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
Are you guys closer to finding the cause as to why enemy cities and buildings are sometimes invisible?
Does this mean that Henchmen designs do show up in the trainable unit list now. When I design they tend not to be there.
Any Chance We can get essence added to the city level-up screen?
I love every single balance chance. Nice... I still hope that at some point, the hero/unit balance will shift.
Yes, Toby is working on that (we gotta make sure it has space and such, gonna add a few more resources so that it doesnt look wonky). Probably wont be in for this patch though. We have some other UI stuff thats higher priority. But it is on the list.
You mentiond UI stuff with higher priority.
I have a lot of tooltip text not displayed correctly.
Either the text is cut off at the end or the window for displaying the text is too small.
It seems that there is a problem with formating the text into the display window.
Are you aware about that? Is that on your list?
I did not see this problem in beta4.
Love the changes, and would like to second the unit/hero balance adjustment.
Large groups of units need to be able to surround heroes and slow them down, or heroes need to have a harder time killing large stacks of units.
Been needing this...
Good.
It seems to me that you can balance just about everything yourself. Heros too powerful? Try a none or a sparse setting, same with just about everything else.
This is one of the charms of the game, as are the ability to use mods. Trained units are a key part of how I play the game. But my idea of an ideal game is not yours. Enjoy.
Cool - second the essence thing at level up. Glad it will be added.
Can we add to that list including the buildings that are permitted via research to the hovers for the city types?
Weapon abilities:
- Bash chance: damage x 2
- Backswing should allow the attacker an additional attack against the same unit at accuracy - 15
- Piercing weapons should inflict 25 % additional damage against mounted units
Just because there are fewer heroes doesn't make them less powerful, heroes are mostly powerful when you focus on one or two right now... (from where I am sitting).
Also just because there are sliders does not mean they should not try to achieve a better overall balance.
Sincerely~ Kongdej
Is anyone actually using summons? they scale horribly as for what I have seen...
Woot! Woot! Was hoping for that reversal.
Not reducing the resource improvement costs though??
Also, either pioneers have to be cheaper, or scouts need to be able to settle outposts...as is, pioneers take too much time in the build queue.
I have to agree summons get underpowered after early game, having them level up more effectively would help.
Hah, from Imbue Champion to Steal Spirit: a fascinating twist in game mechanics.
Letting them gain anything besides accuracy and HP per level would help too, something like +1 attack for each 2 levels, +1 defense for each 3 levels, +1 dodge per level for those with dodge.
What they gain per level should, IMO, depend on what you're summoning. Earth Elementals should gain the most defense, Fire Elementals should gain the most attack, and Water Elementals... well IDK what they should get. Maybe just average stats, considering how early you get them.
AI is still building outposts too close together.
nonsense.
If you ask me, everyone but heroes should get more bonuses on level up. There should be different bonus templates, though. Beast/monster/dragon/warrior/archer/swashbuckler/whatever.
You mean like allowing each unit to have a 'path' some of which would be more powerful than others but would determine level up bonuses? That could be really cool. Then you could put a path on your trained units to determine their nature.
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