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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