Released 10/15/2012
Content
Added the Ignys Shortbow
Added the Twisted Ankle injury
Added the Twisted Knee injury
Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar)
Added the Revelation city enchantment (magic tree unlock, +1 research per essence)
Added the Arcane Forge city enchantment (magic tree unlock, +1 material per essence)
Added a pony
Fixes
Fixed an issue where magic immunity was making the units immune to special abilities
Fixed an issue keeping the Sacrifical Altar from being able to be built
Fixed catapults so they work in autoresolve
Fixed an issue keeping multiple word items from linking correctly to the Hiergamenon
Fixed an issue that could cause summoned creatures to lead armies
Disbanded units don't fall dead anymore
Fixed a String Not Found error on the world setup screen
Fixed an issue that can cause the action pane to not showup if autocast spells are used in a battle
Fixed a crash when disabling shadows
Fixed an issue that caused a troll to survive combat if his regen was enough to heal back from his death blow
Fixed the Scarred trait
Fixed an issue causing resources to be hidden under fow after loading a game
Fixed bug that caused units with moves left to not get to their destination (running in place)
Fixed deadlock related to updating cities
When an army without a champion gets loot, that loot goes to your sovereign (instead of being lost)
Fixed an issue with Death Demon animations that would cause missing damage numbers and other wonkiness
Fixed an animation issue with Ogres using the Hurl Boulder ability
Fixed an issue that could allow the AI to stack non-stackable enchantments on a unit
Fixed an issue that was keeping the spell damage displayed in tactical to not take abilities into account
Fixed an issue keeping city defenders showing up in their medallions on the city info screen
Fixed the Guile ability
Fixed a hang if you use Ctrl+Alt+Delete while playing
Fixed an issue that could cause black squares to show up on the cloth map
Fixed a bug keeping some consumables from give item popup (recall spell, etc)
Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)
Players and monsters no longer move during the same game phase
Fixed a bug where units would play their death animations twice (yes, we get it, you died. We aren't handing out oscars here, get on with it)
Fixed moonwalking units (I wonder if MoM ever had these issues)
Fixed a delay when Haunter's cast the Curse of Cyndrum spell
Curse spell now correctly removes Pierce defense
Fixed a crash when cycling through ai cities on the city info screen
Fixed an issue causing city defender icons to be empty
Fixed an issue allowing you to get special unit traits (juggernaut, iron golem, etc) on normal units
Fixed a bug where spells applied on melee attack or defense only applied the first modifier
Balance
You always have at least a 3% chance to hit a target
You always have at least a 3% chance to miss a target
You always have at least a 3% chance to resist a spell
You always have at least a 3% chance to fail to resist a spell
Reduced the research rate modifier on large maps from 1.6 to 1.5
Switched the bow form the escort noblewoman quest from the ignys longbow to the ignys shortbow
Lowered the gold reward on the escort noblewoman quest
Lowered the gold on the Rats in the ruins quest
Reduced Aura of Grace to +1 init per essence (instead of +2)
Reduced Aura of Might to +1 defense per essence (instead of +2)
Reduced Aura of Vitality to +1 hp per essence (instead of +2)
Reduced Blizzard to +2 per water shard (instead of +4)
Reduced Blood Rages casting cost from 250 to 100
Reduced Burning Blade to +1 per fire shard (instead of +2)
Reduced Burning Hands to +2 per fire shard (instead of +4)
The Cave Bear summoned by the Call Uteran spell is now at the level of the caster
Reduced Contagion damage slightly
Reduced the casting cost on Death Lash
Reduced Destiny’s Insight casting cost from 250 to 100
Reduced the Dirge of Ceresa spell damage slightly
Reduced Drain Life to 2 per death shard (instead of 4)
Reduced Falling Star damage to 3 per fire and air shard (instead of 18) and casting cost increased
Reduced Fireball to 4 per fire shard (instead of 6)
Dragon’s Fire Breath ability does double their attack in damage (instead of just their attack)
Reduced Firestorm damage to 8 +4 per fire shard (instead of 10 +10 per fire shard)
Reduced Flame Dart to 2 per fire shard (instead of 4)
Reduced Flame Wave damage to 4 +2 per fire shard (instead of 8 +4 per fire shard)
Focus has a casting time of 1, and gives the caster +25% to attack and spell damage for the rest of the battle
Freeze no longer applies the move penalty, instead it immobilizes the target for 2 turns
Reduced Gift of Iron to 5 +2 per earth shard (instead of 6 +3)
Reduced Heal to +2 per life shard (instead of 4)
Reduced Hurl Boulder damage to +1 per earth shard (instead of 2) and dramatically reduced its casting cost
Increased Inspirations casting cost
Meditation no longer has a casting cost
Reduced Pillar of Flame damage to +2 per fire shard (instead of 4)
Reduced Shockwave to 10 +2 per earth shard damage (instead of 18 +4)
Reduced Soulburning to 12 +2 per death and fire shard damage (instead of 16 + 4)
Reduced Static Blast damage to +1 per level (instead of 2)
Reduced Storm damage to +4 per air shard (instead of +10)
Reduced the hp cost from summoning imps/familiars to 1 (instead of 3)
Tame doesn’t have a casting time anymore, but does have a mana cost
Reduced Touch of Entropy to +6 per death shard (instead of +12)
Reduced Vetrar’s Howl damage to +5 per water shard (instead of 12)
Reduced Wall of Fire damage to +3 per fire shard (instead of 5)
Reduced Wellspring healing to +4 per life shard (instead of 6)
Reduced Sculla’s Mace to 24 attack (from 32)
Reduced Ice Mace to 20 attack (instead of 24)
Reduced Frore Mace to 24 attack (instead of 32)
Reduced Vetrar’s Fist to 32 attack (instead of 48)
Reduced Burning Battle Axe to 15 attack (instead of 20)
Reduced Ignys Battle Axe to 25 attack (instead of 30)
Reduced Sarog’s Axe to 30 attack (instead of 45)
Reduced the Lightning Pike to +6 Lightning damage (instead of +1 per level)
Assassin’s Longsword gives +10 attack vs Champions
Reduced the Druss Blade to 18 attack (instead of 36)
Reduced the Pyre Brand to 27 attack (instead of 36)
Reduced the Heartseeker to 26 attack (instead of 30)
Reduced the Sword of the Sun and Moon to 36 attack (instead of 54)
Reduced the Heart of the Glacier to 42 attack (instead of 63)
Reduced the Sythe of the Void to 42 attack (instead of 63)
Reduced the Brutal Longbow to 22 attack (instead of 33)
Reduced the Perfect Yew Bow to 18 attack (instead of 22)
Agriculture doesn’t give a food bonus anymore
Removed the metal costs form magical weapons and armor (crystal costs remain)
Reduced the material costs on the forge of the overlord towers
Reduced the default players on Large and Medium maps (more areas to explore)
Cloak of Fear is a tactical spell now with a 5 turn duration
Increased the default Accuracy to 70 (from 60)
Increased the default Spell Power to 70 (from 60)
Accuracy per level reduced to 1 (from 2)
Spell Power per level reduced to 1 (from 2)
Adventurer sovereign profession gives free champions, added the Experienced sovereign talent (+1 level), removed the Natural Leader trait (basically the free champions trait is a sovereign profession now and the +1 level is a talent)
Increased the Bandits given with the Bandit Lord ability to 3rd level (from 2nd)
The "To busy to talk.." responce will only come from the AI if you are at war with them. You are free to enter diplomacy as much as you want when you are not at war (this also fixes an issue where some players couldn't declare war until enough turns had passed)
Gladiator armor is now rare (instead of uncommon)
Warrior Temple grants +2 levels, +4 init to defending units and gives all trained units the Bloodthirsty trait
Attunement increased to +2 mana/season (from +1)
Increased the amount of free city defenders at all levels
Reduced the Black Market Unrest penalty to 5% (from 10%)
Rebalanced armor costs more closely to the amount of defense they provide
Haitan (quest hero) now starts at 4th level and with fire 3
Reduced the cost of Lower Land and Raise Land to 5 mana (from 50)
Iron Golems now use the best weapons and shields available
Reduced champion recruitment costs slightly
Increased Accessory slots to 4 (from 3)
As a’Zoth gains Path of the Warrior (instead of Mage)
Leadanna gains Merchant 2 and loses the Scarred trait
Lisbeth the Light starts with a Monk’s Staff
Courage cant be cast on trained units anymore
Removed the tech requirement on abilities (there wasnt a good way of displaying this info, they all unlocked so early that it wasnt worth spreading them out)
Reduced Leather armor from a total of 8 defense to 6
AI:
AI will reorder its queue if necessary to rush build an improvement or unit if it needs to
AI is more intelligent regarding when to look for places to build cities versus outposts
AI is more diligent about not building cities near monsters
AI is better about going on quests
AI more intelligent about expanding during mid and late game
AI is better at using tactical spells
AI has more dialog when conversing with players
AI has better dialog when discussing surrender options
AI surrender threshold modified to be less stubborn at normal levels when negotiating their defeat
AI vastly more stingy about trading influence
AI asks for less money up front on tribute treaties
Monsters that get freed from their lairs by ZOC no longer wander very fair into the distance
World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "normal" or "challenging" the monsters are equal opportunity killers.
More AI interaction
New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)
AI less aggressive at lower difficulties (dumber)
AI at normal or below will roll to make a "mistake". The lower the difficulty the more likely it is to make a "mistake".
AI makes better use of tactical spells
More conversations added
UI:
Added cooldown information to spell tooltips in tactical combat
Stacked army icons dissapear at a far enough range
Mana Maintenance is now displayed of spell tooltips
Lots of Hiergamenon improvements and fixes
Capitals now have an icon indicator on the city pane and on the city info screen
Switched to using the more informative trait info tooltip anywhere traits are shown
Lots of normalized volume sfx
"Unit Movement Within Tile" now defaults to False (so my default units wont run to the edge of their tile and back when attacking)
Perhaps you should change the traits at the Sovereign creation to:
Discipline: + 15 Accuracy and + 15 Spell Resistance
Hardy: + 10 HP and immune against poison
Brilliant: + 15 Spell Mastery and + 15 % xp
more like discipline +2-5 acc and spell resist
hardy 10 hp and 20 30 % resist to poison
brilliant +2-4 sp mast and 10% exp
In that case they would not be worth one creation point.
Is anyone noticing anything strange about the AI sovs Gold? I played a game last night, proof of concept kind of game where to put Golem gear on a Juggernaut, where after 100 turns in Tarth has 15,000 gold while only on "Challenging" difficulty. I assume they are rushing troops, as they have nearly and endless supply, and after another 100 turns of me doing nothing but defending against endless stacks, they are down to 10,000 gold.
i dont see why
check enemy sov next time
i see very often them starting with merchant (which is possible since its a drop) but i suspect it being a bug
Agree completely.
I thought something was a little strange. Game I'm playing now, Resolin quit the game with almost 2000gildar in her supply. That much gold could have built her an empire.
Because for each creation point you could get a spellbook or for two creation points you could unlock an element.
but spellboos after the second are worthless
having many spells on the same champion is not useful
2 is the max worth taking for some multi school spell (but mostly cause they are OP right now)
all those traits now are too much op and need balance
If you have 3 elements at level 1 (air, water and life for example) you have a very versatile Sovereign and if you have 1 element at level 2 and 1 element at level 1 (air and water for example) you can cast higher spells from the beginning.
If you reduce the power of the creation traits and the level up traits too much they will be boring and i think that every bonus below 10 % is so little that the player does not notice the difference.
you dont have time and mana to cast 3 elements spells they are too much
you rather have 2 champions
but 2 schools are more than enough to play well, and as soon as you hire lvl 7 9 you are guaranteed to have them all probably
Very nice change log so far.
Please add tooltips to quest items. When you are offered the quest and the reward is an item, I should be able to hover over the item and see its properties before taking up the quest. Currently, there is no tooltip.
we shall see...
It's a shame that this couldn't be reworked in giving a 10% unit cost reduction...
Free heroes makes more sense as a faction trait, but is miles better as a Sov profession. I can live with that.
A mid-level warrior or assassin champion can do ~100 damage per attack, and have an initiative of almost 40 before magical buffs currently, depending on their traits and luck with item drops. A Kingdom fire mage, even at a fairly high level, cannot approach that kind of single-target damage. Sure, said mage can clear away the trained army a fair amount faster than his more mundane brethren, but with the cooldowns or cast times of almost all damaging spells, he will fail poorly against a comparable melee champion, who has no mana limits, no cast times, and better scaling. It's been months since I've played as vanilla Resoln, so I don't know if her Death Worship magic is still insta-gibbing, but that strategy also requires converting nearly every shard you find into a death shard to give you some unbelievable bonuses to death spells. That's how I want magic to be balanced; requiring a lot of focus on a single champion or two, as well as a decent number of traits, and lots of mana, but letting that caster single-handedly change the course of a war. I'd also like to see more spells with cast times, a way for path of the mage to improve initiative while casting a spell, and a mana-free counterspell for assassins (they should be the natural counter to mages).
Also, is that how much fireball costs without gear? I've never paid more than like 20 mana for the spell, what with Mantle of Oceans, the Spellstaff, Adept's Robes, and whatnot.
Thank you very much
I think the Experienced talent should increase the level by 2, because i would never spend one creation point for 10 xp.
The bandits should get a Leather Armor, Leather Vambraces, Leather Greaves, Leather Boots and an Ice Spear, because they should be powerful.
You are right that a Warrior or Assassin has a very high single target damage and can kill most heroes or units with one hit, but the mage can do that with many targets at the same time, if there is no other hero who kills him first and the AI is currently unable to do that.
Yes i have listed the mana cost without items and the damage with the reduced power of the traits. In the unmodded version a Fireball would look like this:
Damage: 65 (18 base + 4 fire shard + 11 Warlock + 11 Mage + 16 Evoker + 5 Staff)
Mana: 28 (50 base - 12 Mage - 5 Affinity - 5 Robe)
Looking forward to this update, but hope to see a lot more improvements to the AI, which is a walkover at present
If a human player is refusing to make treaties etc it's because they intend to attack, but my relations only seem to improve. AI needs to be more wary of human players.
Poorly defended AI sovereigns still wander too close to my large stacks - a human player can't ignore such an easy kill in the open followed by AI city roll up and fraction death which makes for too easy a game (why build when you can just take what the AI has made for you). Monster clearing at the start of the game provides more of a challenge.
Why? It doesn't make any sense especially with arcane armor.
The other professions give benefits that will last all game. This is still not enough. Instead, it should be:
Bandit Lord: allows the sovereign to recruit bandits (all game long).
The alternative would be to move the bandits under equipment when choosing to outfit your sovereign with starting weapons, armor, etc. You could also choose to start with a couple of bandits.
For the bandit lord, you could add that he gets +10% gildar for killing monsters. You know because he knows all the extra hiding places that people keep gildar.
+1 parrotmath
I have exactly the same idea (increased financial loot) in mind since I saw this banditlord tweak.
I wish we could get money for attacking caravans and then double it for bandit lords. That is mod logic though.
For the vanilla, Bandit Lord just needs some early power so that fighting monsters on turn one is very easy. Being able to kill tough beasts early has multiplicative effects on the whole civilization. More Sov levels means more prestige means more city levels means more research means better tech means world wonders means massive game advantage.
It would be nice to have those units work as a free monster resource so that if they die, you can retrain them in 10 turns or so.
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