*** Released 05/13/2013 ***
Fixes
Switched the Treasure Map quest to use the new quest dialog correctly
Fixed an issue keeping Abeix from giving Sunderer when defeated
Fixed issue where turn limit achievement did not unlock
Fixed issue where quest complete wnd would pop out of order for completion of the master quest
Fixed some save/load crashes
Fixed an issue causing Rain Of Arrows to cause an animation hang (10 second delay)
Balance
Higher level monsters now give more xp to keep leveling from slowing down at higher levels (if you are killing higher level stuff)
Removed the defense from monks robes and increased the dodge form +5 to +10 (this is mostly to get the monks robe out of the auto upgrades since it was making units require crystal)
Shrills are now more likely to be found in mixed groups (not 3 fire shrills but 2 fire shrills and an earth shrill, etc)
Umber loses the Stealth faction trait and gains Warriors
Removed the cooldown from the Fire Shrills Embers ability
Removed the cooldown from the Water Shrills Slow ability
Removed the cooldown from the Air Shrills Static Blast ability
Reduced the damage on Static Blast slightly
Removed some unintended Soldiers Cloaks that were forcing crystal costs on some units (Pariden spearmen, etc)
More variety of tactical maps in deserts
Units don’t start so scattered on desert maps
Lowered the tax rate at the highest setting form 0.9 to 0.8
All the Armor Proficiencies for Defenders, Warriors, Commanders and Assassins are at the front of the trait tree with level prereqs on them instead of being blocked by other traits
Pariden Monk special unit loses Armor Proficiency 2 and gains Lithe
Ward of Health increased to ++7 hp (from +5 hp)
Champion's Spear is now a Common drop (instead of Uncommon)
Ruined Chain Shirt Defense increased to 5 (from 3)
Removed the wage cost form Knights of Asok, Mercenaries (gained from the camp) and Hunters
Rain of Arrows can now be used if you have allies in range (though it won't hurt your allies)
Scenario
Fixed an issue causing lairs to spawn monsters every turn (which alos led to some significant late game performance issues)
Fixed an issue causing Magnar’s capital to not get any yields
Fixed an issue that allowed the AI to trigger the Guardian Statues
New final battle
Added a seperate Yithril faction for the invasion forces (and adjusted objectives to better guide the player)
Karavox won't Broken Loyalties your cities in the scenario
I just wanted to add a thank you for the all the crash fixes. The game is MUCH more stable for me in v.9. The save/load crash is the last one that is happening to me with any regularity, so hopefully v.91 will take care of that one too.
I know it is a 'special ability' but it is automatically 'casts' when you attack (rightclick on the enemy). I've seen the ruffians use rush then move, there is absolutely no point in doing it that way. I'm only suggesting that the program allows a move and then use a special ability, or a stay and use a special ability in tactical combat. (If there is no change to the system, its fine by me, but I wouldn't mind seeing some improvement here. Although, it might not be an improvement, don't know).
Just noticed a new dowload on my Steam menu after turning cloud save back on, and see that .91 is released. Guess it's time for a new game, old one was won anyhow.
"Removed the wage cost form Knights of Asok, Mercenaries (gained from the camp) and Hunters"
Yay! Praise Kael! Glory Day, Glory Day!
confirmed - 0.91 is released.
I didn't think that SD would get it done. But here we are having 2 new versions 3 weeks before release.
Good job indeed!
Great respect!
I take it you mean 2 new versions in the last three weeks before release. Yes, it is pretty impressive.
Yeah, I'll give them that one.
Nice work on the quick patching Derek and team!
Anyone else finding quest maps no longer work?
Not true. Yes, its a 10 turn cooldown between casts of Tame, but if you are careful, you can manage it -- if it is a bit tedious. I do it by way of casting Slow on each of the beasts (aside from the first one I attempt Tame if I can get to it in a single turn), and use web-casting spiders to hold them fast (either previously tamed, or trained if you have Cult Of A Thousand Eyes), or if those don't work (because I don't have enough spiders, or the resistance to Web is too high), a high-HP and/or high-armor tank (ideally one that does NOT have a +Counterattack) to simply absorb attacks while waiting for Tame to cooldown ... and if you go the Mage route, the Mage perks increasing Spell mastery can reduce all resistance to Tame casts to 3% (with the exception of beasts that are fully immune to all spells, such as Ophidians).
Unfortunately, you can only attempt Tame on an individual beast once ... if the beast resists, even waiting for Tame to cooldown will not work to let you attempt again.
No, tamed beasts do not cost any maintenance whatsoever ... no Gildar maintenance like a trained unit, nor do they consume mana maintenance like a summoned unit.
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