A Classic Adventure Strategy Game
 

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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


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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


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Songs of conquest

Early Access Changelog Archive

review chagelogs for older versions

 
BannerBg-Red.jpg
 

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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


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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

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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

***

 
 

***

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

***

 
 

***

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

***

 
 

***

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)


***

 
 

***

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)


***

 

***

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

***

***

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

***

***

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

***

***

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.

***

 
 

***

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.

***

 
 

***

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

***

 
 

***

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

***

 
 

***

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.

***

 
 

***

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

***

 
 

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