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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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