–RELEASED 03/12/2015–
Sorcerer King Beta 5 is now available! See below for details on Remnant Champions, the quest system overhaul, and more:
Major Updates
Remnant Factions overhaul
Diplomacy UI available from World Report button
More quest variety
New Remnant Faction champions awarded when allied
Korthox the Ice Lord
Esperaza the Necromancer
Silindros the Avenger
Adam the Swamp Giant
Ifris the Engulfed
Giott the Crossbowman
Xii the Archon
Share sight of capital and units when allied
Insulting Remnant Factions more quickly results in them siding with the Sorcerer King
Battles against enemy Remnant Faction cities now involve their champion and an army of their units
Polish pass on quest writing
Quest system overhaul
Quests give armor and items more often (instead of usually just crafting ingredients)
New Quest art
More quests with secondary locations
Starting Quests that give initial goals and Sovereign XP bonuses
More intangible rewards (courage, cowardice, wisdom, etc.) and corresponding choice unlocks
Quests now play background ambience
Quest objective display is now smaller, so 3d location on map is visible
End Game Stats Screen
More detailed end game stats
History of past game stats
UI support for SK online stat site
Main Menu Reskin
New UI style throughout
New Sovereign images
Lot of new gameplay and visual variety in units
Ogre Warrior
Fire Drake
Ice Drake
Fire Warlock
Ice Warlock
Bandit Lord
Bandit Lord Rider
Bandit Raider
Bandit Archer Raider
Harzarene Spider
Rabid Wolf
Prowler
Tyrant Warg
Tyrant Thug
Tyrant Urxen
Tyrant Trog
Logistician
Imperial Bowman
UI improvements & additions
Crafting ingredients and items now grouped and sorted
World Report screen improved
Better organization of information
Quests descriptions consistently displayed
Quest ‘Go To’ button now works
City HUD now displays City Enchantments
Improved display of Enchantments List (so you don’t have to tooltip over everything)
Improved champion skill tree art
Cities and Outposts now red on clothmap (makes the reach of your Kingdom easier to see at-a-glance)
Tweaks and improvements to clothmap art
Added missing Frozen Realm clothmap art
Revised Remnant Faction descriptions and capital names to better match up with lore and shortened to fit in game UI.
Doomsday, SK Threat, intangible resources, and Sovereign Skill awards/penalties from quests now have clear icons
Improved descriptions on many units and items
UI art for tabs more prominently ‘clickable’
More unique art for city improvement icons
Single click to go from city list window to city
City Screen: added tooltips to food/production/essence displays
Moved notification assets to bottom right side of screen
Fixed a bunch of graphical/design issues with the help screen. streamlined it
Polar vortex ability icon added
Turn button notification for needing to choose a spell to research now says "Research Spell" instead of "Choose Spell"
Other New Content
Enchanted Lands now visible as magical trees on tiles
Lots of new sound FX
New particles and animations
Added new pikeman kill attack because everyone watching the stream pointed out that you don’t slash with a pike.
Unique idle animations for Pikemen, Battlemage, Keplin, and Knight
Explosive Shot has new particle
Archers have cast spell animation
Wild Drake has new idle animation hooked up
Rabid wolf is now properly setup to have particle inside its mouth
Air elemental summon particle adjusted to look correct
Added new awaken animation for emberling
Revision to the Warlock Hut particle.
Update to Ice Lords City particle.
New assets for Harvest Forest and Harvest mountain loot drops
Polish pass on random maps
More variance for Empire of Shadows areas
Misc features, balance, and additions
The player's 'Enchantment Slot' ability now defaults to 0, Sovereigns will have an early/mid game 'Enchanted Forge' ability that unlocks item Enchanting by boosting this ability to 1
SK balance
Sorcerer King units get more moves as the doomsday counter grows
If player threat is 0 and the player attacks an SK unit it will bring up a dialog warning them that this is an SK unit. If they say yes, Threat level increased to 1
SK units will now attack shards if they can't find a player unit or city that they can take out
Killing LT only increases threat by 1 instead of 2
Stronghold battles get significantly stronger as they level up
Attacking SK city increases threat by 1 instead of 2
Removed despair from SK unit
Buffed some of the SK higher units to be more beefy
Slightly reduced the number of SK max units
Fixed issue where SK garrisons were leaving and terrorizing the countryside
Beefed up SK forces when doomsday counter is >100
Reduced SK forces when threat level is 0
SK will on normal and lower diffculties no longer generally attack player if threat level is 0
At harder difficulties, threat level starts at 1
Number of monsters the player will face in the end battle is now affected by the DOomsday counter and world difficulty
Map Size adjustments
Tiny map size renamed to Arena
Tiny map size increased from 4 x 3 to 5x3
Small size map increased from 5 x 3 to 6 x 4
Medium size map increased from 6x4 to 7x5
Large size increased from 8x5 to 8 x 6
Huge size increased from 9x6 to 10x7
Changes made to map sizes because tiny maps were crazy hard
Better distribution of spells between spell books
Hunting Grounds now have 10 turn cooldown
If player loses a battle and they had a champion die, we now deduct a maximum of 25 doomsday points from the battle no matter how many champions fell. (was 10 doomsday per champion, and happened whether you lost or won)
Units that are weak to an elemental attack type (Fire, Ice, Lightning) will no longer be able to Resist a spell of that type
Previously the calculation for the prediction of a "flawless victory" tactical battle, was that you need to be 3x their battle rank AND their battle rank had to be lower than 15. I removed that second check
High level cities now provide some logistics
Ceresa no longer gives out wraiths to allies
Full rebalancing of the crafting enhancement system (too many changes to list)
Changed "Other" to "Crafting Ingredients" label for inventory items
Increased goodie hut numbers
Eliminated annoying warning about running low on mana
Magic shrines now produce 5 instead of 4 magic
Flawless iron provides 1 defense, not 3 as an enhancement
Generally made recipes require more ingredients in order to balance the power level of the enhancements (lest everyone just crank out endless rings of defenses)
Reduced training time of Archon and Battle Mage from 500 to 300
Same for paladin
Removed "dodge missiles" from bandits as an ability
Nerfed the Nymph
Reduced some of the level up bonuses on units that are summoned
Magic is now referred to as Shards in world
Monster lairs can be within 2 tiles of each other now instead of 3
Doomsday increment from a shard being destroyed increased from 40 to 50
Harvest Shadow land cost increased from 5 to 15
Enhance land is now a universally available spell to research
Magic level determines shard count on a map (along with map size)
Monsters that are really close to your city are now likely to attack the city
City Details window now displays what level the city is
Bug Fixes
Major annoyance fixes
fogbugz 104202: fixed issues with unit path-planning (ex. enemy unit in the way on a road, you're trying to set a destination beyond him, would have to manually move around the enemy)
Ranger: Fixed "Quickfire" ability (rendering Archers useless)
Fixed gameplay issue where the player would be notified of the same unclaimed resources in their ZOC every turn. Now, if they dismiss the notification (via right-clicking it), they will never be notified about that/those resources again.
Fixed Bug: "Player no longer has Reduce Doomsday spell."
Fixed issue with high DPI monitors displaying incorrect UI element size
Fixed unit images not showing up in Select Target prompt
Fixed incorrect display of production stats on city screen
Fixed incorrect display of magic stats on manage magic tooltip
Dwarf Lord: Fixed "Merciless Strength" to not stack post-battle
Fixed Items that give City Resources to be properly factored in from Stationed Units
Summons now play awakening particles properly
Map Generation: Terrain placed under rivers in the map editor is retained when stamps are placed
Map Generation: 'Beach Edge' tile is replaced with Grassland (all this is to make sure the stamps are placed as they are created)
Fixed Bug: "Tactical battle - Dark Wisp- Curse not removing defense"
Guardian Sovereign: Fixed Sniper to properly be unlocked via Bastion.
Fixed Bug: "Tactical ability - Naphaz - Deadly favor - stat mismatch" Now inflicts the proper HP cost
Fixed Bug "0.79 - Sovereign Ability - Betrayal - Not resetting threat level" - Now reduces threat
Fixed Bug: "Casting Inspiration with 0 Thralls Incorrectly Buffs Logistics"
Fixed Bug: "Bleed / Hobble still lands if the hit misses"
Fixed Bug: ".796 - Mibly/noble legacy burns spellcast at battle start"
Courage Spell now gives +5 HP and Spell Resist to ANY friendly unit (was limited to Champs)
Winter Wind text fixed to match the effects of the spell
Alphabetized the various lists (improvements, spells, items, etc) on the Help Screen.
0.793 - Commander Tree - Healer's Guild - Description Doesn't Mention Improved Heal Rate
0.793 - Commander Tree - Guild Master III
Arcane - Raise Skeleton (Not subtracting correctly)
Fixed Icon for "Amulet of Flames"
Fixed "Amulet of Souls" to no longer give a "130% off mana Costs" buff.
"Haunted Army" spell can no longer be cast on water. It now has a slightly lower mana cost (25 from 30) and can only be cast on
Removed some Logistics prereqs for units that shouldn't have required Logistics (units given to you from the Minor Races)
Removed Casting Time and changed it to a 2 turn Charge Time (Trogs now have to wait 2 rounds before they can use 'Battle Cry').
Pyrebrand: Fixed to use the proper Shard tag in the calculation.
Fixed bug that prevented enchanting items if switching items during mid-enchantment process
Fixed bug that allowed stacking more than max enchantments of same type on items
Fixed bug in DXAtlasWin where force regen wasn't working
Fixed bug where selection cursor sometimes disappears
Fixed bug where Tactical Abilities couldn't be disabled via modifiers
Fixed daze particle from floating in the air
Ranger: Fix "Master Stealth" to work with unit stat
Keplin: Fixed "Swiftness" and "Greater Reflexes" abilities
Fixed bug where doomsday decrement bink would play when loading a game
Burst of fire ability now plays particle
Fixed bug where units got stuck between tiles
Tweaks to idle animationss to make them loop better
Added our standard button click soundfx to several screens where it was needed
Fix bug where Minor Races were being incorrectly placed on the borders of Pre-made maps
Fixed "Eternal Supply" to work as described. Now takes an Essence slot.
Cave Bear given the non-summon skin, hooked up to necessary goodie huts and starting units
Fixed bug where Unit Details Screen was not showing tactical unit's current health info, when in a tactical battle.
Remove 'Slow' as a default skill - Add effect to "Eight Eyes Hypnosis"
Fixed some Modifier code that was causing Mods to be applied 2 times
Quest Items should now show up properly as Quest Items in the Player Inventory.
Revised Remnant Faction Quests so that they properly remove Quest Items from the player's inventory when the Quest is completed.
Random event with SK now longer ends with a blank dialog
Crash fixes
Fixed a very common shutdown crash in the destruction code for the Main Game Window, identified by Steam crash reports.
GWG - old crafting item persists - add enchantment to non-existent item
Story-Teller Camera - Low Angle Rotate and Zoom
Quest lookup crash
Adjusted code to be more thread-safe in various places (player resources, city resources, unit stats) after investigating crash reports from QA
There is just so much awesome in this post. Looking forward to playing it.
Sounds great, can't wait to try it out. Things are progressing very nicely.
Incredible!
BOOM! This is awesome.
I don't' see anything about it here, but are some of the heroes' portraits in yet? That always gets me...
Trivial, I know.
"Crafting ingredients and items now grouped and sorted"
I almost cried with relief!
Joy. I feel joy.
Larger download than usual.... must be a lot of good stuff!!
This could be the bestest and awesomest change log in the history of change logs!!
Very well done, folks! Now that it looks like the game is going be delayed a few months, this will certainly ease the pain in the meantime!
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