Content
Added lots of new early game common items so there is a greater variety of stuff to find, Trog Blood, Quendar Wine, Bottled Fire, Recall Scroll, Wellspring Scroll, Despair scroll, Dark Candle, Enchanted Collar, Fireball Scroll, Pariden Wine, Ironeer Ale, Prismatic Potion, Curse Scroll, Rusty Helmet, Rusty Curiass, Rusty Greaves, Rusty Vambraces and Rusty Boots
Fixes
Fixed an issue where henchmen couldn’t wear cloaks or use ranged items
Updated the threat level on the diseased livestock and the Alchemists offer quests
Fixed Craul’s schizophrenia
Switched Rihanna the Scorpion’s dagger to one she can use
Fixed the Market and Merchantcross Bazzar (so they are now buildable in towns)
All blunt weapons (except staves) Bash now
Fixed a font issue on Vista
Fixed a wrapping issue with the tooltip for the Refuge of the Dark Sorcerer
You no longer get population added to your cities when you disband units
Fixed bug with the AI treaty offer
Fixed bug that could cause outposts to be built too close to one another
Fixed a bug with the Receive and Demand tribute treaties
Fixed slow frame rate/stuttering in cloth map mode
Fixed an issue with the Paragon spell (wouldn't take hp from the caster if he was in an army)
Fixed an issue keeping newly designed Henchmen from being trainable
You can now see the full description on trait abilities on the custom faction screen
Guardian Idols won't show up in the caster list for strategic spells anymore
Fixed a mouseover issue in the ui when viewing resources (could cause the lines to get messed up or strange coloration, possibly cooties)
Fixed an issue where wildlands dont get converted if the AI conquers them
Ejecting a unit correctly moves it out of the stack now
Fixed the Revelry event (finishes research and completes the first unit in the queue)
Fixed an issue where some players dont see the sovereign on the choose sovereign screen (unless they run with the /nomultisample parameter)
Fixed an issue with the Order of the Asok tile design not showing up
Fixed an issue where modifiers that were per Essence weren't being calculated correctly
Fixed crashes
Fixed an issue where city tile designs dont show up when you discover AI cities
Fixed an issue where quest locations aren't linked in the empire tree after a reload
Fixed the Varda quest
Fixed an issue that allowed Summoner's Boon to be cast multiple times
Balance
Cities provide production (so your city increases in production as the city level increases)
All sovereigns can cast Paragon and Steal Spirit
Summoners Boon cant stack
Reduced tech costs
Increased Mount costs
Magic staves crystal costs are reduced, they do slightly more damage
Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference
Monsters were given many traits (Frail, Endurance I, Endurance II, Tough, Large, Monsterous) that impact their hit points per level
Changed Battle Axes, Maces, Broad Swords and Short Swords to be Uncommon items (so they won't be dropped by the early goody huts)
Black Widows get the Beguile ability (spell that causes the victim to have a 50% chance to strike a random target instead of the intended target)
Darkling Shamans can cast Shrink instead of Blindness
Darling Warriors can cast Blindness
Third Book of the Magic now has an appearance chance of 100%
The tax rate is applied to the entire cities gold production, running with low taxes is much harder now
Added the ability to modify min distance between cities by map size. Cities now have to be slightly farther apart on Large, and can be slightly closer together on Tiny
Master Scoutting ability will not keep monsters from attacking cities
When monsters conquer a city, they destroy it but they no longer raze it
Normalized the cost of armor (basically it used to multiply prod costs, now it increases at higher tiers, but at moderate amounts, if you have access to better armor, you should use it)
Normalized the cost of weapons
Normalized the cost of traits
Regeneration doesn't heal in tactical combat
AI
Fixed bug that caused AI not to "see" good tiles for cities
AI values materials as much as food
Put additional logical in tactical AI for determining whether to retreat
AI surrender threshold now hooked up
AI will now tend to go to war with your enemies if you have good relations
AI will typically go to war with your enemies if you have an alliance
Monsters more aggressive about attacking cities on higher levels
UI
New city details screen (http://screencast.com/t/cRWI4yOfUso)
New city ledger screen, shows production, max and used essence, etc
Updated the abilities that unlock techs
Added provides tags to the water adept skills
Fixed a string not found error on the custom difficulty level
Added an icon for the Coal Stones spell
Shortened the desc on the Dark Spire so ol' man Wardell doesn't have to get out his reading spectacles
Mercenaries won't show up twice in the Hiergamenon
Full tooltips on objects in your production queue (rather than just the name)
Gildar and Mana are always displayed in the resource bar, even if they are 0
Added tooltips to the victory screen
The full "Quests" tag now shows up in the empire tree
The empire tree scrolls if oyu have to many entires to fit
Last setup screen button says "Play" now
New dragon textures and updated model
Lots of new sfx
Wow
Oh, and the gambling assassin ability plays the incorrect animation.
Path of the Assassin could use some balancing. Give them some melee applies poison traits at higher levels.
It's not just AI cities that can be invisible when you come across them. AI outposts and resources are invisible too.
Assassins should also be invisible, teleport, fly, and never fart!
While those hitpoint changes are appropriate for multiple tile units they make no sense for single tile units. They also only address the benefit from leveling, and do not have any affect on spells, buildings or enchantments.
In order to make effective changes to unit hp, the bonus from all sources needs to have different effects for multi-tile and single tile units. Halving all bonus hp for multi-tile units and doubling them for single tile units would go a long way to making building say a juggernaut over a spear unit a sound decision. Champion hp at 2 hp per level is simply going to make hardy and life magic mandatory.
Champions would be less out of control if their gear, spells, and levels were tied to technology, and would have the added effect of keeping the city aspect of the game relevant. I would actually vote for an increase to their hp to reduce randomness in the game. Losing a champion to a couple unlucky damage rolls is the opposite of what I would consider strategic or fun.
Excellent Observation !
Really what I am thinking sometimes
You should do some major posts I could agree with
Sincerely~ Kongdej
Eeeek, i think that change makes the spell useless. It would be better if Regeneration heals 2 HP and does not scale with shards.
Always saving the best addition for last... I don't knwo why this makes me happy... especially the Rusty items as I saw that in a thread. It pleases me when I see the feedback with actual changes to the game. Great work everyone.
Not true. And something needed to be done to balance regeneration.
I hope regeneration as a monster trait is still in, however (trolls.)
The removal of regeneration in tactical is to avoid cheese tactics I assume (hit and run if you have high int). Good riddance I say
It would be nice if regen did things other than regen per season though, even if the spell does cost more upkeep.
Damn, someone else noticed, I was hoping I could laugh at it on release .
A lot of these hp per level stuff is going to be seriously powerful compared to 2 hp per level, noone will ever take scarred for example.. Since cutting you HP in half sucks, and the other traits are less penalizing.
regeneration not working in tactical is a huge nerf, probably due though
but maybe regen in strategic only make the enchant totally useless dunno
Gotta be more powerful than now if it only works on the strategic map in any way, that is true.
I hope they balance out some of the traits that effect hitpoints before release, like Adventurers Boon, Wraith Blood, and Scarred.
Also I don't understand how they haven't rethought how essence works. Right now starting with 2 essence is a massively huge boost to a city, for little to no cost. Removing the Oracle and exponential nature of essence is a must.
so wait, those Darlings cast blind now to prevent you from looking at other pretty women ?
Wow! Slippin some sweet updates in there last minute folks; I am continually impressed.
yeah but how?
the problem is just the purpose
its true sometimes you take lot of damage and need to heal between fight
but you dont *keep* an enchant up all time just cause sometimes you need that regen
you would just heal on demand
it seems to not serve any purpose because you dont want a steady hp incoming in strategic, while you want that in combat, dunno seems too complicated
Strategic regen keeps the downtime on an injured hero. If you fight a battle and get pounded with say 4 hp left. You're probably not going to do the next fight until the hero is somewhere around 20 hp for a little cushion. It takes a long time to heal naturally, so regen is saving you time for a healing hero. In battles you have the heal spell to keep you alive and regen just doesn't make sense in the current system they use for turns. If I have a high initiative, it doesn't make sense that I heal 3 times before the enemy moves. The regen needed a clock timer for the tatical battle. After so many turns heal, but the current system doesn't support this at present. So the best thing to do is let heal do it's job in tatical and let regen do it's job in strategic. I only used regen on the strategic map anyway, so to me this is not even a nerf.
I agree that trolls should be able to still regen in tatical, but we shall see when this update comes out.
Trolls can still regen in tactical. Regen has been nerfed because of balance issues (as you guys have noted). Im not done with regen. I'd like to address kiting in another way (turn limit on tactical battles) and then return regen to its old function, but its something I have to play with.
Not sure about the turn limit on tactical battles. What's the point? We'll just attack the same group next turn and do our kiting/regenerating stuff all over again. All we've done is slow the game down then. Anyway, keep playing with it. That's what I do.
yes i always said regen was incredibly op and i agree something had to be done im just not convinced by this change of functionality
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