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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