***
Changelog v1.2 — September 9, 2024
Notable additions
Continuous optimizations to AI code has allowed us to restructure how the adventure AI portions out its work over frames. Our new approach will lead to a less stable framerate during AI turns, but reduces how much time AI turns take with as much as 30-80% depending on the state of the map. This is still a work in progress.
Notable bug fixes
Fixed pre-battle positioning menu not appearing for defender of town when being attacked by a player that they share a non-aggression pact with
Fixed softlock sometimes caused by AI being stuck in a loop of ejecting-and-stashing its wielder inside a town
Game balance
Faey Spirits initiative increased from 14 to 23
Faey Ragers initiative increased from 16 to 25
Footmans initiative increased from 25 to 26
Shield of Orders initiative increased from 26 to 27
Spectres initiative increased from 21 to 26
Seneschals initiative increased from 22 to 28
Adventure
Fixed issue with the movement range renderer not counting bridges as elevated tiles
Added icons for available upgrades and build sites on town hud entries
50+ new random events in the game affecting Rana, Arleon, and Barya
Battle
Made sure attack ranges are never drawn underwater and that they look more clear and a little less jagged
UI
Wielder movement destinations are cleared much less frequently
Prevent notifications about towns and settlements being claimed appearing within the fog of war
Only show tutorial hint buttons on menus if the tutorial hasn’t been read
Prepared UI for upcoming DLC releases with “Tales of Conquest” button in Main menu and Select Campaign Menu
Added “Tales of Conquest” menu for upcoming DLC releases
Map editor
Made it possible to make changes to bridges using a landscaper
Added broken bridges
Added new trigger effect that can convert a wielders troops
Added team game criterias for checking the number of owned town, large or small settlements of a given team
Added team game criteria for total battles fought/won/lost and for the highest army value
Campagin
The first battle in Barya mission 1 when playing on Overwhelming has been made slightly easier
AI — Adventure
Fixed bug with troop recruitment where commander specializations made negligible difference
Fixed bug that made some distance estimations yield different results if a commander was just outside vs stored in a settlement/town
Fixed faulty essence/magic skill select logic for wielders specializing in order (they scored destruction as if it was order)
Optimized parts of creating AI threat map
Optimized cache-invalidation for map region exploration value
Multiple small-ish optimizations for faster data access/crunching, interpretation and memory allocations
Misc
Fixed a few map design issues where there was a chance you could get stuck if using a certain beacon in map Conquest and Woods and Walls.
Clarified a few tooltips in the map editor regarding use of various triggers
Fixed a few formatting issues regarding spell effects in battle
Fixed issue where the Baryan research for humans called Refined Equipment Tier 3 was incorrectly applied to all troops instead of only humans.
***
***
Changelog v1.1 – june 14, 2024
Notable additions
Added new difficulty level called “Simple” to all campaigns
When destroyed, most obstacles in battle now spawn “debris” which prevents new obstacles from being placed or summoned on that hex. Debris can however be freely moved through which results in them being cleared
When setting up a new game it is now possible to ban the “Tutor” skill from appearing as an alternative when leveling up
When transitioning between local players that are not allies, a black overlay will hide the game until the next player is ready
Notable bug fixes
Fixed cutscenes being skipped by drifting controllers
Fixed bug where P’Cha spawns in with Attuned level 0 in Rana mission 3
Fixed bug where screen would freeze in loading screen
Fixed AI getting stuck on its battle turn when trying to cast spell combo with Repel and Acid Cloud/Fungi on a troop with magic immunity
Fixed bug where you could encounter enemy wielders that would stand still in Loth mission 4
Game balance
Essence shield protection lowered to 25% / 50%
Rigor bonus increased to +3HP / +6HP
Increased Impressive bonus to 15% / 30% / 50%
Increased troop size research of Bones to 3 / 3 / 4
Acid Cloud damage lowered to 20 / 40 / 60
Rupture t3 damage lowered to 220
Cost of Chain Lightning reduced to 13
Adventure
There’s now a small chance that there will be fish swimming in bodies of water
Increased lore pickup panel visible duration
Moved Urns that were hidden behind a Lookout Tower on New Beginnings
Fixed camera starting in bottom left corner on maps lacking a starting wielder
Changed movement modifier on dirt road from 0.75 to 0.714 (leads to more natural movement along roads when moving to interact with a map entity)
Fixed rare issue with artifacts lost in battle with neutral enemies not dropping on the ground
Fixed bug where one half of a split troop stack could end up with previously selected wielder
Battle
Fixed not being given Essence from first troop if that troop was moved up in battle queue due to Initiative buff aura
Removed looping VFX from sabotage spell
Slimmed down pacify looping part of VFX
Removed some old VFX-pieces from hit effects
Update fireball, breath of the phoenix and arcane storm VFX
Campaigns
Added colors to the difficulty levels
Important terms will more often be highlighted in the story texts and dialogues
Wielders with long names will more often be referred to by their short name version
Music will start slightly earlier in Arleon mission 1 and Arleon mission 2
UI
Fixed mouse scrolling in controller mapping in options
Removed double fading when continuing campaign from post adventure menu
Fixed bug where player cannot drag spells from the right column to quickbar
Don't show skills with skill level 0 in battle wielder tooltips
Fixed stat text alignments in level up menu
Fixed troop recruitment sliders to properly update when purchasing troops
Removed Enter as default binding for End Turn
Various tweaks to “info mode” (text markers on things in the world) to make it less busy
Map editor
Fixed issue with Auto Trigger not being able to trigger on the first turn
Made sure hostiles that are set to join the player never get their size decreased by multipliers
Made it so that all hostiles (not just random) are affected by the Initial Hostile Size game setting
Added new standalone decoration brush for drawing dead soldiers
Updated the standalone dead bodies brush to look more 3D
Added ability to open folder in Finder on Mac when pressing the instructions on how to upload to mod.io
Added ability to open local levels in Explorer/Finder when loading a level
Open the file path when exporting minimap in Explorer/Finder
Modding
Made sure we don’t spawn multiple entries for the same campaign on the custom campaign screen
Fixed town portals so that they properly match the color of their respective team
Made it possible to mark custom wielders to not be recruitable by either players or AI
Modded wielders can now optionally carry faction banners by adding them as objects in the wielders sprite json-file (examples have been updated)
Multiplayer
Fixed issue if you got an internet issue in the middle of a multiplayer match and got disconnected - you couldn’t connect again without restarting the game
Fixed issue where the description and name of random maps was in the hosts language in online games
If multiple people are playing against each other on the local computer none of them will have the camera follow friendly or enemy wielder movements (instead of just the one that happened to have their turn last)
AI - Adventure
Fixed an issue with attacking other player wielder-scoring that allowed the AI to see further than it should. This allows for the AI to more naturally detect enemy commanders (by exploring for instance) and in turn reduces situations when it appears to pop out from under the fog and attack.
Fixed bug where the AI could recruit from pillaged neutral dwellings
Fixed floating point precision / rounding issues in recruiting that could softlock the AI due to non-deterministic results
Improved cleanup of AI related runtime objects when an AI team dies to reduce issues with serialization (i.e corrupting saves)
AI - Battle
Fixed issue with battle autoresolver not utilizing intended random span fully. Resulting in lower threat always resolving the lower end of the span and higher threat always using the higher end of the span. Essentially making lower threats always be on the best side and higher threats always on the worst side when it comes to losses.
Improved usage of many spells
The AI is now better at taking magic immunity into account in all decision making
Improved usage of Aim, Bolster and Faey Fire ability
Improved behavior of aggressive troops regarding avoiding or ignore ranged threats
Fixed issue with troops attacking obstacles that are not actually in their way
Prevent using Her Aim Was True ability if the AI team has no wielder
Audio
Updated battle victory sounds
Updated Blessed Bones move sound
Updated some troop ability sounds
Various misc sound polish
Random Map Generator
Added small chance for neutral settlement to keep terrain theme when claimed by another faction
Updated 4, 6 and 8 player layouts to no longer randomize the start positions for the players
Added option to allow out of faction purchases from dwellings which are not part of a player region. For modders this option can be modified in the layout by adding “allowOutOfFactionPurchases : false”. The default value is set to true so all players should now have a chance to find some out of faction troops to recruit across all our layouts.
Added option to restrict building of walls. For modders this can be modified in the layout by adding “restrictBuildingWalls : true", the default value is set to false.
Updated 2 Players (Balanced)
— Guards near the center should now be tougher
— Large camps should now be more frequent across the map
— More exotic resources across the map
— Secluded monastery and mystic hermit should now be more frequent in center and player expansion regions
— Sub-layout Quad no longer spawn with cobblestone roads between players
Added support to spawn player wielders without a starting settlement. This is enforced only if there isn't a settlement or town in any of the player-owned regions in the layout.
Added option to override lose condition in the layout. By setting "loseWhenAllWieldersAndTownsGone": true, the lose condition is changed to only lose when all wielders and towns are defeated, instead of the default condition based solely on towns.
Misc
Controller hotswitching now only triggers on buttons: not sticks, dpad, or triggers
Fixed issue where Find the Entity text in lobby tooltip showed a placeholder text
Made Resources game settings in the lobby give a fixed amount of resources for High and Very high instead of a multiplier
Make “Don’t Touch My Stuff” achievement trigger for settlements as well as towns
Make “This Spot’s Taken” achievement be granted if you block a burrowing action using Earth Block spell
Updated the default value in gameplay settings for the battle log to always hide
Fixed bug reporting window warning about official campaign maps being “custom maps”
Fixed rare bug that prevented saves from being loaded if a wielder was standing on certain triggers
(Steam Only) Added button in main menu under Extras: Digital Artbook to open the location of the artbook if you’ve purchased it.
1.1.1
Random map generation: Inverted logic of option to allow out of faction purchases from dwellings which are not part of a player region. This option can now be modified in the layout by adding “allowOutOfFactionPurchases : true”.
Fixed the “switching between local enemies” black overlay not working when the new player had no active wielders
Destroyed gates in battle no longer spawn debris
“Active Vision Nodes” name tags no longer appear when activating “info mode”
Already pillaged troop dwellings’ names now appear gray in “info mode”
Fixed animation related exception when using Blessed Bones’ ability to spawn stack of Oathbound
Increased max length of chat messages
Removed non-standard claim behavior of settlements in Rags to Riches map
Fixed online bug in troop purchase menu where sliders would reset when other players bought troops
Fixed wrong name being shown in battle when another player is controlling neutral hostiles
AI troops should no longer pick enemy targets in battle that they can't reach
Fixed multiple bugs regarding AI troops in battle not attacking obstacles
Prevent an enemy wielder from killing another enemy wielder on the third Rana campaign map before you have a chance to, making it impossible to complete the map
Stopped troop roster UI from refreshing at inopportune times, causing exceptions
Fixed dialogue bug in Arleon mission 4 where enemy wielder portrait could show friendly wielder portrait
Fixed map design issue in Rags to Riches that would cause behavior of claiming settlements to be out of the ordinary
Four previously one-way portals on The Ancient Valley map are now fully functional two-way portals
1.1.2
Removed some bushes on Ruckus map that caused wielders teleporting to the beacon nearby to end up in a little self-contained pocket of the map
Made Essence Shield values actually be 25% / 50%
Fixed first battle in first Barya campaign map not using the correct battle map when playing on overwhelming difficulty
Hopefully fixed exceptions caused by race condition when “info mode” names where shown over things in the world that simultaneously got changed or removed
1.1.3
Fixed AI softlocking on The Lost Cliffs, The Marsh Provides and Trespassers challenge maps
***
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Changelog v0.99– apr 25, 2024
Changelog v0.99
Adventure
Fixed troops belonging to newly recruited or revived wielders not having traits unlocked by research
Prevent being able to swap troop stacks between wielders when one of them is too big for their new “commander”
Battle
Fixed invisible blocking hex decoration
UI
Added setting for tooltip delay
Fixed auto scroll to bottom bug for gamepad when switching tabs in menus
Fixed incorrect threat levels being shown sometimes in battle menus
Added fade transitions when moving between heavy scenes
Made sure spellbook/bar tooltips are never drawn outside the screen
Fixed team queue beacon layout bug for >20 beacons
Map editor
Added ability to see the spread of the themes on towns and settlements in the map editor
Fixed AI difficulty dropdown misleadingly being initially visible even if AI team is not forced to have a specific difficulty
Added ability to see trigger identifier names directly on the map in the editor as a gizmo
Modding
Fixed issue on the Community Campaign screen where an exception sometimes were thrown due to a missing prefab
Multiplayer
Fixed issue when loading online saves and setting a single client to control two teams that where previously in a non-aggression pact
Fixed exception when trying to open spellbook in battle using hotkey while playing as a hostile in multiplayer
AI - Adventure
Fixed edge case issue where an AI on an easier difficulty setting that has taken the place of a human player can get stuck endlessly trying to tutor a wielder
Fixed various issues with moving towards and attacking towns that had walls. This affected both offense/defense
Fixed regression issue with emergency mode on beacon maps never being enabled
Fixed issue with threat propagating aggressively through beacons causing the AI to become very passive if it fell behind in army value
Added and tweaked surrounding systems to help the AI do something drastic in case it falls behind in army. I.e at least attempt to claim a beacon or attack a weaker settlement/commander
Fixed bug where some options forgot to check if a fight was against the neutral planet.. I mean a neutral hostile! This stopped the AI from attacking player wielders sometimes
Fixed vision and exploration issue that could lead to the AI not finding enemy player towns and settlements
Fixed softlock in AI recruitment when it tried to move too large stacks between commanders, i.e the owner had a +1 stack size artifact
Fixed issue with calculating capacity of an army (how full it is) before scoring and trading troops
Fixed severe bug where AI would pay all of its gold instead of the calculated price when buying resources from the marketplace
Fixed incorrectly scripted building requirement for Smoldering Cave that caused AI not to build it
Fixed bug where AI would not build a required building on a built site it had reserved for upgrades
Fixed bug where AI would reserve too many small build sites for medium building upgrades in large settlements
Fixed AI not being aware of what buildings are already under construction in a town or settlement
AI - Battle
Temporarily block AI from attacking explosive barrels
Fixed ranged defenders in siege ending up exposed near the enemy
Fixed so that melee defenders in siege are more likely to be positioned towards the center opening
Random Map Generator
Fixed issue causing unnecessary restrictions on hostile spawns
Fixed issue causing some regions to not properly spawn entities
Updated layouts and item spawns
Added an additional option to child regions which can now be set as open which will result in no edges towards its parent region. Can be activated in the layout by adding “open” : true to a child entry
Updated some magic numbers and item spawns should now be more plentiful
Fixed issue which caused large entities to sometimes spawn very close to each other
Misc
Fixed not being able to unlock the “Oops!” and “Infernal Influence” achievements
Updated Branchings Trails, making the final fights harder
Fixed various issues that affected Macs running on Apple Silicon processors to run slow when Songs of Conquest lost focus
Fixed not being able to change the screen resolution in the options menu without encountering an exception
Added option to clear local player stats under Gameplay options
Fixed AI difficulty button in lobbies being locked when a team is actually just forced to be AI controlled but not forced to a specific difficulty
Fixed bug with “Auto equip stronger artifacts” feature, that would override validation and allow for unequippable artifacts to be unequipped. I.e remove a +2 command artifact with something else, leaving you with more troop stacks than allowed.
Fixed showing Range and Deadly Range in codex entries of troops that have no ranged attacks
Fixed issue where rebinding an action with multiple default bindings (such as “End Turn”) did not override all default bindings
Changed the bundle ID on mac builds back to its original value to fix issue with missing savegames
***
***
Changelog v0.98– apr 14, 2024
Changelog v0.98
Adventure
Fixed issue with trying to attack neutral hostiles that have spawned inside town walls due to an event
Fixed graphical glitch causing outline fading not to work for objects above elevation zero
Add effects when enabling/disabling portals
Battle
Made it easier to target water tiles with area spells
Campaigns
Fixed wielders not transferring their unspent skill points between campaign maps (so now if you level up at the last fight of a campaign map, you can spend that skill point in the following maps)
Fixed issues with wielders scripted to be spawned using delayed triggers spawning into dead teams
Fixed issue on Arleon 3 where you could get your Wielder stuck behind a settlement building
UI
Removed camera zoom for hostile join popup if it was opened by a trigger
Map Editor
Added option to check any number of previous turns when counting beacons using the beacon team condition
Renamed “Disable Modded Wielders” to “Disable Mods” in map settings and made it actually work
Fixed issue with agnostic map entities sometimes not updating their artwork properly when moving them around in the map editor
Fixed issue with converted or razed towns not retaining their “Prevent Wall Construction”-setting
Added “Trigger owner wielder” as a persona that can be used in dialogues to select the wielder that has the trigger starting the dialogue on it, instead of relying on “Nearest wielder” selecting the right wielder
Modding
Fixed issue that could cause modded wielders to turn up in official campaigns
Multiplayer
Fixed camera moving to allies’ wielders when they teleport, even if “Camera follows ally Wielders” is turned off
AI - Adventure
Changed AI tp count defending ranged troops as twice as dangerous in all sieges, not just those behind walls
Changed AI threat map to only use wielders’ original movement value and ignore reduced movement cost due to roads
Updated defense logic to make a distinction between stashing and leaving town to defend by attacking
Fixed issue where AI would store a commander in a town with walls, potentially causing the strongest wielder in a town not to be picked as a defender in a siege
Fixed issue where AI wielders would move toward a new region only to run back due to encountering a threat
Fixed issue where AI would end up in an infinite loop of switching between retreating to one region or hunkering down in another
Fixed AI trying to assign roles to commanders before regions have been created
Fixed AI trying to add scripted behavior to wielders that haven't been spawned yet
Fixed AI not changing target region to retreat to during the retreat
Fix bugs specifically when defending a town/settlement with walls that stopped the AI from getting a proper path. This resulted in no defending commander being sent
Audio
Fixed menu music playing over the cutscenes when selecting “Replay cutscene” using a gamepad
Random Map Generator
Added an additional sub layout to 2 Players (Balanced)
Fixed issue to prevent entities from spawning on top of each other which caused the AI to get stuck on its turn
Misc
Updated credits
Stopped downloaded campaign maps from showing up in the conquest map selection menu
***
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Changelog v0.97– apr 05, 2024
Changelog v0.97
Notable additions
Improved AI build plans
Improved and tweaked Loth Campaign
Added AI “hunker down” tactic
Updated 2 Players (PVP) layout which now should be better balanced, with stronger guards and resource generators spawning more frequently
Notable bug fixes
Fixed a few more causes for AI not ending the turn
Fixed the problem with Mehry in Rana mission 2 attacking without being visible, which would then lock the game
Fixed issue with music stop playing on RMG maps
Fixed online game soft locking if another player leaves while the pause menu is open
Fixed bug that would cause Ravenfayre to block portal in mission Loth3
Fixed bug that would cause you to not see any maps in the Conquest menu
Fixed bug where you can’t use auto-battle button with large UI for certain languages
Fixed bug where you can’t change siege mode on small settlements
Fixed bug that would lock all buttons if spamming ability button on gamepads
Possibly fixed Mac screen freezes that occurred when changing programs
Adventure
Fixed the tooltip on map entities that enemy player visited to not reveal all information
Hide max troop size for hostiles in troop hud entries
Fixed guard towers giving too much garrison
Fixed the issue with tile selection not updating properly while moving the camera using the keyboard keys
Fixed multiplayer bug where host is in save popup while a client leaves game causing the host to be soft-locked
Fixed bug where purchase troop sound wasn't played when using gamepad
Fixed camera moving when you click outside a open menu because you clicked on the invisible minimap
Will now remove any remaining neutral hostiles inside the walls when building town walls
Peradines starting army changed to 10 militia, 4 rangers and 1 troubadour
Battle
Updated siege maps, making the start closer for the attacker
Troubadours hp lowered to 15 from 18
Fixed Flame/Sweep attacks caused by Blind Fury spell not damaging neighboring targets
Fixed battle ending without animations when the last troop is killed by a barrel that was exploded by a spell
Fixed troops that had Blind Fury cast on them earlier in the round not being able to move or attack when their turn came
Campaigns
Created a new, frosty, transformation effect for Cheekham on Rana 2
Added special effect overlay when the ghost of Aurelia is speaking
All Loth missions on all difficulties have been rebalanced.
The environmental design in Loth maps has been improved in certain areas.
Many Loth story events have been polished with improved text, better SFX and VFX, and more fitting music.
UI
Change the Played / Not Played filter when selecting a map to be Completed / Not Completed and only register when you won on that map
Categorized options in Gameplay options into General, Adventure and Battle
Fix hot-swapping bug in the deployment menu
Fix scaling issue with troop amount when splitting and merging in Troop Management Menu using a gamepad
Closing Troop Management Menu for gamepad when hot-swapping to mouse
Remove win condition container in map previews for maps that doesn’t have any win condition (but maps should have win condition)
Add hold to submit behaviour to start the game button in the lobby when using a controller
Increase move speed when traversing ui with controller
Move right stick scrolling from map list to map details scroll area
Map editor
Added a faction-based wood generator
Added a faction-based stone generator
Make it more clear what story actors are visible and not by adding an icon
Fixed issue with Story Actors based on modded wielders not being able to be hidden
Fixed issue with recursively triggered triggers not working
Make wielders spawned during the game fire off area triggers that they spawn into
Made it possible to lock a town or settlement artwork so that it stays the same no matter what faction razes or converts it
Enabled setting the team of a dialogue conversant if they're not set to a physical person
Made it possible for towns and settlements to lock their artwork so that they look the same no matter what faction claims, razes or converts them
Made the focus and dialogue cameras more consistent and calm when creating more complex sequences
Made scrollable areas in the map editor use the same sensitivity as the rest of the game
Prevent tracking achievements while playing from the map editor
Modding
Updated colors and finalized localization in the mod browser
Fixed so that loaded save files with missing mods no longer cause exceptions or crash the game
Multiplayer
Show local players in adventure player list
Fixed player handicap modifiers getting reset when players leave a team slot while loading an online save
AI - Adventure
AI no longer builds more than two of each small building on the first four build sites
AI no longer builds Marketplace on the first medium build site in a town
The increased score for Marketplace if AI misses a lot of stone or wood
AI will reserve certain build sites for buildings required to upgrade other buildings
AI that is twice as strong as all remaining opponents combined may attack towns/settlements with higher threat levels
Fixed AI throwing away options for buildings that were required for other buildings
Fixed AI generating too many building options when not needed
Added fallback that uses threat map differently if there are no safe spots at all
Try to recover long-term decisions/goals when a game is saved/loaded
Updated skill selection on level up, more tailored based on specializations
Added the concept of hunker down - The AI will try to hide in a town when the game seems lost instead of hiding on random spots on the map
Made the mule target understand it’s getting troops served by another commander, can meet halfway sometimes
Fixed multiple issues with long-term defend options, especially when there were walls involved
Fixed artifact-related bug that caused the AI to get rid of an artifact that increased command, even if it should not be able to. This caused a softlock when trying to move troops in any way
AI - Battle
AI uses stack size as a tie-breaker when casting Justice spell to target the smallest stack
AI uses better targeting for Pacify spell to avoid troops where it make little difference
AI uses Chaos Step spell on best target, not on next troop in the battle queue
AI uses Swap spell in sieges to move troops up onto towers and the wall
AI can now use Blind Hatred spell
Fixed Poison Cloud spell sometime getting scored too high
Fixed Apocalypse spell being used when it caused unnecessary damage for the AI
AI in sieges now send its two strongest melee troops to attack the gate
A defensive AI may switch to aggressor if it has overwhelming odds against opponent
Audio
Added custom sounds for dramatic events in the campaigns
Added sounds for Bandit Archer
Added sound to wildfires
Added sound to explosive barrels
Random Map Generator
Fixed issue causing decorations to block interactable object
Fixed issue causing tear of the tree mother to be missing in some scenarios
Updated 2 Players (PVP) layout which now should be better balanced, with stronger guards and resource generators spawning more frequently
Fixed missing music
Misc
Updated the main menu maps of all factions
Fixed cursor issue causing input on macs to act odd when running the game windowed
Tweaked mouse scrolling speeds on mac
Remapped the mouse sensitivity of the options screen
Added the missing Great Excavation map
***
***
Changelog v0.95– Mar 22, 2024
Changelog v0.95
Notable additions
Improved AI build plans
Improved and tweaked Loth Campaign
Added AI “hunker down” tactic
Notable bug fixes
Fixed a few more causes for AI not ending the turn.
Fixed the problem with Mehry in Rana mission 2 attacking without being visible, which would then lock the game.
Fixed issue with music stop playing on RMG maps.
Fixed online game soft locking if another player leaves while the pause menu is open.
Fixed bug that would cause Ravenfayre to block portal in mission Loth3
Fixed bug that would cause you to not see any maps in the Conquest menu.
Fixed bug where you can’t use auto-battle button with large UI for certain languages.
Fixed bug where you can’t change siege mode on small settlements.
Fixed bug that would lock all buttons if spamming ability button on gamepads.
Possibly fixed Mac screen freezes that occurred when changing programs.
Adventure
Fixed tooltip on map entities that enemy player visited to not reveal all information
Hide max troop size for hostiles in troop hud entries
Fixed guard towers giving too much garrison
Fixed issue with tile selection not updating properly while moving the camera using the keyboard keys
Fixed multiplayer bug where host is in save popup while a client leave game causing the host to be soft locked
Fixed bug where purchase troop sound wasn't played when using gamepad
Fixed camera moving when you click outside a open menu because you clicked on the invisible minimap
Will now remove any remaining neutral hostiles inside the walls when building town walls
Battle
Fixed Flame/Sweep attacks caused by Blind Fury spell not damaging neighboring targets
Fixed battle ending without animations when last troop is killed by a barrel that was exploded by a spell
Updated siege maps, making the start closer for the attacker
Campaigns
Created a new, frosty, transformation effect for Cheekham on Rana 2
Added special effect overlay when the ghost of Aurelia is speaking
All Loth missions on difficulty Worthy has been rebalanced.
Many Loth story events have been polished with improved text, better SFX and VFX, and more fitting music.
UI
Change the Played / Not Played filter when selecting a map to be Completed / Not Completed and only register when you won on that map
Categorized options in Gameplay options into General, Adventure and Battle
Map editor
Added a faction based wood generator
Added a faction based stone generator
Made it more clear what story actors are visible and not by adding an icon
Fixed issue with Story Actor’s based on modded wielders not being able to be hidden
Fixed issue with recursively triggered triggers not working
Make wielders spawned during the game fire off area triggers that they spawn into
Made it possible to lock a town or settlements artwork so that it stays the same no matter what faction razes or converts it
Enabled setting the team of a dialogue conversant if they're not set to a physical person
Made it possible for towns and settlements to lock their artwork so that they look the same no matter what faction claims, razes or converts them
Made the focus and dialogue cameras more consistent and calm when creating more complex sequences
Made scrollable areas in the map editor use the same sensitivity as the rest of the game
Prevent tracking achievements while playing from the map editor
Modding
Updated colors and finalize localization in mod browser
Fixed so that loaded save files with missing mods no longer cause exceptions or crash the game
Multiplayer
Show local player in adventure player list
AI - Adventure
AI no longer build more than two of each small building on the first four build sites
AI no longer build Marketplace on the first medium build site in a town
Increased score for Marketplace if AI miss a lot of stone or wood
AI will reserve certain build sites for buildings required to upgrade other buildings
AI that is twice as strong as all remaining opponents combined may attack town/settlements with higher threat levels
Fix AI throwing away options for buildings that were required for other buildings
Fix AI generating too many building options when not needed
Add fallback that uses threatmap differently if there are no safe spots at all
Try to recover long term decisions/goals when a game is saved/loaded
Updated skill selection on level up, more tailored based on specializations
Add the concept of hunker down - The AI will try to hide in a town when the game seems lost instead of hiding on random spots on the map
Make the mule target understand it’s getting troops served by another commander, can meet halfway sometimes
Fix multiple issues with long term defend options, especially when there are walls involved
Fix artifact related bug that caused the AI get rid of an artifact that increased command, even if it should not be able to. This caused a softlock when trying to move troops in any way.
AI - Battle
AI uses stack size as tie-breaker when casting Justice spell to target smallest stack
AI uses better targeting for Pacify spell to avoid troops where it make little difference
AI uses Chaos Step spell on best target, not on next troop in the battle queue
AI uses Swap spell in sieges to move troops up onto towers and the wall
AI can now use Blind Hatred spell
Fixed Poison Cloud spell sometime getting scored to high
Fixed Apocalypse spell being used when it caused unnecessary damage for the AI
AI in sieges now send its two strongest melee troops to attack the gate
A defensive AI may switch to aggressor if it has overwhelming odds against opponent
Audio
Added audio to wildfires
Random Map Generator
Fixed issue causing decorations to block interactable object
Fixed issue causing tear of the tree mother to be missing in some scenarios
Updated 2 Players (PVP) layout which now should be better balanced, with stronger guards and resource generators spawning more frequently
Fixed missing music
Misc
Updated the main menu maps of all factions
Fixed cursor issue causing input on macs to act odd when running the game windowed
Tweaked mouse scrolling speeds on mac
Remapped the mouse sensitivity of the options screen
***
***
Changelog v0.94– Feb 23, 2024
Changelog v0.94
Notable additions
AI can now use Chaos Step and Dimensional Door spells in battle, and especially in sieges
Improved Rana Campaign
A town with walls that gets attacked and does not have a stored wielder will defend with the strongest wielder inside the walls
Fixed credits not being played after mod campaign completion
Unlocked all campaigns from the start
Notable bug fixes
Fixed bug in Arleon mission 2 that would make Vilja appear revivable if she was dead after defeating Silkspool
Fixed bug that would cause random events to not occur for clients in multiplayer games
Fixed bug where Combat Training Skill would not give you the extra retaliation stated
Fixed bug where the UI would not show remaining tiers of town/settlement not fully upgraded
Preventive measures for the bug with missing spawn points when initiating a siege battle
Preventive measures for the bug that would cause roads in rmg maps to be blocked by mines
Preventive measures for the error message about trying to withdraw too much of a resource
Fixed bug that for some users caused the game to freeze at loading screen when starting a campaign
Fixed the bug where initiative boost adjacent friendly troops would sometimes not apply
Fixed bug that would often make the screen dark after casting spells with a gamepad
Fixed bug where the wielder limit would update incorrectly for sieged towns
Adventure
A town with walls that gets attacked and does not have a stored wielder will defend with the strongest wielder inside the walls
Wielders are now always considered belonging to the faction of the team they spawn into and not the faction they “usually” belong to
Fixed post effect being stuck when opening inventory too fast with controller
Added countdown to manual battle button before it disables
Fixed bug in map entity minimenu where all tiers of a settlement wasn't shown
Lowered severity of multiple notifications
Updated blocking "No troop slot available" when dragging slider too far
Added tutor to awakened skill pool at lvl 5, pre-req learning
Raider skill changed to give 200% Pillaging Bonus and +1 View Radius / 400% Pillaging Bonus and +2 View Radius / 500% Pillaging Bonus, +1 Movement and +3 View Radius
March skill tier 3 now gives +4 Movement, was +3 Movement
Lowered Essence Shield effect from 35% to 30% for tier 1 and from 70% to 60% for tier 2
Essence Shield is now also disabled after abilities are used
Fixed bug in random events system so all players have equal chance of getting a random event in multiplayer simturns
Battle
Fixed troops not getting to do a second retaliation if they have that ability
Fixed “Get three kills with Breath of the Phoenix/Chain Lightning”-achievements not being awarded during hotseat games
Campaigns
General
Banned the Learning skill as it's never a good choice in the campaigns
Made our use of auto claiming more consistent
Unlocked all campaigns from start
Made sure campaigns get an appropriate loading screen depending on the faction
Music adapts better in alla Rana campaign missions to fit the story moments
Rana 1
Added visual storytelling and camera movement to intro, extro and some key points throughout the map.
Made Rasc’s transformation more visually interesting
Added sound effect when it becomes clear that you’re hunted
Tweaked the maps difficulty
We now show Cheekham as a story actor throughout where appropriate
Made sure that Aleah is spawned in a way that you’ll see her independent of the difficulty chosen
Rana 2
Tweaked the maps difficulty
Some story moments has been reworked regarding stuff like positioning, music, SFX, VFX and slight changes to dialogue:
Cheekham’s transformation into a wielder
Interactions before and after the battle with Ethylle
Paths that open up due to disappearing blockers
Rana 3
Some story moments have been reworked regarding stuff like camera positioning, music, SFX, and VFX, and slight changes to dialogue:
Facing the undead in graveyard
The fire trap when picking up the dragon egg
Aleah arriving through portal
The moment R’lac and his Eth’dra transform into dragons
UI
Ordered skills by level in Wielder battle tooltips, and separate powers from regular skills
Fixed issue with undesired entities showing up on the minimap (vision nodes and camera points)
Updated research tooltips width clearer tiers
Added delete button to save menu
Added tooltips to map entries in the map select menu
Show difficulty on savegames
Fixed bug in the lobby where the player could end up in faulty UI state if clicking back while map settings menu is open
Disable player settings in the lobby for challenge maps
Hide dead and banned wielders from wielder-list
Added text about limited durations of research effects in the codex and research menu (where applicable)
(Steam Deck) Fixed Pause and End Turn button bindings being flipped
Map Editor
Added both player and AI restrictions options to both towns and settlements
Fixed issue with Killing the interacting wielder in the middle of a list of triggers caused a lot of exceptions
Modding
Fixed credits not being played after mod campaign completion
Multiplayer
Add new multiplayer regions from Photon: USA South Central (Dallas), United Arab Emirates (Dubai), Hong Kong
Fixed permanently ending up on the wrong team after leaving the slot you are assigned to and then rejoining it when in a lobby for a saved online game
AI - Adventure
AI actively tries to defend threatened towns/settlements by storing a wielder
AI will now use unbudgeted gold to purchase and stockpile missing resources
AI now has a max distance to a lot of map entities when it comes to picking where to go next to avoid running back and forth across the map
AI is much more persistent in clearing out a region before moving on to something else
AI will no longer build more than three of the same building in one town/settlement
Fixed a bug where AI scored each reward map entity the same
Fixed threat map not covering the position of non-pickup map entities
Fixed a wielder bringing troops to the main wielder causing the the main wielder to change region for exploration
Fine-tune long distance pathfinding to be more precise
Commanders will now recruit even if they are stashed in a town/settlement
Commanders will explicitly exhaust movement if they try to reach something but do not reach all the way
This avoids an issue where it would - sometimes - move back one step just because it can walk on a road
AI - Battle
AI can now use Chaos Step and Dimensional Door spells in battle, and especially in sieges
Random Map Generator
Fixed hostile troop count to never be less than two
Optimization
General battle performance optimizations
Gamepad
Hide attack preview when opening spellbook using a controller
Fix vignette being stuck when using dpad to navigate to edge of screen in both adventure and battle
Hide move input icon and ability button when menu/spellbook is open
Misc
Map “The Plateau” is now playable for all factions
Mission 3 in Arleon has wielders disappearing more naturally after defeating them
Mission 3 in Arleon now allows Merkoth to attack your settlement Windshade
***
***
Changelog v0.93 – February 09, 2024
Changelog v0.93
AI difficulties now have seven levels
Simple
Fair
Risky
Worthy
Challenging
Overwhelming
Deadly
Fair is the new default difficulty level, and Worthy is the difficulty level that plays on the same terms as a default human player.
Tweaked how AI views neutral hostiles, and the outcomes of their battles, based on the new difficulty levels. It affects how early or late the AI manages to break out of regions guarded by neutral hostiles.
There are new bonuses and limitations for the AI, and previously existing ones are tweaked for the new difficulty levels. Please note that these numbers represent a work in progress as we work on tuning the difficulty levels to be suitable for the needs of all our players. We have the ability to tweak these numbers remotely without needing to release a new version of the game, so for the most up-to-date numbers please consult your pre-game lobby tooltips.
Resource income modifiers (all types of resources)
Simple: -30% income
Fair: -20% income
Risky: -10% income
Worthy: No modifier
Challenging: +10% income
Overwhelming: +20% income
Deadly: +30% income
Extra starting resources
Worthy and below: No extra starting resources
Challenging: 3,000 gold, 5 wood, and 5 stone extra starting resources
Overwhelming: 5,000 gold, 10 wood, 10 stone, 5 ancient amber, 5 celestial ore, and 5 glimmerweave as extra starting resources
Deadly: 10,000 gold, 15 wood, 15 stone, 10 ancient amber, 10 celestial ore, and 10 glimmerweave as extra starting resources
Troop gold cost modifier
Simple and Fair: +20% gold cost
Risky: +10% gold cost
Worthy: Default costs
Challenging: -10% gold cost
Overwhelming: -20% gold cost
Deadly: -30% gold cost
Troop pool growth modifier
Worthy and below: No modifier
Challenging: +50% troop pool growth
Overwhelming: +100% troop pool growth
Deadly: +200% troop pool growth
When looking at the number of marketplaces a team has, some AI difficulties can count as having more than they actually built
Worthy and below: No extra marketplace
Challenging and above: Counts as having one extra marketplace
Restrictions on the number of wielders the AI can recruit
Simple and Fair: No more wielders than the human player with the most wielders
Risky: One more wielder than the human player with the most wielders
Worthy and above: No limits on the number of wielders
Permanent modifiers to AI wielders’ stats
Simple: -1 view radius and -3 movement to all wielders
Fair: -1 view radius and -2 movement to all wielders
Risky: -1 view radius and -1 movement to all wielders
Worthy: No modifiers
Challenging: +1 view radius and +1 movement to all wielders
Overwhelming: +2 view radius and +2 movement to all wielders
Deadly: +4 view radius and +4 movement to all wielders
Wielder level caps
Simple: Level cap is the maximum human wielder level minus one
Fair: Level cap is maximum human wielder level
Risky: Level cap is maximum human wielder level plus one
Worthy and above No level cap
Wielder XP gain modifier
Simple: -30% XP gain
Fair: -20% XP gain
Risky: -10% XP gain
Worthy: No modifier
Challenging: +25% XP gain
Overwhelming: +50% XP gain
Deadly: +100% XP gain
AI can be prevented from upgrading guard towers
Simple and Fair: Not allowed to upgrade towers
Risky and above: Allowed to upgrade towers
AI can be prevented from building city walls
Simple: Can never build walls
Fair: Can build walls after a human has built walls
Risky and above: Can always build walls
AI can be limited in how advanced research it can buy
Simple: Can only buy tier-1 research
Fair and Risky: Can only buy tier 1 and 2 research
Worthy and above: Can buy all research
AI can be prevented from getting lucky with its resource pickups
Simple, Fair, and Risky: Never gets lucky when rolling for the amount of resources from random pickups
Worthy and above: Can get full range of random amounts from resource pickups
***
***
Changelog v0.92 – January 26, 2024
Changelog v0.92
Notable additions
New soundtracks that will sometimes play during adventure
Improved Arleon Campaign
Tweaked AI difficulty levels
New Map Editor features
Notable bug fixes
Fixed bug for various specific situations where AI could get stuck on their turn
Fixed bug where units with Quick trait would retaliate even after their death
Fixed bug where Rana mission 2 on hard would crash after round 8
Fixed bug that could get the AI stuck after defeating them
Possibly fixed “sharing violation” exception that could occur when trying to start a campaign
Fixed game taking forever to start when offline
Adventure
Awakened skill pool changed
Fixed “Team X has enough beacons to win” notification sometimes being wrong about the number of rounds left
Added swoosh sound when moving the camera in teleporters and some additional camera transitions
Fixed bug where player could have spellbook or inventory open while an interaction menu shows up
Fixed exception that occurred after a manual battle if player cancel a building
Prevent player from adding more than 10 skills using the reward menu
Removed right click skip option for dialog, letterbox story and simple story text. Only primary click from now on
Updated UI notifications and animations for Beacon game mode
Fixed bug in Loading screen and Random event popup where player press Enter to continue and game automatically ends turn
Fixed issue where the dialogues kept running when you were writing a bug report
Battle
Changed Ice bolts damage to 50/70/90 from 40/60/100
Changed Ice bolts effect from being constant -2 movement -10 initiative to scaling -1 move -10 init, -2 movement -15 init, -3 movement -20 init
If attack preview is too far right anchor it to appear left of troop instead
Fixed damage going through from attackers that were actually killed by “Quick” retaliations before they got to attack
Fixed retaliations not granting extra attacks from Sweep/Flame attacks
Fixed Sweep/Flame/Barrage-attacks from damaging troops that should be invulnerable (burrowed, or have Mist cast on them)
Campaigns (potential spoilers)
General
Banned the learning skill as it's never a good choice in the campaigns
Made our use of auto-claiming more consistent
Unlock all campaigns from the start
Made sure we don’t spoil upcoming troop upgrades during campaigns
Disabled mods completely for internal campaigns
Better selected music to fit the story.
Re-writes and additional story and dialogue
Arleon 1
Improved storytelling elements (especially during the introduction and Nimander sequences)
Improved map design to better help new players make the “right” choices
Made the battles more interesting by introducing more varied essences
Arleon 2
Improved storytelling elements (especially during the Silkspool sequence)
Fixed issue with wielder recruitment hint not showing
Despawn and ban Vilja after the Ashbourne incident
Made the sequence around the road-blocking rock more interesting
Made the Cheekham fight a lot cooler
Reduced the number of objects surrounding Ashbourne to let the player focus on the ending
A rally point tutorial is now shown when the player captures Ashbourne
Arleon 3
Improved storytelling elements (introduction, etc)
Players now get more of a hint that something is coming for them
Made fights with Loth cooler
Improved visual storytelling elements by e.g adding dead bodies
Fixed issue with objectives not being removed properly
Gave the swamp area some love
Added more specialized text keys for Peradine
Generally made wielder fights more interesting
Arleon 4
Improved storytelling elements (introduction, Briarsbough, the Faye forest, Evergrace, Stonebreach, and GreyTor)
Look over the difficulty and made it easier by e.g removing spires and stopping the AI from reaching Stonebreach
Made it more likely that the player would start out by using vanilla troops
Improved the southwest area as it was underwhelming
Added towers to Stonegrace
Main menus
Revamped map selection menu flow in the lobby
Increased back button hitbox
Added missing options localizations
Added “Are you sure”-popup when leaving populated multiplayer lobby
UI
Added view range stat to wielder HUD tooltip
Added “Cannot be attacked” tooltip for troops that are burrowed or have had the Mist spell cast on them
Made it more clear to players when they are not allowed to do certain actions due to restrictions. e.g building walls when walls are turned off.
Added a link to Player Statistics on the Victory/Defeat screen (“Your player statistics have been updated”)
Artwork
Tweaked the algorithm that generates terrain elevation occlusion so that it's easier to read the difference between different elevations
Tweaked how dark parts of the lightmap interact with fog to avoid canopy-causing artifacts
Overhaul the lighting effect around fireflies
When idling, Wielders will now face the direction they last walked in
Tweaked the Story Actors spawn/despawn effects
Roads are now rendered in the decals layer (again) on high-qualities
Make sure burn marks are rendered on top of roads
Fixed minor issue with Loth Trading Post artwork z-fighting with the conversion artwork
Map Editor
Random Events can now depend on Game Variables
Add options to the end turn trigger effect so that you can end the turn for either humans or ai (or both)
Added option to suppress special effects when teleporting a wielder using triggers
Added option to suppress special effects when showing or hiding a story actor using triggers
Added roads to the landscaper
Add position offset to Camera Points
Make it possible to display tutorials using triggers
Fixed issue with multiple story actors with the same name being listed in dropdowns
Enable the story actor trigger effect to show/hide multiple actors of the same name
Add a popup showing the location of the exported minimap after exporting.
Make it possible to reward levels without also rewarding skill points (useful for setting up later campaign maps so they can be played directly from the map editor)
Made it possible to move items in list views (e.g trigger effects) all the way to the top or bottom by holding the shift key.
Changes to elevation will now cause affected map entities to refresh their position
Added a new trigger type that plays special effects
Wielder Spawnpoints can now set the Wielder’s look direction when spawned
The dialogue sprites of Story Actors belonging to a specific team will now display the correct team color
Fixed ancient issue causing message trigger set to “Hint” not to appear
Added a new trigger effect that can increase the size of a given hostile by x percent.
Added trigger effect that can ban a specific wielder of a specific team during the game
Made it possible to ban individual building levels for a specific team
Fixed the issue with income generator multiplier not working for towns and added the same options to settlements
Make it clear to the player if they are not allowed to build walls in a town due to its wall component settings
Add trigger effect for allowing or preventing walls from being built in a specific town
Introduced wielders revive round limit to map format limitations so that you can decide how often a player or AI can respawn their wielders
Added options for playing custom victory/defeat music in the post-battle menu
New playlists in music triggers that are replacing the old ones
Add temporary buffs to wielder spawns
AI - Adventure
Use effective distance when scoring map regions behind a closed gate
AI Commanders are better att re-evaluating current situations when traveling through
Make the AI better at understanding where there are loot pockets
Dampen the AI tendency to spearhead all over the map
AI no longer sees enemy towns/settlements/wielders or beacons in unexplored tiles
Updated threat assessment when it comes to sieges
Commanders are better at recruiting by just swapping stashed troops
Modify AI view on the threat from map editor
Difficulty levels has been tweaked
New scripted feature: Move to point
New scripted feature: Try to maintain given army
Fix bug where the map appeared 100% explored (for the AI) which in turn read to unreasonable decisions winning by default even if they scored low
Fix regression issue where the AI had stopped to use rally points
Fix infinite teleportation bug between beacons as portals
Fix endless AI turn due to move command to current position being valid
Fix endless AI turn due to not getting a valid position to move to when traversing long distances
Fix endless AI turn due to trying to move to an object locked behind stop signs
AI - Battle
AI should no longer attack barriers unless that actually reduces the path to an enemy (for them or friendly Unit)
Audio
Broken entities no longer play their ambient sound (I’m looking at you portals)
Made sure music won’t start playing until the player presses continue on the loading screen
Random Map Generator
Added greater variation to the number of troop stacks for guards
Fix ancient ruins to prevent it from spawning decorations in front of it making it unreachable
Optimization
Several improvements to performance in large battles
Faster random map generation
Misc
Fixed “Landlord Extraordinaire” achievement being unlockable in campaign maps
Fixed not getting “Landlord Extraordinaire” achievement if the last step was buying an un-upgradeable building
Prevent recording player stats when running games from the map editor
Prevent maps from being counted multiple times for player stats when starting hot seat games
Fix the issue where accepting a game invite in Steam/GOG/Epic didn’t work if you had the game client off
Fixed issue where Earth Block spell tier 2 was same as for tier 3
Improved timing of the building and upgrading tutorials
Fixed code for pathfinding and all positions in range sometimes returning slightly different results
Stopped playing credits after every campaign
***
***
Changelog v0.91– December 20, 2023
Changelog v0.91
Important note
Due to internal serialization changes, some of the (mainly) campaign saves will be invalidated with this version, You can access the old version in a separate Steam branch or start the map again! We are sorry for the inconvenience
Notable additions
Multiplayer settings menu now also available in hotseat
Added Waypoint behavior for AI Wielders
Improved Ai behavior when its unable to avoid a threat, now it uses Settlements or Portals
Improved Gamepad Support
Initative rework balance
Added new layout for 1v1 RMG
Notable bug fixes
Fixed a bug where the AI did not use neutral dwellings
Band-aid fixes to some campaign levels that are too hard now. Improved fixes and changes are coming in later updates.
Fixed issue with random wielders not getting their AI behavior set
Fixed issue where initiative calculations in the battle queue sometimes showed the wrong values and caused the queue to be in the wrong order
Fixed the issue causing the hexagon marker to sometimes move further than expected (Gamepad)
Fixed bug that made the AI switch long-term targets way too often.
This led to many side effects, one major being not picking up items that were really near
Adventure
Changes to prices for buildings
Unlocking Horned Ones price lowered by 500 gold
Upgrading Aurelian Sanctum increased by 2 Glimmerweave
Upgrading Mausulem, added 5 stones cost, reduced 5 ancient amber cost
Lean-to upgrade lowered by 1 Glimmerweave
Lean-to price increased by 200 gold
Shaman Tent upgrade, 3 Glimmerweave less, 2 Celstial ore more
Mud Huts upgrade cost lowered by 5 glimmerweave
Unlocking crawler costs 5 glimmerweave less and 5 stone more
Beast Corral now generates 2 ravagers, upgrading it costs 5 wood more
Unlocking Tremor costs 1000 gold more
Lean-to now generates 4 hunters
Rat Warren now generates 5 rats
Revived wielders now auto-equip artifacts from their backpack
Battle
Initiative rework balance, most units have had their initiative changed
Added damage previews when using Hellroar Bombard ability
Now closing any attack preview when opening the tooltip on enemy troops
Fixed animation timing issues involving attacks that hit multiple targets with retaliations both before and after the attack
Fixed AI troops taking damage twice when moving onto a mine and then activating an ability
Fixed Hellroar bombard ability being triggered on the Hellroar’s position when clicking its Cancel button (no more Hellroar suicides!)
Main menus
Updated artwork and added an effect to lobby teams when entering a partnership
Added option to enable/disable sound in the background when the game does not have focus
UI
Show centered notification when your teammate is defeated
Show the cost of produced troops in build menu entries
Fixed issue where clicking on notification would cause parts of the HUD to hide and a vignette effect to appear
Fixed some map entity tooltips saying that the entity could be claimed when it couldn’t
Fixed the “draft troops” section of the town menu using text talking about upgrading troops
Artwork
Fixed shader issue causing the battlefield horizon to dark
Map Editor
Fixed so that Wielder skill sliders can never go below zero
Added one shot to auto triggers where they will only try to trigger once no matter the outcome
Added team criteria check for partnerships
Added global criteria check for random value
Added trigger for enabling or disabling map entities at runtime
Fixed issue where wrong colors were shown in the minimap
Fixed issue with random wielders not getting their AI behavior set
Fixed issue where if you used the same wielder multiple times in a map they would not get their AI behavior properly set
Added waypoint object to use with the new MoveToPoint AI behavior type
Fixed issue causing partnership index not to be saved in the map editor quick play settings
Fixed exception if two towns are so close that their walls will intersect
Multiplayer
Fixed issue where minimap pings (right click the minimap) to allies would be delayed when it’s not the pinging players’ turn
Now showing player names in battles involving two human players
When a player is chosen to control neutral troops in a battle against another player it is reflected in the adventure team queue HUD
No longer hiding game objectives during other player’s turns
Added large notification when your teammate is defeated
Multiplayer settings menu is now also available in hotseat (minus some options that are not applicable for hotseat games)
AI - Adventure
Added a new scripted AI behavior type called MoveToPoint that lets the AI navigate toward a waypoint
Added a new scripted AI behavior type called KeepGiventroops, this will make the AI not trade troops for other troops while recruiting
They can still be filled up and upgraded
They can still be lost in battles, then the empty stack will be treated as normal until it contains troops again
Fixed a bug were the AI did not use neutral dwellings
Partly fixed the issue of AI killing a hostile and ignoring the region it guarded
Made how AI clears a region of pick-ups and artifacts more efficient
Fixed a pathfinding bug where AI sometimes moved past an item close by to take another one
AI wielders not being able to avoid threats can now defend a city or settlement or try to improve their position by moving as far away from all enemies as possible, as well as use portals to get away
Fixed a bug that made the AI switch long-term targets way too often.
This led to many side effects, one major being not picking up items that were really near
Audio
Added option to keep playing audio when the game is in the background (enabled by default)
Random Map Generator
Added new layout for 1v1
Gamepad
Added settings for camera sensitivity and acceleration
Added multiple speed options for the hexagon marker in battle
Fixed the issue causing the hexagon marker to sometimes move further than expected
Spell tooltips are better placed in the Spellbook in Battle
The crosshair no longer hides when it’s not your turn
You can now use the right trigger to quickly move between troops while casting spells such as Fireball and Explosive Fungi
Fixed an issue that made the marketplace non-interactable after selling the last of a resource
You can now view and make non-aggression pacts via Down D-pad
Improve moving troops in the Deployment menu
Misc
Updated Loth 4, making sure Rana stays put until provoked
Fixed issue where multiple of the same colors were shown in the minimap preview in the start game lobby
Fixed Gloves of the Phoenix troop defense debuff being applied to all owner’s wielder’s troops
More entries added under the Adventure category of Codex tutorials
Fixed issue where initiative calculations in the battle queue sometimes showed the wrong values and caused the queue to be in the wrong order
***
***
Changelog v0.90 – December 07, 2023
Changelog v0.90
Notable additions
Added support for playing the game with Gamepad
New UI scaling option: Large HUD & large text
Skill pools revised and updated starting troops and skills for several Wielders
Troops’ balance and spell changes
AI Wielder roles are updated and more defined
AI uses a threat map to guide its movement
Notable bug fixes
Building could be completed at the same turn as started building
Treasure chests that you had opened appear as closed
Gaining resources from income two times on the same turn during sim-turns
AI not building resource buildings for wood and stone
AI gets stuck while considering building options
AI does not revive its main wielder if more wielders than city/settlements
Neutral hostile as well as quick battle AI not advancing in siege battle without walls, even in situations where it should
Buggy portal in Rana mission 3 due to misplaced settlement
Fixed a bug that wouldn’t let you start the Robin Hood campaign
RMG (Random Map Generation) paths that are impassable
RMG maps with no path to the opponent
RMG mines that can’t be claimed
RMG hostiles that can’t be attacked not happening as often
RMG mines that can be claimed without fighting guard
Adventure
Hide map entity names when opening a menu in adventure
Adjusted rewards for Old urns, abandoned cart and wooden idol
Added exotic rewards to the blue chest and increased exotic reward to the red chest
Doubled the amount of extra gold gained when pillaging with the skill Raider.
Changed secluded monastery to give a choice of skill or 2000 XP
Added notification when unlocking or locking a Magic Barrier Keystone
Added a particle effect when unlocking a Magic Barrier Keystone
If a town with walls switches ownership after a battle, all hostile wielders that would otherwise be trapped inside the walls now move out first
Updated the order of research shown so it's consistent across research buildings and factions
Updated Arleon Grand Armory research, making the first troop research stronger in general
Updated Loth Unseen Society research, making the first troop research stronger in general
Updated Rana Dragon Pyramid research, making the first troop research stronger in general
Added animated banners to defense and battle menus
Essence burst changed from skill to power, now gives +3 in first-tier and +6 in the second tier
Skill pools revised, every wielder class now has a primary essence, secondary and third, these will be unlocked in the skill pool at the first, fifth, and tenth levels..
— Updated starting troops and skills for several wielders —
Cheekham now has Raider
P’cha now has Positioning
Itchamo now starts with 2 Ravagers and 2 Crawlers
R’lac now starts with 10 Hunters and 1 Eth’dra
Sanax now has Prepared
Everthink now starts with 1 Steampiper, 1 Brute, 3 Tinkerer
Merkoth now starts with 2 Scavenged Bones, 2 Oathbound
Coral now starts with 1 Necromancer, 5 Oathbound
Ambertina now has Essence leech
Roderick of Loth now has Positioning
Vilja now starts with 6 Footmen, 6 Minstrel
Vilja now has Order
Ravenfayre now starts with 10 ranger
Peradine now starts with 15 Militia, 2 Troubadour
Peradine now starts with Creation
Fixed Doctor Marjattas stats to correct number
Tweaked the sizing of the neutral dwelling menu to work better regardless of how many troops are available
Fixed troops sometimes not getting bonuses from their new wielder right away after transferring them
Fixed receiving campaign completion achievements while playing mod campaigns
Battle
Power Essence Shield changed to give 35% resistance to ranged, melee and spell damage (was 50% ranged), Essence shield lv 2 changed to 70% resistance to ranged, melee and spell damage (was 50% ranged, would last 2 attacks)
— Troops balance pass —
Ranger essence switched to Creation; Archer has Order, Creation
Risen buffed to 15 HP, damage 1-3
Scavanged bones now has 2 destruction (was 1), hp lowered to 65 from 75
Blessed bones now has 2 destruction (was 1), hp lowered to 90 from 100
Spectre hp buffed to 40 from 35
Seneschal now has Destruction, Arcana, Arcana. Switched order to Arcana
High legion buffed with one more Destruction essence
Piper essence changed to Destruction, Order, Was 2 Order
Steampiper essence changed to 2 Destruction, 1 Order, Was Destruction 2 Order
Dreath hp lowered from 12 to 10
Dire Dreath essence lowered from 2 chaos to 1 chaos
Dire Dreath HP lowered from 20 to 18, max damage from 7 to 6, cost lowered from 280 to 250
Hellbreath initiative raised from 25 to 26
Hellroar initiative lowered from 32 to 28
Sage HP lowered by one, damage lowered by 1 and cost lowered by 50
Ravager essence doubled to 2 Destruction, damage increased to 7-10 and cost increased to 500 from 450
Rider of the Swamp essence is now 2 Destruction, 1 Creation, damage raised to 10-15 and cost raised to 750
Tremor essence changed to Creation, Destruction, Arcana and max damage raised to 16 from 15
Neutral hostile gold costs adjusted to give more correct threat
— Spell changes —
Onslaught now has duration instead of additional targets, lowered cost by 1+1
Chaos step increased cost by 1
Burst of Strength has increased cost 1+1
Clouded vision now has 50% reduction on all tiers instead of 60/80
Ethereal Scales damage reduction changed from 75 to 50
Aegis damage reduction changed changed from 75 to 50
Repel lowered cost by and changed distance to 2/4/6
Destroy essence now has increased duration instead of additional targets
Strengthen essence now has increased duration instead of additional targets
Swap has increased cost by 1+1
Earth block tier 3 now has 1 block, increased hp for tier 2 and 3 for the blocks
Phoenix lowered cost by 1+1 and slightly lowered damage on tier 1 and 2
Rupture does more damage on tier 2 and 3
Arcane Storm now costs 14 and changed damage to 30/60/90
Apocalypse t3 dmg increased to 120
Apocalypse now also damages map entities
Fixed being able to trigger illegal moves (such as walking into the water) by clicking the battle transition animation
Common
Added information in normal tooltips to side panels for troops
Removed duplicate information in tooltips for troops
Added support for playing the game with Gamepad
Main menus
Updated transition to campaign mission select
Updated mission select with completion info and animations
Only show discord button in main menu
Locked campaign buttons if player hasn’t finished first Arleon campaign map
Added input icons to player stats scene
Added gamepad navigation to changelog
Added “Played” filter and sorting buttons to map select menu
Updated random map layout buttons with sub layouts and game modes
UI
New UI scaling option: Large HUD & large text. UI scaling currently has three options: 1) Normal 2) Large HUD 3) Large HUD & large text
Artwork
Waterfalls got increased resolution, frame rate and variation
Fixed black supporter color
More main menu background maps were added for different factions
The bridge texture was tweaked to make stretching less apparent when drawing extremely tall bridges
Tweaked the offset of small wielder portraits so that their faces are more visible in e.g the starting wielder selector.
Tweaked fog effect coverage to produce less blockiness
Replaced Loth primary light artwork from lantern to torch
Map editor
You can now specify the Upgrade Type in any random troop in faction reward (e.g camps)
Magic barrier keys now have optional restrictions
Barya’s build sites no longer spread sand everywhere
The weather system has gotten a complete overhaul and should now blend properly between nodes
Added a new interaction restriction type called “Never” so that you can disable interaction completely for a single object/component
The Kill Wielder trigger now kills ALL wielders it can find given the criteria. Previously it only killed the first and threw an exception if it found more than one.
Fixed issue where the Pad/Crop windows would not go out of focus mode when closed
Fixed issue where a converted wielder would inherit the faction instead of applying its own
Converted wielders now get their own specializations instead of inheriting them from the original
Added option for allowing any faction to recruit from a neutral dwelling
Auto Triggers now tries to execute for the last used wielder instead of the starting wielder
Fixed bug that made Global Criteria to throw exceptions at runtime
Magic Gate barriers are now in their very own editor category
Fixed sorting issues between water and UI elements
Disabled tags such as <hl> to render in map editor input fields
Added a new map entity called Fighting Pits where you can recruit neutral troops
Fixed issue where forcing a faction to None would cause the map editor to crash.
Modding
Allow modded wielders to be neutral
Fixed issue with modded languages sometimes not being matched properly with a built-in one
Fixed issue where community campaigns would have missing titles on some languages
Added a spinner and descriptive text when downloading a featured community campaign
Multiplayer
Fixed getting to “build twice” on first round if starting construction and then fighting a battle
Fixed players sometimes receive double income and sometimes miss out on income when they play on two different turns on the same round (can happen when getting kicked out of the first turn when playing with simultaneous turns on)
Prevent some cases of menus closing while other players are battling during sim turns
Fix issue where you could not reconnect if you got disconnected in battle
Fix issue where game could be locked online if a human controlled a hostile and left
AI - Adventure
Added more names for AI-players
AI Wielder roles updated and more defined
Updated algorithm that selects main warrior/mule
Mules more dedicated to carrying troops
AI Wielders skill selection revamp
Entirely updated AI level up
Selects skill based on role
AI Troop recruitment tweaked to fit roles a bit better
Improved magic gates reasoning
AI uses a threat map to guide its movement
AI pathfinds through pickups and artifacts
Audio
Fixed issue that caused the audio system not to recognize water at all
Random Map Generator
Added support for portals and portals will now sometimes show up in most of our sub layouts
Added support to override the layout size value from a sub layout
Fixed gold mine positioning to prevent it from being non-interactable
Fixed bug causing withdraw button to be disabled when using competitive grouped regions
Added support to override fight or flight settings from the layout
Updated all layouts to have slightly weaker hostiles
Updated our entity blueprint to have a slightly higher chance of spawning hostiles
Optimization
Made several optimizations to how we handle wielders and commanders in and out of the fog of war. Most noticeable when moving wielders on large maps where you have many wielders and map entities granting vision.
Optimized the system that triggers events in campaign maps when wielders walk.
Created a power-saving system that throttles the frame rate in intelligent ways accessible through a new video options setting called “Energy Saving”. No more burning laptops!
Optimized map loading times, quite substantially for large maps
Reworked how AI work is spread out over multiple frames in an attempt to reduce the time it takes for the AI to complete a turn when running the game on a capped framerate, while at the same time keeping a higher framerate during AI turns if that is what the player prioritizes. Still a work in progress.
Made improvements to the terrain statistics system that's responsible for deciding what ambience audio to play
Removed runtime allocations from the developer console
Increased the chunk size from 8 to 16. This may have a negative impact on the performance of the map editor. Please notify me if you run into problems!
Removed the concept of having two lightmaps (default and ground) in favor of a single one
Removed unused render pipeline features
Consolidated faction-related adventure materials. We went from having 6 materials for each faction down to 2.
Moved roads out of the decal system so that we later can remove decals altogether on lower settings
Turned the specks of dust into a worldwide particle system instead of one for each chunk
Misc
Excluded Risen from being chosen as a troop in random hostiles or random troop rewards
Changed the appearance and cleanliness of troop tooltips in adventure and battle
Fixed “Proof That Luck Can Be Consistent” achievement not counting hotseat games
***
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Changelog SteamDeck – December 19, 2023
Steam Deck Changes or Improvements
Completely new control scheme for controlling Wielders (inspired by Northgard)
Adapted existing menus to work well with Gamepad
Added a new menu for transferring & managing troops for Gamepad
Added Large text mode to improve text readability for the Steam Deck
Added Gamepad button prompts to UI
Added D-pad shortcuts to access HUD UI in an intuitive way
New control scheme for moving troops and casting spells in Battles
Added ability to quickly snap to enemy troops for quicker attacks & spell casting in Battles
New tutorials for Gamepad
Automatically open the on-screen keyboard for text input (Steam Deck & Steam Big Picture Mode only)
Added Gamepad specific gameplay settings
Added menu showing Gamepad layout in Pause Menu
Reduced the number of layers in our real-time lightmapping system
Optimized terrain rendering shader
Reduced the number of materials to increase batching capabilities
Increased the size of the terrain system chunks to increase batching capabilities
Moved roads out of the decal system so that we can remove or reduce decals on lower settings
Tweaked the worldwide particle effects to be more performant and to create fewer draw calls
Created a system for frame rate throttling where the frame rate is reduced in menus and when idling
Created a battery-saving system that increases the frame rate throttling even further
Made sure the optimal settings are set as default when starting the game on a Steam Deck for the first time
***
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Changelog v0.90 – NOV 24, 2023
Notable additions
Added support for playing the game with Gamepad
New UI scaling option: Large HUD & large text
Skill pools revised and updated starting troops and skills for several Wielders
Troops balance and spell changes
AI Wielder roles updated and more defined
AI uses a threat map to guide its movement
Notable bug fixes
Building could complete at the same turn as started building
Treasure chests that you had opened appearing as closed
Gaining resources from income two times on the same turn during sim-turns
AI not building resource buildings for wood and stone
AI gets stuck while considering building options
AI does not revive its main wielder if more wielders than city/settlements
Neutral hostile as well as quick battle AI not advancing in siege battle without walls, even in situations where it should
Buggy portal in Rana mission 3 due to misplaced settlement
Fixed bug that wouldn’t let you start Robin Hood campaign
RMG (Random Map Generation) paths that are impassable
RMG maps with no path to opponent
RMG mines that can’t be claimed
RMG hostiles that can’t be attacked not happening as often
RMG mines that can be claimed without fighting guard
Adventure
Hide map entity names when opening a menu in adventure
Adjusted rewards for Old urns, abandoned cart and wooden idol
Added exotic rewards to blue chest and increased exotic reward to red chest
Doubled the amount of extra gold gained when pillaging with the skill Raider.
Changed secluded monastery to give a choice of skill or 2000 xp
Added notification when unlocking or locking a Magic Barrier Keystone
Added a particle effect when unlocking a Magic Barrier Keystone
If a town with walls switches ownership after a battle, all hostile wielders that would otherwise be trapped inside the walls now move out first
Updated the order of research shown so it's consistent across research buildings and factions
Updated Arleon Grand Armory research, making the first troop research stronger in general
Updated Loth Unseen Society research, making the first troop research stronger in general
Updated Rana Dragon Pyramid research, making the first troop research stronger in general
Added animated banners to defence and battle menus
Essence burst changed from skill to power, now gives +3 in first tier and +6 in second tier
Skill pools revised, every wielder class now has a primary essence, secondary adn third, these will be unlocked in the skill pool at first, fifth and tenth level..
Updated starting troops and skills for several wielders
Cheekham now has Raider
P’cha now has Positioning
Itchamo now starts with 2 Ravagers and 2 Crawlers
R’lac now starts with 10 Hunters and 1 Eth’dra
Sanax now has Prepared
Everthink now starts with 1 Steampiper, 1 Brute, 3 Tinkerer
Merkoth now starts with 2 Scavenged Bones, 2 Oathbound
Coral now starts with 1 Necromancer, 5 Oathbound
Ambertina now has Essence leech
Roderick of Loth now has Positioning
Vilja now starts with 6 Footmen, 6 Minstrel
Vilja now has Order
Ravenfayre now starts with 10 ranger
Peradine now starts with 15 Militia, 2 Troubadour
Peradine now starts with Creation
Fixed Doctor Marjattas stats to correct number
Tweaked the sizing of the neutral dwelling menu to work better regardless of how many troops are available
Fixed troops sometimes not getting bonuses from their new wielder right away after transferring them
Battle
Power Essence Shield changed to give 35% resistance to ranged, melee and spell damage (was 50% ranged), Essence shield lv 2 changed to 70% resistance to ranged, melee and spell damage (was 50% ranged, would last 2 attacks)
Troops balance pass
Ranger essence switched to creation, Archer has order, creation
Risen buffed to 15 hp, dmg 1-3
Scavanged bones now has 2 destruction (was 1), hp lowered to 65 from 75
Blessed bones now has 2 destruction (was 1), hp lowered to 90 from 100
Spectre hp buffed to 40 from 35
Seneschal now has Destruction, Arcana, Arcana. Switched order to Arcana
High legion buffed with one more Destruction essence
Piper essence changed to Destruction, Order, Was 2 Order
Steampiper essence changed to 2 Destruction, 1 Order, Was Destruction 2 Order
Dreath hp lowered from 12 to 10
Dire dreath essence lowered from 2 chaos to 1 chaos
Dire dreath hp lowered from 20 to 18, max damage from 7 to 6, cost lowered from 280 to 250
Hellbreath initiative raised from 25 to 26
Hellbreath initiative lowered from 30 to 28
Sage Hp lowered by one, dmg lowered by 1 and cost lowered by 50
Ravager essence doubled to 2 destruction, damage increased to 7-10 and cost increased to 500 form 450
Rider of the Swamp essence is now 2 destruction, 1 creation, Dmg raised to 10-15 and cost raised to 750
Tremor essence changed to Creation, Destruction, Arcana and max dmg raised to 16 from 15
Neutral hostile gold costs adjusted to give more correct threat
Spell changes
Onslaught now has duration instead of additional targets, lowered cost by 1+1
Chaos step increased cost by 1
Burst of Strength has increased cost 1+1
Clouded vision now has 50% reduction on all tiers instead of 60/80
Ethereal Scales damage reduction changed from 75 to 50
Aegis damage reduction changed changed from 75 to 50
Repel lowered cost by and changed distance to 2/4/6
Destroy essence now has increased duration instead of additional targets
Strengthen essence now has increased duration instead of additional targets
Swap has increased cost by 1+1
Earth block tier 3 now has 1 block, increased hp for tier 2 and 3 for the blocks
Phoenix lowered cost by 1+1 and slightly lowered damage on tier 1 and 2
Rupture does more damage on tier 2 and 3
Arcane Storm now costs 14 and changed damage to 30/60/90
Apocalypse t3 dmg increased to 120
Apocalypse now also damages map entities
Fixed being able to trigger illegal moves (such as walking into the water) by clicking the battle transition animation
Common
Added support for playing the game with Gamepad
Main menus
Updated transition to campaign mission select
Updated mission select with completion info and animations
Only show discord button in main menu
Locked campaign buttons if player hasn’t finished first Arleon campaign map
Added input icons to player stats scene
Added gamepad navigation to changelog
Added “Played” filter and sorting buttons to map select menu
Updated random map layout buttons with sub layouts and game modes
UI
New UI scaling option: Large HUD & large text. UI scaling currently has three options: 1) Normal 2) Large HUD 3) Large HUD & large text.
Added information in normal tooltips to side panels for troops
Removed duplicate information in tooltips for troops
Artwork
Waterfalls got increased resolution, frame rate and variation
Fixed black supporter color
More main menu background maps were added for different factions
The bridge texture was tweaked to make stretching less apparent when drawing extremely tall bridges
Tweaked the offset of small wielder portraits so that their faces are more visible in e.g the starting wielder selector.
Tweaked fog effect coverage to produce less blockiness
Replaced Loth primary light artwork from lantern to torch
Map editor
You can now specify the Upgrade Type in any random troop in faction reward (e.g camps)
Magic barrier keys now have optional restrictions
Barya’s build sites no longer spread sand everywhere
The weather system has gotten a complete overhaul and should now blend properly between nodes
Added a new interaction restriction type called “Never” so that you can disable interaction completely for a single object/component
The Kill Wielder trigger now kills ALL wielders it can find given the criteria. Previously it only killed the first and threw an exception if it found more than one.
Fixed issue where the Pad/Crop windows would not go out of focus mode when closed
Fixed issue where a converted wielder would inherit the faction instead of applying its own
Converted wielders now get their own specializations instead of inheriting them from the original
Added option for allowing any faction to recruit from a neutral dwelling
Auto Triggers now tries to execute for the last used wielder instead of the starting wielder
Fixed bug that made Global Criteria to throw exceptions at runtime
Magic Gate barriers are now in their very own editor category
Fixed sorting issues between water and UI elements
Disabled tags such as <hl> to render in map editor input fields
Added a new map entity called Fighting Pits where you can recruit neutral troops
Modding
Allow modded wielders to be neutral
Fixed issue with modded languages sometimes not being matched properly with a built in one
Fixed issue where community campaigns would have missing titles on some languages
Added a spinner and descriptive text when downloading a featured community campaign
Multiplayer
Fixed getting to “build twice” on first round if starting construction and then fighting a battle
Fixed players sometimes receiving double income and sometimes missing out on income when they play on two different turns on the same round (can happen during when getting kicked out of first turn when playing with simultaneous turns on)
Prevent some cases of menus closing while other player’s are battling during sim turns
AI - Adventure
Added more names for AI-players
AI Wielder roles updated and more defined
Updated algorithm that selects main warrior/mule
Mules more dedicated to carrying troops
AI Wielders skill selection revamp
Entirely updated AI level up
Selects skill based on role
AI Troop recruitment tweaked to fit roles a bit better
Improved magic gates reasoning
AI uses a threat map to guide its movement
AI pathfinds through pickups and artifacts
Audio
Fixed issue that caused the audio system not to recognize water at all
Random Map Generator
Added support for portals and portals will now sometimes show up in most of our sublayouts
Added support to override the layout size value from a sublayout
Fixed gold mine positioning to prevent it from being non interactable
Fixed bug causing withdraw button to be disabled when using competitive grouped regions
Added support to override fight or flight settings from the layout
Updated all layouts to have slightly weaker hostiles
Updated our entity blueprint to have slightly higher chance of spawning hostiles
Optimization
Made several optimizations to how we handle wielders and commanders in and out of the fog of war. Most noticeable when moving wielders on large maps where you have many wielders and map entities granting vision.
Optimized the system that triggers events in campaign maps when wielders walk.
Created a power saving system that throttles the frame rate in intelligent ways accessible through a new video options setting called “Energy Saving”. No more burning laptops!
Made improvements to the terrain statistics system that's responsible deciding what ambience audio to play
Removed runtime allocations from the developer console
Increased the chunk size from 8 to 16. This may have a negative impact on the performance of the map editor. Please notify me if you run into problems!
Removed the concept of having two lightmaps (default and ground) in favor of a single one
Removed unused render pipeline features
Consolidated faction-related adventure materials. We went from having 6 materials for each faction down to 2.
Moved roads out of the decal system so that we later can remove decals all together on lower settings
Turned the specks of dust into a world wide particle system instead of one for each chunk
Misc
Excluded Risen from being chosen as a troop in random hostiles or random troop rewards.
Changed the appearance and cleanliness of troop tooltips in adventure and battle
Fixed “Proof That Luck Can Be Consistent” achievement not counting hotseat games
***
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Changelog v0.89– OCt 27, 2023
Changelog v0.89
Notable additions
New main menu
Added Achievements
Enable non-battling players to move and interact with objects in online games while others are engaged in combat
Updated AI difficulties
Added updated Random map layouts for 2, 4, 6 and 8 player
Notable bug fixes
Fixed “Set as AI”-button not working correctly when a human fights for a hostile army.
Fixed Graveyard & Bandit Hideout sometimes not giving treasure after victory.
Fixed duplicate Wielder appearing in RMG maps.
Chat UI “Send”-button should no longer appear off-screen.
Fixed a couple of cases that could get AI stuck on its turn during adventure
Fixed broken dialog headers in campaigns
Adventure
Added options when starting a conquest to use double view radius for initial map exploration, or complete exploration of the whole map
Fixed issue with landscape sometimes casting odd shadows on itself around different elevations
Fixed artifacts and pickups being included in a wielder’s movement outline even though they are unreachable due to elevation differences
Fixed bug where when splitting troops they could end up with the previously selected wielder
Fixed issue with “Risen wants to join your army” menu not being shown after a successful attack on the town where the Wielder moves in to occupy it
Updated chat window anchor to fix bug where send button was outside screen
Fixed exception and artifact slots disappearing that could happen when transferring artifacts between wielders
Troops of the same faction are now more likely to join you for free or for gold
Hostiles fleeing from battle now reward 80% of their XP kill value, up from 50%
When building walls around a town, all enemy wielders will now leave the area instead of being caught inside the walls
If the camera has moved to show the other team’s wielders moving on their turns, it will return to your selected wielder when it becomes your turn again
Defeat menu now shows the reason for defeat in addition to any custom map text
“Hostile Growth” notification is now of type “info” instead of “negative”
Battle
Troops that are immune to magic no longer take damage from acid clouds
Fixed the “No thanks” button in the “You have been selected to control these neutral enemies against another player” popup sometimes not working
Added fallback to allow the battle to continue if AI-controlled Burrowers die from damage-over-time effects while burrowing instead of soft locking the game when it becomes their turn again
Move the battle queue slightly to the right so it doesn’t cover the battle log in some aspect ratios
Common
Added achievements
Many changes to what tutorials are shown when and what they contain (overall: less tutorials)
®New main menu™
Map editor
Lava texture effect added under Custom Types
Town square texture added under Custom Types
Chasm texture effect added under Custom Types
Decorations like grass and bushes are no longer drawn under bridges
Greatly reduced the number of skeletons on Barya’s ground textures
Fixed issue causing decorations like trees not to be properly spawned when drawn on terrain chunk edges
Fixed issue with decal materials causing visible Z-fighting when drawing in the map editor
Make it possible to use any troop or wielder as a speaker during a dialogue
It’s now possible to remove a hostile mid-game using the Kill Hostile trigger
Add team game criteria "Faction" for checking a teams faction
Add an option to select sub layout when generating a random map
Add an option to select win conditions when generating a random map
Add an option to export minimap with icons representing Towns/Settlements and Spawnpoints.
Forced AI players will no longer be counted into the Player Count of the map when selecting a map (requires a re-save of the map before it’s applied in the map editor). e.g A 3-player map with 2 forced ai players will now be counted as a 1-player map.
Make the Gold Mine change its artwork slightly depending on the faction of the ground it’s standing on
Added a multiplier to income generators (e.g Gold Mines)
Multiplayer
Enable non-battling players to move and interact with objects in online games while others are battling. Non-battling players will be able to perform all actions, except starting a battle simultaneously with someone else.
AI - Adventure
Static build plans abandoned
New situational/thinking builder in place
Updated threat assessment
Offensive/attack tweaks for commanders selected for war
Multiple optimizations
Difficulty settings updated
Random Map Generator
Added updated layouts for 2, 4, 6, and 8 player
Added updated blueprint
Fixed so that you’ll no longer spawn with two wielders
Optimizations
Fixed issue with sending bug reports taking a long time to send.
Misc
You can now see starting locations when selecting a map in the lobby and when you are working on your map in the map editor
Fix an issue where graveyard treasure wasn’t automatically rewarded after a victorious battle (you had to click again).
Reduce the size of save games with better compression.
Known Issues
AI budgeting is sub-par, and affects town building and army recruitment mostly. Makes it hard to break out from some maps (sometimes)
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Changelog v0.88 – Sept 29, 2023
Changelog v0.88
Notable additions
Reduce online loading times in general
40 new random events for Barya
Reduce online loading times significantly when loading a saved game
It is now possible for your wielders to move through other friendly wielders
Improved how skills available in the skill pool are chosen on level up to make them more evenly distributed (where previously not so random as they should have been)
Updated Random Map Generator
Reduced save game size (most noticeable on large maps)
Notable bug fixes
Fixed the issue causing Chain Lightning to create soft locks at the end of battles
Fixed Bug causing enemies turn to last forever
Fixed bug creating an exception when you quit to Main Menu
Adventure
It is now possible for your wielders to move through other friendly wielders
Random artifacts on maps are now much more random/evenly varied than before
Entities that reward artifacts or troops now give the same reward to all wielders
Improved how skills available in the skill pool are chosen on level up to make them more evenly distributed (where previously not so random as they should have been)
Fix so town settings carry over when being converted to another team by razing
The tiny creatures that once surrounded your towns and settlements have returned!
Roads are now always drawn on top of decals fixing the issue of them sometimes getting obscured
Fixed wielder buffs that last for a certain number of battles expiring after an initial quick battle and not being available in a manual battle do-over
Added a Fortified Banner to the Lotteamteateah Excavation building since it was missing
Add expanding town list when player has more than 18 towns
Pillaging neutral troop dwellings now give 250, 500, or 1000 gold depending on their size
Battle
Restore essences to tooltips for battle troops without a wielder
Don't show attack preview for sweep attack on friendly troops
Changed Silvermane’s trait from berserker to Stealthy
Common
Framerate is now limited to 60 in all non-gameplay parts of the game unless set otherwise in video options
Many miscellaneous changes to tutorials
Map Editor
Fix the issue with the Artifact selector not being visible on team game criteria “Artifact Count”
Chimney smoke is no longer emitted if an object is placed underwater
Made it possible for Wielder Game Criteria to check against a Wielders total army value
Made it possible for Wielder Game Criteria to check against a Wielder level
Made it possible to teleport a specific wielder instead of just the one that walked onto the trigger
Add buttons to copy & paste the properties of a map entity to the clipboard in the operating system when selecting a map entity
Add sorting order to the Color Tint object for better control when using many of them
Modding
Fixed exception when loading a custom wielder’s artwork
Multiplayer
Reduce online loading times in general
Reduce online loading times significantly when loading a saved game.
Fixed issue with the online status menu softlocking the online game if you killed the last living player and ended the game
Fixed the issue where you could not connect with game code in the game list view if you were connected to a different region than the host
AI - Adventure
Removed legacy map editor feature of (AI) Blocking Points. Stop sign should be used instead
Commanders retreating (due to threat) is more likely to result in a recruitment
Lessened the pull towards temporary buff entities
Commanders acting as mules can act before warriors giving them a better chance of catching up
Entity needs scoring tweaks on the map. I.e troop rewards when low on troops bumped
More careful when selecting regions to explore (trying to avoid threats)
Troop recruitment tweaks
Optimizations related to time and reduced FPS drops
AI - Battle
Change how AI score spells to use a fuzzy value of their converted essence cost as tie-breakers
AI playing defensively will no longer attack immobilized enemies with melee troops unless they have a range over one, or there are other allied troops that can attack with the same restrictions
AI will immediately change the role of all protectors if there are no longer any ranged troops to protect
AI will not cast Quicken spell on a troop that has been immobilized
AI will no longer cast Arcane explosion unless it can hit at least two targets
Make AI less likely to cast Clouded Vision spell on a low-value target
AI will avoid casting entangle on an enemy that is unlikely to be able to reach and attack a target
Make AI more likely to use Fireball spell on high-value targets even if it can only hit two
Make AI more likely to use Justice spell on a high-value target
AI will not cast Lethargy spell on the last enemy if the enemy is already immobilized
AI will not cast Aggression spell on troops that can't reach an enemy
AI will not cast Rupture spell to kill off a stack if it wastes too much damage do so
AI will not cast Sabotage unless it has enemies that can be reached
Increase the score for protecting ranged troops
Random Map Generator
Fix to prevent pickups from spawning behind towns/settlements which in some cases caused them to be unreachable
Add hostile restrictions flag to layouts. This flag will override the restrictions we use when spawning hostiles to prevent them from spawning near towns and settlements and can simply be used by adding “hostileRestrictions”: false to the main scope in your custom layouts.
Fix road connections to towns and settlements and roads should in general look better overall on all regions of the map. Some entities will now also try to connect to the road network if they are close enough.
Fix guard tier synchronization for grouped connections in layouts
Add support for multiple guard tier entries in custom blueprints i.e. you can now set “guardTier”: [“Medium”, “High”] to have a chance for medium or high tier hostiles. This also supports single entries so your already existing layouts should still be viable with this update. Note that this change doesn’t include support for multiple entries in your layouts.
Add competitive grouped regions flag to layouts. This flag will override the strict spawn restrictions for grouped regions, i.e. all remaining spawn points which failed to spawn anything during the synchronization will be filled with random entities from the default value in the blueprint. To set this value add “competitiveGroupedRegions”: false to the main scope of your layout, the default value is true if left out
Add support to set different road types in layouts. The previous version of roads took a true or false value which only resulted in the lowest tier of road while set to true. This has now been changed to take an integer instead, 0 = no road, 1 = dirt road, and 2 = cobblestone road. This is backwards compatible with old layouts using the previous version so your custom layouts should still work as intended.
Add support for player-owned towns/settlements in child regions in custom layouts. This can be used by simply adding a player to the child node which has a primary building of any type of town or settlement
Add extended layouts for the official 8-player layouts. The result should now be a lot more varied than the previous version. A similar update for our other layouts is also in the pipeline.
Misc
Reduce save game size (most noticeable on large maps)
Known Issues
AI budgeting is sub-par, affects town building and army recruitment mostly.
Makes it hard to break out from some maps (sometimes)
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Changelog v0.87 – September 11, 2023
Changelog v0.87
Notable additions
Adaptive simultaneous turns
We have implemented a new system for handling playing simultaneously in online multiplayer. This replaces the old “everyone always plays at the same time” approach. The basic thought is to try and allow as many players to play simultaneously as possible, but avoid situations where players would benefit by doing something as fast as possible (for example: frantically buying troops to defend your town before the enemy player clicks to attack). In a broad sense, human players are grouped together in as few groups as possible, each group sharing a turn (playing at the same time). Here is an overview of how we group players together:
If two players are on the same team (playing co-op) then they always get to play at the same time
If two players both have indicated that they want to be in a “non-aggression pact” (see below) then they can play at the same time
If two players don’t have any wielders with enough movement to reach each other’s wielders, towns or settlements then they can play at the same time
The last point here involves us doing a type of pathfinding search from players’ wielders in order to see which parts of the map they can reach. If this “reach” doesn’t overlap for two players then we can let them play at the same time. This “reach” ignores pickups and goes through portals, but it does stop at neutral armies on the map. It is also re-calculated when a player buys a new wielder or a neutral army is defeated, so it is possible for you to be playing your turn but then suddenly get “kicked out” and have to complete your turn later on in the round. When this happens you will see an “Enemy nearby” notification on the screen.
We want to be clear that we can’t give 100% guarantees that players will not be able to attack each other while sharing a turn because of the amount of things in the game that can affect a wielder’s movement. We take a little extra movement into account, but there can always be situations where a wielder levels up their March skill, visits two Cozy Taverns, and picks up some magic boots on the same turn, giving them vastly more movement than at the start of the turn. The option is still there to either start the game without simultaneous turns or for the host to toggle it on or off during the game.
AI teams still always take their turns one at a time at the end of the round.
Non-aggression pacts
When playing with simultaneous turns on there is an icon on other human players’ banners in the turn queue. This is used to handle “non-aggression pacts” between players. Click it to toggle whether you are “friendly” or not towards another player. If two players both have indicated that they want to be “friendly” to each other then they can play at the same time, even if their wielders are close by. Be warned though, there is nothing to stop a player from backstabbing someone that they are in a pact with! Attacking wielders or towns, pillaging, claiming mines etc, all works as normal even if two players are in a pact, although the pact is broken if that happens and the game will recalculate which players get to play at the same time.
Notable bug fixes
Exceptions should no longer occur when claiming a town in Loth 1 and other places.
Weakling AI wielders should no longer approach your base.
The bug where AI would go back and forth between two portals has been fixed.
Teleporting to a portal blocked by a wielder should no longer send you to undesirable locations.
Troop slots should no longer auto-fill after battle.
Exception soft-locks when attempting siege battles should no longer occur
Attacking troops stopping abruptly while going through a zone of control should no longer occur.
The most frequent cause that lead to the adventure AI getting stuck on its turn has been resolved
Adventure
Show icons and tooltips on skills in “select one” popup
Use “select one” popup when retrieving a single skill as reward from a map entity instead of animated text next to wielder
Updated hostile join menu with an additional mass move button and clearer info for when discarding troops
Added tip to marketplace menu
Added a divider to visited map entity tooltips to separate title from rewards
Updated wielder and map entity selection markers to use yellow color if standing next to a building with no interaction cost
Close kingdom menus when panning world or opening a building "mini-menu"
Fixed bug where error text wasn't shown when trying to upgrade troops but there is no available slot
Changed Viljas's starting skill to creation
Modified Commander skill pool
Updated hostile tooltips to look like hostile town tooltips
Added inventory highlights when hovering gear in the artifact market
Added "walk closer" hint to hostiles with Unknown difficulty
Fixed issue where you could not claim the last settlement in the first loth campaign map
Fixed issue with stop signs not updating the pathfinder immediately sometimes
Fixed issue with wielder sometimes getting stuck after building a building or a wall
Fixed issue with troop stacks being merged together automatically after battles
Fixed exception being thrown when attacking a walled town with a full defending army and garrison
Added VFX when receiving Risen troops
Added tooltip to large artifact image in artifact market
Centered artifact name in pickup tooltips
Fixed bug where the game becomes stuck in a soft lock when a player initiates an attack against an enemy but gets interrupted midway due to another enemy's zone of control
Update layout on artifact pickup tooltips
(Hopefully) Fixed wielders spawning with all their artifacts stacked on top of each other in the inventory
Added 40 new random events for Loth and a few new event types for all factions
Improved tutorials for wielder-sheet and for Beacons of Power
Fixed bug where troops would seemingly “disappear” when unequipping artifacts that give bonus Command
Battle
The battle queue should now correctly display troop order based on initiative from temporary effects
Hide status from battle troop tooltips (to save space)
Fixed issue with game soft-locking if Adult Crawler dies while underground
Fixed issues with targeting magic-immune troops with teleportation spells
Fixed ending up with un closeable codex menu if battle completes while it is open
Added ability to battle troop tooltips
Updated size of hellbreath/roar attack and ability vfx to match the size of the actual impact
Fixed not adding spell scaling to the spell preview for poison cloud
Multi-target attacks now have attack previews
Common
Allow custom levels without win conditions to show up in level list
Map Editor
Enabled placing magic barriers and keys
Fixed issue with troop sizes reverting back to their former max value when larger stack sizes were turned on in the options menu
Enable spawning town portals using trigger effects
Allow drawing decorations underwater to make it look like a flooded area
Made large settlements block 3x2 tiles instead of 3x3
Added being able to force a player to belong to a certain team/alliance
Made it possible to force a player’s faction, name, and AI setting independently
Modding
Made it possible to modify the power level and cost of any artifact
Made it possible to modify whether the town portal should spawn exit and or entrance portals
Multiplayer
You should now be able to replace any team with a human or ai when loading a multiplayer game
On disconnect, you now get the option to try to reconnect or leave the game through a menu
Reduced amount of traffic sent during an online game, so there should be fewer disconnects
AI - Adventure
Fixed various bugs related to the AI getting stuck when recruiting
Fixed an issue that resulted in the AI exhausting movement moving in and out of the same portal pair
Commander troop recruitment tweaked to reduce exaggerated disband
Commander troop recruitment is better at returning home to “just upgrade troops”
Commanders are better at recruiting when locked in by hostiles
Commanders are better at continuing to explore if they have things to do, to avoid returning home as often without an actual reason.
Make sure the AI is better at determining “easy” breakout regions to explore early
Fixed various issues with mule commanders not actually giving troops to their target commander
Improved muling behavior
Tweaked stack size scoring when putting a value on troops
Increased likelihood that commanders avoid paths that pose a threat
Tweaked threat assessment slightly to make the AI braver
Tweaked offensive scoring to increase the chance of making attacks less suicidal
Tweaked defense scoring to trigger more often, i.e. an enemy is getting close to your towns
Optimizations to reduce wasteful calculations
Try to predict some option is going to win and throw away the rest even before their scores are calculated
Updated how regions are built, in an attempt to make them larger, and more natural and to avoid small isolated pockets
Various assumption changes and tweaks related to region changes
AI - Battle
Disallow melee attacks for low aggression defenders as long as no troop are in enemy attack range
Allow saving essence as long as no troop is in enemy attack range
Disallow using Quicken spell on troop that can only reach targets too strong
Allow Repel spell to target ranged troops
Allow Chain of Lightning spell to target less than three targets if worth enough
Increase the chance of ice bolt spell if target can't be killed but is worth enough
Will no longer waste Justice spell on troops of very low value
Will no longer cast Onslaught spell only on troops that activate after the enemy
Will no longer consider Tempest a high-prio spell for low-aggression defenders
Fixed bug causing Burst of Strength spell to always be valid for low aggression defenders
AI will no longer think it can stop ranged attacks by standing next to troops with Stealthy trait
Will no longer apply a bonus to defenders for moving to a higher elevation when in enemy attack range
Auto battle AI will be better at holding back player troops when fighting neutrals
AI will be better at holding back melee troops with defensive roles when having very low aggression
Faey Ragers is now much better at deciding when to use their Magic Immunity ability
Random Map Generator
Fixed so pickups can no longer spawn behind build sites to prevent them from being untargetable when a building is present
Misc
Added popup messages for when the town portal scroll fails to execute due to a lack of towns or space
The game lobby will now remember previously selected custom maps, not just official ones
Fixed “Generate map” button in the lobby not deactivating it as it should
Added the ability to load an online save as a hotseat match from the load online save menu.
Added the ability to load an offline save as an online match from the load save menu
Images in savegames are now a snapshot of the minimap and don't show the full map anymore
Known Issues
AI budgeting is not there yet, affects town building and army recruitment mostly. Makes it hard to break out from some maps (sometimes)
***
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Changelog v0.86 — June 16, 2023
Notable additions
Player Settings - In the game lobby it is now possible to tweak settings for each individual player to balance the game difficulty. Our previously hardcoded AI “handicaps” have now been moved to this system and are set as each AI difficulty's default values.
Income multiplier - Applied to the player’s total per-turn resource income
Troop production multiplier - Applied per town/settlement to that town’s per-turn troop production
Start with marketplace - If checked, the game will count this player as having one more marketplace than they actually have for purposes of trade prices and being able to trade
XP bonus multiplier - Applied to all normal wielder XP gains
Notable bug fixes
Fixed players not receiving Risen correctly after winning battles during other player’s turns
Fixed being able to see too much info in enemy town tooltips when it’s not your turn
Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
Fixed the issue with not counting garrison troops when checking threat
Fix issue with AI wielders not always choosing skills correctly
Fix issue with custom mods not being loaded into the game properly
Misc fixes to reduce online disconnects
Adventure
The camera now only follows ally wielders when it’s not your turn
Fixed that “deactivated” things on map (opened chests, magic gates that were turned off, etc) became invisible on game load
Added cost/sell value to artifact tooltips in the artifact market
Hide win conditions from campaign map details text
Added troop cost to non-purchasable troop tooltip in the purchase menu
Fixed issue with inconsistent lighting between different locations on the map and during different weather conditions
Prevent moving camera when right-clicking minimap
Fixed exception when selling last marketplace while having the marketplace menu open
Fixed being able to see too much info in enemy town tooltips when it’s not your turn
Fixed artifacts in backpack being reordered when transferring wielders between campaign maps
Battle
Added gameplay option to add extra delays during AI turns
Added info about quicken in attack preview
Added accept/decline options to fight for the hostile popup and a 10 sec countdown before enabling AI
Lowered attack preview in battle on wide aspect ratios where it could end up outside the screen
Added new color to battle grid used for ranged troops when they cannot use ranged attacks due to reloading or nearby enemy
Fixed tooltips for Aurelia Eternal and Of Glories Gone song abilities saying that it is friendly troops that receive a buff to spell damage power (it is rather the wielder that gets the buff)
Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
Fix bug where end turn confirm popup was shown during simturns when resuming turn
Common
Added some UI improvements to better support ultra-wide aspect ratios
Add player settings to the lobby to customize player handicaps (cheats)
Map Editor
The order of map entities in the toolbox has been changed to be more natural with how we usually work in the editor.
Fixed issue with delayed triggers sometimes not triggering after the correct amount of turns.
Fixed issue with zero delay auto triggers not always triggering at the start of the game
Reassigned default hotkeys for save and save as
Multiplayer
Many miscellaneous changes in order to reduce online disconnects
Online
Added so that the game will automatically try and reconnect after an unexpected disconnect
Misc. fixes to reduce disconnects
AI - Adventure
Made AI better at taking distance into account when selecting regions to move to
Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
Fixed bug where large map entities straddling more than one region was only registered in one
Tweaked down AI’s preference of going after edge or pocket regions
Made the budgeting less strict to allow for better usage of resources
Fixed multiple bugs related to recruiting
Fixed troop transfer logic
Fixed issue with not counting garrison troops when checking threat
Update threat assessment in long-distance pathing to yield more path options
Fixed serialization issue in the budget system
Audio
Add movement sounds to elder dragon
Add sounds to battle gate
Random Map Generator
Added faction synced troop dwellings for player regions
Update layouts for 2,4,6 and 8 player to include troop dwellings
Update layouts for 6 and 8 player to be better balanced
Added increased variation of factions for hostile
Added extended logic to prevent decorations to block paths
Added restrictions to settlement areas to prevent hostiles from spawning near building sites
Fixed bug causing hostiles only have min or max of difficulty value, should now properly pick a value in range
Fixed issue causing grouped regions to sometimes be unbalanced in terms of resources, this should now be vastly improved
Reworked difficulty modifier in layouts to only affect hostiles spawned from the blueprint
Misc
Made it possible to opt out of sending game statistics from the options menu
Update Mod.IO plugin used for community maps
Fixed issue where starting areas on large random maps were too empty
***
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Changelog v0.85 - may 22, 2023
Notable additions
New traits and abilities added to many units
Balance pass
New siege maps with gates
Ranged attacks can now be “blocked” (-50% damage) by walls and other high intervening terrain
Cost changes to many buildings
Threat level overhaul reimplemented, meaning hostile difficulties are calculated differently and have new labels. The difficulties labeled “worthy” and “challenging” still exist, but they will be slightly more forgiving compared to before.
Updated filters are added to lobby map selection menu
New random map menu added to lobby
Added functionality to cast spells in battle queue
Added logic to determine which troop to select when hovering overlapping troops in battle
Each troop now only has one “attack of opportunity” per turn (similar to retaliation attacks)
Notable bug fixes
Fixed bug where Aurelia’s dialogue was missing at the end Loth 3 on hard
Fixed bug where AI melee troops would move to high ground despite not being able to attack from it.
Fixed bug where a troop in battle could become untargetable/unselectable if obscured by sprites of other troops.
Fixed bug that would cause immediate exception when loading into skirmish with the first player slot empty
Fixed bug that would cause immediate exception when loading an old save
Fixed bug where an exception would occur after enemy attacks your town
Adventure
Prevent HUD toggle on opponent turn
Increased text speed in dialogues and letterbox cutscenes
Movement buffs and Initiative buffs to artifacts lowered or rebalanced
Changed the second tier of Eager from giving 30 initiative to 15 initiative
Changed the second tier of Speed of winds from giving 20 initiative to 10
Upped bonuses from impressive tier 2 from 15 to 20 and tier 3 from 20 to 30
Upped bonuses from raider tier 1 from 200 to 250 and tier 2 400 to 500
Modified campaign maps to fit with new siege style
Slightly increased rewards for old urns, wooden idol and abandoned cart
Fixed pathfinding bug that didn't allow interaction with certain hostiles in narrow terrain
Prevent “Enemy siege was aborted” message from being shown when claiming some neutral towns/settlements
Changed marketplace prices, making exotics more valuable and stone/wood slightly better to sell
Prices of many buildings changed in all factions
Arleon:
Peasant Hut now costs 1000 gold, 5 wood was 1200 gold 4 wood
Peasant hut upgrade cost increased by 1 wood
Tavern now costs 1000 gold 2 stone 2 wood was
Tavern upgrade cost switch, adding 2 stone, removing 1 ancient amber
Unlocking rangers in Barracks cost reduced by 500 gold
Castle cost reduced by 500 gold
Loth
Rat warren now costs 800 gold, 5 stone, was 1000 gold 4 stone, upgrade now costs 2 stone, 2 glimmerweave and 3 celestial ore, was 4 stone and 4 glimmerweave
Crypt now costs 1200 gold, 2 stone and 2 wood was 1000 gold, 2 stone and 2 ancient amber
Aurelian sanctums price reduced by 500 gold, upgrade cost increased by 1 celestial ore
Laboratory cost reduced by 500 gold, upgrade cost reduced by 1 glimmerweave
Barya
Piper’s Post cost reduced by 200 gold, upgrade increased by 2 wood
Dreath den costs 1 stone less and 1 wood more, upgrade now costs 4 stone, 4 wood, 2 glimmerweave, 3 ancient ambter. Was 2 wood, 3 glimmerweave, 3 ancient amber
Mercenary quarters upgrade costs changed to 5 stone, 5 wood. Quarters upgrade cost reduced by 2 ancient amber
Fortalice upgrade cost changed, reducing cost by 5 wood and adding cost of 5 stone
Reducing recruitment unlock of sassanids by 500 gold
Reducing cost of workshop by 5 stone and 500 gold
Reducing upgrade cost of workshop by 1 ancient amber
Reducing cost of factory by 1000 gold
Increasing cost of upgraded factory by 5 celestial ore and 5 ancient amber
Rana
reduced cost of lean to by 400 gold , reduced upgrade cost with 1 stone, 1 glimmerweave and 1 celestial ore
Shaman Tent cost reduced by 2 stone and 200 gold
upgrade cost reduced by 2 stone, 2 glimmerweave and 2 ancient amber
Mud huts upgrade cost changed from 10 stone, 3 glimmerweave, 2 celestial or to 5 stone, 5 wood, 10 glimmerweave and 5 celestial ore
Beast corral cost increased by 1 glimmerweave
Beast corral upgrade changed from 3 glimmerweave and 2 celestial ore to 5 stone and 5 glimmerweave
Chelun’s sanctuary cost reduced by 5 wood and 3 glimmerweave and increased by 5 stone and 3 celestial ore
Smoldering cave tier 2 now costs 5000 gold, 10 stone, 10 wood, 15 glimmerweave and 15 ancient amber, was 10 glimmer weave and 20 ancient amber
Battle
Fixed issues with the amount of damage that Faey Fire was dealing
Fixed issue with next troop in queue losing modifiers if current troop died while having the same modifiers
Fixed show-all-enemy-range getting stuck when using Alt+Tab
Take retaliation first into account when creating attack preview
Reworked how troops are initially placed in pre-battle
Guard towers no longer always generate 2 units per turn but instead growth is based on the unit generated
Guard towers stack sizes are increased when it levels up
Ballistae damage increased to 40-60, was 15-30
Ballistae hp increased to 50, was 40
Psychic Spear, Justice and Rupture can now be cast on your own troops (now consistent with other direct damage spells)
New traits and abilities
Queen’s Guard has Essence fighter trait, increasing their essence by 1 for every time they attack (to a maximum of 6)
Faey Rager now has the Magic Immunity ability making them untargetable by magic
Faey rager was also granted the Disrupt Essence trait, removing all essence from adjacent enemy troops
Faey fire’s damage was changed from magic to normal and every missile now does 40% instead of 30%
Oathbound and Legionnaires now have the trait Guard
Cultists and Oathsinger’s songs now grant spell damage bonus instead of troop buffs
Toxicologists and Banes now have the trait Mobile, removing their penalty from moving and shooting
Banes now have the trait Stealthy
Seneschal now has the trait Drain Essence, where they drain the essence from all nearby hostile troops, giving it to their Wielder. They no longer have strengthen
Legion now has the trait Shielded
High Legion
Dire Dreath now has Bolster, activating gives them a battle long buff of 5 offense, defense and initiative
Scarred Brute no longer has intimidating but instread has Front Line Fighter, giving them 10 offense, defense and initiative for every enemy troop adjacent
Hellroar no longer has wait but instead has bombard, selecting a big area to deal 50% damage to.
Protector no longer have the ability protect but now has Bull Rush, running forward until they hit either an object or a troop.
Adult crawler now has the ability Burrow instead of wait, burrowing underground and emerging anywhere on the battlefield. The place to emerge is picked when burrowing and when they emerge their movement is set to 0. If the tile selected for emerging in is occupied the troops instead emerges where they burrowed.
Dragons no longer has wait but instead has Menacing Roar, reducing initiative by 10 and movement by 2 to every enemy within 2 hexes
Balance pass on units
Minstrels health is now 10, was 9
Troubadours max dmg is 6, was 5
Faey Nobles health is 70 was 85, cost reduced by 200 gold
Faey Queen’s health is now 100, was 120
Oathbound health is now 15, cost is 150, was 14 and 140
Legionnaire’s cost is now 270 was 260
Cultist’s health is now 14 was 11
Oathsinger’s health is now 25, was 22
Toxicoligist’s health is now 15, was 12, max dmg lowered by 1 to 3
Bane’s health is now 25, was 20, damage lowered to 3-6 from 4-8
Necromancer’s health lowered to 50 from 60, damage increased by 2
Scarred Brute’s initiative lowered by 1
Tinkerer min dmg increased by 1
Artificer’s min dmg increased by 1
Hellbreath’s initiative decreased by 10, hp decreased by 20, dmg decreased by 5, price reduced by 300 gold
Hellroar’s initiative decreased by 10, hp decreased by 20, min dmg decreased by 10, cost decreased by 200 gold. 1 additional destruction essence added.
Shaman max dmg increased by 1, price increased by 10
Sage price lowered from 340 to 300
Protector max dmg lowered from 8 to 7, cost increased from 450 to 500
Adult crawler’s dmg changed from 12-16 to 10-15
Eth’dra max dmg increased by 2
Dragons and Elder dragons lose 1 arcana and gain 1 destruction
Dragons initiative lowered by 9 to 38, health reduced from 180 to 160
Elder Dragons initiative lowered by 9 to 39, health reduced from 240 to 200
Battlegrounds
Changed some dev armies to fit with new prices of troops
Updated skills of Cecilia and Ravenfayre
Map editor
Fix issue where setting “Start with Walls” on a Town did not produce any gates or garrisons when starting the level.
AI - Battle
AI can now use Bull Rush ability
AI can now use Burrow ability
AI can now use Bolster ability
AI can now use Magic Immunity ability
AI can now use Drain Essence ability
AI can now use Menacing Roar ability
Changed Faey Fire ability to always be used if troop is locked in dangerous melee combat
AI without a wielder now realizes when a battle is lost and acts a little less careful after that
Fixed AI thinking it blocks ranged enemy troops on ground with too much elevation difference
Fixed AI not considering that a first strike would kill it when trying to pick a long-term target
Fixed AI not trying to pick another target if best target would kill it with first strike
Misc
Hotseat game saves now have a separate folder, just like online games
Added “Load Hotseat Game” under Multiplayer in main menu
***
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Changelog v0.84 — April 24, 2023
Notable additions
New neutral units added: Poacher, Cut-throat, Silvermane, and Outlaw.
Added new large skirmish map: Shattered Sky
Loth Campaign
Adventure
Added ignore selection behavior on some some adventure smoke effects to avoid selection markers
Added "Interact" as bottom instruction in tooltips when hovering hostile towns far away
Fixed team colors in campaign screen
Added quickload/save hotkeys to pause menu
Added toggle for the autoselect build site feature in build menu
Updated resource trading menu for coop
Updated tooltips for ally wielders and towns
Broken things now give a proper interaction message again
Hideout updated with new neutral units
Coral now has starting skill March
Roderick now has starting skill Guard
Updated tooltips for Beacons and Teleports with an input instruction
Trigger tutorial for Beacons when claiming first Beacon
Allow for more text in purchase wielder stats header text area
Thousands of Sappers were recruited to go through all maps to fill in all the black holes that sometimes appeared near cliffs
Remove exception triggered when opening inventory when another player is in battle during simturns
Made sure that both themed and stand-alone decorations are removed when building walls
Battle
Prevent being able to use Blessed Bones’ ability when the stack size is 1
Fixed issue with troop auto-attacking the same target it attacked at the end of the previous round if it is also the first troop to act in the new round (usually after having used the Wait ability)
Fixed issue with not being able to attack after moving into enemy zone of control
Adjust the kill camera angle to provide a less pixely look
Map editor
Fixed issue where if you pressed override on Agnostic Town´s Force Faction and set it to None, the editor would crash.
Towns and Settlements now have area, pre- and post-battle triggers
Towns and Settlements can now have an initial defending army
Many objects can now be set as broken in the map editor and fixed using triggers (or vice versa)
Raider’s Market can now have a limit of how powerful artifacts it will stock
Ai Behavior in Wielder Spawn points are now localized
Most components in entities now have an explaining text under the tab buttons
Improve camera storytelling experience by enabling gradual camera panning during story moments using the Camera Focus Points.
Add camera angle between Far and Close call Near to Camera Focus Points.
Add a new trigger type called “Fade to Black” which allows you to fade the camera to or from black to create a dramatic effect or hide actions.
Multiplayer
Co-op is no longer considered an experimental feature and no longer needs to be enabled in the options menu
Fixed lose/defeat menu not showing up when last local hotseat player loses
In order to win by holding a majority of Beacons of Power on the map you now need to hold them for three consecutive rounds
Many fixes for win/lose conditions when playing co-op
Show names of all players in the team that won on defeat screen
Misc fixes for notifications relating to the capturing of Beacons of Power
Prevent showing pings on minimap when co-op partner’s wielders move around
Fixed issue with AI not acting when playing co-op plus simultaneous turns and letting the AI take over for a disconnected team mate
Fixed issue with co-op team membership numbers not being shown correctly in the lobby when loading an online save
Fix issues with host migration
AI - Adventure
Integrated understanding of Magic gates and enabled AI to plan routes using them
Improved objective scoring overall, i.e playing Beacon maps
Improved reasoning when it comes to purchasing research
Map movement/interaction improvements all over the place
Will stop saving certain resources when estimated expense has been reached
AI - Battle
Changed Burst of Strength spell to be used a bit more conservatively for non-aggressors
Changed Protection spell to only be cast on non-aggressive troops if they are already in melee range of an enemy
Changed Ethereal Scales spell to used a bit more conservatively for non-aggressors
Fixed Ethereal Scales spell not being spammed when there were no desired targets
Fixed Entangle spell being cast on enemies already in attack range
Fixed Entangle spell being stacked multiple times on the same enemy target
Fixed AI trying to place several Acid Cloud spells on top of each other
Audio
Major mixing pass on whole game
Optimizations
Reduce packet sizes in online in order to combat disconnects
Misc
Adventure dialogue should now auto type from top to bottom instead of being centered in the middle of the dialogue box
Fixed issue where in the post-game-stats you would see a skull if you lost the quickbattle, but won the manual battle.
Three roads now require you to take all three Beacons again
There is a tutorial for teleporting with Beacons
Portal Colors were resetted to “Default” in the last build, but if you open up your map in the map editor and re-save it the colors should change back
Custom wielders will now show up on the wielder purchase screen if you have access to them
Column headers in map select menu can now be clicked to sort maps
***
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Changelog v0.83 - March 24, 2023
Notable additions
Added a new hierarchy view in the map editor, where all the placed map entities are listed and searchable.
Most objects in the map editor now have tooltips and better English translations
33 new Random Events for the Rana faction
Notable bug fixes
Fixed issue causing passive AI on randomly generated maps
Fixed bug where upgrading Eth’dra could cause Dragons to exceed their max Troop Size
Fixed bug where upgrading troops could cause upgraded troops from the pool to disappear
Fixed bug where the AI could do actions on the adventure map while stashed in a town
Fixed a bug where towns sometimes could not get attacked, which was also a cause for AI freezing on their turn.
Fixed bug related to Rapid Fire spell, Onslaught spell, or Double Strike trait, where you could get stuck in Battle after killing a troop and still having attacks remaining.
Adventure
Tweaked scouting thresholds (hostile threat levels can now be seen one tile further away than previously)
Fixed text size problem on post adventure stats menu
Fixed team color glow on the mini menu.
When ejecting a wielder from a town or settlement it is automatically selected
Don't close town interaction menu when the enemy is storing wielder in sim turns
Updated behavior for how the camera follows wielders
Slowed down building in progress smoke effect
Updated cursor notification pivot to show notification left of the cursor if it's too far to the right of the screen
Invisible “story actor” map entities no longer block movement
Fixed being able to exceed stack size limit when upgrading troops
Add overflowing scouted troops in pre-battle into the tooltip instead of the cover grid
Allow aborting forced camera movements by pressing WASD or begin panning with the mouse
Refresh town list when initiating a raze/convert the town
Fixed town wall gates being placed underwater
Fixed color tinting map entities not being active at map start
If a research building is banned on a map it no longer shows up in the research menu
Show building cost even if players don't have any available build site
Fixed the issue with not generating an alternate valid path for the wielder when the optimal path goes through unexplored parts of the map
The behavior is now always the same when capturing neutral settlements no matter which faction the capturing team belongs to
Fixed showing “pillage” mouse cursor and tooltip for neutral buildings that could not be pillaged
Fixed wielders sometimes unnecessarily move when the ground underneath them changes appearance
Show level-up menu before joining popup after the battle
Battle
Add retaliations to melee attack preview
Stop reload animation after troop has ended turn the second time after firing
Fixed battle outline null reference exception
Increase damage of most spells
Lower cost of Biting insects to 4
Increase the cost of Earth block to 5
Increase the cost of Repel to 8
Only show equipped artifacts in battle on the wielder tooltip
Update wielder tooltip layout
Fixed being soft locked after killing the initial target with troops that have additional attacks left
Remove troop essence section in battle tooltips for troops without a wielder
Add notification to troops that can hit again
Common
Fix localization of codex faction headers in the building category
Fix some troop portrait positions
Fix localization bug in the codex research section
Map Editor
Removed old “Island” type random map generation
Improved mirroring when drawing using “circular mirrored” mode
Make it possible to disable the ability to build walls in cities
Added “objective group” field to story objectives, allowing them to be grouped as a single entry in objectives HUD in-game
Story actors now correctly get the color used by the team selected for it
Added a way to add custom map editor names to entities, so that they are searchable.
All lists and fields in map entity properties now have a different way of drawing themselves, so they should now be more responsive
All dropdowns now have a search bar
Fixed issue where the area trigger grid never disappeared from a wielder spawn point once added
You can now see where roads and walls will end up around towns and settlements in the editor
Added keybindings, most can be found in the tooltip for each tool. Keybindings added but not found in tooltip - <Tab> cycle tool context, <ctrl + Q> and <ctrl + E> set brush size, <shift + ctrl + Q> and <shift + ctrl + Q> to change height when drawing terrain height.
Added 11 neutral personas to use in dialogues
Added tools for padding and cropping maps
Multiplayer
Show other players’ selected teams in the lobby when the co-op is enabled
Exploration data is now shared between allies
Scouting is now provided by allies’ wielders and map entities
Added a tooltip for allies’ wielders showing level, skills, troops, and equipped artifacts
Allies can now use each other’s Beacons as teleports in co-op games
Allies can send minimap pings to each other during co-op games by right-clicking the minimap
Allies can now recruit their own troops from each other’s rally points during co-op games
Allies can now send each other resources during co-op games
Prevent showing pillaging mouse cursor and tooltips when pointing at allies’ buildings
AI - Adventure
Fixed exception bug that happened when AI rebuilt map regions
Fixed some guarding issues to better help the AI abort thinking in transitions to/from battle, when an AI team dies, and when the game is over.
Fixed a bug that made it possible for AI wilders to attack across the map even if they were stored in buildings
Remove Option creation redundancy (optimisation)
Usage of portals entirely refactored
Map loot pocket scoring tweaks
Removed mismatch where the AI was braver when planning long routes, but chickened out when it got close.
Map interaction improvements
Changed how the troops are valued by the AI when recruiting or transferring troops
AI - Battle
Tweaked when the AI uses the Aim ability
Increased chance of AI casting a spell during a troop round
Removed some restrictions on AI casting spells if is has 20 or more essence in total
If AI can afford it, it will try to fill the path of a Repel spell with Explosive Fungi
Made AI more restrictive about using the Aegis spell
AI should be more willing to “waste” damage in order to use Ice Bolt and Rupture more often
Defensive AI teams are more restrictive about using Sabotage spell
Defensive AI teams are much more restrictive about using Destroy Essence spell
Defensive AI teams are more restrictive about using the Lethargy spell unless very early in combat
AI is much more likely to use Entangle spell if the enemy only has one unit left
AI no longer should cast Pacify spell as often, and not as a must cast when one enemy left
Defensive AI teams less likely to waste Onslaught spell on troops with support roles
Rebalanced Wait ability to work like other abilities and actions to make it viable again
Aggressive AI teams are much less likely to use the Wait ability
Removed elevation scoring bonus for attackers unless they are in reach of an enemy
Added an extra elevation bonus when occupying a hex next to an enemy
Fixed the bug of troops not being able to just stay in place if they had a valid melee target that was too dangerous to attack
Force AI attackers in sieges against players to always be the aggressor
Increased the aggressiveness of a team without a wielder meeting a team with a wielder
Added a “no retreat” penalty to discourage aggressive attackers to retreat toward the back edge of the map
Added a “retreat” bonus to encourage passive defenders to retreat toward the back edge of the map for certain troop roles
Tweaked down the fear of damage for troops with supportive roles for teams with high aggression
Audio
Don’t trigger wielder death sounds from opponents in the fog
Random Map Generator
Tweaked random faction chance for random hostiles and should now be more varied
Misc
Change the percentage of beacons needed to win from 70% to 64%
***
***
Changelog v0.82 — February 24, 2023
Notable additions
Add teleport functionality to beacons of power
Allow teleports to have more than one destination using a teleport menu
Add damage preview for spells in battle
New Skirmish map: Rags to Riches
Notable bug fixes
Buy button sometimes not working when recruiting units
Common game-breaking exception when killing last AI wielder
Aura abilities not doing anything
Exception when killing final troop with acid cloud or explosive fungi
Ai not able to pillage dwellings and gets stuck when interacting with them
Dragons disappearing after upgrading in draft menu
Can’t attack town with walls if occupied
RMG maps should no longer have inaccessible loot areas or blocked roads
Adventure - Can no longer walk through undiscovered tiles with wielders
Fixed regression of “story actors” not being interactable in people’s custom maps
Adventure
Fixed bug making it possible to pathfind through unexplored tiles
Fixed not being able to interact with “story actor” map entities
Fixed some invisible “story actor” map entities being spoiled by mouse over tooltips
Fixed exception that happens when pressing “Accept” in the post-battle menu after defeating the last wielder and winning the game
Fixed long standing bug whose most common symptom was when trying to claim a lookout tower using the wielder’s very last movement you would only get a message about the pretty view but not actually claim it (also you paid too much movement to do it)
Fixed bug where artifact market close sound was played when ending turn
Fix bug where player couldn't purchase troops after selling a building and building a new of same type
Fix team color in movable troop UI when splitting troops
Fix ESC/C hotkey not working after moving an artifact in the inventory
Show team name in pre battle menu in multiplayer
“Mini menu” (the menu when clicking owned buildings) is now closed when right clicking
Add notification when destroying artifact in inventory
Add move all buttons to defense menu
Update lots of UI for elder dragons and trigger related tutorials
Fixed incorrect wielder “race plus class” text combinations in some languages
Add available troops (if any) to owned adventure map entity tooltips
Add highlights to inventory slots of correct type when hovering artifacts
Add highlight animation to newly purchased or equipped artifacts
Show notification when trying to walk into unexplored terrain in adventure
Show notification when trying to walk without a valid path in adventure
A few Random Events will now reward you with Essence
Battle
Fixed abilities buffing nearby troops not having an effect
Fixed bug where it was possible to select an invalid target hex for troop abilities and ending up in a weird UI state
Fixed movement outlines briefly flashing before troop attacks
Fixed a bunch of buffs not showing up as “buff arrows” in troop stack panels
Add looping scaling to entangle VFX. It was very hard to see on some troops
Common
Removed subtitle text that was mistakenly showing at the beginning of all cutscenes
Multiplayer
Fixed exception when clearing “random seed” value in map settings
AI - Adventure
Enabled usage of movement buff entities
Enhanced terrain analysis to detect “pockets” in the map in order to clear out the map better
Should not turn home as often (unless threatened) to recruit but instead be better at saving up for bigger purchases less often.
Fixed bug related to neutral dwellings and pillage
Barya AI has more efficient build plans for their towns
Fixed Adventure AI sometimes ignores unclaimed towns and settlements
Troop recruitment improvements
Fixes for AI becoming too passive in later stages of large maps
AI - Battle
Added implementation for spells Repel and Swap
Added implementation for a Repel into Explosive Fungi spell
Should now be much better knowing when to use, and not to use most spells
Should use more damage spells to kill off enemy units, especially towards the end of a battle
Tries to avoid attacking or moving in battle if it would result in instant death when it’s better to just stand still
Split the AI roles of attacker and defender into five different ones to better represent different play styles based on troop composition and wielder stats
Added specific roles to all troops to help differentiate and balance their behavior
Melee are troops now much better at defending ranged troops when playing defensively
Deadly but weak troops should now be better at keeping safe until they can strike first
Should be better at actually defending a siege if the AI sees it as the best option
Should no longer attack blocking map entities in sieges when AI wants to defend behind them
Should smash through blocking map entities in sieges when AI do want to make a sortie
Should no longer attack random map entities that make no sense attacking
Add ability to cast Entangle spell
Audio
New Barya building sounds added
Random Map Generator
Fixed issue causing paths to sometimes be blocked by spawned entities, this should now be less frequent
Fixed issue causing some areas being inaccessible due to environment edges
Updated blueprint, entities should now be more varied overall and starting areas have been balanced for a better experience. A new region has also been added to the blueprint, treasure_low.
***
***
Changelog v0.81 – January 30, 2023
Additions
Artifact market added
Added gates on adventure map plus garrison when buying town walls
New skirmish maps
Triad Pass, Divided, Proving Grounds
Option to enable End turn confirmation popup. This will be shown if any non defending wielder has lots of moves left
7 new random events for faction Rana
Notable bugfixes
Fixed several issues with troop auras
Fixed bug where pause menu could become bugged if left open while exiting battle
Fixed a bug where buttons could become unresponsive in the pre-battle screen
Fixed a bug where artifact inventory could get full and cause index-out-of-range exception
Adventure
Fixed dialogue bug where game couldn’t find nearby enemy wielder that was in a town
Battle
Ranged units that are reloading can now still perform melee attacks
Repel spell now continues pushing the target even if it triggers mines, attacks of opportunity, etc
If turn timers are active, show the time left for your opponent when it’s their turn
UI
Add small entry transition to kingdom menus
In all game lobbies, human players now default to a randomly selected faction, while AI players default to “unknown random faction”
Fixed exception when deleting numbers using backspace when editing turn timer settings
Missing trait bonuses in research codex should now appear
Missing info for garrison in building codex should now appear
Prevent host migration popups after player has reached win/lose screen
Allow double clicking rewards in “select one menu”
Added a convenience button for upgrading vanilla troops within the troop pool in the troop purchase menu
Added upgrade button in wielder interaction header for troops where whole stack can be upgraded
Beacons of Power indicator on player banner in queue in Adventure (shown only if Beacons of Power is a part of the map objectives)
Threat level colors has been reviewed and updated
Visual update on the partnership-picker (teams/co-op) in lobby
Added faction based backgrounds to menus where wielder is interacting with an owned map entity (town, troop producing entities, rally points)
Added Spell Damage Power attribute to Wielder sheet, Level up menu and trading menu when it has modifications (is not zero)
Added wielder class label to each wielder in Codex
Added Win condition to map select menu
Re-layout of wielder trading menu
Multiplayer
Added map settings option for affecting initial size of neutral hostile enemies
Fixed issue with online save games and host migration that could lead to exceptions later on because of ID collisions on entities in the game
Fixed issue with gamestate checksum mismatches after host migration
Fixed bug in hotseat where it was possible to see names of items that should be hidden under fog on parts of the map explored by other players
AI - Adventure
Fixed a bug that made the AI think that going through a teleport is always closer than just walking
Fixed bug related to using the wrong distance, in some cases, when comparing length/cost between two positions to target.
Fixed issue with creating too many recruitment options for the same cities/settlements
Fixed bug where the retreat option was scored unreasonably low, making it not selected as often as it should
Added prototype improvement for hostile/choke detection
Improved usage of pathing to create more efficient traversal
Improved interaction logic resulting in more consistent behavior when interacting the with adventure map
Added support for Artifact Market interaction
Added budget system to enable a thrifty AI
Audio
Fixed missing battle troop buff sound effect
Random Map Generator
Added wide connections for layouts. Used by adding wide : true to a connection node.
Added guard tier for layout and blueprint. Current tier levels are Random (default), Low, Medium and High.
Added guard tier settings for layouts. Used by adding guardTier : Random to a connection or child node.
Added guard tier settings for blueprints. Used by adding guardTier : Random to an entry in the blueprint.
Added guard chance for entries in blueprint. Used by adding guardChance : 0.5 to an entry in the blueprint. Any value between 0 and 1 is valid.
Fixed guards in groups not having the same gold value.
Misc
Updated and reviewed all tutorials
Added tutorials for Visiting town
Added tutorials for Rally point
***
***
Changelog v0.80 – December 19, 2022
Additions
Battlegrounds can now be played hotseat
Added Buildings and Research to Codex
Added ability for Sappers and Artificers to select which adjacent hex they want to place their palisades/mines on
Added a few more random events for Loth and Barya
Notable bugfixes
Fixed issues with animations and positioning on troops hit by Faey Fire ability
Fixed threat level calculations often vastly overestimating a Wielder’s spell casting ability
Fixed confirm popup position when disbanding troops with large HUD
Fixed issue that caused modded random map blueprints to throw an exception
Fixed issue causing exception on some dialogue triggers
Fixed issue when multiple players in a simultaneous turns game tried to initiate battle at the same time
Gameplay changes
Dead wielders now drop a chest containing all their lost equipment instead of each piece of equipment separately
Map editor
Map editor has seen a major update in UX and UI
Map editor will be localized to all available languages, however that work is still in progress
UI
Added (dead) suffix to dead player names in team queue HUD
Show spell name and icon in battle when opponents cast spell
Hide leave lobby button while game hosting is in progress
Show troop income in town tooltip even if current amount in pool is 0
Show “out of movement” notification if trying to pillage without any moves left
Added new centered notification type used for major notifications, such as when player enter/exit battle in simturns
Updated world color when an opponent is in battle during simturns
Random events can now be closed with ESC
Added info about rounds left for a construction in town tooltips
Enabled double click on skill buttons in level up menu
Validate if spells have valid targets and update button state and tooltip
Allow loading saves from within battles
Move occupy details into a tooltip instead of the mini menu
Added cost to troop tooltips in build menu
Codex main navigation bar has been changed from text to icons to accommodate more options
Update minimap (and the ping) to be more responsive when enemy wielders are walking
Fixed graphical glitch causing the furthest battle water to look weird
Multiplayer
Once again allow a single computer to join multiple teams in online games
Fixed online game being softlocked if a player disconnects while fighting an AI team on the AI’s turnrn
Battle
Fixed graphical glitch causing the furthest battle water to look weird
AI Adventure
Fixed underlying check for troop inventory that made the AI think it had room for troops when it did not
Generic fix for AI to avoid broken portals
AI Battle
Fixed AI troops too often choosing to use the Aim ability over shooting
Fixed AI troops not attacking and clearing blocking map entities
Made Hellroar cannons more likely to attack rather than wait for better opportunities
Random Map Generator
Fixed spawn issue for regions resulting in players being isolated from each other
Win conditions can now be specified in layouts using eg. “win_conditions” : [“Beacons”]
Win and lose texts can now be specified in layouts using “win_text” and “lose_text”
Known Issues
Sim-turns is at version 0.1
Co-Op (Teams) is at version 0.1
All traits and abilities for troops are not yet implemented
HOTFIX 0.80.4 (december 20, 2022)
Fixed error that could occur when venomous troops attacked non-troop targets (barrels, palisades, etc), which would stop the game progressing (could happen in quick battle as well, stopping progress in adventure mode)
Fixed error when you remove all digits in fields for turn timer settings in game lobby
Fixed the double and overlapping scrollbars in option menu dropdowns
***
***
Changelog v0.79 – November 22, 2022
Additions
Random map generator – choose the layout you want to use when selecting map in lobby
Added configurable turn timers as a new map settings option for multiplayer games
Added a multiplayer settings menu available to the host in multiplayer games
Added ability to purchase troops from all owned towns and settlements at once when using a Rally Point
Added Japanese translation
Added a few more random events for Loth
Two new skirmish maps added
— Eye for an Eye, small 1v1 map
— Lion’s Den, XL map with 8 players
Gameplay changes
Game has had a balance overhaul, there will be more ongoing changes and then another bigger one after all traits and abilities are in place.
Gameplay changes — Balancing
Adjusted research prices for a more standardized price setting across all factions
Added +5 initiative to Steampipers song “The Coin in my Hand”
Units changes
— Reworked initiative across all units
— Increased hp across all units
— Max researched stack size lowered for Militia, Rats, and Hunters
— Faey rager now gives chaos, chaos, creation
— Fist of Order now gives Order, Order, Chaos
— Fist of Orders max damage increased by 1 to 25
— Faey Noble and Queen's damage increased to 14—18 and 25—30
— Toxicologist now costs 250 gold, Bane costs 500
— Banes damage lowered to 4—8
— Necromancers now cost 750 gold and 1 Celestial Ore
— Necromancers max dmg increased to 12
— Scavenged bones now cost 850, Blessed bones cost 1200
— Bones stack size increased to 10, with research 15
— Scavenged Bones damage lowered to 14—16 and Blessed Bones 18-20
— Legions and High Legions damage increased to 30—35 and 40—50
— Dreaths max damage increased from to 5 and Dire dreaths damage increased to 5—7
— Dire dreath now gives an additional Chaos
— Dire dreath price increased to 300
— Tinkerers stack size decreased to 15, with research 30
— Tinkerer now cost 400 and artificers 650
— Artificers damage lowered to 9—12
— Scarred Brute now costs 1200
— Scarred Brutes damage increased to 20—24
— Shadow now costs 1000 and 1 Glimmerweave
— Sassanid researched stack size lowered from 25 to 20
— Sassanid damage increased tp 15—20
— Shadows minimum damage lowered by 1 to 25
— Hellbreath and Hellroars damage increased 25—35 and 40—50
— Hellbreath price increased to 1600 and 1 Celestial Ore
— Hellroar price increased to 2200 and 2 Celestial Ore
— Guard stack size increased to 30, 50 with research
— Guard and Protectors max damage increased by 1
— Guard cost increased to 250
— Crawlers damage increased to 8—10
— Crawlers cost increased to 450
— Adult Crawlers damage increased to 12—16
— Adult Crawlers cost increased to 700
— Chelun damage lowered to 12—14
— Chelun Elders damage lowered to 16—20
— Dragons damage increased to 40—50
— Elder Dragons damage lowered to 50—70
— Dragons cost lowered to 2500 + 2 Ancient amber
— Elder Dragons cost lowered to 3000 + 4 Ancient Amber
Note: Many units still do not have the trait or ability they’re supposed to have, so more changes might come when those arrive in the game.
Spell changes
— Protection cost lowered to 4 order
— Quicken cost increased to 5 order
— Aggression cost lowered to 4 destruction
— Damage of Fireball increased to 35/70/100
— Invigorate now gives 5/10/15 initiative +1/2/3 move, was +10/15/20 initiative +1/2/3 move
Increased the cost of the following spells:
— Invigorate
— Onslaught
— Justice
— Rapid Fire
— Rejuvenation
Building prices and prereqs reworked across the board to be a bit more synergistic and adjusted to troop income worth
Wielder changes
— Starting troops adjusted and changed according to new prices
— Starting skills changed and adjusted in some cases
— Specialties changed and adjusted here and there
Skill changes
— Positioning now gives 15 ranged resistance, then 30 and the final tier gives +1 move first round
— Prepared now gives +10 initiative and +1 move first round at tier 3
— Impressive now gives 10/15/20% more chance of hostiles either fleeing or joining
— Raider tier 3 now gives 400 bonus gold and +1 movement and +1 view radius
Skirmish and campaign maps updated with some different army values and pickups based on the balance changes
Battlegrounds
Fixed wrong team color on defender in post battle menu
Disabled turn timers when playing Battlegrounds by friend invite
Twelve more wielders added for use in Battlegrounds
Old battlegrounds armies may now be invalid because of price changes
UI
Rework wielder/building interaction menus into 3 separate menus (town interaction, rally point and troop building menus)
Updated New Round/Your turn popup
Minor additions to purchase wielder menu (Better Barya portrait positioning, more info on owned wielders, always show command skill, hide purchase button on owned wielders)
Show town name instead of "city" in pre battle menu if no wielder is present
Added specific beacon icon to notification HUD
Removed positions that are under fog of war from a wielder’s movement outline
AI Adventure
Performance optimisation
Fixed bug that stopped the AI from claiming certain neutral faction buildings
Fixed an issue where AI could not sell buildings
Made long distance pathing be more precise
Fixed issue with valuable items not being cleared from cache after interaction, creating what appeared to be pathing issues
Fixed issue with distance-to-item penalty calculation
Fixed issue with balancing troops when taking from map entities
Improved situation where AI previously would stop building on its towns
AI Battle
Fixed abandoning its current position for an inferior one due to not treating it as a valid candidate
Fixed ranged units using the movement logic for melee units
Fixed ranged units not evaluating damage done to enemy units correctly if an attack was preceded by a move
No longer makes sub-optimal moves after a good one due to still having movement left
Better at adapting to current situation compared to blindly going for its long term target
Ranged units locked in a zone of control now consider a melee attack
Ranged units less interested in moving to within deadly range as part of an attack to encourage attacking without moving and without penalty
Removed threat from positions an ranged enemy unit could target only by moving
Increased value of high ground when evaluating potential positions
Audio
Added sound when Sim turn is locked
Rework and update turn timer sound effect
Bug fixes
Fixed “You can go back and level up later” mini tutorial showing up at wrong times
Fixed auto-equipping “Any Hand” artifacts replacing main hand weapon even if the Wielder has no artifact equipped in off hand
Fixed bug where camera panned to wielders teleporting in fog
Fixed many instances of sounds and VFX playing for entities that where covered by fog-of-war
Fixed artistic color tints showing up as interactable in-game
Solved at least some cases of players getting stuck on loading screen when other players disconnect during loading
Fixed issue with Bandit Hideout battle map causing exceptions and soft locks when humans or AI attacked them on maps where they had their default defenders changed
Optimizations
Adventure AI optimizations with focus on larger maps
Known Issues
Threat level indicator sometimes gives wrong threat assessment — be wary!
Sim-turns is at version 0.1
Co-Op (Teams) is at version 0.1
All traits and abilities for troops are not yet implemented
Hotfix 0.79.8 (November 24, 2022)
Fixed portals becoming unusable after playing on one map that has portals and then loading a save on another map with portals
Fixed Rana Guards having a Max Troop Size of 20, changed to 30
Hotfix 0.79.9 (November 28, 2022)
Fixed an issue with The Lion's Den map which caused AI teams to get stuck and softlock the game.
(Note: Only applies to new games started on The Lion's Den map)
Hotfix 0.79.10 (December 6, 2022)
Fixed bug reporting tool
Fixed AI troops stopping in battle when triggering mines/entering gas clouds/etc and potentially softlocking the game
Fixed AI sometimes skipping to move every other round
***
***
Changelog v0.79.7 – November 22, 2022
Additions
Random map generator – choose the layout you want to use when selecting map in lobby
Added configurable turn timers as a new map settings option for multiplayer games
Added a multiplayer settings menu available to the host in multiplayer games
Added ability to purchase troops from all owned towns and settlements at once when using a Rally Point
Added Japanese translation
Added a few more random events for Loth
Two new skirmish maps added
— Eye for an Eye, small 1v1 map
— Lion’s Den, XL map with 8 players
Gameplay changes
Game has had a balance overhaul, there will be more ongoing changes and then another bigger one after all traits and abilities are in place.
Gameplay changes — Balancing
Adjusted research prices for a more standardized price setting across all factions
Added +5 initiative to Steampipers song “The Coin in my Hand”
Units changes
— Reworked initiative across all units
— Increased hp across all units
— Max researched stack size lowered for Militia, Rats, and Hunters
— Faey rager now gives chaos, chaos, creation
— Fist of Order now gives Order, Order, Chaos
— Fist of Orders max damage increased by 1 to 25
— Faey Noble and Queen's damage increased to 14—18 and 25—30
— Toxicologist now costs 250 gold, Bane costs 500
— Banes damage lowered to 4—8
— Necromancers now cost 750 gold and 1 Celestial Ore
— Necromancers max dmg increased to 12
— Scavenged bones now cost 850, Blessed bones cost 1200
— Bones stack size increased to 10, with research 15
— Scavenged Bones damage lowered to 14—16 and Blessed Bones 18-20
— Legions and High Legions damage increased to 30—35 and 40—50
— Dreaths max damage increased from to 5 and Dire dreaths damage increased to 5—7
— Dire dreath now gives an additional Chaos
— Dire dreath price increased to 300
— Tinkerers stack size decreased to 15, with research 30
— Tinkerer now cost 400 and artificers 650
— Artificers damage lowered to 9—12
— Scarred Brute now costs 1200
— Scarred Brutes damage increased to 20—24
— Shadow now costs 1000 and 1 Glimmerweave
— Sassanid researched stack size lowered from 25 to 20
— Sassanid damage increased tp 15—20
— Shadows minimum damage lowered by 1 to 25
— Hellbreath and Hellroars damage increased 25—35 and 40—50
— Hellbreath price increased to 1600 and 1 Celestial Ore
— Hellroar price increased to 2200 and 2 Celestial Ore
— Guard stack size increased to 30, 50 with research
— Guard and Protectors max damage increased by 1
— Guard cost increased to 250
— Crawlers damage increased to 8—10
— Crawlers cost increased to 450
— Adult Crawlers damage increased to 12—16
— Adult Crawlers cost increased to 700
— Chelun damage lowered to 12—14
— Chelun Elders damage lowered to 16—20
— Dragons damage increased to 40—50
— Elder Dragons damage lowered to 50—70
— Dragons cost lowered to 2500 + 2 Ancient amber
— Elder Dragons cost lowered to 3000 + 4 Ancient Amber
Note: Many units still do not have the trait or ability they’re supposed to have, so more changes might come when those arrive in the game.
Spell changes
— Protection cost lowered to 4 order
— Quicken cost increased to 5 order
— Aggression cost lowered to 4 destruction
— Damage of Fireball increased to 35/70/100
— Invigorate now gives 5/10/15 initiative +1/2/3 move, was +10/15/20 initiative +1/2/3 move
Increased the cost of the following spells:
— Invigorate
— Onslaught
— Justice
— Rapid Fire
— Rejuvenation
Building prices and prereqs reworked across the board to be a bit more synergistic and adjusted to troop income worth
Wielder changes
— Starting troops adjusted and changed according to new prices
— Starting skills changed and adjusted in some cases
— Specialties changed and adjusted here and there
Skill changes
— Positioning now gives 15 ranged resistance, then 30 and the final tier gives +1 move first round
— Prepared now gives +10 initiative and +1 move first round at tier 3
— Impressive now gives 10/15/20% more chance of hostiles either fleeing or joining
— Raider tier 3 now gives 400 bonus gold and +1 movement and +1 view radius
Skirmish and campaign maps updated with some different army values and pickups based on the balance changes
Battlegrounds
Fixed wrong team color on defender in post battle menu
Disabled turn timers when playing Battlegrounds by friend invite
Twelve more wielders added for use in Battlegrounds
Old battlegrounds armies may now be invalid because of price changes
UI
Rework wielder/building interaction menus into 3 separate menus (town interaction, rally point and troop building menus)
Updated New Round/Your turn popup
Minor additions to purchase wielder menu (Better Barya portrait positioning, more info on owned wielders, always show command skill, hide purchase button on owned wielders)
Show town name instead of "city" in pre battle menu if no wielder is present
Added specific beacon icon to notification HUD
Removed positions that are under fog of war from a wielder’s movement outline
AI Adventure
Performance optimisation
Fixed bug that stopped the AI from claiming certain neutral faction buildings
Fixed an issue where AI could not sell buildings
Made long distance pathing be more precise
Fixed issue with valuable items not being cleared from cache after interaction, creating what appeared to be pathing issues
Fixed issue with distance-to-item penalty calculation
Fixed issue with balancing troops when taking from map entities
Improved situation where AI previously would stop building on its towns
AI Battle
Fixed abandoning its current position for an inferior one due to not treating it as a valid candidate
Fixed ranged units using the movement logic for melee units
Fixed ranged units not evaluating damage done to enemy units correctly if an attack was preceded by a move
No longer makes sub-optimal moves after a good one due to still having movement left
Better at adapting to current situation compared to blindly going for its long term target
Ranged units locked in a zone of control now consider a melee attack
Ranged units less interested in moving to within deadly range as part of an attack to encourage attacking without moving and without penalty
Removed threat from positions an ranged enemy unit could target only by moving
Increased value of high ground when evaluating potential positions
Audio
Added sound when Sim turn is locked
Rework and update turn timer sound effect
Bug fixes
Fixed “You can go back and level up later” mini tutorial showing up at wrong times
Fixed auto-equipping “Any Hand” artifacts replacing main hand weapon even if the Wielder has no artifact equipped in off hand
Fixed bug where camera panned to wielders teleporting in fog
Fixed many instances of sounds and VFX playing for entities that where covered by fog-of-war
Fixed artistic color tints showing up as interactable in-game
Solved at least some cases of players getting stuck on loading screen when other players disconnect during loading
Fixed issue with Bandit Hideout battle map causing exceptions and soft locks when humans or AI attacked them on maps where they had their default defenders changed
Optimizations
Adventure AI optimizations with focus on larger maps
Known Issues
Threat level indicator sometimes gives wrong threat assessment — be wary!
Sim-turns is at version 0.1
Co-Op (Teams) is at version 0.1
All traits and abilities for troops are not yet implemented
***
***
Changelog v0.78.4 – OCTOBER 17, 2022
Additions
Added deployment to Battlegrounds
Added turn timer to Battlegrounds
Time allowed per turn is normally 2 minutes
If you time out, you will only have 10 seconds to perform your next turn
Any time you end a turn yourself, you are back to having 2 minutes per turn
Added option to scale up HUD (“Large HUD” in Video options)
Added additional tooltips to show currently equipped artifact next to inspected artifact
Added three skirmish maps
Small map, 2 players “Calm Before the Storm”
Small map, 2 players “Small Beginnings”
XL map, 8 player “Hate for Eight”
Gameplay changes
Improved death animation curve for Spectres and Seneschals
Lower intensity of Entangle effect light
Remove notifications older than 5 rounds
Bug fixes
Restores HUD when closing inventory using UI button
Closes purchasing menus when attacked during a simultaneous turns online game
Fixed bug where game could end up soft-locked in battle when the last troops on one side where killed by Chain Lightning
Fixed bug where ability sounds were not played for opponents in multiplayer battle
Fixed bug where two players could init battle at the same time in a simultaneous turns online game
Trigger main menu music if returning to battlegrounds army select after battle
Hide pause menu, codex and kingdom menus if attacked in multiplayer
Fixed songs “Fear No Foe”, “Stoutheart Shall Stand” and “The Coin In My Hand” not applying all of their buffs to friendly troops
Battlegrounds
Fixed bug in Army Creator when dropping a troop on an already occupied troop slot the previous troop value is refunded correctly
Fixed bug in Army Creator when setting troop size to 0 did not delete the troop on cancel
UI
Added clearer selected state to Kingdom Overview menus (Building overview, Troop overview, Research and Marketplace)
Hid locked troop slots in Trading menu
Increased font size for the smallest text areas
Reworked town list tooltips and construction UX. Construction animation is now shown when the town is working at max capacity instead of when one building is being constructed in case the player has researched the option to build multiple buildings at the same time.
AI
Changed explore/map entity scoring to increase chance of claiming resource generators
Added dynamic data caches to most adventure related calculations the AI makes per think loop
Tweaked the Battle AI Target selection to be less predictable and more balanced
Optimizations
Major improvements to performance when wielders move around
Known Issues
Sim-turns is at version 0.1
Co-Op (Teams) is at version 0.1
Balance changes are upcoming
All traits and abilities for troops are not yet implemented
Camera in adventure is not working as intended
Battle AI Ranged troop movement is suboptimal
***
***
Changelog v0.77.7 – September 21, 2022
Fixes & Improvements
Notable additions
New multiplayer mode: BATTLEGROUNDS. You can now play Battle only matches against friends, AI or random people online. Just pick an army created by the developers or create one yourself in the Army Creator.
Add Easy setting to campaigns
Add Turkish language option
Additions
Large skirmish map Bad Neighbours added
Add notifications and updated round text for maps with a round limit
Add video option to limit framerate
Add Hotseat link to Multiplayer section of Main Menu
Gameplay changes
Dead Wielders count towards the total number of Wielders the player can have
Wielders can no longer be disbanded
Dead Wielders can always be revived, even if it brings the total number of living Wielders above the current limit
Pre-requirement for march skill updated for Awakened
Gameplay bug fixes
Fix not receiving gold incomes from occupied towns when continuing on a saved game
Fix rare movement edge case where AI could get stuck in an endless loop
Fix battle AI not being able to handle casting several spells on higher tiers when they can be cast on more than one troop
Fix Wielders sometimes moving because of newly constructed buildings even when it wasn’t necessary
Fix issue where battle maps with forest and mountain themes were not selected as often as they should be
Fix buff/nerf tooltips in battle showing spell descriptions instead of spell effects
UI
Add better camera zoom values in battle to support wider screen resolutions
Fix no visible level up button in the wielder list
Fix incorrect attack action in tooltip for towns
Fix guard tower upgrade tooltip
Fix mouse instructions hidden in tooltips when not your turn
Fix memory leak when hovering the mouse cursor over selectable things on the map
AI
AI upgrading and also switching out (weaker) troops when entering towns/settlements has been made more likely to happen.
Recruitment has gotten a overhaul in general, promoting more sensible recruiting
Skill selection scoring has been changed, in some ways to promote command in situations when it got pushed to the bottom.
Add more decision inputs for when deciding what to build
More diverse and flexible ways of building has been added
AI concept of handing out roles specific roles to its wielders
Pathing/tracing nearby items for pickup/claiming has been fundamentally changed
An improved retreat option is in place to make feeding weak wielders to opponents less likely to happen.
Fix bug where it inverted treat checks which made Suicide opponents appear as Very Easy, this was particularly nasty.
Fix bug where the AI could not "see" some items under hostile zone of control, nor items it was standing next to.
More detailed cache invalidation to help speed up think loop times
Stop AI from casting Fury spell when it has only ranged troops
Added dynamic caching of data in multiple places to help increase performance
Localization
Minor fixes on missed localisation
Multiplayer
Can now open spellbook during opponent's turn in Battle
Audio
Update Piper’s Post sfx
Update Merchants Guild sfx
Add Barya Workshops sfx
Fix Sassanid footsteps
Rework and update other Barya sounds
Optimizations
Optimize Fog of War update when walking with a wielder
Known issue
Battlegrounds: Army Creator — when dropping a troop on a slot where you already have units the resources will not be refunded correctly. You will need to delete the current troops and add new troops. You can always cancel and redo the army if your resources have been offset.
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Changelog v0.76.1 — july 7, 2022
Fixes & Improvements
Notable fixes
Added difficulty levels normal and hard to From the Ashes campaign
Simultaneous Turns in multiplayer as an experimental feature
— All humans play at the same time and the AI players each have their own turn after the humans are done
— If one player enters battle, the other non-battling players will not be able to move or interact until the battle is over (this is because of a technical limitation that we want to remove in the future). However, the “locked” players can still purchase buildings, buy troops etc
Added the ability to control the hostiles in battle when your opponent attacks them in multiplayer as an experimental feature.
Additions
Added Chinese (Traditional) as a choosable language
Added Korean as a choosable language in options
New map settings when setting up a game
— Force quick battles (disables manual battles) - Always or against neutral team only
— Disable random events
Gameplay changes
Change how disbanding wielders work:
— All artifacts carried by the wielder are dropped on the ground
— All troops are destroyed
— Wielder is then “killed”, as if it just lost a battle
— Can be revived later as per normal rules for defeated wielders
Increase Wielder cost to 3000 gold (was 2500)
Spell changes
— Earth block tier 2 now spawns 1 block at 30 hp, tier 3 spawns 2 earth blocks at 30 hp
— Protection now also grants spell damage reduction
— Rally now also grants spell damage reduction
— Psychic Spears damage changed to 15/25/35 and cost raised to 5 (was 10/20/30 and costing 4)
— Ice bolt t1 damage increased to 30 (was 25)
— Rupture damage increased to 50/100/150 and cost was reduced to 6+6 (was 40/80/120 costing 7+7)
— Breath of the Phoenix damage increased to 50/90/130 (was 40/70/100)
— Insect swarms damage lowered to 5/10/15 (was 6/12/18)
— Boiling blood’s damage changed to 10/15/20 (was 8/16/24)
— Arcane storm’s damage changed to 30/50/70 and cost to 16 (was 25/50/75)
— Invigorate’s cost changed to 4/4 (was 5/5)
Added trait “Magic Resistance”
— Grants the troop 50% resistance to magic-based damage.
— Added to the following troops: Crawler, Adult Crawler, Brute, Scarred Brute, Scavenged Bones, Blessed Bones
Scarred Brutes Hp increased to 70 (was 65) Price increased to 1000 gold and 1 ancient amber (was 900 gold and 1 ancient amber)
Stoutheart shall Stand ability now also grants 10% spell damage reduction
Fear no Foe ability now also grants 5% spell damage reduction
Defend changed from granting 30 defense to 25 defense and 25% spell damage reduction
Protect now also grants 25% spell damage reduction
Made sure you can build town walls and still exit the town in map Valley Low
Moved a pouch of gold in Death to Diplomacy (so it can be picked up)
Skill pools re-worked
Levy bonus increased to 40%/80% (was 30%/60% )
Increase ballista damage to 25-35 for all factions (was 20-30)
— Baryas ballista previously did less damage than the other factions, this was wrong
Change the amount of beacons needed to 70% of available, rounded up to win (was 60%)
Gameplay bug fixes
Fix bug where, after using the Barya Pipers’ song ability, the next active troop might not be the one with the highest initiative
Fix Essence Burst skill giving the essence income one extra time at the start of the second battle round. It now applies only once, as intended
Fix scenario where the enemy team would receive multiple “momentum” buffs when a troop with multiple damage dealing effects (for example Poison) on it died
Fix not receiving troops when buying troops for town defense that have max stack size increased by research
Fix artifacts becoming unequipped on wielders transferred between campaign levels
Fix issue where you could press Q to pick up objects even if it was guarded by hostiles without fighting them
Fixed issue where you could not cast spells sometimes
Fix a problem where sometimes troops would get an extra essence from Occupy rewards instead of the Wielder
UI
Spellbook: Visual update to clarify spell tiers
Spellbook: Only show spells that are available based on Wielder’s essence in Adventure mode. Tooltip now shows approximation of first battle round spell will be available to cast
Don’t list starting troops for wielders that have died and can be revived
Show the numbers involved when showing the “Offense versus Defense” damage multiplier in extend attack previews
Stop towns from changing name when razed or converted
Fix descriptions of the “Backstabber”, “Helpless”, “Persistent” and “Venomous” troop traits
Add ping notification to minimap when hostile wielder enters visible area
Select correct build site size when switching tabs in build menu
Allow build menu on not your turn by pressing build hotkey (X if default settings)
AI
Fix bug where AI could get stuck in endless loop by claimable map entities being partially covered by enemies’ zone of control
Map Editor
Fix NullReferenceException when trying to load a map that was corrupt when entering the map editor.
Multiplayer
Lobby/online games list improvements:
— Option to choose random faction for teams
— Continuously update list of online games in selected region (“Refresh” button is gone)
— Fix always showing zero as the number of connected players
— List games that are currently in progress
— Prevent players from joining online games when they are running different versions
Misc
Change default sorting in community maps section to “updated” instead of “popular”
Change the order of the statistics graphs regarding resources to correspond with the adventure ui
Update gets turn VFX
Known issues
If your internet connection is slow/choppy, you might experience disconnects (especially in sim-turns). We are working on solutions on how to fix this
In rare cases, the game starts to leak memory until you restart the game. This is being investigated and will be solved in the future.
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Changelog v0.75.7 — JUNE 8, 2022
Fixes & Improvements
Additions
Added difficulty levels Normal and Hard to Song of Stoutheart campaign
— Easy and Very hard will be added later and difficulties to Rise of Ashes will be added
Added ability to replay a Quick battle in Manual battle if you didn’t like the results
Gameplay
Fix being able to end up with having both a two-handed artifact and an off-hand artifact equipped at once by replacing a two-handed artifact in the backpack with an equipped main-hand artifact
Fix sometimes not being able to remove artifact increasing the Command stat even though the wielder has enough Command without it
Fix issue where you could only donate one less troop than max size allowed, even if you had enough troops on the giving wielder
Fix artificers mines using wielder level as multiplier instead of stack size
Q can be used to fast walk
Fix the mass move button not handling stack size research correctly
Troop changes:
— Toxicologists initiative raised to 12 (was 11)
— Bane: Initiaitve raised to 16 (was 15), max damage lowered to 8 (was 9), price adjusted to 350 gold and 1 Celestial Ore (was 350 gold)
— Aurelian Scholars initiative lowered to 9 (was 21)
— Necromancers initiaitve lowered to 10 (was 23)
— Blessed Bones price changed to 1400 gold (was 1200 and 1 Glimmerweave)
— Dire Dreaths max damage lowered to 6 (was 7)
— Hellbreaths max damage raised to 24 (was 20)
— Hellroars damage range raised to 26-32 (was 25-30)
— Storm Guards damage lowered to 3-5 (was 4-6) and cost lowered to 200 (was 220)
— Sage’s hp lowered to 14 (was 15) and cost raised to 340 (was 320)
— The cost to evolve dragons into Elder Dragons lowered to 900 gold and 3 ancient amber (was 600 gold and 5 ancient amber)
— The cost of Bandit was raised to 360 gold (was 350 gold)
Shaman Tents upgrade changed to 5 stone, 5 Ancient Amber and 5 Glimmerweave (Was 4 stone, 3 Ancient Amber and 3 Glimmerweave.)
Chelun Sanctuary’s upgrade changed to 5 stone, 3 Ancient Amber and 3 Celestial Ore (Was 5 stone, 3 Ancient Amber and 2 Celestial Ore)
Smoldering Cave’s final upgrade change to 30 Ancient Amber and 20 Glimmerweave (Was 30 Ancient Amber, 20 Celestial Ore and 20 Glimmerweave)
Remove Coral as a recruitable undead wielder from Song of Stoutheart mission 3
Fix Shrine of Aurelia, this effect no longer stacks and now adds 5 initiative instead of 10
UI
Prevent research from erroneously being shown as having been bought when quickly switching between tabs in the research menu
Show town/settlement names in troop overview menu
When clicking town/settlement names in building/troop overview menus the camera will move to that town/settlement
Spells: Added Tier label at top of each Essence type column to clarify tier and related skill
Spells (Adventure specific): Only shows spell as active if Wielder has Essence of that type
Spells (Battle specific): Spells in Quickbar is not sorted first by Tier and then by Cost – when using auto-populate
Spells: Overall face-lift on tier-based spell frames
Add check to see that input is valid online game code to “Join With Game Code” popup
Stop the “town chooser” menu on the Rally Point screen from listing the town that the Rally Point is constructed in, as well as any towns (or settlements) that are being occupied, razed or converted
Fix issue in pre-battle menu where it was possible to end up with multiple troops on the same hex when moving them around
Prevent the UI from being toggled on and off while writing in chat or bug reporting window
Show a troop’s Attacks stat in tooltip when it is more (or less) than 1
Fix bug that could erroneously show a troop ability as being activated when the troop was just making multiple attacks
Better wait screen when entering battle in multiplayer mode
Show active troop while targeting spells
Add tooltip with hotkey to battle spellbook button
Fix bug where random event menu showed up on top of “minimenu”
Fix issue when calculating scouting level for tooltip on entity that had zero blocking points
Fix issue where pressing ALT with the “enemy joining” menu open could cause error
Redesign of the “Hostiles want to join” menu to prevent confusion and misscliks
Updated some grid/path colors in Battle to increase readability for players with deuteranopia color blindness
Small improvements to the log in Battle
AI
Fix bug in analyzing regions with wielders stored in towns/settlements (could lead to never-ending AI turn)
Fix nullpointer issue when looking at claimable towns/settlements
Fix endless AI loop that could happen when an AI wielder was trying to repair a pillaged building that was inside an enemy wielder’s zone of control
Fix AI wielders moving towards map entities to interact with them even though they are inside enemy wielder’s zone of control
Fix AI wielders moving in to attack player’s commanders but then deciding to do other things once they reach them
Audio
Fix troop that was missing sounds
Fix issue with Oathbound Legionnaire footsteps
Misc
Fixed crash/freeze when a team was defeated (e.g. defeating 2 out of 3 players on four corners)
Made it clearer when you lost against the enemy on a beacon map what actually happened
Renamed skills related to magic and essence; added suffix “Magic” e.g “Order Magic, “Chaos Magic”, etc (only in English right now, translations will be added)
Renamed modifiers that are related to essence; added suffix “essence”. e.g “Order essence”, “Chaos essence”, etc (only in English right now, translations will be added)
Fix exception that could happen when losing a battle and dropping two duplicate trinkets at the same time
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Changelog v0.75.6 — May 23, 2022
Fixes & Improvements
Additions
Add map Valley Low, small 1v1 map
Add new PVP only map “PVP Battle Only” where players can quickly level a wielder, build an army and battle it out.
Add key-bindings in Options/Controls (first version; will see further improvements)
Add a “Surrender” button in the Pause Menu for Skirmish & Online
Add more loading screen tips
Gameplay
Fix issue with chain lightning breaking battle and triggering incorrect hit/death animations
Fix issue with slow timescale after leaving battle during slowmotion sequence
Lower the amount of earth blocks summoned at tier 3 from 3 to 2
Adjust the health of earth blocks, tier now has 10 hp, tier 2 has 10 hp, and tier 3 has 30 hp
Lower cost of Mist from 8 to 7
Mist now lasts to the beginning of the next battle round instead of to the beginning of the troop's next round.
Change the refill timer of the blacksmith from 10 to 5
Speculative fix for “There is already an income registered” error that sometimes happened when artifacts moved between Wielders
Prevent Wielders from getting invisible 11th skill as reward from visiting map entities when they already have 10 skills
Fix auto-equipped artifacts from being placed in wrong hand
Update Conquest so a pouch of gold can be picked up
Make damage over time spells such as Insect Swarm, Boiling Blood and Acid Cloud be affected by Spell Power and resisted by Magic Resistance
Change Repel, Justice and Explosive Fungi to no longer be affected by spell power
Change so that artifacts giving Command cannot be unequipped/dropped or destroyed if you have too many troops
Change damage of acid cloud to 20/40/60, was 20/50/80
Change damage of Insect swarm to 6/12/18, was 6/12/20
Change damage of boiling blood to 8/16/24, was 8/15/25
Doctor Marjata in From the Ashes mission 3 was adjusted to fit better with her setup in Song of Stoutheart mission 4
Adjust normal ai resource advantage to intended levels for the campaign
Fix problem where AI didn’t move in mission 2 of From the Ashes campaign
Selling a building now gives back 50% instead of 75% and is rounded down instead of up.
UI
Add scrollbar to mission text area to make sure mission text and win conditions is readable in all languages
Update UX for drop artifacts
Remove notifications about players “no longer being controlled by AI” when they have used the auto battle feature
AI
Fix for AI getting stuck when surrounded by map entities
Multiplayer
Fix too few team slots being shown when starting a lobby using an online game save
Miscellaneous
Fix issue where pets in supporter pack wasn’t visible
Misc translation fixes
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Changelog v0.75.5 — May 18, 2022
Fixes & Improvements
Gameplay
Prevent using troop abilities that spawn troops or map entities if the target position is not totally empty (prevents stacking of Tinkerer mines)
Using an ability now removes the effects of the “Mist” spell
Make income generating artifacts apply their income correctly when auto-equipped after winning a battle
Fix not being able to select more than two targets for higher tier spells that allows for three targets
Fix claimable things on the map erroneously showing “(Visited)” although never visited or claimed by the player
Fix exploit where endless troops could be gained by splitting of small amounts from stack while keeping it above "max" stack size
Set a maximum value of 6 to each of the five Essence stats that troops have
UI
Lobby: Fix lobby client not able to see active Wielder choice of AI players
Lobby: Make sure Cancel Ready button is removed and replaced with buffer animation when multiplayer game is starting
Lobby: Fix visual bug where Starting Wielder changed (visually only) when host started game
Lobby: Fix wrong player names being shown in chat
Fix bug in kingdom overview that didn’t evaluate state of buttons on new turn
Fix bug in purchase UI that caused upgraded Rana Tremors to show (they don’t exist)
Add ability to drop and destroy artifacts in the inventory
Fix “auto battle” button being shown for opponent when playing hotseat battles
AI
Make Easy AI even easier
Speculative fix for “KeyNotFoundException: Could not find a key for SongsOfConquest.Common.Ai.PoolableUtilityCalculation”
Map Editor
Fix issue with kill team trigger that made it impossible to select what team to kill
Fix issue with game softlocking setting buildings to upgraded that didn’t have an upgrade available.
Multiplayer
Fixed issue where joining players were able to change the faction and starting wielder of an AI team
Misc
Community maps are now sorted by Popularity rather than newest in the browser
Enable authenticating mod.io through a steam account.
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Changelog v0.75.4 — May 17, 2022
Fixes & Improvements
Notable fixes
Potentially fixed when buildings became invisible (Please report if this still occurs)
Additions
All spells can now be reviewed and studied in the Codex
Mini-tutorial describing the “Momentum” battle mechanic
“Restart mission” button to “Defeat” screen and Game Menu when playing campaign missions
Gameplay
Fix exception in battle resulting from rare timing issues with “song” type troop abilities
Update mission 3 in From the Ashes campaign so that you can't have two P’cha in the mission
Lower difficulty of Song of Stoutheart mission 3 and 4
Garrison troops supplied by Guard towers doubled
UI
Clarify locked state on Faction, Color, Wielder options in the lobby. Some options that can be locked in the map design are now visualized with a padlock on the non-interactable option button
Display “Unknown” state on opponents Wielder option in multiplayer lobby
Don’t show the auto battle button for enemy human teams. Also disable it when it is not the current player’s turn
Fix bug that caused ESC button to stop working in defense menu after viewing purchase troops menu
Add confirmation popup to “Reset campaign progress” button in the options menu
Make sure Codex content area scroll position is reset when changing content
AI
Make Easy AI easier
Possibly fixed AITerrain exception
Localization
Misc language updates
Fix issue with Codex categories not changing translations when changing language in options
Map Editor
Fix issue where drawing a lot of roads caused exceptions
Multiplayer
Fix issue where hosting an loading a save game in multiplayer often selected Europe
Audio
Fix “double” music playing on Main menu after Credits
Enable looping of music on Main menu
Misc
Fix issue where NPC animals sometimes would get an mesh out of range exception
Fix issue where the artwork of build sites would be spawned under buildings when loading a game or returning from battle
Fix potential issues with invalid troops being stored in towns and settlements that would cause an exception when attacking them
Fix null reference when an artifact was dropped on the ground
Fix issue where temporary wielders would pick up artifacts if there was not enough space for them on the ground. This would often cause exceptions when being defeated after attacking a town or settlement
Remove some redundant network traffic in battles
Fix crash bug when one or more of the save files are corrupt
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Changelog v0.75.3 — May 13, 2022
Fixes & Improvements
Gameplay
Fix game not creating the right kind of autosaves after completing a campaign map (fix being able to load into a campaign map after it was completed)
Change the size indicators of the wielders flags to small 0-15k, medium 15k-30k and large 30k+
Move a gallows so you can use the road in Tight for Three
Add more space for friendly wielders around the egg in Rana mission 3
Make sure Red Reed Flats is auto claimed in first verse of From the Ashes
Move a Tribute of Creation in the third verse of Song of Stoutheart
Make sure the initial treasure can be reached on the map Haven
Changed many atmosphere nodes to affect camera and actor instead of just actor in the campaign maps
Slightly lowered amount of troops in many enemy wielders in mission 3 and 4 of Song of Stoutheart campaign (Arleon)
Slightly lowered amount of starting troops for Unseen Society in Rana mission 2
The AI now auto equips stronger artifacts
Fix issues with wielders set to spawn with artifacts ended up having them unequipped in their inventory. They will now automatically equip the strongest ones.
Fix error in special AI spell casting scenario
The battle will now continue if the current troop is killed by an attack initiated by Blind Hatred
Fix issues that could happen when purchasing troops with a Wielder with maximum Command skill and artifacts that granted additional Command bonuses
Grammar fixes in campaign dialogue
UI
Update tutorial pagination buttons to make it clearer that some tutorials have multiple pages
Remove timer from story texts, player will need to click to continue
Battle health bars are set to green instead of team color
Remove superfluous and possibly misleading Essence information from Wielder tooltips
Remove listing a Wielder’s troops in their tooltips
Add current movement and total movement to Movement indicator tooltip
Improve hit area for troop markers in troop deployment
Misc
Fix occasional crashes entering skirmish regarding DynamicPanels
Fix issue with duplicate mod maps crashed the game
Epic Game Store: Fix issue with the game crashing after every 5 minutes
Fix issue with FinalizeBattleUtility trying to get statistics for a troop that didn't exist
Fix bug that caused exception when pressing ESC after loading a save
Language/localisation changes