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Changelog v0.90 – NOV 24, 2023

Notable additions

  • Added support for playing the game with Gamepad

  • New UI scaling option: Large HUD & large text

  • Skill pools revised and updated starting troops and skills for several Wielders

  • Troops balance and spell changes

  • AI Wielder roles updated and more defined

  • AI uses a threat map to guide its movement

Notable bug fixes

  • Building could complete at the same turn as started building 

  • Treasure chests that you had opened appearing as closed

  • Gaining resources from income two times on the same turn during sim-turns

  • AI not building resource buildings for wood and stone

  • AI gets stuck while considering building options

  • AI does not revive its main wielder if more wielders than city/settlements

  • Neutral hostile as well as quick battle AI not advancing in siege battle without walls, even in situations where it should

  • Buggy portal in Rana mission 3 due to misplaced settlement

  • Fixed bug that wouldn’t let you start Robin Hood campaign 

  • RMG (Random Map Generation) paths that are impassable

  • RMG maps with no path to opponent

  • RMG mines that can’t be claimed

  • RMG hostiles that can’t be attacked not happening as often

  • RMG mines that can be claimed without fighting guard

Adventure

  • Hide map entity names when opening a menu in adventure

  • Adjusted rewards for Old urns, abandoned cart and wooden idol

  • Added exotic rewards to blue chest and increased exotic reward to red chest

  • Doubled the amount of extra gold gained when pillaging with the skill Raider.

  • Changed secluded monastery to give a choice of skill or 2000 xp

  • Added notification when unlocking or locking a Magic Barrier Keystone

  • Added a particle effect when unlocking a Magic Barrier Keystone

  • If a town with walls switches ownership after a battle, all hostile wielders that would otherwise be trapped inside the walls now move out first

  • Updated the order of research shown so it's consistent across research buildings and factions

  • Updated Arleon Grand Armory research, making the first troop research stronger in general

  • Updated Loth Unseen Society research, making the first troop research stronger in general

  • Updated Rana Dragon Pyramid research, making the first troop research stronger in general

  • Added animated banners to defence and battle menus

  • Essence burst changed from skill to power, now gives +3 in first tier and +6 in second tier

  • Skill pools revised, every wielder class now has a primary essence, secondary adn third, these will be unlocked in the skill pool at first, fifth and tenth level..

  • Updated starting troops and skills for several wielders

    • Cheekham now has Raider

    • P’cha now has Positioning

    • Itchamo now starts with 2 Ravagers and 2 Crawlers

    • R’lac now starts with 10 Hunters and 1 Eth’dra

    • Sanax now has Prepared

    • Everthink now starts with 1 Steampiper, 1 Brute, 3 Tinkerer

    • Merkoth now starts with 2 Scavenged Bones, 2 Oathbound

    • Coral now starts with 1 Necromancer, 5 Oathbound

    • Ambertina now has Essence leech

    • Roderick of Loth now has Positioning

    • Vilja now starts with 6 Footmen, 6 Minstrel

    • Vilja now has Order

    • Ravenfayre now starts with 10 ranger

    • Peradine now starts with 15 Militia, 2 Troubadour

    • Peradine now starts with Creation

  • Fixed Doctor Marjattas stats to correct number

  • Tweaked the sizing of the neutral dwelling menu to work better regardless of how many troops are available

  • Fixed troops sometimes not getting bonuses from their new wielder right away after transferring them

Battle

  • Power Essence Shield changed to give 35% resistance to ranged, melee and spell damage (was 50% ranged), Essence shield lv 2 changed to 70% resistance to ranged, melee and spell damage (was 50% ranged, would last 2 attacks)

  • Troops balance pass

    • Ranger essence switched to creation, Archer has order, creation

    • Risen buffed to 15 hp, dmg 1-3

    • Scavanged bones now has 2 destruction (was 1), hp lowered to 65 from 75

    • Blessed bones now has 2 destruction (was 1), hp lowered to 90 from 100

    • Spectre hp buffed to 40 from 35

    • Seneschal now has Destruction, Arcana, Arcana. Switched order to Arcana

    • High legion buffed with one more Destruction essence

    • Piper essence changed to Destruction, Order, Was 2 Order

    • Steampiper essence changed to 2 Destruction, 1 Order, Was Destruction 2 Order

    • Dreath hp lowered from 12 to 10

    • Dire dreath essence lowered from 2 chaos to 1 chaos

    • Dire dreath hp lowered from 20 to 18, max damage from 7 to 6, cost lowered from 280 to 250

    • Hellbreath initiative raised from 25 to 26

    • Hellbreath initiative lowered from 30 to 28

    • Sage Hp lowered by one, dmg lowered by 1 and cost lowered by 50

    • Ravager essence doubled to 2 destruction, damage increased to 7-10 and cost increased to 500 form 450

    • Rider of the Swamp essence is now 2 destruction, 1 creation, Dmg raised to 10-15 and cost raised to 750

    • Tremor essence changed to Creation, Destruction, Arcana and max dmg raised to 16 from 15

    • Neutral hostile gold costs adjusted to give more correct threat

  • Spell changes

    • Onslaught now has duration instead of additional targets, lowered cost by 1+1

    • Chaos step increased cost by 1

    • Burst of Strength has increased cost 1+1

    • Clouded vision  now has 50% reduction on all tiers instead of 60/80

    • Ethereal Scales damage reduction changed from 75 to 50

    • Aegis damage reduction changed changed from 75 to 50

    • Repel lowered cost by and changed distance to 2/4/6

    • Destroy essence now has increased duration instead of additional targets

    • Strengthen essence now has increased duration instead of additional targets

    • Swap has increased cost by 1+1

    • Earth block tier 3 now has 1 block, increased hp for tier 2 and 3 for the blocks

    • Phoenix lowered cost by 1+1 and slightly lowered damage on tier 1 and 2

    • Rupture does more damage on tier 2 and 3

    • Arcane Storm now costs 14 and changed damage to 30/60/90

    • Apocalypse t3 dmg increased to 120

  • Apocalypse now also damages map entities

  • Fixed being able to trigger illegal moves (such as walking into the water) by clicking the battle transition animation

Common

  • Added support for playing the game with Gamepad

Main menus

  • Updated transition to campaign mission select

  • Updated mission select with completion info and animations

  • Only show discord button in main menu

  • Locked campaign buttons if player hasn’t finished first Arleon campaign map

  • Added input icons to player stats scene

  • Added gamepad navigation to changelog

  • Added “Played” filter and sorting buttons to map select menu

  • Updated random map layout buttons with sub layouts and game modes

UI

  • New UI scaling option: Large HUD & large text. UI scaling currently has three options: 1) Normal 2) Large HUD 3) Large HUD & large text.

  • Added information in normal tooltips to side panels for troops

  • Removed duplicate information in tooltips for troops

Artwork

  • Waterfalls got increased resolution, frame rate and variation

  • Fixed black supporter color

  • More main menu background maps were added for different factions

  • The bridge texture was tweaked to make stretching less apparent when drawing extremely tall bridges

  • Tweaked the offset of small wielder portraits so that their faces are more visible in e.g the starting wielder selector.

  • Tweaked fog effect coverage to produce less blockiness

  • Replaced Loth primary light artwork from lantern to torch

Map editor

  • You can now specify the Upgrade Type in any random troop in faction reward (e.g camps)

  • Magic barrier keys now have optional restrictions

  • Barya’s build sites no longer spread sand everywhere

  • The weather system has gotten a complete overhaul and should now blend properly between nodes

  • Added a new interaction restriction type called “Never” so that you can disable interaction completely for a single object/component

  • The Kill Wielder trigger now kills ALL wielders it can find given the criteria. Previously it only killed the first and threw an exception if it found more than one.

  • Fixed issue where the Pad/Crop windows would not go out of focus mode when closed

  • Fixed issue where a converted wielder would inherit the faction instead of applying its own

  • Converted wielders now get their own specializations instead of inheriting them from the original

  • Added option for allowing any faction to recruit from a neutral dwelling

  • Auto Triggers now tries to execute for the last used wielder instead of the starting wielder

  • Fixed bug that made Global Criteria to throw exceptions at runtime

  • Magic Gate barriers are now in their very own editor category

  • Fixed sorting issues between water and UI elements

  • Disabled tags such as <hl> to render in map editor input fields

  • Added a new map entity called Fighting Pits where you can recruit neutral troops

Modding

  • Allow modded wielders to be neutral

  • Fixed issue with modded languages sometimes not being matched properly with a built in one

  • Fixed issue where community campaigns would have missing titles on some languages

  • Added a spinner and descriptive text when downloading a featured community campaign

Multiplayer

  • Fixed getting to “build twice” on first round if starting construction and then fighting a battle

  • Fixed players sometimes receiving double income and sometimes missing out on income when they play on two different turns on the same round (can happen during when getting kicked out of first turn when playing with simultaneous turns on)

  • Prevent some cases of menus closing while other player’s are battling during sim turns

AI - Adventure

  • Added more names for AI-players

  • AI Wielder roles updated and more defined

    • Updated algorithm that selects main warrior/mule

    • Mules more dedicated to carrying troops

  • AI Wielders skill selection revamp

    • Entirely updated AI level up

    • Selects skill based on role

  • AI Troop recruitment tweaked to fit roles a bit better

  • Improved magic gates reasoning

  • AI uses a threat map to guide its movement

  • AI pathfinds through pickups and artifacts

Audio

  • Fixed issue that caused the audio system not to recognize water at all

Random Map Generator

  • Added support for portals and portals will now sometimes show up in most of our sublayouts

  • Added support to override the layout size value from a sublayout

  • Fixed gold mine positioning to prevent it from being non interactable

  • Fixed bug causing withdraw button to be disabled when using competitive grouped regions

  • Added support to override fight or flight settings from the layout

  • Updated all layouts to have slightly weaker hostiles

  • Updated our entity blueprint to have slightly higher chance of spawning hostiles

Optimization

  • Made several optimizations to how we handle wielders and commanders in and out of the fog of war. Most noticeable when moving wielders on large maps where you have many wielders and map entities granting vision.

  • Optimized the system that triggers events in campaign maps when wielders walk.

  • Created a power saving system that throttles the frame rate in intelligent ways accessible through a new video options setting called “Energy Saving”. No more burning laptops!

  • Made improvements to the terrain statistics system that's responsible deciding what ambience audio to play

  • Removed runtime allocations from the developer console

  • Increased the chunk size from 8 to 16. This may have a negative impact on the performance of the map editor. Please notify me if you run into problems!

  • Removed the concept of having two lightmaps (default and ground) in favor of a single one

  • Removed unused render pipeline features

  • Consolidated faction-related adventure materials. We went from having 6 materials for each faction down to 2.

  • Moved roads out of the decal system so that we later can remove decals all together on lower settings

  • Turned the specks of dust into a world wide particle system instead of one for each chunk

Misc

  • Excluded Risen from being chosen as a troop in random hostiles or random troop rewards.

  • Changed the appearance and cleanliness of troop tooltips in adventure and battle

  • Fixed “Proof That Luck Can Be Consistent” achievement not counting hotseat games

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