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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


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