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Feedback Quantum Incursions update

CDmark

Viceroy
Well, I see many positive changes.
Shards not touched, 15% chance for 25 :Thumbsup:
The sample node they used is L2 normal. So, it was 10% for 5000 C or S, now it is 5% for 13000 C or S. When it hits you get a little more, 30%. So reducing the percentage but not reducing how much we can get was a good move.
500 QA per node move to 100 QA, very nice too.
Keeping 2024 summer kit so people can complete the ones they have, very good too.
Wonder if there were any changes to the PASS, nothing was mentioned so I assume no changes.
L10/11/12 start out with a normal node versus the current advanced node, this is good too, actually really good..
Many will like the garrison and I believe it will have the same AD as an advanced node.
I really like donors can be active on L10,11,12. Building a donor city is a strategy and nice to see that this change reinforces it, ++

One thing I did notice, the current maps, L1-9, red or blue, have 3 normal nodes of each before you need to attack any advanced nodes. The new maps, we face 1 normal, then an advanced node for sure. If you take out the Lt node, then another normal node opens up.
So, a slight increase in AD but I already make a settlement to deal with a starting advanced nodes on L10/11/12, so it is a trade off to me.

New enemy
"In addition, we have also overhauled the enemy army selection on all nodes, to create more satisfying progression. Now, early difficulties should become more accessible, and the increase of the battle difficulty — smoother. "
This is the only unknown, "satisfying progression" and "smoother".

One note, maps L1-8 are the same as Fury mentioned but L9-12 have a cross path into donor nodes which is fine .

OK, I can work with these changes. I see nothing that makes me redesign my settlement build process. Good work Inno!!!
 
[...]
Wonder if there were any changes to the PASS, nothing was mentioned so I assume no changes.
[...]
Many will like the garrison and I believe it will have the same AD as an advanced node.
[...]
There are some changes to the pass in the announcement, but mostly technical issue of swapping old reword building with the new one.
The garrison is an advance node.

Normal nodes are: army (2 corssed sword), resource donation, good donation, troops donation. This include farming nodes.
Advanced node are: Lieutenant (aka mini boss), Garrison, and I think the mythical Reinforced Garrison.
Boss node are in their own category.
 

RKinG

Marquis
I wish all guilds a very good activity for the 5th QI tournament.
May the best guilds win.
Each QI tournament is a challenge with the new features.
This is my favorite tournament
 
If the new neo supply buildings were 2x2 instead of 3x3, they would have been useful to replace the Jumpin'Pumpkins. But they are too big.
They will likely end in my inventory.
I totally agree with you.
BUT they have so much combat bonus (and level 2 doesn't need a road) that I can see many player placing some for the bonus.
And then using them for production... because why not?

I think this is the only production building in the game that had no population cost at all.

They are also very interesting for new cities. Because they give a lot of combat bonuses and in IA all the production building are quite big.
The one advantage of QI is that, even if your city has nothing, you can still get a lot from QI (with the proper plan available in the us forum).
 
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xivarmy

Legend
Perk Creator
If the new neo supply buildings were 2x2 instead of 3x3, they would have been useful to replace the Jumpin'Pumpkins. But they are too big.
They will likely end in my inventory.
Jumpin' Pumpkins needs road, checkmate lv 2 doesn't. So the space comparison is 5 vs 9.
Jumpin' Pumpkins need population. About 6 squares worth. So if you have other desired uses for your population (say sanctums), the 9 square roadless Neo Checkmates are "smaller" (the extra population buildings carry other bonuses themself, so not quite)

Neo Checkmates carry much higher military bonus. With current weighting I'm using for my target Eco Sanctum city, Neo Checkmate (1201) > Cider Mill (876) > Jumpin' Pumpkin (851) > Elite Jumpin' Pumpkin (803).

Of course *all* of these are below the scores for the buildings that are the focus of my approach. So it might be more useful to consider how much "loss" they each represent instead. If I didn't need production buildings, most of the things I'd add instead score ~1500 on average. So each checkmate represents -300/sq * 9sq = -2700. Where each Cider Mill represents -624/sq * 7sq = -4368. And Each Jumpin' Pumpkin Represents -649/sq * 5sq = -3245. Checkmate's still better but not that much better in this light.

The question is how many does one really need? I'm sure by the end of one championship I'll have enough to be at least content if not overstocked on them.

I think this is the only production building in the game that had no population cost at all.
I think Wyverntide Smithy from GBG was also zero population - but it's also 3x3, and has less boost. And Cider Mills may as well be (you can afford hundreds of cider mills for the population of 1 pumpkin).
 

xivarmy

Legend
Perk Creator
My comparison of production options (with the care weights used):

Care Weight:​
400%​
800%​
50%​
1200%​
Building​
Overall​
Pop​
Boost​
Supp​
Prod​
Neo Checkmate Lv 2​
1231%​
0%​
534%​
30%​
667%​
Cider Mill​
876%​
-1%​
0%​
20%​
857%​
Jumpin’ Pumpkin​
850%​
-462%​
87%​
25%​
1200%​
Elite Jumpin’ Pumpkin​
803%​
-531%​
102%​
31%​
1200%​

(slightly different numbers than last post - i hadn't entered the supplies yet for the neo checkmate, and slight rounding difference on the pumpkin).

If you don't care about population though, then pumpkins would be ahead.

Edit: Alternate view instead of weighting the production:

Care Weight:​
400%​
800%​
50%​
Building​
Overall​
Pop​
Boost​
Supp​
Deficit vs 1500%​
Square Waste​
Neo Checkmate Lv 2​
564%​
0%​
534%​
30%​
936.00%​
5.6​
Cider Mill​
19%​
-1%​
0%​
20%​
1481.40%​
6.9​
Jumpin’ Pumpkin​
-350%​
-462%​
87%​
25%​
1849.50%​
6.2​
Elite Jumpin’ Pumpkin​
-397%​
-531%​
102%​
31%​
1897.40%​
6.3​

And with zero population care:

Care Weight:​
800%​
50%​
Building​
Overall​
Boost​
Supp​
Deficit vs 1500%​
Square Waste​
Neo Checkmate Lv 2​
564%​
534%​
30%​
936.00%​
5.6​
Cider Mill​
20%​
0%​
20%​
1480.00%​
6.9​
Jumpin’ Pumpkin​
112%​
87%​
25%​
1387.70%​
4.6​
Elite Jumpin’ Pumpkin​
134%​
102%​
31%​
1366.50%​
4.6​
 
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xivarmy

Legend
Perk Creator
Some more thought on how many would be too many for me (in a sanctum city):

If both production buildings and harvest hubs (to make finish all supply) would be considered suboptimal, if not for their role in rivals (assumed 2 worst-case rivals per 30 days on average)

1734553158081.png

5 Production Buildings + 12 Harvest Hubs would be the least wasted space, but perhaps inconvenient for regular event quests that I normally wouldn't use rushes on - mandating even more hubs than listed potentially.

Up to 10 Production buildings is not much worse due to the number of harvest hubs that can be cut back on. And even up to 20 could be justified as a reasonable sacrifice maybe (it's just ~3 more expansions of 'waste' for a reasonable convenience). But I think 10 would be my preference.
 

xivarmy

Legend
Perk Creator
I think it'd be a good idea if the donation nodes *were* the garrisons - you'd be buying reinforcements.

As it stands, their role in the coming map is just the short path to the boss, and otherwise optional. I don't think there's too many guilds that will be eager to take the boss without taking the fortifications at least first. And if they want at least one of the garrisons first as well, then the donation nodes accomplished nothing (maybe skipped the 2 lieutenants at a cost of more AP).
 
- Donators are going to be bored most of the day with only 3 donation nodes before the bosses
- no quantum ass changes? It is horrible right now. WAY WAY WAY too many medals. Very unrewarding compared to the first three championships. If I wasn't one of the top two QI players on my city I wouldn't get it but even then I feel scammed, I added up everything I've gotten to date last weekend and it was horrible. I don't need more medals when I've almost maxed all my QI medal expansions, my last QI expansion can come slowly but you're shoving those expansions down our throats and in exchange not giving us nearly as many Neo colossi as we used to get
 

xivarmy

Legend
Perk Creator
- Donators are going to be bored most of the day with only 3 donation nodes before the bosses
In a lot of guilds they certainly are. Saw some celebration of "not needing to wait" for donation nodes - don't think they quite realised that these 3 donation nodes aren't going to last very long at all.

BUT, in very active guilds it might not be most of the day, because I mean all of the nodes are shorter unless you're in a 61+ man guild (and if you are you have a lot more people competing for them)

For every 20 people, you're looking at:

~51 donation encounters = 178.5k AP = first 2 donors to wake up/be on at reset.
~61 each red and blue encounters to drop the fortresses = 213.5k AP = 3 fighters with most of their bar to immediately drop the fortresses.
Then if you don't need the garrison for the bosses, ~40 additional encounters = 140k AP, about 1 more fighter each color (the first 3 fighters have the extra 40k left still)

In total you need ~half your guild (80% fighters, 20% donors) to be on the farming nodes within an hour of the level opening.

If you need the garrisons before the first boss you might need an additional fighter or two of each color (but also don't necessarily need ANY donors :p)
 
Since there is only one option, a quantum officer (or other officer) should not be needed to start the incursion.
The incursion should start automatically when there is only one option!

The icon for the new checkmate selection kit and the upgrade option looks more like towers to me, and since we do have 2 tower kit it's confusing:
NeoCheckmateSelectionKit1.pngNeoCheckmateSelectionKit2.png
 
- Donators are going to be bored most of the day with only 3 donation nodes before the bosses
- no quantum ass changes? It is horrible right now. WAY WAY WAY too many medals. Very unrewarding compared to the first three championships. If I wasn't one of the top two QI players on my city I wouldn't get it but even then I feel scammed, I added up everything I've gotten to date last weekend and it was horrible. I don't need more medals when I've almost maxed all my QI medal expansions, my last QI expansion can come slowly but you're shoving those expansions down our throats and in exchange not giving us nearly as many Neo colossi as we used to get
If you are almost maxxed out on Quantum expansions you are probably in a very small minority. Since expansions are the top reward from QI I'm fine with there being lots of opportunity to earn medals.
 

Atosha

Steward
Since there is only one option, a quantum officer (or other officer) should not be needed to start the incursion.
The incursion should start automatically when there is only one option!
Actually, you do have the option to not start at 08.00 the Thursday but at 00.01 another day, so there isn't only one option. Map isn't the only option in QI ;)
 
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