In-Game Parameters
Last updated
Last updated
Embarking on your adventure in Loaded Lions: Mane City? Start here, where we outline the foundational parameters to jumpstart your journey. While this provides the basics, countless deeper intricacies await discovery. Explore with the community, share strategies, and uncover the game's full potential together!
Please note that these parameters may change overtime (see patch notes for latest changes) due to balancing requirements as the game evolves, but we aim to keep it stable 1-2 weeks ahead of each Competitive Event.
Land and its Diamond Production are infinitely additively stackable, but subject to diminishing returns. Available Sites (for building businesses) are only usable for a maximum of 10 plots of Land.
Land Diamond Diminishing Factor: 93.75%
Land Cash Diminishing Factor: 60%
Business and its Cash Production are infinitely additively stackable, but subject to diminishing returns and available Sites to build on.
Maximum Prestige level: 289
Boosters of the same type can be stacked on a single Business. Each booster stacked will extend the duration of the booster’s effect. For example, if Violet Boost is active on your business with a duration of 60 mins remaining, should you stack a second Violet booster at the 60th min mark, the total duration of your boosted Business will now be 540 mins. Do note that each booster you stack will cost an additional 20% of the last booster cost.
Additionally, you can have multiple Boosters active at the same time across Businesses. You can pre-buy multiple Boosters and stock up in your inventory.
Users are able to perform “Convert” and “Merge” within the Workshop.
Convert Parameters:
User can convert any 20 Businesses into an Uncommon Blueprint.
User can convert 50 Uncommon Blueprints into a Legendary Blueprint.
Merge Parameters:
Below table indicates the multiple on upperbound on “Increment Cash Production Per Level”. For example, if the Increment Cash Production Per Level for a Common Business is “1 - 5 / s” at Quality 1, it will be “1 - 20 / s” at Quality 10.
Below table indicates the drop rate distribution of different Quality of Businesses from Blueprints. The maximum Quality you can receive from Blueprints directly is Quality 5 at the moment. For example, if the drop rate of Cool Cats Lounge is 25.8% from an Uncommon Blueprint, the effective drop rate of a Quality 2 Cool Cats Lounge from an Uncommon Blueprint is 25.8% x 16.00% ≈ 4.13%.
Below table indicates the merge success rates and cost. For example, 2 of Quality 1 Business is required for the merge into Quality 2, this merge has a success rate of 90%, and a cost of 3M per Merge.
Abilities comprises Attacks & Defences, only one of each Attack & Defence type (i.e. Maximum of all 5 Attacks and all 5 Defences) can be active on a single player, and its effects are all additively stackable. Base Effect Bonus is affected by ‘Tactical Gear’ NFTs, and Base Diamond Cost, Duration, Diamond Cost for Attacks is affected by ‘Dark Lion’ NFTs.
Effect Bonus below are displayed in the format of X to Y where X is the lower bound bonus, and Y is the upper bound bonus; attack / defence bonuses when applied are randomized linearly between lower and upper bound range. You can pre-buy multiple Attacks / Defences and stock up in your inventory.
In addition, when successfully applying Attacks (except Savanna Bandits) to other players, the attacker will steal and receive a positive 70% of their Net Effect Bonus [(Attacker’s rolled Attack Effect - Defender’s rolled Defence Effect)* 70%] applied to the defender that lasts for the duration of the Attack (this Bonus stacks).
For Savanna Bandits Attack, the attacker will steal and receive a positive 40% of their Net Effect Bonus [(Attacker’s rolled Attack Effect - Defender’s rolled Defence Effect)* 40%] applied to the defender that lasts for the duration of the Attack (this Bonus stacks).
An attack’s hit rate varies depending on the Leaderboard Rank difference between the attacker and defender, which is also shown below.
Attack Table:
Activating Defences on your city will also grant valuable Income Bonuses. All active Defences will grant 20% of the rolled Defence Effect in income bonus when there is no corresponding Attack on your city. For example, if a player activates Gale of Safety and rolls a Defence Effect of Y, player will get Y*20% in Cash Bonus on common businesses for the duration of the Defence. However, if an Attacker successfully lands a Veil of Venom, this Cash Bonus will also be removed. As your Armour NFT adds to the range of your possible Defence Effect roll, it is also likely to increase the respective Income Bonus.
Defence Table:
Attack Hit Rate Table
Note:
If the net effect is 0%, it will be displayed as blocked instead of failed.
In Competitive Events, it is calculated based on Standing rank.
Ensure your leaderboard position reflects any business upgrades, successful attacks on opponents, or attacks received before launching further actions. Acting prematurely could lead to lower success rates compared to standard hit rate percentages.
Consecutive attacks on the same opponent via the Command Center window may lead to higher failure rates, as a successful initial attack might already alter the opponent's leaderboard position.
Players can select and switch Factions in Normal Mode with a 1 month cooldown. In a single Competitive Event, players can only select a Faction once.
The winning Faction will be determined by the ‘Total Faction Power’ score.
In Normal mode, Total Faction Power = Sum of all faction’s individual players’ ‘Power’ score, where an individual’s ‘Power Score’ = 1B / (rank ^ 0.9)
In Competitive events, ‘Total Faction Power’ is the sum of all the individual players’ power.
Base exchange rate of:
CRO to Vouchers = 1 : 800
Vouchers to Diamonds = 1 : 75
Vouchers to CRO = 1,000 : 1
Vouchers will add to prize pool in this exchange rate (before applying tax rates)
Diamond Bonus Multiplier = 300%
Increase in Avatar Levels grants reward and bonuses (the Maximum Level is 180 as of now), as detailed below:
Diamond Income Bonus increases by 2% every 10 levels
Cash Income Bonus increases by 1% every 10 levels
Blueprint rewards:
Uncommon Blueprints Reward: received at all levels, except at levels where Legendary Blueprints are rewarded
Legendary Blueprints Reward: received every 10 levels
Furniture Diminishing Factor on EXP: 93.75% (To be released in a future patch)
Selected Prestige Levels and its requirements are shown in the table below; the requirements stated are strictly followed for upgrades. If a player places a Business above their requirements, they will only receive the income of the Business of the Prestige Level corresponding to the highest prestige requirements that they satisfy (including both # of Business of one less Prestige Level and Avatar Level), more details on this can be found under the Prestige System section. Avatar Level requirement has been temporarily reduced to 100 for Prestige Level 152+ before additional Mansion Rooms can be unlocked.
Upgrading Businesses to Division 1 and achieving certain Prestige Levels for the first time in that new Division will grant additive benefits. When a player further upgrades to the next Division (e.g. Division 2 and above), they are able to receive all these benefits once more during that Division, and these benefits will persist in both Normal and Competitive Mode permanently. It will cost all Businesses 500M Diamonds each to upgrade to a new Division.
Strategy and gameplay in Normal mode has become ever more crucial. With the Normal Mode leaderboard bonuses, the higher your rank, the more bonuses you’ll get. These bonuses are not just limited to Normal Mode, but they extend to the Competitive Events as well.
By honing your skills in Normal Mode, you’ll lay a solid foundation for success in the Competitive Events.
Every achievement is worth celebrating! As players complete tasks within Mane City, points will be earned. These points will accumulate, and upon reaching important milestone thresholds, players will be rewarded with in-game bonuses for Cash, Diamonds, and Furniture EXP. There are separate instances of achievements for Normal and Competitive Mode, of which the Competitive Mode instance resets at the end of each Competitive Event. These bonuses aren't just limited to their own Mode; but applies globally, meaning you could potentially get double the stated bonuses if you progress in the achievements for each of the modes!
Achievements Task Table
Achievements Points Table
Avatar and its Bonuses, when equipped, are additively stackable for up to 50 Avatars, but subject to diminishing returns for the same Collection. Avatars do not take up any capacity. You can select one of your Avatar separately for your profile picture. More Avatars and types of Bonuses may be available in the future!
Bonus Diminishing Factor of the same type of Collection: 60%
Backpack and their Bonuses, when equipped, are additively stackable for up to 40 Backpacks, but subject to diminishing returns (diminishing returns to be released in a future patch).
Base capacity: 5 (The capacity that players will have without any Backpack NFTs)
Base offline income duration: 240 min (The duration that players will have without any Backpack NFTs)
Backpack Diminishing Factor on Offline Income and Capacity: 93.75% (To be released in a future patch)
Tools and their Bonuses, when equipped are additively stackable for up to 200 Tools (shared with Treasures), but subject to diminishing returns for the same Tool Types, and can only be active if they are equipped, which is only possible when there are sufficient capacity provided by Backpacks. Style variations may come into play in the future.
Bonus Diminishing Factor of the same type of Tools: 60%
Tactical Gear and their Bonuses, when equipped are additively stackable for up to 100 Weapons/Armour each, but subject to diminishing returns for the same Tactical Gear Types, and can only be active if they are equipped, which is only possible when there are sufficient capacity provided by Backpacks. Style variations may come into play in the future.
Bonuses below are displayed in the format of X to Y where X is the addition to lower bound bonus, and Y is the addition to upper bound bonus; attack / defence bonuses when applied are randomized between lower and upper bound range. Weapons improves the Effect of Attacks, Armour improves the Effect of Defences.
Bonus Diminishing Factor of the same type of Tactical Gears: 60%
Weapons Table:
Activating Defences on your city will also grant valuable Income Bonuses. All active Defences will grant 20% of the rolled Defence Effect in income bonus when there is no corresponding Attack on your city. For example, if a player activates Gale of Safety and rolls a Defence Effect of Y, player will get Y*20% in Cash Bonus on common businesses for the duration of the Defence. However, if an Attacker successfully lands a Veil of Venom, this Cash Bonus will also be removed. As your Armour NFT adds to the range of your possible Defence Effect roll, it is also likely to increase the respective Income Bonus.
Armour Table:
Treasures are a special class of NFTs where it can only be earned or bought from the secondary market. Treasures and their Bonuses, when equipped are additively stackable, for up to 100 Treasures (shared with Tools), but subject to diminishing returns for same Treasure Types, and can only be active if they are equipped, which is only possible when there are sufficient capacity provided by Backpacks. In the future, treasures may be differentiated further to offer a greater range of bonuses.
Bonus Diminishing Factor of the same type of Treasure: 60%
# | Achievement Name | Task | Milestones | Points gained / Milestone | Total Milestones |
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Achievement Points | Cash, Diamond and EXP Bonus |
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