*** Released 04/11/2013 ***
Features
Added Kulan of Umber as a starting sovereign.
Added General Carrodus of Capitar as a starting sovereign.
Added a new empire champion, Corinne the Archivist (a ghost champion)
Added a new kingdom champion, Pellion the Bright (a lightbringer champion)
Added a new construct, the Armored Sentinel, an animated suit of armor with immunity to poison, crits and swarm and the archign Shield Bash ability
Added Battle Cry as a new Commander trait
Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get chain mail for free and plate mail early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.
Added new tactical maps
Redid the Defender trait tree
Defenders get to use Chain mail armor for freeDefender I trait increased from +5 to +10 defense when defendingDefender II trait increased from +10 to +15 defense when defendingRemoved the Defender III traitEndurance trait gives +10 hit points instead of +1 per levelAdded the Endurance 2 defender trait (it gives +15 hit points)Converted the general Graceful trait to the defender Stand Firm traitRemoved the Guardian III traitAdded the Arching Shield Bash defender trait (shield bash 3 adjacent units)Added the First Aid defender trait (heals an ally within 1 tile)Added the Hold the Line defender trait (sets all allies defending and gives them bonus Dodge until their next action)Added the Invincible defender trait (caster becomes immune to physical damage until its next action)Removed the Spell Resistance III traitAdded the Summon Sentinel trait (summons an Armored Sentinel into tactical combat and boosts the defense of all surrounding alliesAdded the Eternal Guard defender trait (+5 levels for summoned sentinels)Added the Ironskin defender trait (+3 defense)Added Plate Mail Proficiency, it enables the use of plate mail armor
Fixes
Fixed an issue that was keeping new champions from spawning with their special consumable gear (potions and scrolls)
Fixed an issue causing the hit chance for dodgeable special abilities to be incorrect
Fixed an issue keeping the Pariden spellbooks form showing up in on the choose sovereign window and in the tech tree
Fixed an issue keeping Krax’s Ice Spear and Lightning Pike form showing up in the choose sovereign window and tech tree
Fixed the provides tages on the Berserkers Axe and Berserkers Broadsword
Fixed an issue where the AI can ask for peace even if you aren't at war
Fixed an issue with the Tremor spell not removing Dodge correctly (fix by Parrottmath)
Fixed an issue that could allow a troll Shaman to kill himself by casting Barbs
Fixed an issue with the tactical spell Command, where depending on when it was cast, it could cause the target unit to always go next, over and over and over
Fixed an issue causing swarm bonuses to be exponential (it was normal with 1 allied units, but 2 did x4 the bonus, 3 did x9 the bonus, etc)
Fixed some broken tactical maps
Fixed an issue that could cause to many guardian statues, catapults or assassin demon city defenders to be spawned
Fixed crashes
Balance
Remade all the level 7 Empire champions
Remade all the level 7 Kingdom champions
Remade all the level 9 Empire champions
Remade all the level 9 Kingdom champions
You now have visibility for 1 tile outside of your borders
Lethal 1 increased from +1 attack to +2 attack
Lethal 2 increased from +2 attack to +3 attack
Lethal 3 increased from +3 attack to +4 attack
Warrior Muscle trait also gives +1 attack now
Increased the default players on the Huge map from 8 to 10
Administrator III trait lowers the unrest in all cities by 10% (instead of just the city the champion is in)
Increased the CityCountUnrestPenalty from 2 to 3
Reap II increases the damage form damaging an opponent from 1 to 3 and Reap III increases it from 3 to 6
Enchanted Backpack gives an init bonus
Golden Belt gives 25% Splash damage
Strength and Muscle traits give bonus attack
A full suit of Chain Mail gives -3 init
A full suit of Plate mail gives -6 init
Warriors get an Endurance trait that increases their hit points
Spell Leech has a 5 turn cooldown to fix an infinite mana exploit
Broke magic staves in Fire and Cold staff categories for unit design
Eye of Abeix trophy increased to +50% growth and +5 init for defending units
Head of Amhah trophy increased to +50% growth and -50% unrest
Heart of Delin trophy increased to +50% growth, defending units are immune to fire and trained units get fire resistance
Heart of Morian trophy increased to +50 growth and +50% hit points for trained units
Horn of Sarog trophy increased to +50% growth and +1 fame per season
Head of Torax trophy increased to +50% growth and +3 attack and defense for defending units
Fist of Vetrar trophy increased to +50% growth, defending units are immune to cold and trained units start with Cold resistance
Storehouse increased from +40 food per grain to +50
Rusty Armor gets increased defense but becomes rarer
Aegis Robe Defense increased form 5 to 6 and it gains +5 Dodge
Increased the CombatRatingToExpMultiplier from .05 to .06 (ie: increased the amount of xp gained from combat)
AI
AI smarter in relations
AI smarter about when to ask for peace
Monster AI tweaks
UI
New waterfalls from Parrottmath
In tactical combat the button for the spell or ability you are using remains highlighted
Fixed the Spearman Expert and Master icons (they were reversed)
Even better water
New selection tiles in tactical
Thank goodness for that, because I for one was getting sick of it, just sick of it, totally sick of it. I was that sick of it it was making me feel sick.
Could you give a small bonus defense for Defender for three step traits? Like +1 Defense, +2 Defense, +3 Defense, for a total of 6 extra defense? Then you have the option of choosing Warrior for higher Attack starting at +2, or Defender for higher Defense starting at +1. Defense allows more survivability, so it is only fair that the bonus is lower.
Please make it a % bonus. Also please make the Forge > Blacksmith > Armorer improvement defense boni percentage based.
I know the game isn't about realism, but it seems kinda silly to me that a forge would give an unarmored unit some defense.
I also understand it's easier to balance raw numbers.
Defense doesn't affect damage linearly, so for each point of attack you would counter it with equal or more defense, not less.
I do not like abilities with a % bonus, because they can get out of control (warlock + evoker + item), but i think if such a bonus is used carefully it would improve the game balance.
For example lethal is too weak at the moment and even with the next patch it will be probably weak, but if lethal would increase the damage by 25 % / 25 % it would be easier to balance the weapon damage. In that case the bonus of the axeman, bruiser, spearman and swordsman abilities should be reduced to 25 % / 25 %. These traits should be available to the following paths:
Assassin: marksman (damage of power shot is increased by 25% / 25%) and swordsman
Commander: archer (damage of rain of arrows (bow ability) is increased by 25% / 25%) and bruiser
Defender: bruiser and swordsman
Mage: evoker (damage of overcharge (staff ability (next attack ignores fire, ... resistance)) is increased by 25% / 25%)
Warrior: axeman, bruiser, spearman and swordsman
Wow, can't wait to try new defender traits in action.
The Turtle trait... I love it. "Are you turtle enough for the turtle club?"
This. I have the same problem. Sometimes I have to select a trait to see whether I've already got it or not.
If you're looking at heroes, can you pay special attention to the Trogg hero As a'Zoth if you haven't already reworked him?
He turned up in my game with the weak trait + a chain shirt + twin battleaxes and was so ridiculously encumbered that he could barely move until I stole his gear and left him with lighter stuff more suited to a caster (albeit one with Path of the Warrior). I guess this is from when PotW had an innate weight bonus and didn't place so much restriction on learning magic abilities - but he was kind of rubbish back then and is even worse now!
The new warrior tree is already nice, but the new defender tree is really amazing, but please make the trait lines in every tree as short as posible and give the other paths weapon abilities:
Since the other paths get weapon abilities the warrior should get the weapon mastery ability that reduces the cooldown of all weapon abilities by 1 / 1. The assassin should be very powerful against single units: the executioner ability should increase the damage against heroes by 5 / 10 and the hunter ability should increase the damage against single monsters by 10 / 20. The assassin should be immune to swarm and should get an ability that increases his dodge and defense for every adjacent enemy, because he should be able to fight behind the enemy lines.
now that's an interesting change. will be interesting to see how this will affect the global unrest percentage balance. i never considered the administrator line worthwhile before, but with this change, it may actually become a solid choice. admin 1&2 are still a bit of a waste, though, since the guy will be out in the field farming XP for admin 3. switching the whole admin line to -global unrest would resolve that little problem...
You make good points wizard 1200. All the classes need both damage and defense traits, obviously not the same amount though. If the defender never gets any attack bonus it just wont have the damage to hurt stacks late game. Also with no defensive bonuses, warriors will be very much the glass cannon late game.
Assassins/Defenders should get the counterstrike bonus as well. I am just not sure counterstrike is a good trait compared to cleave or impale (The 25% bonus not the ability iteself). Does anyone find it useful? It seems underpowered to me as many skills and traits ignore it.
While a trait/artifact that ignores resistance seems like a great idea for spells, Staves don't really need them as resistances are so few anyway. I'd much rather we got some kind of short range friendly fire Aoe lines and cones for staves. Staves need abilities too.
First you say assassins should be the master of one vs one fights and now you want them to be masters of the melee? So he would be tougher one vs one and get stronger with every nearby enemy?
I think that the swordmaster abilities are very useful, because you increase the counterstrike damage and if you add the parry ability and a weapon with 2 counterattacks the damage is very impressive.
Not masters of the melee, but they should be able to survive behind the enemy lines to fight someone one vs. one and without the decimate ability the damage of an assassin against units is very low.
I think a better way to do that would be increased mobility.
Fleeting Strike Skill: Unit attacks than retreats 1 step back. Cant be Countered.
Swift Trait: +1 movement and ignores enemy engagement (Can walk past enemies)
Endurance trait gives +10 hit points instead of +1 per level
Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this.
I actually thought Endurance was quite an interesting trait. More so than just +10 hp, imo.
These abilities are great assassin abilities, but an enemy unit would still be able to follow the assassin and attack him if he is alone behind the enemy lines. The Shadow Shift ability would be another option if it would work like this:
- Teleports the assassin to an empty square adjacent to an enemy
- The adjacent enemies are dazed for 1 turn
- Costs no action
- 3 turns cooldown
This is too powerful for units if they indeed get the bonus aswell.
I liked the +1 per level better.
Incredible! Great work, and keep it up.
Since it is listed under the "changes to the defender tree" I imagine it might be possible that this change affects only the hero trait. So the units with endurance would still get the +1 per level.
8.5: changed "form" to "from" in all change logs
Oh, and even less ogre crotch.
I'm calling this the Parrottmath patch.
I use a workaround for much of the data that seems hard to find on city level up. First, when I settle the city, I add a prefix to the name. The prefix consists of three numbers, yes, the tile yield numbers. So Hope, if founded on those wonderful 3,3,3 yield tiles becomes "333Hope." Suffix: T = town, F=fort, C=Conclave (also reminds me x-tra crystal possible here). The only suffix I add after the city type is a note about what extra benefits troops get, like first move, or +3move/attk. This makes it easier to decide where to train that new batch of units. Some city names have to be shortened, or changed to get the addons to fit on screen. "333HopeFmove1st" = hope, built on a 3,3,3 yield tile, is fortress, with upgrade building that gives units trained here the first move. BTW, sometimes I forget to change name, so I go in later and add xx# where x means I don't know now, and # is the magic yield amount. Hope this helps a few players.
that's nice - looks like commanders are going to be really strong support champions for players who enjoy playing with trained troops.
I think you should add the 'muggle' achievement to steam... win the game without losing or using any mana. Or something along those lines I think that would be a feat within itself...
I don't think the trait of a hero and the trait of trained units have to be the same, it is just they are usually the same, but only for intuitive purposes. Heroes don't get multiple figure boosts to HP, so the hero trait needs to be bigger for the one unit.
I like it. Just do not call it muggle.
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