Archived Changes (50372 total)

ID Target Collection Target Change Type Status Changes Reason Time User
699507a18d4d3ef1e46b9590 nations Jinying Update Approved
Jobs:
metallurgist: 8 → 10
miner: 3 → 4
Job Assignment guacshadow
6995078d8d4d3ef1e46b958f nations Jinying Update Approved
Jobs:
miner: 6 → 3
Job Assignment guacshadow
6995047d8d4d3ef1e46b9588 regions Twilight Mire Update Approved
Mechanical Modifiers:
Removed:
Item 2:
type: nation
modifier: metallurgist_stone_upkeep
value: 1.0
End of this Discord Message (1469078866030231706) juggernacht
699503e88d4d3ef1e46b9587 nations Jinying Update Approved
Jobs:
metallurgist: 10 → 8
mystic: 4 → 0
researcher: 2 → 8
Job Assignment guacshadow
6994f0af8d4d3ef1e46b9556 characters Salphaxia Update Approved
Ongoing Modifiers:
Item 37:
field: magc_cap → magic_cap
None docrm
6994f0a58d4d3ef1e46b9555 artifacts Veclan, Scythe of Anguish Update Approved
No changes
None docrm
6994f0428d4d3ef1e46b9554 characters Salphaxia Update Approved
Ongoing Modifiers:
Added:
Item 36:
field: magic
value: 1.0
duration: -1
source: https://discord.com/channels/1188889187018088488/1473070249468231922/1473437089822543943
Item 37:
field: magc_cap
value: 1.0
duration: -1
source: https://discord.com/channels/1188889187018088488/1473070249468231922/1473437089822543943
None docrm
6994e34d8d4d3ef1e46b9538 artifacts Deck of Vile Purity Update Approved
Effect Description:
Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts, while Neutral and Negative effects occur immediately. The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card. AI will refuse to draw from the deck entirely if there are 5 or less positive cards. Characters can spend mech-rps to draw from this deck (with permission). When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes. Negative: 1 2 3 (X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.] 5 6 (X) 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.] Neutral: 8 (X) 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.] 10 Positive: (X) 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.) 12 (X) 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the session.] (X) 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.] 15 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 20 All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact. "All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally." → Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts, while Neutral and Negative effects occur immediately. The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card. AI will refuse to draw from the deck entirely if there are 5 or less positive cards. Characters can spend mech-rps to draw from this deck (with permission). When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes. Negative: 1 2 3 (X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.] 5 6 (X) 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.] Neutral: 8 (X) 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.] 10 Positive: (X) 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.) 12 (X) 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the session.] (X) 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.] (X) 15: The Enlightened - [Increase a chosen attribute and attribute cap by 1, this cannot be your highest attribute. During the session this occurs, all mech-rps with that chosen attribute have their DC decreased by 5.] 16 (X) 17: The Golden One - [All passive (pop upkeep, district, jobs, etc) resource consumption [excluding research] is reduced to 0 for this session only.] (X) 18: The Lawbearer - [You may immediately and freely change all non-government laws within diplomatic range without stability loss (one type of law per use); by three steps for scaled laws. Additionally, increase stability gain chance and decrease stability loss chance by 100% for this session only.] 19 20 All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact. "All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally."
None mykonos_
699448f78d4d3ef1e46b9480 nations Taika Update Approved
Jobs:
bureaucrat: 0 → 1
farmer: 5 → 4
mystic: 7 → 10
None docrm
699448f38d4d3ef1e46b947f nations Taika Update Approved
Jobs:
bureaucrat: 0 → 1
farmer: 5 → 4
mystic: 7 → 10
None docrm