A trip through the fantasy worlds I enjoy

 

Unreleased

Features:

 

+ Captured cities give an Occupation unrest penalty if you arent the player that founded them.  This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays.  A player never has an occupation penalty from a city he founded (if he retakes it)

+ Added the Arcane Monolith spell.  This is a Pariden specific ability which allows them to place outposts with a spell


Bugs:

+ Fixed an issue causing the defend abilities to be multiplied by level

+ You no longer have to pick a target when using the Sweep ability

+ Fixed the Slavers quest so that its a farmgirl you rescue

+ Procipinee's staff now correctly gives +6 Dodge

+ Fixed an issue with being able to place the Onyx Throne

+ Fixed the Crone quest

+ Fixed an issue causing quest/event spawned monsters to be dropped on illegal terrain

+ Fixed an issue where the Academy of Revelation boosted the units intelligence

+ Immune to Crits ability now works correctly

+ Fixed an issue that allowed you to flip and entire army if you took contol of the army leader with (with Tame or Silver Tongue)

+ The game will now ask you if you want to cancel a spell with casting time if you left click your target instead of right click (instead fo just canceling it and making me cry)

+ Fixed a tactical combat hang when killing a shrunk unit

+ Attack kill speeds are now set correctly

+ Initiative can never be less than 1 (was causing some infinite turn issues with units with a negative init)

+ HasWages is now correctly written out on custom units (so your designed slaves wont be costing wages after a restart)

+ You cant buy things from a store if you have negative gold anymore

+ Blood Rage and Celerity can be cast multiple times on the same unit

+ Fixed crash bug related to city resource management

+ Fixed lock up bug due to multiple cities looking at the same resource

+ Fixed a hang when a unit with Mantle of Flames (or Candlecloak) and counterattack kills a unit with the Mantle

+ Fixed the T posing units when a unit on a mount blocks

+ Fixed an issue that caused loot not to be displayed on the battle results screen

+ Combat always takes a move action (autoresolve or normal)

+ Fixed an issue causing enchantment effects from shards to not be reset after a reload

+ Fixed the broken animation pose on icons on the save screens for custom sovereigns and designed units

 

Balance:

+ Reduced Stoneskin and Gift of Iron from 10 +5 defense to 6 + 3

+ Stoneskin and Gift of Iron's defense bonus only applies to Piece and Cutting damage (not blunt)

+ Starting Sovereign hp reduced from 30 to 20

+ Reduced the Acrobat ability from +2 dodge per level to +1 dodge per level (and it now requires dodge 3)

+ Maces reduced to -4 init instead of -5

+ Trolls get a little higher attack and regeneration

+ Metal costs on Pikes, Longsword and Greatswords increased slightly

+ Athican Longsword now correctly has a metal cost

+ Level upgrading exponent increase from ^2.90 to ^2.95 (leveling up slightly slower at higher levels)

+ Merchant reduced to +25% Gildar instead of +1 Gildar per material

+ Evoker traits reduced form +50% spell damage per level to +25%

+ Lethal improved from +1/+2/+4 attack to +2/+3/+4/+5/+6 attack (there are now 5 lethal abilities)

+ Monster hit points increased slightly

+ Some of the lower level monster lairs get additional defenders

+ Workshop reduced to +2 prod per material instead of +3

+ Increased the base food per grain form 15 to 20

+ Removed the wage costs from Pioneers

+ Reduced the power of the Panca archers (reduced form a group of 5 to 3 and they lost impulsive)

+ Reduced the recruit cost of a few 1st level champions who cost more than 150 gildar

+ Rebalanced magic weapons, in general the higher tier weapons (maces, longswords, broadswords) have higher level requirements

+ Capitals start with a pop of 30 instead of 12 (taxes matter more early game with a bigger pop to work with, production is faster)

+ City level 2 happens at pop 60 instead of 40

+ Champions require wages (1 gildar per turn)

+ Champions can be disbanded

+ Free research removed from sovereigns (the increased initial pop covers it)

 

AI:

+ Monsters more aggressive about going after nearby cities

+ Injured AI units will stay in cities to heal

+ AI strategic spell casting revamped

+ AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them

+ Fixed AI bug where it would not select a proper quantity and thus not build a unit

+ Fixed AI bug where AI armies would get turned into army groups but then disband causing armies to not attack

+ AI will now adjust valuation of strategic spells based on a variety of inputs (rahter than just looking at the unmodified XML)

+ Added additional AI faction-trait "civilized" who are more inclined to build up cities

+ Other types of AI will tend to build more units than city improvements

+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer

 

Cosmetic:

+ Fixed the tooltip on the Attunement ability

+ Fixed the tooltip on the Amarian Blood ability

+ Fixed the description on Shadow Warg

+ Fixed the tooltip on the Growth potion

+ Potion of fire resistance is no longer a solid red blob

+ Champion Adant now correctly displays his recruit cost

+ Fixed an issue where you could see a sovereign in their full gear if you cycled through the diplomacy window

+ Fixed the icons on the Heroes tech

+ Fixed a typo on the Air Elemental scroll

+ New Golem Shield graphic


Comments (Page 3)
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on Apr 25, 2012

Trojasmic

This really depends.  If we're talking about worthless city spam by the AI then it should be easy to take them out.  The best idea is to prevent the worthless AI city spam in the first place, but that's a different discussion. 

If we're talking about a megatropolis (new word), then yes it should be harder to take it out.

Megapolis would be the word. Metro and Polis.

 

The way I have it in my mod is like this: 

Level 1 City has two unarmored squads of peasants with the best blunt weapon you can muster.

Level 2 City has those two peasant squads, two groups of archers with the best bows you can muster and one light defender, a leather clad blunt and shield group.

Level 3 City has the previous units with one medium defender, which is chainmail clad Blunt and shield group and one additional light defender.

Level 4 City has all light defenders and light archers with two medium units.

Level 5 City has one heavy unit, which is a partial plate party, and a full army of medium units and archers

 

Bell Tower adds two archers.

Each wall improvement adds two units. Wooden Wall and Hedges gives light units. Fort gives Medium units. Castle gives Heavy units.

 

You can easily take out a poorly defended low level city, but it will always be a struggle. Good luck steamrolling though as you will be taking serious damage. You also have the option of making a true fortress out of a city, but it requires a strategic choice and quite a bit of upkeep. 

 

It is especially fun to have a siege against a giant spider. I love watching those bastards attack a city. 

on Apr 25, 2012

Derek Paxton

Quoting Stupidity10,
reply 13

AI:

+ Monsters more aggressive about going after nearby cities

+ Injured AI units will stay in cities to heal

+ AI strategic spell casting revamped

+ AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them

+ Fixed AI bug where it would not select a proper quantity and thus not build a unit

+ Fixed AI bug where AI armies would get turned into army groups but then disband causing armies to not attack

+ AI will now adjust valuation of strategic spells based on a variety of inputs (rahter than just looking at the unmodified XML)

+ Added additional AI faction-trait "civilized" who are more inclined to build up cities

+ Other types of AI will tend to build more units than city improvements

+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer

Thank You

Cant wait to test


Brad is a rock star . 

Amen !   Brad  IS  a rock star ... and so are you, Mr Paxton!     In fact, I am loving this whole v0.912  changelog; including the fact that it keeps getting longer.  I am glad to see the bug list has 24 items on it, as of about Noon, on April 25, which is more than any other category.  I was hoping for an increased emphasis on this, at this point, rather than later in the process.  Similarly, I like the list of Cosmetic changes very much too.  You folks are making stunning progress.  Thanks, guys, for all your hard work!

Damn ... now I sound like a FanBoy ...       Ah, WTH, it won't hurt me  ...  

 

on Apr 25, 2012

So, to be clear, will the AI units group into larger armies? It sounds like it might be better in .911.

on Apr 25, 2012


 
AI:

+ Monsters more aggressive about going after nearby cities

 

I really like this one! Go Brad, make the monsters mean!

on Apr 25, 2012

seanw3: I like those changes in your Mod. Seems like the right way to go, I hope something like that is done for beta4.

It is true that requiring garrison will not slow down steamrolling - you can just raze the city and continue. If you have such a powerful stack, then I guess you should be allowed to steamroll...

Pony request: conquering a city does not halve its population. Razing is limited to 20 population a turn. This way the opponent has a possibility to retake a city. Losing a big city and then soon retaking it will currently reduce it to 25% of size, which can be pretty bad for your ability to continue fighting. Worse, the attacker can just raze the city in one turn and the city is gone forever.

on Apr 25, 2012

seanw3

The way I have it in my mod is like this: 

Level 1 City has two unarmored squads of peasants with the best blunt weapon you can muster.

Level 2 City has those two peasant squads, two groups of archers with the best bows you can muster and one light defender, a leather clad blunt and shield group.

Level 3 City has the previous units with one medium defender, which is chainmail clad Blunt and shield group and one additional light defender.

Level 4 City has all light defenders and light archers with two medium units.

Level 5 City has one heavy unit, which is a partial plate party, and a full army of medium units and archers

 

Love it, I am a big fan of beefing up all the defenses. Other things that needs higher defenses IMO:

1. Champions all need to have some followers, from level 1 (I think for now only level 7 and 9 have some), and can be more than 2.

2. Lairs guardian monsters can be made a bit stronger or maybe more scaled in difficulty (now a lot of the lairs are doable very early).

To compensate the lack of level up options for the sovereign, we could have more low level wandering monsters (without decreasing number of quests / heroes on the map). It would help city spamming since you couldn't send unprotected pioneers out that easily.

 

 

on Apr 26, 2012

I wonder when they will release this patch? I hope it's soon!

on Apr 26, 2012


AI:

+ Monsters more aggressive about going after nearby cities



Playing last night and that Morian thing escaped from his nature preserve and razed my favourite city. I wish mundane monsters would do this more often especially toward other factions that seem to get away with building next door to powerful monsters and suffer no attacks.
 

on Apr 26, 2012

Any chance for release today?

on Apr 26, 2012

Damn, you got me checking! Changing the title of this to .92 made me think .911 had released. Pretty sneaky sis! /connect4

on Apr 26, 2012

Leo in WI
Damn, you got me checking! Changing the title of this to .92 made me think .911 had released. Pretty sneaky sis! /connect4

 

Me too! Damn!! 

on Apr 26, 2012

lol he changed it again.

on Apr 26, 2012

Lantros
Any chance for release today?

Yes, its off to the build team and will be posted soon.

on Apr 26, 2012

Added the Arcane Monolith spell.  This is a Pariden specific ability which allows them to place outposts with a spell

Nice.

on Apr 26, 2012

-0.911

-0.92

-0.91.01

-0.912

 

Can't make up your mind?

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