1.7.3
* Updated to latest version of the network plugin
* Misc fixes and better handling of joining battle as spectator at odd times (such as right before turning on auto-battle or finishing the battle)
* Fixed buffs to Roots Broken Vessels "necromancy" from skills, specializations and artefacts not being nearly as impactful as they where intended to be
fc11b2874dbe42a9b615feb1be2fb0ef34733db9 (2022-11-22)
Additions
- Random map generator – choose the layout you want to use when selecting map in lobby
- Added configurable turn timers as a new map settings option for multiplayer games
- Added a multiplayer settings menu available to the host in multiplayer games
- Added ability to purchase troops from all owned towns and settlements at once when using a Rally Point
- Added Japanese translation
- Added a few more random events for Loth
- Two new skirmish maps added
- Eye for an Eye, small 1v1 map
- Lion’s Den, XL map with 8 players
Gameplay changes
- Game has had a balance overhaul, there will be more ongoing changes and then another bigger one after all traits and abilities are in place.
Balancing
- Adjusted research prices for a more standardized price setting across all factions
- Added +5 initiative to Steampipers song “The Coin in my Hand”
- Building prices and prereqs reworked across the board to be a bit more synergistic and adjusted to troop income worth
- Skirmish and campaign maps updated with some different army values and pickups based on the balance changes
Unit changes
- Reworked initiative across all units
- Increased HP across all units
- Max researched stack size lowered for Militia, Rats, and Hunters
- Faey rager now gives Chaos, Chaos, Creation
- Fist of Order now gives Order, Order, Chaos
- Fist of Orders max damage increased by 1 to 25
- Faey Noble and Queen's damage increased to 14-18 and 25-30
- Toxicologist now costs 250 gold, Bane costs 500
- Banes damage lowered to 4-8
- Necromancers now cost 750 gold and 1 Celestial Ore
- Necromancers max dmg increased to 12
- Scavenged bones now cost 850, Blessed bones cost 1200
- Bones stack size increased to 10, with research 15
- Scavenged Bones damage lowered to 14-16 and Blessed Bones 18-20
- Legions and High Legions damage increased to 30-35 and 40-50
- Dreaths max damage increased from 4 to 5 and Dire Dreaths damage increased to 5-7
- Dire Dreath now gives an additional Chaos
- Dire Dreath price increased to 300
- Tinkerers stack size decreased to 15, with research 30
- Tinkerer now cost 400 and artificers 650
- Artificers damage lowered to 9-12
- Scarred Brute now costs 1200
- Scarred Brutes damage increased to 20-24
- Shadow now costs 1000 and 1 Glimmerweave
- Sassanid researched stack size lowered from 25 to 20
- Sassanid damage increased to 15-20
- Shadows minimum damage lowered by 1 to 25
- Hellbreath and Hellroars damage increased to 25-35 and 40-50
- Hellbreath price increased to 1600 and 1 Celestial Ore
- Hellroar price increased to 2200 and 2 Celestial Ore
- Guard stack size increased to 30, 50 with research
- Guard and Protectors max damage increased by 1
- Guard cost increased to 250
- Crawlers damage increased to 8-10
- Crawlers cost increased to 450
- Adult Crawlers damage increased to 12-16
- Adult Crawlers cost increased to 700
- Chelun damage lowered to 12-14
- Chelun Elders damage lowered to 16-20
- Dragons damage increased to 40-50
- Elder Dragons damage lowered to 50-70
- Dragons cost lowered to 2500 + 2 Ancient amber
- Elder Dragons cost lowered to 3000 + 4 Ancient Amber
- Note: Many units still do not have the trait or ability they’re supposed to have, so more changes might come when those arrive in the game.
Spell changes
- Protection cost lowered to 4 Order
- Aggression cost lowered to 4 Destruction
- Increased the cost of the following spells: Quicken, Invigorate, Onslaught, Justice, Rapid Fire, Rejuvenation
- Fireball damage increased to 35/70/100
- Invigorate now gives +5/10/15 Initiative, +1/2/3 move. Was +10/15/20 Initiative, +1/2/3 move
Wielder changes
- Starting troops adjusted and changed according to new prices
- Starting skills changed and adjusted in some cases
- Specialties changed and adjusted here and there
Skill changes
- Positioning now gives 15 ranged resistance, then 30 and the final tier gives +1 move first round
- Prepared now gives +10 initiative and +1 move first round at tier 3
- Impressive now gives 10/15/20% more chance of hostiles either fleeing or joining
- Raider tier 3 now gives 400 bonus gold and +1 movement and +1 view radius
Battlegrounds
- Fixed wrong team color on defender in post battle menu
- Disabled turn timers when playing Battlegrounds by friend invite
- Twelve more wielders added for use in Battlegrounds
- Old battlegrounds armies may now be invalid because of price changes
UI
- Rework wielder/building interaction menus into 3 separate menus (town interaction, rally point and troop building menus)
- Updated New Round/Your turn popup
- Minor additions to purchase wielder menu (Better Barya portrait positioning, more info on owned wielders, always show command skill, hide purchase button on owned wielders)
- Show town name instead of "city" in pre battle menu if no wielder is present
- Added specific beacon icon to notification HUD
- Removed positions that are under fog of war from a wielder’s movement outline
AI Adventure
- Performance optimisation
- Fixed bug that stopped the AI from claiming certain neutral faction buildings
- Fixed an issue where AI could not sell buildings
- Made long distance pathing be more precise
- Fixed issue with valuable items not being cleared from cache after interaction, creating what appeared to be pathing issues
- Fixed issue with distance-to-item penalty calculation
- Fixed issue with balancing troops when taking from map entities
- Improved situation where AI previously would stop building on its towns
AI Battle
- Fixed abandoning its current position for an inferior one due to not treating it as a valid candidate
- Fixed ranged units using the movement logic for melee units
- Fixed ranged units not evaluating damage done to enemy units correctly if an attack was preceded by a move
- No longer makes sub-optimal moves after a good one due to still having movement left
- Better at adapting to current situation compared to blindly going for its long term target
- Ranged units locked in a zone of control now consider a melee attack
- Ranged units less interested in moving to within deadly range as part of an attack to encourage attacking without moving and without penalty
- Removed threat from positions an ranged enemy unit could target only by moving
- Increased value of high ground when evaluating potential positions
Audio
- Added sound when Sim turn is locked
- Rework and update turn timer sound effect
Bug fixes
- Fixed “You can go back and level up later” mini tutorial showing up at wrong times
- Fixed auto-equipping “Any Hand” artifacts replacing main hand weapon even if the Wielder has no artifact equipped in off hand
- Fixed bug where camera panned to wielders teleporting in fog
- Fixed many instances of sounds and VFX playing for entities that where covered by fog-of-war
- Fixed artistic color tints showing up as interactable in-game
- Solved at least some cases of players getting stuck on loading screen when other players disconnect during loading
- Fixed issue with Bandit Hideout battle map causing exceptions and soft locks when humans or AI attacked them on maps where they had their default defenders changed
Optimizations
- Adventure AI optimizations with focus on larger maps
e162e41ef866d9fa71a4983534ee6c2b616ceb92 (2022-12-19)
Additions
- Battlegrounds can now be played hotseat
- Added Buildings and Research to Codex
- Added ability for Sappers and Artificers to select which adjacent hex they want to place their palisades/mines on
Notable bugfixes
- Fixed issues with animations and positioning on troops hit by Faey Fire ability
- Fixed threat level calculations often vastly overestimating a Wielder’s spell casting ability
- Fixed confirm popup position when disbanding troops with large HUD
- Fixed issue that caused modded random map blueprints to throw an exception
- Fixed issue causing exception on some dialogue triggers
- Fixed issue when multiple players in a simultaneous turns game tried to initiate battle at the same time
Gameplay changes
- Dead wielders now drop a chest containing all their lost equipment instead of each piece of equipment separately
Map editor
- Map editor has seen a major update in UX and UI
- Map editor will be localized to all available languages, however that work is still in progress
UI
- Added (dead) suffix to dead player names in team queue HUD
- Show spell name and icon in battle when opponents cast spell
- Hide leave lobby button while game hosting is in progress
- Show troop income in town tooltip even if current amount in pool is 0
- Show “out of movement” notification if trying to pillage without any moves left
- Added new centered notification type used for major notifications, such as when player enter/exit battle in simturns
- Updated world color when an opponent is in battle during simturns
- Random events can now be closed with ESC
- Added info about rounds left for a construction in town tooltips
- Enabled double click on skill buttons in level up menu
- Validate if spells have valid targets and update button state and tooltip
- Allow loading saves from within battles
- Move occupy details into a tooltip instead of the mini menu
- Added cost to troop tooltips in build menu
- Codex main navigation bar has been changed from text to icons to accommodate more options
- Update minimap (and the ping) to be more responsive when enemy wielders are walking
- Fixed graphical glitch causing the furthest battle water to look weird
Multiplayer
- Once again allow a single computer to join multiple teams in online games
- Fixed online game being softlocked if a player disconnects while fighting an AI team on the AI’s turn
Battle
- Fixed graphical glitch causing the furthest battle water to look weird
AI Adventure
- Fix underlying check for troop inventory that made the AI think it had room for troops when it did not
- Generic fix for AI to avoid broken portals
AI Battle
- Fixed AI troops too often choosing to use the Aim ability over shooting
- Fixed AI troops not attacking and clearing blocking map entities
- Made Hellroar cannons more likely to attack rather than wait for better opportunities
Random Map Generator
- Fixed spawn issue for regions resulting in players being isolated from each other
- Win conditions can now be specified in layouts using eg. “win_conditions” : [“Beacons”]
- Win and lose texts can now be specified in layouts using “win_text” and “lose_text”
ca01991b590417907661c87503979fed073c0dbc (2023-03-08)
Fixed bug reporting
baa2c89db62a7a630efb3f3de463aa72192b853d (2022-11-24)
- Fixed portals becoming unusable after playing on one map that has portals and then loading a save on another map with portals
- Fixed Rana Guards having a Max Troop Size of 20, changed to 30
b92c094b68ec94aba59042ea7660802b17231409 (2022-10-17)
Additions
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Added deployment to Battlegrounds
-
Added turn timer to Battlegrounds
-
Time allowed per turn is normally 2 minutes
-
If you time out, you will only have 10 seconds to perform your next turn
-
Any time you end a turn yourself, you are back to having 2 minutes per turn
-
Added option to scale up HUD (“Large HUD” in Video options)
-
Added additional tooltips to show currently equipped artifact next to inspected artifact
-
Added three skirmish maps
-
Small map, 2 players “Calm Before the Storm”
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Small map, 2 players “Small Beginnings”
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XL map, 8 player “Hate for Eight”
Gameplay changes
-
Improved death animation curve for Spectres and Seneschals
-
Lower intensity of Entangle effect light
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Remove notifications older than 5 rounds
Bug fixes
-
Restores HUD when closing inventory using UI button
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Closes purchasing menus when attacked during a simultaneous turns online game
-
Fixed bug where game could end up soft-locked in battle when the last troops on one side where killed by Chain Lightning
-
Fixed bug where ability sounds were not played for opponents in multiplayer battle
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Fixed bug where two players could init battle at the same time in a simultaneous turns online game
-
Trigger main menu music if returning to battlegrounds army select after battle
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Hide pause menu, codex and kingdom menus if attacked in multiplayer
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Fixed songs “Fear No Foe”, “Stoutheart Shall Stand” and “The Coin In My Hand” not applying all of their buffs to friendly troops
Battlegrounds
-
Fixed bug in Army Creator when dropping a troop on an already occupied troop slot the previous troop value is refunded correctly
-
Fixed bug in Army Creator when setting troop size to 0 did not delete the troop on cancel
UI
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Added clearer selected state to Kingdom Overview menus (Building overview, Troop overview, Research and Marketplace)
-
Hid locked troop slots in Trading menu
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Increased font size for the smallest text areas
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Reworked town list tooltips and construction UX. Construction animation is now shown when the town is working at max capacity instead of when one building is being constructed in case the player has researched the option to build multiple buildings at the same time.
AI
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Changed explore/map entity scoring to increase chance of claiming resource generators
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Added dynamic data caches to most adventure related calculations the AI makes per think loop
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Tweaked the Battle AI Target selection to be less predictable and more balanced
Optimizations
- Major improvements to performance when wielders move around
Known Issues
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Sim-turns is at version 0.1
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Co-Op (Teams) is at version 0.1
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Balance changes are upcoming
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All traits and abilities for troops are not yet implemented
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Camera in adventure is not working as intended
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Battle AI Ranged troop movement is suboptimal
b52b99a658f190a6322623c8940db2dddfaa9db7 (2023-02-06)
Additions
- Artifact market added
- Added gates on adventure map plus garrison when buying town walls
- New skirmish maps
- Triad Pass, Divided, Proving Grounds
- Option to enable End turn confirmation popup. This will be shown if any non defending wielder has lots of moves left
- 7 new random events for Rana faction
Notable bugfixes
- Fixed several issues with troop auras
- Fixed bug where pause menu could become bugged if left open while exiting battle
- Fixed a bug where buttons could become unresponsive in the pre-battle screen
- Fixed a bug where artifact inventory could get full and cause index-out-of-range exception
Adventure
- Fixed dialogue bug where game couldn’t find nearby enemy wielder that was in a town
Battle
- Ranged units that are reloading can now still perform melee attacks
- Repel spell now continues pushing the target even if it triggers mines, attacks of opportunity, etc
- Acid Cloud spell now deals damage on each step
- If turn timers are active, show the time left for your opponent when it’s their turn
UI
- Add small entry transition to kingdom menus
- In all game lobbies, human players now default to a randomly selected faction, while AI players default to “unknown random faction”
- Fixed exception when deleting numbers using backspace when editing turn timer settings
- Missing trait bonuses in research codex should now appear
- Missing info for garrison in building codex should now appear
- Prevent host migration popups after player has reached win/lose screen
- Allow double clicking rewards in “select one menu”
- Added a convenience button for upgrading vanilla troops within the troop pool in the troop purchase menu
- Added upgrade button in wielder interaction header for troops where whole stack can be upgraded
- Beacons of Power indicator on player banner in queue in Adventure (shown only if Beacons of Power is a part of the map objectives)
- Threat level colors has been reviewed and updated
- Visual update on the partnership-picker (teams/co-op) in lobby
- Added faction based backgrounds to menus where wielder is interacting with an owned map entity (town, troop producing entities, rally points)
- Added Spell Damage Power attribute to Wielder sheet, Level up menu and trading menu when it has modifications (is not zero)
- Added wielder class label to each wielder in Codex
- Added Win condition to map select menu
- Re-layout of wielder trading menu
- Fixed issue with rally point menu endlessly switching towns
Multiplayer
- Added map settings option for affecting initial size of neutral hostile enemies
- Fixed issue with online save games and host migration that could lead to exceptions later on because of ID collisions on entities in the game
- Fixed issue with gamestate checksum mismatches after host migration
- Fixed bug in hotseat where it was possible to see names of items that should be hidden under fog on parts of the map explored by other players
- Fixed bug where a team might lose a round of progress in construction of their buildings when simultaneous turns was turned on
AI - Adventure
- Fixed a bug that made the AI think that going through a teleport is always closer than just walking
- Fixed bug related to using the wrong distance, in some cases, when comparing length/cost between two positions to target.
- Fixed issue with creating too many recruitment options for the same cities/settlements
- Fixed bug where the retreat option was scored unreasonably low, making it not selected as often as it should
- Added prototype improvement for hostile/choke detection
- Improved usage of pathing to create more efficient traversal
- Improved interaction logic resulting in more consistent behavior when interacting the with adventure map
- Added support for Artifact Market interaction
- Added budget system to enable a thrifty AI
Audio
- Fixed missing battle troop buff sound effect
Random Map Generator
- Added wide connections for layouts. Used by adding “wide” : true to a connection node.
- Added guard tier for layout and blueprint. Current tier levels are Random (default), Low, Medium and High.
- Added guard tier settings for layouts. Used by adding “guardTier” : “Random” to a connection or child node.
- Added guard tier settings for blueprints. Used by adding “guardTier” : “Random” to an entry in the blueprint.
- Added guard chance for entries in blueprint. Used by adding “guardChance” : 0.5 to an entry in the blueprint. Any value between 0 and 1 is valid.
- Fixed guards in groups not having the same gold value
- Fixed static objects spawning inside of towns and settlements resulting in blocked paths
Misc
- Updated and reviewed all tutorials
- Added tutorials for Visiting town
- Added tutorials for Rally point
- Removed lowest terrain quality setting
a391ed077dc895f270bde85671d640728bec7ef2 (2022-12-20)
- Fixed error that could occur when venomous troops attacked non-troop targets (barrels, palisades, etc), which would stop the game progressing (could happen in quick battle as well, stopping progress in adventure mode)
- Fixed error when you remove all digits in fields for turn timer settings in game lobby
- Fixed the double and overlapping scrollbars in option menu dropdowns
945b30055c990c8797c045bbcfadb2aa37866bb2 (2023-05-15)
Notable additions
- Added Loth campaign
- New neutral units added: Poacher, Cut-throat, Silvermane, and Outlaw.
- Added new large skirmish map: Shattered Sky
Adventure
- Added ignore selection behavior on some some adventure smoke effects to avoid selection markers
- Added "Interact" as bottom instruction in tooltips when hovering hostile towns far away
- Fixed team colors in campaign screen
- Added quickload/save hotkeys to pause menu
- Added toggle for the autoselect build site feature in build menu
- Updated resource trading menu for coop
- Updated tooltips for ally wielders and towns
- Broken things now give a proper interaction message again
- Hideout updated with new neutral units
- Coral now has starting skill March
- Roderick now has starting skill Guard
- Updated tooltips for Beacons and Teleports with an input instruction
- Trigger tutorial for Beacons when claiming first Beacon
- Allow for more text in purchase wielder stats header text area
- Thousands of Sappers were recruited to go through all maps to fill in all the black holes that sometimes appeared near cliffs
- Remove exception triggered when opening inventory when another player is in battle during simturns
- Made sure that both themed and stand-alone decorations are removed when building walls
Battle
- Prevent being able to use Blessed Bones’ ability when the stack size is 1
- Fixed issue with troop auto-attacking the same target it attacked at the end of the previous round if it is also the first troop to act in the new round (usually after having used the Wait ability)
- Fixed issue with not being able to attack after moving into enemy zone of control
- Adjust the kill camera angle to provide a less pixely look
Map editor
- Fixed issue where if you pressed override on Agnostic Town´s Force Faction and set it to None, the editor would crash.
- Towns and Settlements now have area, pre- and post-battle triggers
- Towns and Settlements can now have an initial defending army
- Many objects can now be set as broken in the map editor and fixed using triggers (or vice versa)
- Raider’s Market can now have a limit of how powerful artifacts it will stock
- Ai Behavior in Wielder Spawn points are now localized
- Most components in entities now have an explaining text under the tab buttons
- Improve camera storytelling experience by enabling gradual camera panning during story moments using the Camera Focus Points.
- Add camera angle between Far and Close call Near to Camera Focus Points.
- Add a new trigger type called “Fade to Black” which allows you to fade the camera to or from black to create a dramatic effect or hide actions.
Multiplayer
- Co-op is no longer considered an experimental feature and no longer needs to be enabled in the options menu
- Fixed lose/defeat menu not showing up when last local hotseat player loses
- In order to win by holding a majority of Beacons of Power on the map you now need to hold them for three consecutive rounds
- Many fixes for win/lose conditions when playing co-op
- Show names of all players in the team that won on defeat screen
- Misc fixes for notifications relating to the capturing of Beacons of Power
- Prevent showing pings on minimap when co-op partner’s wielders move around
- Fixed issue with AI not acting when playing co-op plus simultaneous turns and letting the AI take over for a disconnected team mate
- Fixed issue with co-op team membership numbers not being shown correctly in the lobby when loading an online save
- Fix issues with host migration
AI - Adventure
- Integrated understanding of Magic gates and enabled AI to plan routes using them
- Improved objective scoring overall, i.e playing Beacon maps
- Improved reasoning when it comes to purchasing research
- Map movement/interaction improvements all over the place
- Will stop saving certain resources when estimated expense has been reached
AI - Battle
- Changed Burst of Strength spell to be used a bit more conservatively for non-aggressors
- Changed Protection spell to only be cast on non-aggressive troops if they are already in melee range of an enemy
- Changed Ethereal Scales spell to used a bit more conservatively for non-aggressors
- Fixed Ethereal Scales spell not being spammed when there were no desired targets
- Fixed Entangle spell being cast on enemies already in attack range
- Fixed Entangle spell being stacked multiple times on the same enemy target
- Fixed AI trying to place several Acid Cloud spells on top of each other
Audio
- Major mixing pass on whole game
Optimizations
- Reduce packet sizes in online in order to combat disconnects
Misc
- Adventure dialogue should now auto type from top to bottom instead of being centered in the middle of the dialogue box
- Fixed issue where in the post-game-stats you would see a skull if you lost the quickbattle, but won the manual battle.
- Three roads now require you to take all three Beacons again
- There is a tutorial for teleporting with Beacons
- Portal Colors were resetted to “Default” in the last build, but if you open up your map in the map editor and re-save it the colors should change back
- Custom wielders will now show up on the wielder purchase screen if you have access to them
- Column headers in map select menu can now be clicked to sort maps
794468fe8bb35f5fde3a4269e099a9f20ac2b404 (2023-06-29)
- Misc fixes to reduce online disconnects
- Fix boot issue when launching directly from executable (GOG)
- Fix issue with AI wielders not always choosing skills correctly
- Fix issue with custom mods not being loaded into the game properly
4993a5fbec882d8eaf5be3ef303889e7f465ed74 (2022-11-28)
- Fixed issue with The Lion's Den map which caused AI to get stuck and softlock the game
3d8083d604e6bf6cc359f9ee25d34642fb0537f5 (2022-12-06)
- Fixed bug reporting
- Fixed AI troops stopping in battle when triggering mines/entering gas clouds/etc and potentially softlocking the game
2f9faaca9125954716b6bb9de415403144a4ee70 (2023-05-31)
Notable additions
- New traits and abilities added to many units
- Balance pass
- New siege maps with gates
- Ranged attacks can now be “blocked” (-50% damage) by walls and other high intervening terrain
- Cost changes to many buildings
- Threat level overhaul reimplemented, meaning hostile difficulties are calculated differently and have new labels. The difficulties labeled “worthy” and “challenging” still exist, but they will be slightly more forgiving compared to before.
- Updated filters are added to lobby map selection menu
- New random map menu added to lobby
- Added functionality to cast spells in battle queue
- Added logic to determine which troop to select when hovering overlapping troops in battle
- Each troop now only has one “attack of opportunity” per turn (similar to retaliation attacks)
Notable bug fixes
- Fixed bug where Aurelia’s dialogue was missing at the end Loth 3 on hard
- Fixed bug where AI melee troops would move to high ground despite not being able to attack from it.
- Fixed bug where a troop in battle could become untargetable/unselectable if obscured by sprites of other troops.
- Fixed bug that would cause immediate exception when loading into skirmish with the first player slot empty
- Fixed bug that would cause immediate exception when loading an old save
- Fixed bug where an exception would occur after enemy attacks your town
Adventure
- Prevent HUD toggle on opponent turn
- Increased text speed in dialogues and letterbox cutscenes
- Movement buffs and Initiative buffs to artifacts lowered or rebalanced
- Changed the second tier of Eager from giving 30 initiative to 15 initiative
- Changed the second tier of Speed of winds from giving 20 initiative to 10
- Upped bonuses from impressive tier 2 from 15 to 20 and tier 3 from 20 to 30
- Upped bonuses from raider tier 1 from 200 to 250 and tier 2 400 to 500
- Modified campaign maps to fit with new siege style
- Slightly increased rewards for old urns, wooden idol and abandoned cart
- Fixed pathfinding bug that didn't allow interaction with certain hostiles in narrow terrain
- Prevent “Enemy siege was aborted” message from being shown when claiming some neutral towns/settlements
- Changed marketplace prices, making exotics more valuable and stone/wood slightly better to sell
- Prices of many buildings changed in all factions
Arleon
- Peasant Hut now costs 1000 gold, 5 wood was 1200 gold 4 wood
- Peasant hut upgrade cost increased by 1 wood
- Tavern now costs 1000 gold 2 stone 2 wood was
- Tavern upgrade cost switch, adding 2 stone, removing 1 ancient amber
- Unlocking rangers in Barracks cost reduced by 500 gold
- Castle cost reduced by 500 gold
Loth
- Rat warren now costs 800 gold, 5 stone, was 1000 gold 4 stone, upgrade now costs 2 stone, 2 glimmerweave and 3 celestial ore, was 4 stone and 4 glimmerweave
- Crypt now costs 1200 gold, 2 stone and 2 wood was 1000 gold, 2 stone and 2 ancient amber
- Aurelian sanctums price reduced by 500 gold, upgrade cost increased by 1 celestial ore
- Laboratory cost reduced by 500 gold, upgrade cost reduced by 1 glimmerweave
Barya
- Piper’s Post cost reduced by 200 gold, upgrade increased by 2 wood
- Dreath den costs 1 stone less and 1 wood more, upgrade now costs 4 stone, 4 wood, 2 glimmerweave, 3 ancient ambter. Was 2 wood, 3 glimmerweave, 3 ancient amber
- Mercenary quarters upgrade costs changed to 5 stone, 5 wood. Quarters upgrade cost reduced by 2 ancient amber
- Fortalice upgrade cost changed, reducing cost by 5 wood and adding cost of 5 stone
- Reducing recruitment unlock of sassanids by 500 gold
- Reducing cost of workshop by 5 stone and 500 gold
- Reducing upgrade cost of workshop by 1 ancient amber
- Reducing cost of factory by 1000 gold
- Increasing cost of upgraded factory by 5 celestial ore and 5 ancient amber
Rana
- reduced cost of lean to by 400 gold , reduced upgrade cost with 1 stone, 1 glimmerweave and 1 celestial ore
- Shaman Tent cost reduced by 2 stone and 200 gold
- upgrade cost reduced by 2 stone, 2 glimmerweave and 2 ancient amber
- Mud huts upgrade cost changed from 10 stone, 3 glimmerweave, 2 celestial or to 5 stone, 5 wood, 10 glimmerweave and 5 celestial ore
- Beast corral cost increased by 1 glimmerweave
- Beast corral upgrade changed from 3 glimmerweave and 2 celestial ore to 5 stone and 5 glimmerweave
- Chelun’s sanctuary cost reduced by 5 wood and 3 glimmerweave and increased by 5 stone and 3 celestial ore
- Smoldering cave tier 2 now costs 5000 gold, 10 stone, 10 wood, 15 glimmerweave and 15 ancient amber, was 10 glimmer weave and 20 ancient amber
Battle
- Fixed issues with the amount of damage that Faey Fire was dealing
- Fixed issue with next troop in queue losing modifiers if current troop died while having the same modifiers
- Fixed show-all-enemy-range getting stuck when using Alt+Tab
- Take retaliation first into account when creating attack preview
- Reworked how troops are initially placed in pre-battle
- Guard towers no longer always generate 2 units per turn but instead growth is based on the unit generated
- Guard towers stack sizes are increased when it levels up
- Ballistae damage increased to 40-60, was 15-30
- Ballistae hp increased to 50, was 40
- Psychic Spear, Justice and Rupture can now be cast on your own troops (now consistent with other direct damage spells)
New traits and abilities
- Queen’s Guard has Essence fighter trait, increasing their essence by 1 for every time they attack (to a maximum of 6)
- Faey Rager now has the Magic Immunity ability making them untargetable by magic
- Faey rager was also granted the Disrupt Essence trait, removing all essence from adjacent enemy troops
- Faey fire’s damage was changed from magic to normal and every missile now does 40% instead of 30%
- Oathbound and Legionnaires now have the trait Guard
- Cultists and Oathsinger’s songs now grant spell damage bonus instead of troop buffs
- Toxicologists and Banes now have the trait Mobile, removing their penalty from moving and shooting
- Banes now have the trait Stealthy
- Seneschal now has the trait Drain Essence, where they drain the essence from all nearby hostile troops, giving it to their Wielder. They no longer have strengthen
- Legion now has the trait Shielded
- Dire Dreath now has Bolster, activating gives them a battle long buff of 5 offense, defense and initiative
- Scarred Brute no longer has intimidating but instread has Front Line Fighter, giving them 10 offense, defense and initiative for every enemy troop adjacent
- Hellroar no longer has wait but instead has bombard, selecting a big area to deal 50% damage to.
- Protector no longer have the ability protect but now has Bull Rush, running forward until they hit either an object or a troop.
- Adult crawler now has the ability Burrow instead of wait, burrowing underground and emerging anywhere on the battlefield. The place to emerge is picked when burrowing and when they emerge their movement is set to 0. If the tile selected for emerging in is occupied the troops instead emerges where they burrowed.
- Dragons no longer has wait but instead has Menacing Roar, reducing initiative by 10 and movement by 2 to every enemy within 2 hexes
Balance pass on units
- Minstrels health is now 10, was 9
- Troubadours max dmg is 6, was 5
- Faey Nobles health is 70 was 85, cost reduced by 200 gold
- Faey Queen’s health is now 100, was 120
- Oathbound health is now 15, cost is 150, was 14 and 140
- Legionnaire’s cost is now 270 was 260
- Cultist’s health is now 14 was 11
- Oathsinger’s health is now 25, was 22
- Toxicoligist’s health is now 15, was 12, max dmg lowered by 1 to 3
- Bane’s health is now 25, was 20, damage lowered to 3-6 from 4-8
- Necromancer’s health lowered to 50 from 60, damage increased by 2
- Scarred Brute’s initiative lowered by 1
- Tinkerer min dmg increased by 1
- Artificer’s min dmg increased by 1
- Hellbreath’s initiative decreased by 10, hp decreased by 20, dmg decreased by 5, price reduced by 300 gold
- Hellroar’s initiative decreased by 10, hp decreased by 20, min dmg decreased by 10, cost decreased by 200 gold. 1 additional destruction essence added.
- Shaman max dmg increased by 1, price increased by 10
- Sage price lowered from 340 to 300
- Protector max dmg lowered from 8 to 7, cost increased from 450 to 500
- Adult crawler’s dmg changed from 12-16 to 10-15
- Eth’dra max dmg increased by 2
- Dragons and Elder dragons lose 1 arcana and gain 1 destruction
- Dragons initiative lowered by 9 to 38, health reduced from 180 to 160
- Elder Dragons initiative lowered by 9 to 39, health reduced from 240 to 200
Battlegrounds
- Changed some dev armies to fit with new prices of troops
- Updated skills of Cecilia and Ravenfayre
Map editor
- Fix issue where setting “Start with Walls” on a Town did not produce any gates or garrisons when starting the level.
AI - Battle
- AI can now use Bull Rush ability
- AI can now use Burrow ability
- AI can now use Bolster ability
- AI can now use Magic Immunity ability
- AI can now use Drain Essence ability
- AI can now use Menacing Roar ability
- Changed Faey Fire ability to always be used if troop is locked in dangerous melee combat
- AI without a wielder now realizes when a battle is lost and acts a little less careful after that
- Fixed AI thinking it blocks ranged enemy troops on ground with too much elevation difference
- Fixed AI not considering that a first strike would kill it when trying to pick a long-term target
- Fixed AI not trying to pick another target if best target would kill it with first strike
Misc
- Hotseat game saves now have a separate folder, just like online games
- Added “Load Hotseat Game” under Multiplayer in main menu
23a59ebcd6c84b9c86d5e4c2dccd340b9702ee66_2 (2023-06-27)
Version 0.86.1 Changelog
Notable additions
- Player Settings - In the game lobby it is now possible to tweak settings for each individual player to balance the game difficulty. Our previously hardcoded AI “handicaps” have now been moved to this system and are set as each AI difficulty's default values.
- Income multiplier - Applied to the player’s total per-turn resource income
- Troop production multiplier - Applied per town/settlement to that town’s per-turn troop production
- Start with marketplace - If checked, the game will count this player as having one more marketplace than they actually have for purposes of trade prices and being able to trade
- XP bonus multiplier - Applied to all normal wielder XP gains
Notable bug fixes
- Fixed players not receiving Risen correctly after winning battles during other player’s turns
- Fixed being able to see too much info in enemy town tooltips when it’s not your turn
- Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
- Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
- Fixed the issue with not counting garrison troops when checking threat
Adventure
- The camera now only follows ally wielders when it’s not your turn
- Fixed that “deactivated” things on map (opened chests, magic gates that were turned off, etc) became invisible on game load
- Added cost/sell value to artifact tooltips in the artifact market
- Hide win conditions from campaign map details text
- Added troop cost to non-purchasable troop tooltip in the purchase menu
- Fixed issue with inconsistent lighting between different locations on the map and during different weather conditions
- Prevent moving camera when right-clicking minimap
- Fixed exception when selling last marketplace while having the marketplace menu open
- Fixed being able to see too much info in enemy town tooltips when it’s not your turn
- Fixed artifacts in backpack being reordered when transferring wielders between campaign maps
Battle
- Added gameplay option to add extra delays during AI turns
- Added info about quicken in attack preview
- Added accept/decline options to fight for the hostile popup and a 10 sec countdown before enabling AI
- Lowered attack preview in battle on wide aspect ratios where it could end up outside the screen
- Added new color to battle grid used for ranged troops when they cannot use ranged attacks due to reloading or nearby enemy
- Fixed tooltips for Aurelia Eternal and Of Glories Gone song abilities saying that it is friendly troops that receive a buff to spell damage power (it is rather the wielder that gets the buff)
- Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
- Fix bug where end turn confirm popup was shown during simturns when resuming turn
Common
- Added some UI improvements to better support ultra-wide aspect ratios
- Add player settings to the lobby to customize player handicaps (cheats)
Map Editor
- The order of map entities in the toolbox has been changed to be more natural with how we usually work in the editor.
- Fixed issue with delayed triggers sometimes not triggering after the correct amount of turns.
- Fixed issue with zero delay auto triggers not always triggering at the start of the game
- Reassigned default hotkeys for save and save as
Multiplayer
- Many miscellaneous changes in order to reduce online disconnects
Online
- Added so that the game will automatically try and reconnect after an unexpected disconnect
- Misc. fixes to reduce disconnects
AI - Adventure
- Made AI better at taking distance into account when selecting regions to move to
- Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
- Fixed bug where large map entities straddling more than one region was only registered in one
- Tweaked down AI’s preference of going after edge or pocket regions
- Made the budgeting less strict to allow for better usage of resources
- Fixed multiple bugs related to recruiting
- Fixed troop transfer logic
- Fixed issue with not counting garrison troops when checking threat
- Update threat assessment in long-distance pathing to yield more path options
- Fixed serialization issue in the budget system
Audio
- Add movement sounds to elder dragon
- Add sounds to battle gate
Random Map Generator
- Added faction synced troop dwellings for player regions
- Update layouts for 2,4,6 and 8 player to include troop dwellings
- Update layouts for 6 and 8 player to be better balanced
- Added increased variation of factions for hostile
- Added extended logic to prevent decorations to block paths
- Added restrictions to settlement areas to prevent hostiles from spawning near building sites
- Fixed bug causing hostiles only have min or max of difficulty value, should now properly pick a value in range
- Fixed issue causing grouped regions to sometimes be unbalanced in terms of resources, this should now be vastly improved
- Reworked difficulty modifier in layouts to only affect hostiles spawned from the blueprint
Misc
- Made it possible to opt out of sending game statistics from the options menu
- Update Mod.IO plugin used for community maps
- Fixed issue where starting areas on large random maps were too empty
23a59ebcd6c84b9c86d5e4c2dccd340b9702ee66 (2023-06-27)
Version 0.86.1 Changelog
Notable additions
- Player Settings - In the game lobby it is now possible to tweak settings for each individual player to balance the game difficulty. Our previously hardcoded AI “handicaps” have now been moved to this system and are set as each AI difficulty's default values.
- Income multiplier - Applied to the player’s total per-turn resource income
- Troop production multiplier - Applied per town/settlement to that town’s per-turn troop production
- Start with marketplace - If checked, the game will count this player as having one more marketplace than they actually have for purposes of trade prices and being able to trade
- XP bonus multiplier - Applied to all normal wielder XP gains
Notable bug fixes
- Fixed players not receiving Risen correctly after winning battles during other player’s turns
- Fixed being able to see too much info in enemy town tooltips when it’s not your turn
- Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
- Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
- Fixed the issue with not counting garrison troops when checking threat
Adventure
- The camera now only follows ally wielders when it’s not your turn
- Fixed that “deactivated” things on map (opened chests, magic gates that were turned off, etc) became invisible on game load
- Added cost/sell value to artifact tooltips in the artifact market
- Hide win conditions from campaign map details text
- Added troop cost to non-purchasable troop tooltip in the purchase menu
- Fixed issue with inconsistent lighting between different locations on the map and during different weather conditions
- Prevent moving camera when right-clicking minimap
- Fixed exception when selling last marketplace while having the marketplace menu open
- Fixed being able to see too much info in enemy town tooltips when it’s not your turn
- Fixed artifacts in backpack being reordered when transferring wielders between campaign maps
Battle
- Added gameplay option to add extra delays during AI turns
- Added info about quicken in attack preview
- Added accept/decline options to fight for the hostile popup and a 10 sec countdown before enabling AI
- Lowered attack preview in battle on wide aspect ratios where it could end up outside the screen
- Added new color to battle grid used for ranged troops when they cannot use ranged attacks due to reloading or nearby enemy
- Fixed tooltips for Aurelia Eternal and Of Glories Gone song abilities saying that it is friendly troops that receive a buff to spell damage power (it is rather the wielder that gets the buff)
- Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
- Fix bug where end turn confirm popup was shown during simturns when resuming turn
Common
- Added some UI improvements to better support ultra-wide aspect ratios
- Add player settings to the lobby to customize player handicaps (cheats)
Map Editor
- The order of map entities in the toolbox has been changed to be more natural with how we usually work in the editor.
- Fixed issue with delayed triggers sometimes not triggering after the correct amount of turns.
- Fixed issue with zero delay auto triggers not always triggering at the start of the game
- Reassigned default hotkeys for save and save as
Multiplayer
- Many miscellaneous changes in order to reduce online disconnects
Online
- Added so that the game will automatically try and reconnect after an unexpected disconnect
- Misc. fixes to reduce disconnects
AI - Adventure
- Made AI better at taking distance into account when selecting regions to move to
- Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
- Fixed bug where large map entities straddling more than one region was only registered in one
- Tweaked down AI’s preference of going after edge or pocket regions
- Made the budgeting less strict to allow for better usage of resources
- Fixed multiple bugs related to recruiting
- Fixed troop transfer logic
- Fixed issue with not counting garrison troops when checking threat
- Update threat assessment in long-distance pathing to yield more path options
- Fixed serialization issue in the budget system
Audio
- Add movement sounds to elder dragon
- Add sounds to battle gate
Random Map Generator
- Added faction synced troop dwellings for player regions
- Update layouts for 2,4,6 and 8 player to include troop dwellings
- Update layouts for 6 and 8 player to be better balanced
- Added increased variation of factions for hostile
- Added extended logic to prevent decorations to block paths
- Added restrictions to settlement areas to prevent hostiles from spawning near building sites
- Fixed bug causing hostiles only have min or max of difficulty value, should now properly pick a value in range
- Fixed issue causing grouped regions to sometimes be unbalanced in terms of resources, this should now be vastly improved
- Reworked difficulty modifier in layouts to only affect hostiles spawned from the blueprint
Misc
- Made it possible to opt out of sending game statistics from the options menu
- Update Mod.IO plugin used for community maps
- Fixed issue where starting areas on large random maps were too empty
1.7.2_7a64b26088_3693 (2025-10-27)
Notable additions
- Can now spectate allies’ battles
- Can now see position of allies’ mouse cursor
- Can now gift towns and settlements to allies, and request towns and settlements from AI partners
- Can now trade troops and artifacts between allied wielders (subject to map settings for mixed factions and taking from human allies)
- Can now claim map entities owned by allies (subject to map setting for taking from human allies)
- Can now request resources from AI allies (within limits)
- Can now see what resources allies have
- Can now recruit troops (from your own towns/settlements) using allied rally points
- Added new 2-vs-2 co-op map: Shared Goals
- Added new random map layouts intended for co-op play
Notable bug fixes
- Hopefully fixed most cases of random maps being generated with stuff blocking passages between regions
- Fixed the problem on Good Neighbours map where UI for Upgrade Settlement would get stuck on screen
- Fixed issue on Mac that would sometimes ignore single clicks and require double-click
- Fixed issue that would allow changing game settings on Tales maps
- Fixed bug that could cause AI to get stuck while stashed in town and having a nearby enemy wielder at a specific range
Adventure
- Fixed issue that made the blocking area of Aurelian Sanctum building too big for its size
- Updated Termite Nest to give consistent rewards for each wielder per spawned instant of exotics
- Flipped deployment screen troop portraits for the attacking player so that their troops are facing their enemies
- Fixed sometimes not receiving "necromancy" (Loth/Roots) troops when winning a battle on other player's turns
- Fixed issue where no troops would be given as a reward from a map entity if they didn't all fit
- Fixed issue where story camera would not move to the intended spot
Battle
- Troops that provide the Mother’s Embrace effect will no longer absorb more damage than could be dealt to the original target
- Fixed Seed/Root of the Mother “regaining” health during complicated series of events when a friendly Heart/Pulse within range of Mother’s Embrace would shoot it in the back after taking damage from certain spells
- Fixed Hearts/Pulses sometimes playing their death animation when taking damage from explosive barrels
- Fixed Hearts/Pulses movement reduction from damage-induced attacks only lasting during the current round. It now affects them until the end of their next turn
- Fixed defenders in town siege battles not being able to move onto the gate hex
- Fixed gate in town siege battles swinging the wrong way
- Fixed troops having their movement interrupted due to dead troops that had used Ambush ability
UI
- Enabled auto-rearrange of wielder inventory via middle-click or right stick
- Added more fine grained control over options sliders when using a gamepad
- (Hopefully) Fixed Mac-only bug that required all clicks to be double clicks
Map changes
- Removed a faulty ban of Arleon research on the map Portal Corners - now all research is allowed on that map
- Updated map Woods and Walls to block of area of terrain that shouldn’t have been passable
- Removed Beacon that was mistakenly placed in A Hot Deal map
- Fixed some minor/trivial bugs in maps Three Roads, the Plateau, and Proving Grounds
AI - Adventure
- Fixed AI spending too much movement (going too far out of its way) to interact with some map entities added in the Vanir and Roots DLC
- Fixed rare edge case where an AI wielder would endlessly enter and exit a town or settlement because of a specific circumstance of threat range and map regions
AI - Battle
- Improved AI use of Onslaught spell regarding troops with Quick trait
Map Editor
- Fixed bacteria added in DLCs not being available to use in map editor
- Fixed a bug that prevented guarded map entities from using any custom battle map
Misc
- Fixed towns and settlements in random maps sometimes not setting their faction type on the region they are in
1.7.2_7a64b26088_3399 (2025-10-27)
Notable additions
- Can now spectate allies’ battles
- Can now see position of allies’ mouse cursor
- Can now gift towns and settlements to allies, and request towns and settlements from AI partners
- Can now trade troops and artifacts between allied wielders (subject to map settings for mixed factions and taking from human allies)
- Can now claim map entities owned by allies (subject to map setting for taking from human allies)
- Can now request resources from AI allies (within limits)
- Can now see what resources allies have
- Can now recruit troops (from your own towns/settlements) using allied rally points
- Added new 2-vs-2 co-op map: Shared Goals
- Added new random map layouts intended for co-op play
Notable bug fixes
- Hopefully fixed most cases of random maps being generated with stuff blocking passages between regions
- Fixed the problem on Good Neighbours map where UI for Upgrade Settlement would get stuck on screen
- Fixed issue on Mac that would sometimes ignore single clicks and require double-click
- Fixed issue that would allow changing game settings on Tales maps
- Fixed bug that could cause AI to get stuck while stashed in town and having a nearby enemy wielder at a specific range
Adventure
- Fixed issue that made the blocking area of Aurelian Sanctum building too big for its size
- Updated Termite Nest to give consistent rewards for each wielder per spawned instant of exotics
- Flipped deployment screen troop portraits for the attacking player so that their troops are facing their enemies
- Fixed sometimes not receiving "necromancy" (Loth/Roots) troops when winning a battle on other player's turns
- Fixed issue where no troops would be given as a reward from a map entity if they didn't all fit
- Fixed issue where story camera would not move to the intended spot
Battle
- Troops that provide the Mother’s Embrace effect will no longer absorb more damage than could be dealt to the original target
- Fixed Seed/Root of the Mother “regaining” health during complicated series of events when a friendly Heart/Pulse within range of Mother’s Embrace would shoot it in the back after taking damage from certain spells
- Fixed Hearts/Pulses sometimes playing their death animation when taking damage from explosive barrels
- Fixed Hearts/Pulses movement reduction from damage-induced attacks only lasting during the current round. It now affects them until the end of their next turn
- Fixed defenders in town siege battles not being able to move onto the gate hex
- Fixed gate in town siege battles swinging the wrong way
- Fixed troops having their movement interrupted due to dead troops that had used Ambush ability
UI
- Enabled auto-rearrange of wielder inventory via middle-click or right stick
- Added more fine grained control over options sliders when using a gamepad
- (Hopefully) Fixed Mac-only bug that required all clicks to be double clicks
Map changes
- Removed a faulty ban of Arleon research on the map Portal Corners - now all research is allowed on that map
- Updated map Woods and Walls to block of area of terrain that shouldn’t have been passable
- Removed Beacon that was mistakenly placed in A Hot Deal map
- Fixed some minor/trivial bugs in maps Three Roads, the Plateau, and Proving Grounds
AI - Adventure
- Fixed AI spending too much movement (going too far out of its way) to interact with some map entities added in the Vanir and Roots DLC
- Fixed rare edge case where an AI wielder would endlessly enter and exit a town or settlement because of a specific circumstance of threat range and map regions
AI - Battle
- Improved AI use of Onslaught spell regarding troops with Quick trait
Map Editor
- Fixed bacteria added in DLCs not being available to use in map editor
- Fixed a bug that prevented guarded map entities from using any custom battle map
Misc
- Fixed towns and settlements in random maps sometimes not setting their faction type on the region they are in
1.6.2_169ff10a85_3554 (2025-06-30)
- Fix issue when damaging Heart/Pulse on a position where they didn’t get any targets caused an exception (e.g.sometimes on highground)
- Replaced old towns and settlements with non faction locked ones in more of the older maps
- Fixed unwanted linebreak because of hyphen in sidepanels, replaced with correct minus glyph just before displaying text
- Fixed tooltip on DLC diamond buttons in Main menu to update when language is changed
- Misc stability fixes
1.6.1_1c165726cf_3547 (2025-06-25)
- Roots tags added to some of the maps that were missing it
- Fixed inaccessible paths in maps Three Roads and Creeping Borders
- Fixed inaccessible pickups in maps Shattered Sky and Cold Roots
- Fixed issues in older maps where large settlement wouldn’t adjust their art according to their owner faction
- Fixed some missing strings when inspecting Wielder stats affected by Vanir map entities
- Updated Roots interaction menu background image
- Fixed so that DLC factions can be selected if choosing random faction while owning a DLC
- Fixed the adventure sprite of Fungi to properly reflect their current appearance
- Fix issue with missing font characters in dropdowns for Polish, Ukrainian and Korean.
- Burrow can no longer be used again by enabling it with movement buffs
- Artifacts can now be banned on maps
- Beak of the Beast and Golden Goose banned on some challenge maps
- Fixed issue where objects starting out as claimed even though they shouldn’t on some maps
- Fix issue with beam attacks causing exception when the beam does not cover any tiles
- Fix issue where spawned Oathbounds got Essence Shield buff from the enemy
- Change some challenge maps to be marked as story maps instead.
- Misc bug fixes.
1.6.1_1c165726cf_3259 (2025-06-25)
- Roots tags added to some of the maps that were missing it
- Fixed inaccessible paths in maps Three Roads and Creeping Borders
- Fixed inaccessible pickups in maps Shattered Sky and Cold Roots
- Fixed issues in older maps where large settlement wouldn’t adjust their art according to their owner faction
- Fixed some missing strings when inspecting Wielder stats affected by Vanir map entities
- Updated Roots interaction menu background image
- Fixed so that DLC factions can be selected if choosing random faction while owning a DLC
- Fixed the adventure sprite of Fungi to properly reflect their current appearance
- Fix issue with missing font characters in dropdowns for Polish, Ukrainian and Korean.
- Burrow can no longer be used again by enabling it with movement buffs
- Artifacts can now be banned on maps
- Beak of the Beast and Golden Goose banned on some challenge maps
- Fixed issue where objects starting out as claimed even though they shouldn’t on some maps
- Fix issue with beam attacks causing exception when the beam does not cover any tiles
- Fix issue where spawned Oathbounds got Essence Shield buff from the enemy
- Change some challenge maps to be marked as story maps instead.
- Misc bug fixes.
1.5.6_c8b61f6081_3240 (2025-03-21)
- Changed color of "current troop" marker in battle for improved readability
- Fixed turn timers in battle counting down twice as fast as they should
- Fixed bug in random map generation leading to too many neutral hostiles being just stacks of Arleon Militias
- Fixed exception when entering player stats menu if one of your most played maps was a random map layout that is no longer present
- Fixed bug in random map sublayout selection in lobby, leading to a random sublayout being used for game if no choice was made manually
- Fixed attack previews for Hellroar's Bombard ability not correctly applying the 50% damage multiplier
- Fixed build menu entry for Vanir's Longhouse sometimes showing two Swines instead of one Swine and one Berserkir
- Fixed edge case in AI recruitment that caused a softlock during AI's turn
1.5.6_c8b61f6081_2954 (2025-03-21)
- Changed color of "current troop" marker in battle for improved readability
- Fixed turn timers in battle counting down twice as fast as they should
- Fixed bug in random map generation leading to too many neutral hostiles being just stacks of Arleon Militias
- Fixed exception when entering player stats menu if one of your most played maps was a random map layout that is no longer present
- Fixed bug in random map sublayout selection in lobby, leading to a random sublayout being used for game if no choice was made manually
- Fixed attack previews for Hellroar's Bombard ability not correctly applying the 50% damage multiplier
- Fixed build menu entry for Vanir's Longhouse sometimes showing two Swines instead of one Swine and one Berserkir
- Fixed edge case in AI recruitment that caused a softlock during AI's turn
1.4.13_2d9731f566_3063 (2025-01-24)
- Fixed broken/missing weather effects
- Fixed Thigh Boots artifact not giving its gold income
- Fixed tooltips lingering on screen when using gamepad
1.4.13_2d9731f566_2778 (2025-01-24)
- Fixed broken/missing weather effects
- Fixed Thigh Boots artifact not giving its gold income
- Fixed tooltips lingering on screen when using gamepad
1.4.12_a5624b455d_3033 (2025-01-14)
- Fixed memory related crash to desktop issues
- Fixed Chain Lightning effect being applied to the wrong targets
- Fixed gamepad zoom level being reset every End Turn
- Fixed ranged attacks triggered by Challenge ability not causing shooting troops to reload
- Fixed yet another edge case issue with artifact trading causing AI softlock
- Tweaked bloom values to counter the brightness of Vanir's snow biome during night
- Fixed leaf particles being drawn to certain other special effects
- Fixed gamepad lobby tooltips not updating properly when changing settings (and likely a bunch of similar issues)
- Added Ranged troop status to Grym
- Fixed Vanir Bracers not giving their bonus
- Fixed Cauldron map entity movement buff being stackable
- Repositioned a blocker in Steadfast map to allow access to a pile of stone
- Slightly changed the terrain in Dividing Fjords to allow access to a sack of gold
- Prevent loading of saves from “future” versions of the game (applicable when reverting to older versions of the game, such as our “console crossplay” beta)
1.4.12_a5624b455d_2748 (2025-01-14)
- Fixed memory related crash to desktop issues
- Fixed Chain Lightning effect being applied to the wrong targets
- Fixed gamepad zoom level being reset every End Turn
- Fixed ranged attacks triggered by Challenge ability not causing shooting troops to reload
- Fixed yet another edge case issue with artifact trading causing AI softlock
- Tweaked bloom values to counter the brightness of Vanir's snow biome during night
- Fixed leaf particles being drawn to certain other special effects
- Fixed gamepad lobby tooltips not updating properly when changing settings (and likely a bunch of similar issues)
- Added Ranged troop status to Grym
- Fixed Vanir Bracers not giving their bonus
- Fixed Cauldron map entity movement buff being stackable
- Repositioned a blocker in Steadfast map to allow access to a pile of stone
- Slightly changed the terrain in Dividing Fjords to allow access to a sack of gold
- Prevent loading of saves from “future” versions of the game (applicable when reverting to older versions of the game, such as our “console crossplay” beta)
1.4.11_a56e2e9ed1_3013 (2025-01-03)
- Fixed issue with artifact trading causing AI softlock
- Fixed rare edge case in "hunker down" behaviour causing AI softlock
- Fixed not being able to re-join your Vanir team when loading online saves when the host doesn't own the Vanir DLC
- Fixed Old Sword and Throwing Axe artifacts not giving their Offence bonuses
- Fixed Bjorn not using the Shifter skill pool
- Fixed sliders not refreshing properly in troop drafting menus when upgrading units before drafting them
- Fixed Huskarls not switching to sword if throwing their spears because of a Skinshifter Challenge
- Post-battle menu will no longer show information about enemy's Serimnaans returning to their recruitment pools
- Make check mark behaviour for Challenge maps be consistent with Conquest maps and only show up after a win has been registered for that map (rather than just having started it at least once)
- Minor balance fix for Clash in The Marsh map
- Minor visual fix for Fardeeds Isle map
- Translation fixes
1.4.11_a56e2e9ed1_2732 (2025-01-03)
- Fixed issue with artifact trading causing AI softlock
- Fixed rare edge case in "hunker down" behaviour causing AI softlock
- Fixed not being able to re-join your Vanir team when loading online saves when the host doesn't own the Vanir DLC
- Fixed Old Sword and Throwing Axe artifacts not giving their Offence bonuses
- Fixed Bjorn not using the Shifter skill pool
- Fixed sliders not refreshing properly in troop drafting menus when upgrading units before drafting them
- Fixed Huskarls not switching to sword if throwing their spears because of a Skinshifter Challenge
- Post-battle menu will no longer show information about enemy's Serimnaans returning to their recruitment pools
- Make check mark behaviour for Challenge maps be consistent with Conquest maps and only show up after a win has been registered for that map (rather than just having started it at least once)
- Minor balance fix for Clash in The Marsh map
- Minor visual fix for Fardeeds Isle map
- Translation fixes
1.3.2_ab33a56fa6_2566 (2024-10-01)
- Fixed AI softlock when playing the second Rana campaign mission on Overwhelming difficulty
1.3.2_ab33a56fa6_2308 (2024-10-01)
- Fixed AI softlock when playing the second Rana campaign mission on Overwhelming difficulty
1.1.3_4a2d5b26bf_2217 (2024-08-05)
- Fixed AI softlocking on The Lost Cliffs, The Marsh Provides and Trespassers challenge maps
1.1.3_4a2d5b26bf_2008 (2024-08-05)
- Fixed AI softlocking on The Lost Cliffs, The Marsh Provides and Trespassers challenge maps
1.0.2_e59357f83c_1996 (2024-05-27)
- Fixed third mission of Barya campaign not completing if your teammate defeats the enemy by claiming their last town (includes fix for currently broken saves)
- Prevent ending up in a position that you can't move from when using teleporter on fourth Barya campaign mission
- Fixed being able to miss an important story trigger on fourth Barya campaign mission
- Fixed issue with the game freezing when using alt-tab on Macs (removed unsupported v-sync options)
1.0.2_e59357f83c_1832 (2024-05-27)
- Fixed third mission of Barya campaign not completing if your teammate defeats the enemy by claiming their last town (includes fix for currently broken saves)
- Prevent ending up in a position that you can't move from when using teleporter on fourth Barya campaign mission
- Fixed being able to miss an important story trigger on fourth Barya campaign mission
- Fixed issue with the game freezing when using alt-tab on Macs (removed unsupported v-sync options)
1.0.1_900e3c02ae_1977 (2024-05-24)
- Fixed third mission of Barya campaign not completing after defeating all enemies (includes fix for currently broken saves)
- Fixed not being able to move wielder on first turn when starting a game with the complete map exploration option
- Limit risk of rare bug where the campaign map selection menu is not loaded after choosing a campaign
1.0.1_900e3c02ae_1819 (2024-05-24)
- Fixed third mission of Barya campaign not completing after defeating all enemies (includes fix for currently broken saves)
- Fixed not being able to move wielder on first turn when starting a game with the complete map exploration option
- Limit risk of rare bug where the campaign map selection menu is not loaded after choosing a campaign
0.99.3_86fd095109_1780 (2024-04-26)
- Fixed endless loop caused by AI not discarding a building option that required another building currently in construction
0.99.3_86fd095109_1661 (2024-04-26)
- Fixed endless loop caused by AI not discarding a building option that required another building currently in construction
0.99.22_3287271a9f_1922 (2024-05-17)
- Fixed bug causing all created savegames to contain the same game state
0.99.22_3287271a9f_1778 (2024-05-17)
- Fixed bug causing all created savegames to contain the same game state
0.99.21_fdc3c0a5aa_1911 (2024-05-15)
- Speculative fix for bug causing all created savegames to contain the same game state
0.99.21_fdc3c0a5aa_1769 (2024-05-15)
- Speculative fix for bug causing all created savegames to contain the same game state
0.99.20_fde4cb867e_1838 (2024-05-03)
- AI difficulties: Removed troop income buff from Challenging AI difficulty and lowered its gold income buff to 20%
- AI difficulties: Lowered troop income buff for Overwhelming AI difficulty to 50% and lowered its gold income buff to 40%
- Added tiny effect when selecting wielder
- Added artifact text rarity color to Select Reward popup
- Fixed issue with the three “Die by the X” achievements not incrementing correctly when multiple stacks where damaged by a single spell/attack
- Fixed issue with map Feud Island where constructing walls would lock your wielder on the outside
- Random Map Generation: Reworked sublayout Crossroads and it’s now one of our largest 1v1 maps
- Random Map Generation: Fixed issue causing portals to block town wall entrances in rare occasions
- Random Map Generation: Fixed bug causing primary building selection in regions to not properly use the random generation seed
- Map Editor: Auto Triggers will now only trigger on human player turns
- Map Editor: Added the concept of Global Game Variables for triggers and criteria checks
- AI: Fixed issue with map Trespassers that would cause AI to hang while seeking routes through a portal
- AI: Fixed issue with battle AI not playing if another player chosen to play for the AI team disconnects during the pre-battle menu
- AI: Fixed commander moving in and out of a town/settlement for ever and ever
- AI: Fixed not always clearing cached threat level when commanders changed troop composition
- AI: Improved object cleanup to avoid access runtime AI data for a dead team
0.99.20_fde4cb867e_1711 (2024-05-03)
- AI difficulties: Removed troop income buff from Challenging AI difficulty and lowered its gold income buff to 20%
- AI difficulties: Lowered troop income buff for Overwhelming AI difficulty to 50% and lowered its gold income buff to 40%
- Added tiny effect when selecting wielder
- Added artifact text rarity color to Select Reward popup
- Fixed issue with the three “Die by the X” achievements not incrementing correctly when multiple stacks where damaged by a single spell/attack
- Fixed issue with map Feud Island where constructing walls would lock your wielder on the outside
- Random Map Generation: Reworked sublayout Crossroads and it’s now one of our largest 1v1 maps
- Random Map Generation: Fixed issue causing portals to block town wall entrances in rare occasions
- Random Map Generation: Fixed bug causing primary building selection in regions to not properly use the random generation seed
- Map Editor: Auto Triggers will now only trigger on human player turns
- Map Editor: Added the concept of Global Game Variables for triggers and criteria checks
- AI: Fixed issue with map Trespassers that would cause AI to hang while seeking routes through a portal
- AI: Fixed issue with battle AI not playing if another player chosen to play for the AI team disconnects during the pre-battle menu
- AI: Fixed commander moving in and out of a town/settlement for ever and ever
- AI: Fixed not always clearing cached threat level when commanders changed troop composition
- AI: Improved object cleanup to avoid access runtime AI data for a dead team
0.99.10_3afccc57e3_1795 (2024-04-29)
- Fixed issue with exceptions happening when loading games sometimes
- Fixed bug where camera moved to wrong wielder if cycling wielders too fast
- Fixed padlock icons sometimes not showing up for locked player options in game lobbies
- Prevent showing max stack size and cost in codex entries for units where it’s not applicable
- Added a fix for a possible race condition null reference when switching scenes
- Maps: Fixed issue with unreachable old battlefield in map Hate for Eight
- Maps: Fixed issue with roads forming squares when upgrading settlements in Tight for Three
- Maps: Fixed issue with unreachable portal in map Proving Grounds
- Maps: Fixed issue with Aurelia dialogue appearing twice at a certain path in Loth mission 3
- Maps: Fixed blockers around beacons in conquest maps so that wielders won’t get stuck
- Maps: Fixed impassable path to the south-west in Branching Trails
- Random map generation: Fixed issue which caused inconsistencies during map generation when placing entities
- Random map generation: Fixed issue causing guards on primary buildings to not spawn
- Random map generation: Updated blueprints to now include Sacred Woods
- Random map generation: Updated sublayout Vortex with more powerful hostiles and increased chance of multiple paths
0.99.10_3afccc57e3_1675 (2024-04-29)
- Fixed issue with exceptions happening when loading games sometimes
- Fixed bug where camera moved to wrong wielder if cycling wielders too fast
- Fixed padlock icons sometimes not showing up for locked player options in game lobbies
- Prevent showing max stack size and cost in codex entries for units where it’s not applicable
- Added a fix for a possible race condition null reference when switching scenes
- Maps: Fixed issue with unreachable old battlefield in map Hate for Eight
- Maps: Fixed issue with roads forming squares when upgrading settlements in Tight for Three
- Maps: Fixed issue with unreachable portal in map Proving Grounds
- Maps: Fixed issue with Aurelia dialogue appearing twice at a certain path in Loth mission 3
- Maps: Fixed blockers around beacons in conquest maps so that wielders won’t get stuck
- Maps: Fixed impassable path to the south-west in Branching Trails
- Random map generation: Fixed issue which caused inconsistencies during map generation when placing entities
- Random map generation: Fixed issue causing guards on primary buildings to not spawn
- Random map generation: Updated blueprints to now include Sacred Woods
- Random map generation: Updated sublayout Vortex with more powerful hostiles and increased chance of multiple paths
0.98.1_187fc9a692_1688 (2024-04-16)
Adventure
- Fixed issue with trying to attack neutral hostiles that has spawned inside town walls due to an event
- Fixed graphical glitch causing outline fading not to work for objects above elevation zero
- Add effects when enabling/disabling portals
Battle
- Made it easier to target water tiles with area spells
Campaigns
- Fixed wielders not transferring their unspent skill points between campaign maps (so now if you level up at the last fight of a campaign map, you can spend that skill point in following maps)
- Fixed issues with wielders scripted to be spawned using delayed triggers spawning into dead teams
- Fixed issue on Arleon 3 where you could get your Wielder stuck behind a settlement building
UI
- Removed camera zoom for hostile join popup if it was opened by a trigger
Map editor
- Added option to check any number of previous turns when counting beacons using the beacon team condition
- Renamed “Disable Modded Wielders” to “Disable Mods” in map settings and made it actually work
- Fixed issue with agnostic map entities sometimes not updating their artwork properly when moving them around in the map editor
- Fixed issue with converted or razed towns not retaining their “Prevent Wall Construction”-setting
- Added “Trigger owner wielder” as a persona that can be used in dialogues to select the wielder that has the trigger starting the dialogue on it, instead of relying on “Nearest wielder” selecting the right wielder
Modding
- Fixed issue that could cause modded wielders to turn up in official campaigns
Multiplayer
- Fixed camera moving to allies’ wielders when they teleport, even if “Camera follows ally Wielders” is turned off
AI - Adventure
- Changed AI tp count defending ranged troops as twice as dangerous in all sieges, not just those behind walls
- Changed AI threatmap to only use wielders’ original movement value and ignore reduced movement cost due to roads
- Updated defense logic to make a distinction between stashing and leaving town to defend by attacking
- Fixed issue where AI would store a commander in a town with walls, potentially causing the strongest wielder in a town not to be picked as defender in a siege
- Fixed issue where AI wielders would move towards a new region only to run back due to encountering threat
- Fixed issue where AI would end up in an infinite loop of switching between retreating to one region or hunkering down in another
- Fixed AI trying to assign roles to commanders before regions have been created
- Fixed AI trying to add scripted behavior to wielders that hasn't been spawned yet
- Fixed AI not changing target region to retreat to during the retreat
- Fix bugs specifically when defending a town/settlement with walls that stopped the AI from getting a proper path. This resulted in no defending commander being sent
Audio
- Fixed menu music playing over the cutscenes when selecting “Replay cutscene” using a gamepad
Random Map Generator
- Added an additional sublayout to 2 Players (Balanced)
- Fixed issue to prevent entities from spawning on top of each other which caused the AI to get stuck on its turn
Misc
- Updated credits
- Stopped downloaded campaign maps from showing up in the conquest map selection menu
0.98.1_187fc9a692_1588 (2024-04-16)
Adventure
- Fixed issue with trying to attack neutral hostiles that has spawned inside town walls due to an event
- Fixed graphical glitch causing outline fading not to work for objects above elevation zero
- Add effects when enabling/disabling portals
Battle
- Made it easier to target water tiles with area spells
Campaigns
- Fixed wielders not transferring their unspent skill points between campaign maps (so now if you level up at the last fight of a campaign map, you can spend that skill point in following maps)
- Fixed issues with wielders scripted to be spawned using delayed triggers spawning into dead teams
- Fixed issue on Arleon 3 where you could get your Wielder stuck behind a settlement building
UI
- Removed camera zoom for hostile join popup if it was opened by a trigger
Map editor
- Added option to check any number of previous turns when counting beacons using the beacon team condition
- Renamed “Disable Modded Wielders” to “Disable Mods” in map settings and made it actually work
- Fixed issue with agnostic map entities sometimes not updating their artwork properly when moving them around in the map editor
- Fixed issue with converted or razed towns not retaining their “Prevent Wall Construction”-setting
- Added “Trigger owner wielder” as a persona that can be used in dialogues to select the wielder that has the trigger starting the dialogue on it, instead of relying on “Nearest wielder” selecting the right wielder
Modding
- Fixed issue that could cause modded wielders to turn up in official campaigns
Multiplayer
- Fixed camera moving to allies’ wielders when they teleport, even if “Camera follows ally Wielders” is turned off
AI - Adventure
- Changed AI tp count defending ranged troops as twice as dangerous in all sieges, not just those behind walls
- Changed AI threatmap to only use wielders’ original movement value and ignore reduced movement cost due to roads
- Updated defense logic to make a distinction between stashing and leaving town to defend by attacking
- Fixed issue where AI would store a commander in a town with walls, potentially causing the strongest wielder in a town not to be picked as defender in a siege
- Fixed issue where AI wielders would move towards a new region only to run back due to encountering threat
- Fixed issue where AI would end up in an infinite loop of switching between retreating to one region or hunkering down in another
- Fixed AI trying to assign roles to commanders before regions have been created
- Fixed AI trying to add scripted behavior to wielders that hasn't been spawned yet
- Fixed AI not changing target region to retreat to during the retreat
- Fix bugs specifically when defending a town/settlement with walls that stopped the AI from getting a proper path. This resulted in no defending commander being sent
Audio
- Fixed menu music playing over the cutscenes when selecting “Replay cutscene” using a gamepad
Random Map Generator
- Added an additional sublayout to 2 Players (Balanced)
- Fixed issue to prevent entities from spawning on top of each other which caused the AI to get stuck on its turn
Misc
- Updated credits
- Stopped downloaded campaign maps from showing up in the conquest map selection menu
0.92.8_551920f64b_1252 (2024-02-07)
- Fixed exception when loading online game saves
- Fixed (at least one) source of objects blocking paths in random map generation
- Fixed exception from explosive barrels being detonated by extra Flame/Sweep attacks and destroying the initial attack target
- Fixed issue with wielders under the fog causing a NullReferenceException
0.92.8_551920f64b_1165 (2024-02-07)
- Fixed exception when loading online game saves
- Fixed (at least one) source of objects blocking paths in random map generation
- Fixed exception from explosive barrels being detonated by extra Flame/Sweep attacks and destroying the initial attack target
- Fixed issue with wielders under the fog causing a NullReferenceException