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Khan Wars X Release Notes

07.08
.2016

KHAN WARS X RELEASE NOTES


1) New choose nation mechanics:

At the beginning you will play with randomly choosen nation. Once you reach level 7 you will be able to choose your nation.

2) New skill: Intelligence

If you develop this Skill to a certain level you will be able to obtain information about the enemy's castle Loyalty and even the equipped Knight Items.

3) New Unit: Lancer

Basic Cavalry Unit that replaced the old Quickwalker. The unit has range of 2, nice health stats and occupies only 2 population. It may be very good addition to your army.

4) Campaign Changes:

- There is no multi target campaigns

- New mechanic for transporting resources between your castles. From now on you will use the cargo of your units to transport resources from one castle to another.

- New mechanic for transporting without unloading the resources. From now on your units sent on Patrol campaign will be able to load resources according to their cargo. 

5) Completely new spy mechanics

It takes less time to gather important information now . You just have to pay a certain amount of gold to the mercenaries and they will try to provide you with the desired information. Also every Wall level will add 3% chance to block enemies who tried to obtain information about your castle. On max Wall level you will have 60% chance to avoid leak of information from your city.

6) New feature: Inventory

Inventory will be used as a store for non claimed rewards. For example rewards from Knight missions in form of resources or army could be stored and used in a later stage of the game.

7) New Art

We prepared completely new overview and buildings.

8) A lot of features have been removed:

- There is no more Vacation mode
- There are no Map Mines
- There is no Clan War Log

- There is no Account Restart
- There is no Sitting
- There is no Loyalty Program
- There are no Weekly Rankings (They will be added soon);
- There are no Daily Rewards (They will be added soon);
- There are no Achievements

Buildings changes:

Four buildings have been removed but their functions are transferred to other buildings or game features.

1. Tower

From now on this building won't be available but it's functions are kept in the game. You can hide your units in the Stronghold. The capacity of the hidden units in the Stronghold is determined by the Dwellings. If your Dwellings capacity is 5000, you can hide 1000 population in the Stronghold (20%);

2. Market

- You can transfer resources between your castles using the cargo of your army.
- You can move your resources out of your castle using the cargo of the units in Patrol campaign. (Caravan campaign is no more available);
- You can trade resources with your teammates using the Clan Market located in the Clan menu. The capacity of the offered/accepted resources is determined by the account level of the player ( 1000 capacity for each level - this means on level 17 you can offer 17 000 resources );

3. Shelter

Part of the Storage capacity is protected from enemy attacks. This amount depends on the Storage level. The higher level the Storage has, the bigger amount of resources will be protected.

4. Infirmary

This building won't be available too but it's functions are also kept in the game. You can access this menu via the Army Queue. From now on the capacity of the Wounded units will be determined by the Dwellings. If your Dwellings capacity is 5000, you can have 1500 injured units for healing (30%);

Other buildings changes:
Construction time of some buildings has been slightly changed.
Workshop has 20 levels instead of 15.
Level 30 Lumberjack price in Gold is 67 845 instead of 100 000;
A lot of buildings have completely new requirements to be unlocked/constructed;
From now on the Stronghold will bring only clan points, no other bonuses from this building.

Knights changes:

They can go on missions non stop.
They won't lose health points anymore.
They won't hit enemy units in battles.
They don't have ability and stats features.

Various units stats changes:

1) The Short bow Archer's base health is slightly increased from 40 to 50;

2) The Trebuchet's new price in resources will be:

400 gold, 900 iron, 1100 wood, 600 food

3) The Catapult's new price in resources will be:

900 gold, 700 iron,  600 wood, 200 food

4) The Ram's new price in resources will be:

200 gold, 350 iron, 450 wood, 250 food

5) Crossbow archer:
New Price in resources: 50 Gold, 30 Iron, 30 Wood, 60 Food

The New Stats of the unit:

Attack against Archers: 40
Attack against Cavalry: 20
Attack against Siege: 20
Attack against Infantry: 45

Health: 45

6) Longbow archer:

The New Price in resources: 60 Gold, 40 Iron, 70 Wood, 30 Food

New Stats of the unit:

Attack against Archers: 15
Attack against Cavalry: 45
Attack against Siege: 45
Attack against Infantry: 20

Health: 40

Range: 5


Special units stats changes:

1) The Nobleman's price in resources will be greatly decreased:

25 000 gold instead of 44 000,
25 000 iron instead of 44 000,
25 000 wood instead of 48 400,
25 000 food instead of 65 535;

The Nobleman's time for training is slightly increased.

2) The Battle-Axeman's base health is decreased from 300 to 260;

3) Warlord - The speed of the unit is now 6 instead of 8;

4) Khan Guard - The speed of the unit is now 6 instead of 10;

5)  Mujahideen


New Stats of the unit:

Attack against Archers: 100
Attack against Cavalry: 100
Attack against Siege: 100
Attack against Infantry: 100

Health: 300
Range: 1

6) Teutonic Knight base health is decreased from 220 to 160;

7) Huskarle

New Stats of the unit:

Attack against Archers: 100
Attack against Cavalry: 100
Attack against Siege: 100
Attack against Infantry: 100


Each Huskarle adds 0.8% to the Defender skill.

8) Siege Tower


Each Siege Tower adds 0.7% to the Siege skill.

9) Tangra Priest will occupy 7 population instead of 6.

*New cargo values for most of the Units;

Various nation changes:


Bulgarians have the following bonuses:

25% Increased Gold Gaining Rate;
25% Faster Infantry Training;
25% Cheaper Archers Training;
50% Cheaper Upgrades of All Units;
50% More Loyalty Decrease by Nobleman (cannot exceed the cap);
25% Cheaper Noblemen and Special Units Training;

The special unit (Tangra Priest) can increase Healing skill up to 20%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 24%. Every Tangra Priest brings 0.2% bonus to the Healing skill.

Franks have the following bonuses:

25% Increased Wood Gaining Rate;
25% Cheaper Cavalry Training;
50% Cheaper Upgrades of All Units;
Steals 50% of the Sheltered Resources in the opponent's Storage after successful attack;
100% More Clan Points from the Stronghold;
100% Increased Cargo of the Units;

The special unit (Battle-Axeman) can increase Warrior skill up to 50%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 60%. Every Battle-Axeman brings 0.2% bonus to the Warrior skill.

Germans have the following bonuses:

25% Increased Iron Gaining Rate;
25% Faster Infantry Training;
100% More Loyalty Regenerated from the Orders;
25% Increased Damage for all type of Units against Walls;
25% Cheaper Noblemen and Special Units Training;
100% Increased Cargo of the Units;

The special unit (Teutonic Knight) can increase Warrior skill up to 50%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 60%. Every Teutonic Knight brings 0.2% bonus to the Warrior skill.

Goths have the following bonuses:

25% Increased Iron Gaining Rate;
25% Faster Cavalry Training;
100% More Protected Population in the Stronghold;
100% More Sheltered Resources in the Storage;
20% Increased Dwellings Capacity (cannot exceed the cap);
100% Stronger Wall (Health and Attack);

The special unit (Huskarl) can increase Defender skill up to 50%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 60%. Every Huskarl brings 0.8% bonus to the Defender skill.

Byzantine have the following bonuses:

25% Increased Wood Gaining Rate;
25% Faster Archers Training;
100% More Protected Population in the Stronghold;
100% More Sheltered Resources in the Storage;
25% Faster Upgrades for All Units;
20% Increased Dwellings Capacity (cannot exceed the cap);

The special unit (Monk) can increase Education skill in the battles up to 40%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 50%. Every Monk brings 0.2% bonus to the Education skill.

Britons have the following bonuses:

25% Increased Gold Gaining Rate;
25% Cheaper Siege Machines Training;
100% More Sheltered Resources in the Storage;
25% Faster Upgrades for All Units;
100% Stronger Wall (Health and Attack);
20% Increased Dwellings Capacity (cannot exceed the cap);

The special unit (Drummer) can increase Leadership skill up to 50%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 55%. Every Drummer brings 0.5% bonus to the Leadership skill.

Arabs have the following bonuses:

25% Increased Food Gaining Rate;
25% Cheaper Infantry Training;
25% Increased Storage Capacity;
100% More Loyalty Regenerated from the Orders;
100% Stronger Wall (Health and Attack);
100% Increased Cargo of the Units;

The special unit (Mujahideen) can increase Luck skill up to 20%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 22%. Every Mujahideen brings 0.3% bonus to the Luck skill.

Lithuanians have the following bonuses:

25% Increased Food Gaining Rate;
25% Faster Cavalry Training;

100% More Protected Population in the Stronghold;

100% More Loyalty Regenerated from the Orders;

Steals 50% of the Sheltered Resources in the opponent's Storage after successful attack;

50% Faster Nobleman and Special Units Training;

 

The special unit (Warlord) can increase Cavalryman skill up to 70%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 80%. Every Warlord brings 0.5% bonus to the Cavalry skill.


Russians have the following bonuses:

25% Increased Wood Gaining Rate;
25% Faster Archers Training;
25% Cheaper Siege Machines Training;
25% Increased Storage Capacity;
50% Cheaper Upgrades of All Units;
25% Increased Damage for all type of Units against Walls;

The special unit (Siege Tower) can increase Siege skill up to 50%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 60%. Every Siege Tower brings 0.7% bonus to the Siege skill.

Iberians have the following bonuses:

25% Increased Food Gaining Rate;
25% Cheaper Cavalry Training;
25% Faster Siege Machines Training;
25% Increased Storage Capacity;
100% More Clan Points from the Stronghold;
50% More Loyalty Decrease by Nobleman (cannot exceed the cap);

The special unit (Falcata Rider) can convert up to 700 enemy population per round. When the special upgrade of the unit is completed the cap of the converted enemy population is upgraded up to 900. Every Falcata Rider converts 10 enemy population.

Mongols have the following bonuses:

25% Increased Gold Gaining Rate;
25% Cheaper Infantry Training;
25% Faster Upgrades for All Units;
Steals 50% of the Sheltered Resources in the opponent's Storage after successful attack;
100% More Clan Points from the Stronghold;
50% Faster Nobleman and Special Units Training;

The special unit (Khan Guard) can increase Scout Skill up to 200%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 250%. Every Khan Guard brings 1% bonus to the Scout skill.

Persians have the following bonuses:

25% Increased Iron Gaining Rate;
25% Cheaper Archers Training;
25% Faster Siege Machines Training;
100% More Loyalty Regenerated from the Orders;
25% Increased Damage for all type of Units against Walls;
50% More Loyalty Decrease by Nobleman (cannot exceed the cap);

The special unit (Kamangir) can increase Archery Skill up to 70%. When the special upgrade of the unit is completed the cap of the skill is upgraded up to 80%. Every Kamangir brings 1% bonus to the Archery skill.

Paid Options:

1)VIP package will include the following bonuses :

Every campaign can be motivated for up to 20% faster speed for free.

New Arena attempt will be recharged in 2 hours (3 hours for Non-VIP users)

Check if other players are on-line and when were they on-line for the last time

Notification on every page of the game when you are under attack

Menu "Player Overview" — you will be able to see detailed information about all of your castles

VIP search menu, where you can easily find your victims, by specifying coordinates and experience points

You can perform up to 5 Rituals per day (3 for Non-VIP users).

Up to 2 upgrades in Blacksmith's queue (1 for Non-VIP users)

Have 5 army training slots instead of 2 for Non-VIP users

Up to 2 buildings in construction queue (1 for Non-VIP users)

 

2) There is no speed motivation as a separated paid option. From now on this feature is a part of the VIP package and every campaign could be motivated for up to 20% speed for free.

 

3) All units' (except the special ones) attack and defense could be upgraded to veteran level. Veteran upgrades paid with resources need less time to be completed.

 

4) There is no single resource boost as a separate paid option. Production boost of all resources remains in the game.



Coming soon features:

Info.php
Battle Simulator
Battle Calculator


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