosts you don't use or more like that they are same identical strength of the level before (mainly the levels between lvl 70 and 80). Range bomber you give me? Holy Paladin? Frost Trap? What a waste! Cost of Boosts is out of mind: 2M of prolong for 6h goddamn what you guys think of? Demolisher? Basilisk Tower? list goes on...just check all other topics of other forum members...
  25. 17 points

    New Items set for Wiki

    I stopped wasting my 12h per day on the wikia since a while when Flare started to not giving interest and sharing information on what i was doing.