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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