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 5)
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on Apr 27, 2012

The monolith really increases the speed of play in the early game, combined with the über shadow warg and you got yourself an easy start. Monolith is a real game changer. You don't need to make pioneers anymore, which take much of your precious construction time in the beginning.

Now that the sovereign doesn't give research it's very funny to look at the research screen before you're founding your city. It takes something like -23102 turns to research something.

on Apr 28, 2012


Yeah I found shadow wargs are really strong they need a stat nerf or perhaps have summons last for ten seasons unless you 'buy' them with a one-time mana payment of 75 mana or so.

on Apr 28, 2012

I was looking for this

 

There is nothing I don't love about this patch!

Well ok, I prefered the old lethal values

on Apr 29, 2012

have they not changed the tooltips on the merchant ability... for some reason I thought I had the old patch when I read a merchant champions information

on May 03, 2012

Haven't read the post so I don't know if this has been mentioned yet:
Quests that create monsters on the map are really annoying when those monsters are in water or mountains.  I can't kill all the golems if they're swimming.

I still can't convert wild lands to neutral territory, even when I eliminate all the monsters walking around in them.  Sometimes I can't even fight the big defender of the wild lands.  Yesterday I attacked a stack that said it contained Delin, and he wasn't in there.  He disappeared from the map once I slew the fire elementals that were in his stack with him, and I couldn't complete the slay Delin quest because he was hiding.

When trophies and  city level ups come up, its irritating that I can't see any details of my cities to help me make choices.  I find myself naming cityies with cryptic names taht include materials and food counts as well as nearby resources so when I get to choose an upgrade I remember, "Hey, this is my research city" or "This city is for producing expensive units".  It would be nice if I could delay these decisions until later in the turn so I'd have time to leisurely browse through all the game data that's been provided.

It's frustrating to me that I can't choose which level up options my champions are offered.  I know I'm working towards casting Earth level 5 spells for a champion, for example.  But for the last 3 levels I haven't been offered an earth spell upgrade.  To get around this, I have to have him follow the path of the defender, not because I want him to be good at defense, but because that path has the fewest options available so it increases the odds that I'll be offered the options I want.

Yes, I have control issues.  But isn't that why I'm playing a turn based strategy game?

on May 14, 2012

I have occupy unrest showing up in cities I founded once I capture an enemy city. The unrest in my actual cities ranges from 38% to 64%, and these are the cities I FOUNDED!


The Unrest mechanic has to be Broken! I was declared war on, I took over a city then my entire Kingdom production, and research went through the floor...

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