Version 5.172 - 29th January 2014 "Hero Abilities!" All hail new Hero abilities!
Many more bug fixes, tweaks and performance improvements
- Both Heroes have acquired special abilities that can be activated once per battle, after they have been deployed.
- Iron Fist: The Barbarian King and nearby Barbarians become enraged for a short time, moving faster and dealing more damage (does not stack with the Rage Spell).
- Royal Cloak: The Archer Queen hides from and becomes invisible to all enemy defenses for a short time.
- Both Hero abilities will instantly call in a group of Barbarians or Archers to reinforce their King or Queen.
- Hero abilities unlock for free at Hero level 5 and improve in strength every additional 5 Hero levels!
- Level 6 Minions are here to wreak havoc on enemy bases!
- Level 5 Freeze Spell leaves defenses on ice for longer than ever before.
- Get your Heroes back into battle faster by boosting their recovery 4x while sleeping.
- Boost cost and duration of Barracks and Spell Factory now reduced from 4 hours/20 gems to 2 hours/10 gems.
- Clan Co-leaders can now be appointed by the Clan Leader or other Clan Co-leaders.
- Clan Co-leaders have all the privileges of Clan Leaders, except for the ability to demote or kick other Co-leaders.
- Clan Elders are now less powerful to prevent abuse, no longer able to promote or demote and only able to kick normal members.
- New plant growth is being found with more gems inside than ever before!
- Mysterious boxes packed with gems are being reported all throughout the realm. Keep an eye out for them!
- Chat is now available even when away from your village, such as when visiting and watching replays
- Army Camps, the Spell Factory and Clan Castle now display used capacity next to their name when they are selected.
- Friends List has been moved to the Leaderboard menu, on the last tab, replacing the Search Clans tab (Search Clans is still available from the Clan Castle menu).
- Rage Spell info now correctly indicates damage percentage increase (e.g. 30% instead of 130%).
- Obstacles can now be cleared in edit mode. (Yay!)
- Decreased the upgrade cost and time of Freeze Spell levels 3 and 4.
- Decreased Rage Spell level 5 damage bonus from 80% to 70%.
- Increased Hog Rider training cost by about 30% on all levels.
- Increased Valkyrie hitpoints by about 20% on all levels.
- Increased P.E.K.K.A hitpoints from 3400 to 3500 on level 3 and from 3800 to 4000 on level 4.
Many more bug fixes, tweaks and performance improvements
December 2013 Update
Winter is here
✔ Enjoy the snowy sights, sounds and hunt for elusive jingle-bearing trees
✔ Limited time special defense: Santa Strike! Call in an air strike of explosive presents (but what is inside the boxes?)
Reworked Inferno Tower is hotter than ever
✔ Brand new multiple target mode launches a blazing web of flames against several troops at once, but the flames will not charge up in this mode
✔ Troops targeted by the Inferno Tower are no longer able to be healed. Use multiple target mode to seriously hinder healing reliant armies
✔ Switch between the classic single target or new multiple target mode at any time
✔ Inferno Tower level 3 will help keep you warm this Winter
Revamped looting
✔ Percentage of loot available now decreases based on defender's town hall level
✔ Maximum amount of loot available now increases based on defender's town hall level
✔ Loot bonus when attacking opponents at higher town hall levels has been removed
✔ Check out the Clash of Clans forum for much more information about these changes!
Interface and feature improvements
✔ Clash is now fully localized in Korean!
✔ Village Edit Mode: New base layouts in-progress will be automatically saved and resumed if the game restarts
✔ Added "Training capacity" to barracks info and upgrade screens
✔ Unarmed traps are now indicated a by a smoke effect instead of text bubbles
✔ Arabic text input has been improved
Balance tweaks
✔ Decreased the attack range of Inferno Towers from 10 to 9 tiles
✔ Decreased the cost of the Inferno Tower level 2 upgrade
✔ Slightly increased damage of level 4 Dragons
✔ Slightly increased HP and damage of level 6 Giants
Many more bug fixes, tweaks and performance improvements
New Loot System Details
How is available loot calculated?
The Clash of Clans loot system, at its core, boils down to two primary concepts:
1) A defender who gets raided never loses everything.
2) An attacker can only steal a limited amount of loot.
Let's say you are sitting on 1 million gold in your storages, but... Oh no, here come the goblins and you get completely wiped out! However, because "a defender who gets raided never loses everything," you don't lose all 1 million gold. Instead, you only lose 200k, which is 20% of your total. Another way we can say this is that there is a defensive loot percentage of 20%.
What if you are saving up for something big (like an Inferno Tower!), and you are sitting on 4 million gold instead? 20% would still be a HUGE amount to lose (800k gold)! However, because "an attacker can only steal a limited amount of loot," you still only lose 200k if you get wiped out, because loot is capped at 200k maximum. Another way we can say this is that there is a defensive loot cap of 200k. (Note that this limit can be exceeded if there are also resources left in collectors, but we will ignore that for now,)
The defensive loot percentage and defensive loot cap are the key concepts that determine available loot, and we have to keep them in a careful balance. The lower the loot percentage and loot cap, the easier it is to hold on to your savings, but the harder it is to get more resources through attacking.
Why change the loot percentage and loot cap?
Face it, Chief, Level 6 troops, X-Bows, Inferno Towers and Level 11 defensive upgrades do not come cheap. Of course, it is natural that better and better items come with higher price tags, but with a loot system tuned only up to Town Hall level 8, how will you meet these rising costs?
Two things would clearly help: making it easier to save up loot and winning more loot in your attacks. Furthermore, the higher your Town Hall level, the more you need to save and the more you need to loot to keep up with expenses. By changing the way the loot percentage works, we can better enable saving up loot. By changing the way the loot cap works, we can better enable diverse and rewarding loot opportunities in battle.
What are the exact changes?
Remember the two primary concepts:
1) A defender who gets raided never loses everything.
2) An attacker can only steal a limited amount of loot.
We are changing the available loot so that, when a village gets wiped out, the defender loses a lower percentage of everything they have, but the attacker is able to steal more of it in total, based on the defender's Town Hall level.
Starting from Town Hall level 6, every Town Hall upgrade will lower the loot percentage by 2% Gold and 2% Elixir when you are defending. This means you will lose 2% less Gold and 2% Elixir each time you are wiped out, thus making it easier and easier to hold on to resources as you level up. Let's look at a few examples:
If you have 1 million gold in your storages....
At Town Hall level 5 you will have 200k of your gold available to attackers (20%)
At Town Hall level 6 you will have 180k of your gold available to attackers (18%)
At Town Hall level 7 you will have 160k of your gold available to attackers (16%)
At Town Hall level 8 you will have 140k of your gold available to attackers (14%)
At Town Hall level 9 you will have 120k of your gold available to attackers (12%)
At Town Hall level 10 you will have 100k of your gold available to attackers (10%)
If you're thinking, "That's no fair! TH10's will have it so easy!" hold on. You didn't let us finish.
Starting from Town Hall level 7, every Town Hall upgrade will also increase the loot cap by 50k Gold and 50k Elixir when you are defending. This means that attackers can potentially steal more in total from your storages when you get wiped out, depending on how full your storages are at the time. Let's look at a few more examples:
If a you have completely full gold storages....
At Town Hall level 6 you will have 200k of your gold available to attackers (standard cap)
At Town Hall level 7 you will have 250k of your gold available to attackers (cap +50k)
At Town Hall level 8 you will have 300k of your gold available to attackers (cap +100k)
At Town Hall level 9 you will have 350k of your gold available to attackers (cap +150k)
At Town Hall level 10 you will have 400k of your gold available to attackers (cap +200k)
Won't this mean lower level players will be picked on more?
Not at all. In fact, we are hoping for exactly the opposite. Currently, most players at Town Hall level 7 and above constantly see available loot hovering around a cap of 200k Gold and 200k Elixir. It is always that same boring 200k, no matter if they are at Town Hall level 7 trying to buy their first Hidden Tesla, or if they are at Town Hall level 10 trying to buy their first Inferno Tower.
After these adjustments, higher level opponents can provide much better loot opportunities (up to a cap of 400k). We are hoping that these better loot opportunities will incentivize all players at Town Hall 7 and above to attack other players at their level due to their higher potential loot payouts. The costs of higher level armies and spells can be better compensated by higher level opponents. At the same time, we hope that improving resource protection (down to a minimum percentage of 10%) will also reduce the hesitation and anxiety some players seem to feel when they are ready to upgrade to a higher Town Hall level, but fear that all of their looting opportunities will suddenly disappear.
What about existing loot penalties?
Currently, there is a loot penalty system in place that can modify the available loot based on the difference between the attacker and defender Town Hall levels. It was intended to discourage players at higher levels from picking on players at much lower levels by reducing the loot when the defender was at a lower Town Hall level, and increasing the loot when the defender was at a higher Town Hall level. However, this system is not ideal for a number of reasons and has, not unfairly, been criticized as "punishing players for progression."
We feel that the loot adjustments, as described above, are a better way of encouraging fair play and rewarding high level attacks, rather than the existing loot penalty based system. Therefore, we are removing loot cap increases based on an attacker being below a defender's Town Hall level.
Some examples will help here, too. In the old system, the situation looked like this:
(Old system) If a defender at Town Hall level 10 had 200k gold as available loot:
An attacker at Town Hall level 10 would see 200k gold as available loot (no penalty)
An attacker at Town Hall level 9 would see 220k gold as available loot (+10% loot increase)
An attacker at Town Hall level 8 would see 300k gold as available loot (+50% loot increase)
The new system will be much simpler. Town Hall level differences are ignored when the attacker is below the defender's Town Hall level. Instead, higher town hall levels will naturally carry a higher loot cap, regardless of opponent.
(New system) If defender at Town Hall level 10 has 400k gold as available loot:
An attacker at Town Hall level 10 will see 400k gold as available loot
An attacker at Town Hall level 9 will see 400k gold as available loot
An attacker at Town Hall level 8 will see 400k gold as available loot
Keep in mind, though, that loot decreases based on an attacker being above a defender's Town Hall level will remain unchanged in order to continue to better protect lower level players.
What about Dark Elixir?
Dark Elixir loot will follow a similar guideline, but with more minor values, as Dark Elixir comes into play much later in the game. For Dark Elixir, starting at Town Hall level 9, every Town Hall upgrade will lower the loot percentage by 1% Dark Elixir and increase the loot cap by 500 Dark Elixir when you are defending.
For example, when you are defending:
At Town Hall level 8, you will have a 6% loot percentage and 2000 Dark Elixir loot cap
At Town Hall level 9, you will have a 5% loot percentage and 2500 Dark Elixir loot cap
At Town Hall level 10, you will have a 4% loot percentage and 3000 Dark Elixir loot cap
Winter is here
✔ Enjoy the snowy sights, sounds and hunt for elusive jingle-bearing trees
✔ Limited time special defense: Santa Strike! Call in an air strike of explosive presents (but what is inside the boxes?)
Reworked Inferno Tower is hotter than ever
✔ Brand new multiple target mode launches a blazing web of flames against several troops at once, but the flames will not charge up in this mode
✔ Troops targeted by the Inferno Tower are no longer able to be healed. Use multiple target mode to seriously hinder healing reliant armies
✔ Switch between the classic single target or new multiple target mode at any time
✔ Inferno Tower level 3 will help keep you warm this Winter
Revamped looting
✔ Percentage of loot available now decreases based on defender's town hall level
✔ Maximum amount of loot available now increases based on defender's town hall level
✔ Loot bonus when attacking opponents at higher town hall levels has been removed
✔ Check out the Clash of Clans forum for much more information about these changes!
Interface and feature improvements
✔ Clash is now fully localized in Korean!
✔ Village Edit Mode: New base layouts in-progress will be automatically saved and resumed if the game restarts
✔ Added "Training capacity" to barracks info and upgrade screens
✔ Unarmed traps are now indicated a by a smoke effect instead of text bubbles
✔ Arabic text input has been improved
Balance tweaks
✔ Decreased the attack range of Inferno Towers from 10 to 9 tiles
✔ Decreased the cost of the Inferno Tower level 2 upgrade
✔ Slightly increased damage of level 4 Dragons
✔ Slightly increased HP and damage of level 6 Giants
Many more bug fixes, tweaks and performance improvements
New Loot System Details
How is available loot calculated?
The Clash of Clans loot system, at its core, boils down to two primary concepts:
1) A defender who gets raided never loses everything.
2) An attacker can only steal a limited amount of loot.
Let's say you are sitting on 1 million gold in your storages, but... Oh no, here come the goblins and you get completely wiped out! However, because "a defender who gets raided never loses everything," you don't lose all 1 million gold. Instead, you only lose 200k, which is 20% of your total. Another way we can say this is that there is a defensive loot percentage of 20%.
What if you are saving up for something big (like an Inferno Tower!), and you are sitting on 4 million gold instead? 20% would still be a HUGE amount to lose (800k gold)! However, because "an attacker can only steal a limited amount of loot," you still only lose 200k if you get wiped out, because loot is capped at 200k maximum. Another way we can say this is that there is a defensive loot cap of 200k. (Note that this limit can be exceeded if there are also resources left in collectors, but we will ignore that for now,)
The defensive loot percentage and defensive loot cap are the key concepts that determine available loot, and we have to keep them in a careful balance. The lower the loot percentage and loot cap, the easier it is to hold on to your savings, but the harder it is to get more resources through attacking.
Why change the loot percentage and loot cap?
Face it, Chief, Level 6 troops, X-Bows, Inferno Towers and Level 11 defensive upgrades do not come cheap. Of course, it is natural that better and better items come with higher price tags, but with a loot system tuned only up to Town Hall level 8, how will you meet these rising costs?
Two things would clearly help: making it easier to save up loot and winning more loot in your attacks. Furthermore, the higher your Town Hall level, the more you need to save and the more you need to loot to keep up with expenses. By changing the way the loot percentage works, we can better enable saving up loot. By changing the way the loot cap works, we can better enable diverse and rewarding loot opportunities in battle.
What are the exact changes?
Remember the two primary concepts:
1) A defender who gets raided never loses everything.
2) An attacker can only steal a limited amount of loot.
We are changing the available loot so that, when a village gets wiped out, the defender loses a lower percentage of everything they have, but the attacker is able to steal more of it in total, based on the defender's Town Hall level.
Starting from Town Hall level 6, every Town Hall upgrade will lower the loot percentage by 2% Gold and 2% Elixir when you are defending. This means you will lose 2% less Gold and 2% Elixir each time you are wiped out, thus making it easier and easier to hold on to resources as you level up. Let's look at a few examples:
If you have 1 million gold in your storages....
At Town Hall level 5 you will have 200k of your gold available to attackers (20%)
At Town Hall level 6 you will have 180k of your gold available to attackers (18%)
At Town Hall level 7 you will have 160k of your gold available to attackers (16%)
At Town Hall level 8 you will have 140k of your gold available to attackers (14%)
At Town Hall level 9 you will have 120k of your gold available to attackers (12%)
At Town Hall level 10 you will have 100k of your gold available to attackers (10%)
If you're thinking, "That's no fair! TH10's will have it so easy!" hold on. You didn't let us finish.
Starting from Town Hall level 7, every Town Hall upgrade will also increase the loot cap by 50k Gold and 50k Elixir when you are defending. This means that attackers can potentially steal more in total from your storages when you get wiped out, depending on how full your storages are at the time. Let's look at a few more examples:
If a you have completely full gold storages....
At Town Hall level 6 you will have 200k of your gold available to attackers (standard cap)
At Town Hall level 7 you will have 250k of your gold available to attackers (cap +50k)
At Town Hall level 8 you will have 300k of your gold available to attackers (cap +100k)
At Town Hall level 9 you will have 350k of your gold available to attackers (cap +150k)
At Town Hall level 10 you will have 400k of your gold available to attackers (cap +200k)
Won't this mean lower level players will be picked on more?
Not at all. In fact, we are hoping for exactly the opposite. Currently, most players at Town Hall level 7 and above constantly see available loot hovering around a cap of 200k Gold and 200k Elixir. It is always that same boring 200k, no matter if they are at Town Hall level 7 trying to buy their first Hidden Tesla, or if they are at Town Hall level 10 trying to buy their first Inferno Tower.
After these adjustments, higher level opponents can provide much better loot opportunities (up to a cap of 400k). We are hoping that these better loot opportunities will incentivize all players at Town Hall 7 and above to attack other players at their level due to their higher potential loot payouts. The costs of higher level armies and spells can be better compensated by higher level opponents. At the same time, we hope that improving resource protection (down to a minimum percentage of 10%) will also reduce the hesitation and anxiety some players seem to feel when they are ready to upgrade to a higher Town Hall level, but fear that all of their looting opportunities will suddenly disappear.
What about existing loot penalties?
Currently, there is a loot penalty system in place that can modify the available loot based on the difference between the attacker and defender Town Hall levels. It was intended to discourage players at higher levels from picking on players at much lower levels by reducing the loot when the defender was at a lower Town Hall level, and increasing the loot when the defender was at a higher Town Hall level. However, this system is not ideal for a number of reasons and has, not unfairly, been criticized as "punishing players for progression."
We feel that the loot adjustments, as described above, are a better way of encouraging fair play and rewarding high level attacks, rather than the existing loot penalty based system. Therefore, we are removing loot cap increases based on an attacker being below a defender's Town Hall level.
Some examples will help here, too. In the old system, the situation looked like this:
(Old system) If a defender at Town Hall level 10 had 200k gold as available loot:
An attacker at Town Hall level 10 would see 200k gold as available loot (no penalty)
An attacker at Town Hall level 9 would see 220k gold as available loot (+10% loot increase)
An attacker at Town Hall level 8 would see 300k gold as available loot (+50% loot increase)
The new system will be much simpler. Town Hall level differences are ignored when the attacker is below the defender's Town Hall level. Instead, higher town hall levels will naturally carry a higher loot cap, regardless of opponent.
(New system) If defender at Town Hall level 10 has 400k gold as available loot:
An attacker at Town Hall level 10 will see 400k gold as available loot
An attacker at Town Hall level 9 will see 400k gold as available loot
An attacker at Town Hall level 8 will see 400k gold as available loot
Keep in mind, though, that loot decreases based on an attacker being above a defender's Town Hall level will remain unchanged in order to continue to better protect lower level players.
What about Dark Elixir?
Dark Elixir loot will follow a similar guideline, but with more minor values, as Dark Elixir comes into play much later in the game. For Dark Elixir, starting at Town Hall level 9, every Town Hall upgrade will lower the loot percentage by 1% Dark Elixir and increase the loot cap by 500 Dark Elixir when you are defending.
For example, when you are defending:
At Town Hall level 8, you will have a 6% loot percentage and 2000 Dark Elixir loot cap
At Town Hall level 9, you will have a 5% loot percentage and 2500 Dark Elixir loot cap
At Town Hall level 10, you will have a 4% loot percentage and 3000 Dark Elixir loot cap