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
I was thinking the same, but wasn't thinking about trained units, although that would be nice too
Sincerely~ Kongdej
Exactly. For example, leveling wolves would get less benefits than swordmen, who would get less benefits than say a troll warlord.
And every unit but heroes should have a type... well heroes have types anyway, the "path".
Personally, I think trained units can be upgraded just fine, other than group size and trinket equips. Giving them attack and defense bonuses on top of their equipment upgrades is a bit too much, IMO.
How about giving my Silver Flute some love and put it in the Hiergamenon?
Since some of you mentioned Summons. The whole summoner class is woefully weak... one of each type? For a mere channeler, sure.
A Summoner has the mental fortitude and physical stamina to bend a multitude of fantastic beasts to his will It would be better if Summon II, III, IV, V meant that your Summoner could cast that number of creatures either tactically or strategically. An army of 5 fire elementals would be expensive but very cool.
Finally!
Oh he's not that old!
I've seen your post. You've got replies from them and they are on-top of it.
I think this falls under vista font issues on the list above.
Perfect, thanks for your feedback!
Any chance of getting the spellbook associated with each spell into the Hiergamenon for 0981? And maybe having the entire list sortable by spellbook?
You are absolutely correct. Some level bonuses to attack and defense would help.
I think one of the biggest problem with summons is that they have a "one per caster" limit. This coupled with the fact that there are so few summoning spells, makes me wonder why summoner's boon was nerfed in the first place.
I agree with this. I think that the current level-up bonus system (just accuracy and health improvements) is perfect for trained units and dragons (which have HUGE attack and defense stats already!).
For non-customizable, "ungroupable" units (ie. summons, wildlings, trolls, etc) an increase in other stats is necessary to help them scale.
It all depends on the numbers, I would never give trained units more than +1 attack per 4-5 levels since they shouldnt get a lot more attack, but again high level combats feel silly since they are going to take forever with the "I attack you, scratch your armor and deal 11 damage, you now have 240 hp left"I would really hope trained units would get better at killing stuff, instead of just pointlessly scratching armor all the time, but the massive groups makes this insanely hard to balance.
"City hubs provide production" - What does this mean? Anybody can easily be explained? My English is bad. I did not see a bonus to production during the growth of cities.
Again. This is a special building, which should be built? The city level and the number of the population now have no effect on production. Maybe a bug again?
This patch hasn't come out yet.
Oh, Thanks!
Great, hope you guys can get some more bugfixes in!
When is this coming? Thursday?
Derek - I don't see missing forests or swamps on there. Thread here:
No, the city hub is the center tile that is created when you first found your city. It upgrades automatically when you level your city.
Damn those Darling Warriors they are so damn cute. Got to love them even if they can now cast blindness.
It is the cuteness that causes the blindness.
And now the Darkling Shamans can cause units to Shrink.
I'm starting to get shrinking blindness from reading these forums. Am I a darkling?
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