Tuesday, May 13, 2008

Queosia 7.0 beta

Queosia 7.0 beta is here! We will keep the game in the beta stage for a few days. If you notice any errors, please e-mail us at support@queosia.com. Once we declare this version final, we will let you know in another news post.

Enjoy! :)

Here is the list of changes:
  • We brought back the option to leave some of your land behind when levelling. Unlike in the past, this is now completely optional.

  • 1/A: if every member of an alliance is under protection, the entire alliance gets protected. You cannot start an alliance attack against them, nor csn they start such an attack.

  • 1/A: we have removed the limit that only let you join/create 50 alliances total. You can now join as many alliances as you like (only one at a time, of course :)). The land you need to give the Emperor when doing to has been maximized in 50% of your land, even if you join/create more than 50 alliances.

  • 1/A: joining and creating an alliance is now easier if you are in the top30%. For every 2000 top30% rounds you currently have, you receive 1% allowans on the land you need to give the Emperor. The minimum is 1%, you cannot get lower than this.

  • “Exploration rate” has been removed. A new feature has been added instead:

  • You can collect “cheap exploration” by winning battles and gaining land from other countries (you can also lose them if you lose land). You can use these to explore at a much cheaper rate above 3000 acres.

  • Some functions may require you to enter an identification code. This is to ensure that all players are humans, and not computer-scripts. This does not affect most of the countries, only certain countries get flagged by the system, based on in-game behaviour.

  • You can now put money into the aid. With strong restrictions, of course.

  • You can tell the Governor in what order to sell your soldiers if there is no space for the in the barracks.

  • Freeze country. If you have more than one country, and one of them cannot level because of the other one, you can now choose to freeze your upper country (the one that prevents the other from levelling). While the country is frozen, you cannot enter it. Once you clear the level, you can come back to the game with it.

  • You can choose if you want to see countries on vacation in the scoretable.

  • The army of a protected country cannot be used by its allies. It cannot be taken to war, it cannot be asked in for help, and it cannot be sent to help. In return, alliances that have protected members, receive the same bonus that alliances with members on vacation receive. (Does not affect 1/A alliance attacks.)

Thursday, May 08, 2008

Upgrade to version 7

Development for version 7 is complete. We will start upgrading our live environment on Tuesday. Some of the new features may require fine-tuning during the first few days. Anyone uncomfortable with frequent changes during the first few days is advised to put their country on holiday while we finalize everything. Queosia will not be shut down during the upgrade, the game will be constantly available.

Monday, February 25, 2008

Queosia 6.5

As we prepare for the next "big version" of Queosia (7.0), many small fixes and enhancements were needed. These are all part of the current 6.5 engine.

Major changes include:

  1. "At war" status now remains active when you restart a level. Previously, restarting the level caused this status to terminate immediately.
  2. Another change to the "At war" status is that it gets terminated when you level up. Previously, the status remained, and you were at war with a non-existing country, until that country levelled up.
  3. To prevent countries from "freezing", that is: all actions stopping, people who are constantly logged in, are now automatically logged out after 2 days, and need to log back in.
  4. If the end of the timelimit is approaching, a warning appears, so you can prepare for the next level. This information has always been available ("Start of level" date under "Level" menu), but we feel this will remind more people to get ready before the time is up.
  5. As gameplay in the 1/A group is different from the gameplay in the 4 lower levels, a welcome message is sent to everyone who reaches the 1/A group. This points out the major differences, and directs everyone to the 1/A help, which has all the information you need to get started in the most exciting group of the game! :)
Good luck!

Sunday, December 09, 2007

Queosia 6.4

Many new modules have been added to Queosia today, to make your gameplay even more enjoyable than ever. The help files have been updated to reflect the changes.


Here's a brief list of the things that have changed:


  • Remaining time of protection is now displayed below the country data. This helps new players prepare more easily.

  • Your registration date – when available – is now displayed on the „Level” page. Many of you have requested this feature.

  • Scrolls now get worn away at different acre limits. The limits were raised by 1 acre. Not much change you could say, but it WILL make a lot of difference.

  • The minimum help you can give your allies is now 0% instead of the previous 10%. This helps reduce some unfair revenges that became more and more common, when someone was forced to leave an alliance.

  • Time till the next round is now shown under your country data. This feature is only available for VIP members.

  • Crystal balls can now be saved, and stored for a longer period of time. You can even search your crystal ball results to find the best opponent for a loot, or robbery. This feature is only available for VIP members.

  • The governor can now train mages and thieves beyond free capacity. So far this was only available for soldiers. This requires extra attention, be sure to understand what this does before using! This feature is only available for VIP members.

  • You can set a default scorelist in the 1/A group. Until now, the default scorelist was the alliance scoretable, but this can now be set as you like.

  • E-mail notification of market events can have a minimum amount. If a transaction brings you less gold, you will not be notified, and not get as many e-mails.

  • When giving help to your allies, you can now set how much shar you want. So far this was a „yes/no” option whether you want a share or not. Now you can set a value between 0% and 25%. If everyone sets their request to 25%, the alliance can stay together, even if you only have one warrior in the alliance.

  • Besides the password, the username can be changed as well.

  • The „Minimum land” requirement has been added to all groups. This was already a requirement on levels 1 and 2, now it is a requirement on all levels. The minimum land is a unique value to each country, and you must have at least this much land to level up. The minimum land is 85% of your country's all-time biggest size on the given level.

  • Instead of the previous 1800 rounds, moral now starts to decrease after spending more than 2000 rounds in the upper parts of the group. The rate of decrease has also been changed: the more time you spend in the upper parts of the group, the more your moral will drop. Your people will burn up not only houses and barracks, but all other buildings as well. Not only one per round, but more and more, as time moves along.

  • The Dwarf race got a new racial speciality: it can now excavate its lands, and find quarries on areas up to 15% of its land, without having to explore new areas.


We hope you will like these changes, and that they will make your time at Queosia even more enjoyable. If you have any questions, please e-mail us at support@queosia.com


Good luck!

Monday, November 26, 2007

Prepare for the upcoming changes

Lots of new modules are coming to Queosia before this Christmas.

Most of these modules will give you a more comfortable and easier playing experience.

Two of the upcoming modules, however, may require some preparation if you have a big country:

  1. The "Minimum land" levelling requirement will be added to lower groups. This is already a requirement on levels 2 and 1, and it will now become a requirement on all levels. The "minimum land" is a unique value to every country in the game, and you must have at least this much land to level up. The minimum land is 85% of your country's all-time biggest size on the current level. (It does NOT get reset when restarting the level!) If you feel that your country has lost much land over the past weeks/months, and you will not have enough land to level up when this requirement gets added, we suggest you level up now.
  2. When spending lots of time in the top30% of the group, your people start rioting, civilian mood drops drastically, and your people start burning up houses and barracks. This rioting will increase when the modifications are introduced: the more time you spend in the top30% of the group, the more dissatisfied your people will become. Your people will start burning up other buildings as well, not just houses and barracks, and they will set more and more buildings on fire... Once again, if you think you have spent too much time in the top part of the group (more than 2000 rounds in the top30%), we suggest you level up before this modification gets added to the game.

Of course, these are just minor parts of the upcoming new features. While the above two changes will positively affect most of the current players, some countries may need to get prepared for them. The rest of the changes will only have a positive effect on every country. :)

Good luck!

Monday, June 04, 2007

Queosia in German

Queosia has been launched in German today. To log on, simply go to http://legendar.de, and create a new country.

We also welcome all German players to Queosia, we've been waiting for you! :)

Monday, May 21, 2007

Elf changes fine-tuned

Based on your feedback, we have fine-tuned the Elf changes that were made two weeks ago.

Some of the previous "harmful" actions have been re-categorized, and are now in the "non-harmful" category.

Specifically, the following Elf specialities have been changed today:

  1. Opening a portal is no longer a harmful action. This means that the extra 3% strength-loss does not apply, nor does the increased rune requirement.
  2. "Tire thieves" is no longer a harmful action. This means that the extra 3% strength-loss does not apply, nor does the increased rune requirement.
  3. The "Kidnap people" action is no longer a harmful action either. This means that this action only gets a -20% thievery effectiveness, instead of -80%.
We hope that with these changes, following the strengthening of the Elf, this race will be even more attractive to the more peaceful players.

Good luck, and enjoy the game! :)