*** Released 04/26/2013 ***
Features
Added the Cautious Sovereign ability (allows the sovereign to escape from battle)
Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)
Added the Soldier’s Boots (available for unit design, +1 init)
Added the Soldier’s Gloves (available for unit design, +5 accuracy)
Added the Soldier's Cloak (available for unit design, +10 magic resist)
Added the Scaled Cloak (available for unit design, +25% fire resistance)
Added the Warboar monster
Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)
Added Rations (available for unit design, +3 hit points)
Added achievements for winning as Capitar and Umber
New tactical maps added
Fixes
Fixed an issue keeping the Life V icon from showing up
Fixed an issue keeping pikes from upgraded to lightning pikes
Fixed an issue keeping longswords from upgrading to boreal blades
Fixed bow upgrades
Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color
Fixed an issue with the chainmail hood that was keeping it from being recolorable
Lots of fixed stamps from Parrottmath
Lots of updated tactical battles (blocked tiles set)
Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be
Fixed bug where you could get repeat recruited champions after loading a game
Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle. When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map
If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city
Roads will now not pass through wildlands. When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable
Fixed yields on captured Deorcnysse
Fixed a clipping issue on cliff corners
Fixed an issue allowing caravans to be killed even if you have the legacy of serrane
Fixed an issue with the Produce Mana project
Lots of fixed tactical maps
Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)
Fixed an issue keeping Shield Bash from showing the damage
Fixed an issue with guarded strike not proving its defense bonus
Fixed crashes
Balance
Reduced Charge from +3 to +2 and instead the training cost
Scholar moved from a talent to a profession
Padded Breastpiece added as a designable equipment
Reduced Stables from from 1 horse per season to 0.5
Reduced Kennels from from 1 warg per season to 0.5
Moved the Adventurer’s Guild from Heroes to Breon’s Letters
Arctic Wolf Cloaks no longer require a tech
Removed the Resistance bonus form the ring of embers, of the glacier and storms
Increased the training cost of mounts
Removed the init bonus form the Athican longsword
Decreased the amount that increased production pace increases production
Increased the strength of the bandits from the Bandit Lord ability
Increased the Noble profession from -5 Unrest to -10
Increased the Scholar research bonus from +10% to +20%
Reduced Warlock from +50% spell damage to +25%
Reduced the Fame from quests from 20 to 15
Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points
Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack
Defender gives +10 defense when defending instead of +5
Impulsive gives +2 init instead of going first in battle
Muscle gives +1 to attack and -1 to init instead of just +1 to attack
Strength is no longer a unit design trait
Reduced base trained unit accuracy from 70 to 60
Reduced maces init from -3 to -4
Reduced Battle Axe attack from 15 to 12
Reduced Boar Spear attack from 11 to 10
Reduced Short Sword attack from 10 to 9
Reduced Pike attack from 16 to 15
Reduced Longsword attack from 18 to 14 and +2 init
Reduced Great Axe attack from 21 to 17
Reduced Maul attack from 25 to 22
Removed the Heroes tech
The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)
The army that didn't attack starts in defensive stance in tactical combat
Kasst increased from 1 move to 3
Increased the xp given from combat slightly
Reduced the level and hit points on Hergon Sows
Increased the dragon level int he Ghost Helm quest from 7 to 12
Razing cities does slightly more damage to surrounding terrain
Increased Ascian to 4 moves
Reduced the training cost of the Fast trait form 20 to 15
Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)
Increased all Sharp weapons form +1 crit chance to +5
Increased all Razor weapons from +2 crit chance to +10 crit chance
AI
Monster behavior improvements
Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases
Fixed AI bug where AI would declare war soon after having made peace
Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)
Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)
UI
Better looking river banks from Kay
Pedestrians are no loner displayed in tactical battles
Added Mountains back to minimaps
Steam notifications now popup in the upper left corner instead of over the turn button
Added a new quest completion window
Consolidated all the upgrade actions into a single upgrade button
Added a new unit upgrade screen
Added icon category icons to the train screen (so you can see what type of unit they are)
Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen
New texture for Ongr the Unbound
The spellbook remembers the last strategic spell you cast and starts there when you reopen it
Battle window now states what city is being attacked, if a city is being attacked
The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected
Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1). Now we display them greyed out all the time. This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.
Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)
Hmm, some interesting changes here.
Yeah, I as wondering when we would get this.
Screenshot!!!
http://screencast.com/t/dJnmub6ntLX3
Wait, we had upgrade screens before? Wish I knew about that. Where are they?
What's the new quest completion window look like?
Interesting changes, the Great Arena could use come buffing too, right now its very underwhelming for a tier 5 building and with these changes it will feel downright useless.
Derek,
Please consider moving armor piercing from the spear line to the maul line for balance purposes. Right now spears have neutral init., armor piercing, no counter attack and impale. Mauls have negative init. and crushing blow. If you think this nerfs spears too much, then allow units with spears to always be in a defensive posture. I think it would encourage balance and combined arms.
All the changes look good.
Happy about mount # reduction and added costs. It says we get less horse but doesn't mention Wargs, are they reduced as well?
Upgrade screen is very nice. Its always great to get a pleasant surprise.
Any chance the new bandits are in a group? Would be nice if bandit lords got groups of bandits instead of regular troops when the game starts.
Any chance we can get these to upgrade into amulets now?
Can someone tell me how much damage will do 7 unit psck against full plated other 7 unit pack ? I simply want to compare how much members i can wipe out with one great axe swing on heavy armor with new weapon damage update ?
It could be good to compare intiative either because i belive not plate armored unit will have nearly twice more initiative and will manage to do 2 swings before even gets smashed back.
Reason for this is that i still believe that weapons are still way ahead armor (i mean whether to choose put armor on your military or not).
Not sure but with shield and top but not epic plate 7 unit stack should have around 40 def. So 7 x17 = 119 damage should kill all pack of units (119 - 40 = 79). 7 units has 7 x 7 = 49 HP at lvl 1.
If my math is correct then i am still totally not happy, because armor is still not important. Initiative ans speed is all you need to get first hit.
Even lvl 11 plate unit will have 49 + 20 x 7= 190 HP. But because plate kicks initiative soooo hard it will probably will be atacked twice before even gets to act, so: 119 x 2 - 40 x 2=158 HP to looze before getting into action. So even lvl 11 plated unit will have 32 HP left and 2 units in its squad. which basicaly makes it usless anyway already.
Coming from that nothing will change in armies building: fast 2H weapon equiped, initiative boosted leather armored units with damage/initiative jewelry, damage/intiative traits mounted on wargs trying to use swarm tactics... No brainer...
Pikes will be even better option that axe with no intiative penalty and armor piercing - there wont be left even those 2 units in plate armor.
Release release release, must play with the latest version
I'm liking the updates for this changelog. Looks like you have been busy
Yeah despite weapons and armor all other changes especial armor upgrade window are nice and i cant await release to test it right away Nice job guys, i hope you wont stop
that's not how the combat system works (and 6 guys is max, groups size not 7)
the damage vs. armor calculation is the same for single figure or a group of figures - if they have greataxes vs. full plate armor, the calculation is 17 att vs. 40 def, which will result in about 3-5 damage ( damage formula is att * (att / (att+def); min damage is 50% of that value). if you have 6 guys in the unit, they will just roll 6 times (or maybe roll just once and multiply the result - not sure about that detail), so the expected result would be something like 18-30 damage.
I know the encumbrance system is still in place, with the exception of the graphical bar that goes across the character screen, as I have looked at the code and tried it out. I would like to know if there is a way that we can turn the graphical slide bar back on for modders such that we can re-add encumbrance back into the game?
Oh thnx for info. Then 1 lvl vs 1 lvl:
24 average dmg to 6 x 7 is 18 HP left after first strike (with great axes). And no HP left after second strike (not counting swarm bonus, jewelry elemental damage bonus, which ignores armor)
With pike even better because 40 def stands for 20 i guess ? So:
5 x 6 = 30 dmg on average and 12 hp left after first strike.
So in conclussion intiative and damage boosts can prety sure vipe not lvled full plated unit in 1 hit with some enchantments. It might become harder against lvled plated units, but again it will have hudge intiative penalty because of armor... But again AI wont have that much of lvled armies.
Well really need to test it out after update will come in order to get to some certainty.
Will magic and the mage path be getting overhauled in the near future? Even with +50% spell damage my mages never felt terribly powerful.
magic system require overhaul, spell damage shoud be affected by spell mastery, not raw unit level, linking entire magic system only on character level does not look good, especially compared to other types of damage, where weapon and armor actually matters.
Very cool changes. I like the new upgrade screen. Eager to try this!
Warg dens too right?
-1 to init or +1? I think this may be a typo. It use to give 1 attack and some weight carry (str gave more). -1 init moves it in the opposite direction (makes it harder to wear plate, not easier); I would be fine with it as a choice with -1, but its called "muscle" and should at least help make wearing plate easier -- people will get confused if it does the opposite.
Maybe Armor Prof should be a trait for created units.
I do think proficiency needs to be looked at still. Also, it should be required for some weapons.
The Soldier stuff is going to be pretty standard on archers, although that isn't a bad thing. There might be a tradeoff with leather now.
With no weight why bother with padded Breastpiece? Leather will be better and it's a first tier tech...
I agree. This change is weird. Muscle should be +2 att (only with blunt weapons), +2 init with a high training cost.
Why would Muscle make you slower?
Balance reasons. +1 damage in the current system is a lot. The only other damage boosting trait is Fury and that gives -1 hit points. Without a downside +1 damage even with a high cost is pretty powerful and a no brainer. There is already a problem with high initiative and attack units, it would be pretty broken for muscle to give 2 to both. Plus too much muscle mass can make you slower and less flexible. Like how Arnold had to lose muscle to play Conan the Barbarian because he couldn't swing a sword. Heavy weight lifters aren't exactly fast for the most part.
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