*** Released 5/2/2013 ***
Features
Added the Calloused Hide trait (+1 defense per level)
Added Equinox (longsword granted from killing Morian, +20 hit points, enables the Autumnal Equinox ability, enables the Vernal Equinox ability)
Added the Autumnal Equinox ability (heal all allies half of the units current hit points)
Added the Vernal Equinox ability (poison damage to all enemies for half of the units current damage)
Added Sunderer (great axe granted from killing Abeix, each strike reduces the targets defense by half for 5 turns)
Added Tectonic Bulwark (tower shield granted by killing Torax, unit is immune to swarm, enables the Tectonic Shift ability)
Added the Tectonic Shift ability (teleport to any location on the battlefield, surrounding enemies take damage equal to half the units defense, and stinking mud surrounds the unit)
Added Delin's Ember (accessory granted from killing Delin, +12 fire attack, +50% fire spell damage, +100 fire resistance)
Fixes
Fixed an issue keeping some traits form being displayed in the unit ui
Fixed an issue keeping the Double Strike skill from applying its accuracy modifier
Toggleable actions like auto-explore and guard now correctly show their current state by highlighting the action button if the action is enabled
Fixed bug where auto-explore was not cancelled if you explicitly set a new destination on the main map
Fixed bug where enabling auto-explore or guard didn't disable the other action
Fixed the bug that if given a unit for completing a quest, it would not be displayed on the Quest Complete Wnd if he couldn't fit in your army (ie. your army slots were full)
Fixed bug where dead rat would show up on Quest Complete Wnd when finishing the Rats in the Ruin quest, even though you no longer have the rat upon completion of the quest
Fixed issue where treasures from some specific quests, (such as Ghost Helm), did not show up on the Quest Complete Wnd. These quests were giving their treasures in a way unlike most other quests
Fixed an issue keeping the guardian statues from showing up in props and improvements
Fixed an issue keeping pedestrians from showing up in goodie huts and resources (most notable with being unable to see horses and wargs on their resource tiles)
Fixed an issue where page back/forward buttons were not updated correctly when autoselecting the last selected spell in the spellbook.
Fixed an issue where IntroBookWnd would not use the custom backstory written when the custom sov was created
In the tactical wnd, with a spell selected and mousing over a target unit, it now correctly shows modified hit chances from the spell, and the effects of multiple damage modifiers in the spell, and the troop multiplier
Fixed bug where if an outpost adjacent to a city built upgrade modules, those modules would be absorbed into the city and allow double building of a module
Fixed a crash if you happened to press Shift+W while in a popup window like the unit design wnd
Fixed an issue messing up graphics on the research screen
Free level bonuses from some perks in the unit design wnd are now reflected in the stats in the unit design screen
Fixed an issue keeping the Adventurers Boon trait from being selectable
Fixed a bug causing the Treasury Vault to give to much gold (fix by ParrotMath)
Fixed an issue keeping Mages from being buildable
Fixed an issue causing headless slaves
Fixed an issue causing invisible goodie huts
Fixed an issue making Guard unavailable if their were enemies int he area of effect
Fixed an issue allowing non-grouping units (juggernauts and iron golems) to be grouped on the upgrade screen
Reduced Bread to 8 healing
Reduced Healing Nectar to 20 healing
Reduced Mushrooms to 8 healing
Reduced Healing Potion to 30 healing
Reduced Iru Elixir to 40 healing
Reduced Salted Pork to 12 healing
Reduced Restoration Potion to 60 healing
Reduced Tilda Herbs to 12 healing
Increased the Aid spell to 8+2 healing instead of 4+2
Reduced the accuracy penalty on Double Strike from -30 to -20
Increased the Heal spell from 8+2 to 16+2 healing
Fixed an issue with the Leech Dagger and the Butcher’s Axe not stealing life
Increased Thunderstrike mana cost from 28 to 38
Thunderstrike damage increased form 5+2 to 10+2
Wellspring increased healing from 12+4 to 24+4
Removed the casting time from the Wither spell
Increased the damage on the bleed ability form 1/2/3 to 3/6/9
Increase Vital Strike critical hit chance form 1/2/3 to 5/10/15
Spectral Chain Shirt made uncommon instead of rare
Ophidian Scale Shirt made rare instead of ultrarare
Mirror Shield made uncommon instead of rare
Obsidian Shield made rare instead of unltrarare
Shrill Shield made rare instead of ultrarare
Champions Cuirass doesnt randomly drop anymore
Impenetrable Plate Cuirass made rare instead of ultrarare
Obsidian Helm made rare instead of ultrarare
Impenetrable Tower Shield made rare instead of ultrarare
Obsidian Tower Shield made rare instead of ultrarare
Shield of the Sentinel made uncommon instead of rare
Defeating Sarog rewards Sarog’s Axe
Defeating a War Boar grants a war boar mount
War board mounts give +3 to attack and init for the first action of combat
Ophidian from the Alchemists Offer quest starts at 3rd level
Fixed an issue raising burning hands for 8+2 per fire shard instead of 4+2
Regeneration heals all damage each season instead of fixed amount
Tweaked tactical unit battle placement
Increased the Lethal traits from +2/+3/+4 attack to +3/+4/+5
Added the Revenge trait to the Warrior tree
Removed the level prereqs from armor
Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)
Tax Office now gives +20% gildar when producing wealth instead of +25% gildar when the queue is empty
Increased the reward from the Ghost Helm quest to an Ivory Helm
Added the Calloused Hide trait to Tuatha
Generally increased the attack on champion only weapons
Generally decreased the level requirements on champion weapons
Commanders can learn Chain Mail proficiency
Shard Altars require Shard Harvesting (Shrines moved to Immortal Codex and Temples to Ereog's Journals)
Stables reduced from 1 horses per 2 seasons to 1 horse per 5 seasons (same with wargs)
Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts
Reduced the amount of Warg and Horses resources in the world slightly
Decreased Pike to 14 attack
Decreased Boar Spear to 9 attack
Added the Incineration Staff and the Ice Staff to sovereign customization
UI
Curses are now displayed on the city details screen
The player is now notified when someone casts a curse on his cities
Started adding back some light props (you will need your amount of groundcover set above 'None' to see them)
Fixed an issue where resources could show redundant information in the info pane
Added a crest, faction name, and tint area to the conversation popup wnd for when a nation speaks to you
Well can only hope they fix those things before release
To me it makes perfect sense to have at least an Assassin sovereign / champion with kingdom of Tarth
It gives you more diversity than forcing you to have spellcasters everywhere with meatshields (and/or summons) to support them.
Really happy to see the city curses UI issue addressed, yay!
In fact happy with all those UI items.. groundcover my old friend, yay!
Hopefully we can get a few more before release.
Quoting , quoting postAdded Sunderer (great axe granted from killing Abeix, each strike reduces the targets defense by half for 5 turns)
Nice. Does that stack per hit?
Nerf on Pikes is but needed.
What exactly does this mean? What qualifies as a Treasure Chest? Goodie Huts? Currently (0.87) I'm getting leather armor out of goodie huts so not sure what Treasure Chests refer too, unless leather armor is considered uncommon...
What about the poison vial? How come we can't buy that for our champions but we can definitely buy it for the soldiers? We can even FIND the item in the game, but even if we have the assassin race skill, we still cannot buy it for the champion...
Honestly, I feel the heal buff + the heal trait has made those spells too strong, for a low-mana spell that can be cast every turn. Healbot mages seem way more useful than fireballers, that's for sure.
Loving the changes. And can't wait to get me some war boar mounts =D
I'm curious though, any chance of us getting a unique mount pen? Instead of stables or warg pen, maybe one that gives war boars or lizard mounts (at a decreased rate naturally). Maybe another resource that allows you to produce more rare gear for your soldiers.
Don't get me wrong, I love the changes to the heroes and making them feel more epic, but I'd love to be able to get an epic army with unique units and gear in the longest of games. Ogre with darksteel shield and hammer or troggs with dragonscale armor and mithril greatswords. Just talking out loud here
The damage scales far faster than anything you could heal. Swarm bonuses, Maul, Cleaves, spell damage etc.
Healing spells did need some love for sure as they were useless before. Mana costs for low level spells (tiers 1-3) becomes irrelevant as you progress in game, as you will have loads of mana and mana / turn.
Regeneration in its current form leads to micromanaging terror. If you want to heal a unit (or even worse: several units) after battle, you cast Regeneration, click Next Turn and then immediately Dispel due to its mana maintenance cost.
Please fix that! Either make it an (very) expensive enchantment without maintenance or make it an average cost one time shot.
Maybe change Regeneration to have only a cast cost with no maintenance and last for 3 seasons, healing the unit for 25%, 15%, 10% of HP for duration? (45% in total, so you have to recast it on same unit to heal it full - since units still heal each season by themselves).
This way you don't have to cancel it next turn from 10 units or forget you put it on and have a drain on mana etc (is really not a problem past early game in current incarnation as you can simply leave it on ).
Agreed Regen needs to be autodispelled, for both balance and micro sake.
How much does Dispel cost to cast? If both were reasonably high in casting cost, it wouldn't be something you could spam over and over.
There are goodie huts called "treausure chests"
90 mana. It's not trivial.
I've wondered the same thing. That would be a nice and evil tweak to the assassin's trait tree... an increasing poison damage line for both ranged and melee attacks.
Also this class should get the ability to switch weapons in battle, to reflect the ability to snipe from a distance and then ensure the contract has been fulfilled.
The little UI tweaks are nice, such as the faction banner and color stripe at the bottom of messages from AI sovs.
One little pathfinding glitch I found was I tried to move a hero to a goodie hut on a coastline and sloppily overshot onto a water tile, clicked and then the hero "ghosted" over the goodie hut and stopped at water's edge. Had to use a turn to get off and then back onto the goodie hut. My sloppiness was the cause but the pathfinding allowed me to target a water tile.
Had a big slowdown after about 4 hours of play/running the game. Had to hard boot computer similar to Anelyn above.
Oh and thanks for reducing the level requirements on weapons! My Level 8 sov got the Legendary Broadsword and she could use it!! (Att 25, req lvl 7)
Is anyone else getting an abnormal amount of Leggings as reward items? I'm getting so many it's making me feel like an AI sovereign.
Just put them on. Doesn't it feel good? Oh yeah.
An odd occurrence concerning custom troops.
In a previous game(,85) I created a custom faction, and several unit designs. One of those designs was a Medium Spearmen, with the chain proficiency and a couple of other traits, in chainmail and armed with the 2nd rank spear.
Started a new game yesterday with .87, with the same custom faction, and the Medium Spearmen unit shows as buildable at the beginning of the game, same traits, but equipped with only the gear normally available at the start of a new game(basic spear, soldier's gear). I was able to build them, and upgrade them to leather once it became available, and new units from that point built start kitted in leather, so I assume chain will be the same.
Is this WAD?
Enjoying the game right now, but I do have 2 complaints / comments.
First, I'm finding the main issue to be unrest and large nations.
Namely... it really seems like building-wise, you're capped at reducing unrest by 30% (20% from town hall, 10% from shrine).
There's also palace for the extra 10%... in 1 city in your nation.
However, low taxes increases unrest by 22%.
And of course, the more cities you have, the higher your unrest gets...
All this quickly means that on larger maps, you really cannot own more than 9 or so cities. And if you raze what you take from the enemy, they just keep rebuilding them...
Second, for some reason, the autosaves seem to be a bit buggy? I've had heroes literally disappear when I load an autosave, and had battles randomly show up to be fought...
You can mitigate unrest with champions, spells, resources, and city level-ups, among other things.
Let us not forget apiaries and other city bonuses cause empire wide unrest reduction as well.
Not to say there shouldn't be a few more ways to reduce unrest. Again, in the Tech Tree, nothing in the Entertainment tier reduces Unrest? Wtf Stardock?
Growing up near Los Angeles, the entertainment from the staple center caused more riots than reduced...
Fortunately, I had already swallowed when I read this, or else my monitor would have been covered with red wine.
Regular troops could also give you a small reduction in unrest.
Do we get anything for razing a city? I think Magnar gets slaves, but what's in it for the average Diplomat or Warlord?
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