2.8.1b (21 April 2025)
Building Planner UI changes
- BP now shows buildings in horizontal rows instead of mixed rows and columns
- BP now sorts buildings by their requirements more strictly
- Updated icons for BP requirements
- Updated frames for BP to more clearly show what can and cannot be built
- Changed font of BP
- Improved BP performance
- Readjusted building requirements
Fixes and Changes
- Fixed subroutines for drawing the overworld HUD displaying your owned towns that took a lot more performance than was reasonable, significantly slowing down the game the more towns you owned
- Fixed a bug leading to the artifact duplication check to stop working after the player had picked up a treasure chest or similar dual-choice resource
- Fixed memory leak related to the new upgrade feature, slowing down games as they went on, as well as prolonging save and load times
- Optimised performance for large maps by reworking the secter and coastline systems
- Terrain now looks more correct when quickly zooming out the game
- Fixed a crash when you would quit the game straight from the main menu
- Fixed a bug related to expecting more hotseat players than the actual number of players
- Fixed a bug related to setting all players to hotseat, then removing a player
- Fixed a bug that prevented hidden beasts to respawn on the Gold Beach or Dreamscape terrain
- Fixed a bug that in some cases would prevent hidden beasts from respawning
- Fixed a bug related to Unit edit mods, making them often crash
- Made sure unit edit mods can edit the stats of units whose stats were changed recently
- Updated the Mirrored game data unit data edit files
- Fixing an exploit allowing the player to make the AI think it's dead though it's very much alive
- Changed the Heirloom skill to now only give one artifact when several level-ups are queued at the same time
- Chinese translations that were missing are now added
- Added a subroutine to clear up unused dead heroes, such as those that were created by a bug in v2.8.0
- Extending Blight Ritual specialty unit protection to the second spec unit from Split Branch unit if the hero knows Mastery
- Updating Blight Ritual so when it converts units into less power than the original, the lost power is remembered and added to the next Blight Ritual proc. This is a slight buff
- Fixing a bug allowing Temple of the Learned to proc several times for the same building
- Fixed Cartographer not working
- Fixed a rare crash during enemy spellcasting in battle
- Taught the AI to not use Shadowcloning and other spells requiring the hero to be alive while the hero is dead
- Fixed a bug related to Devastations owned by a recently defeated player
- Fixed Aether Forge being able to offer unique spells the hero already knew
- Changed the Bloodwarping/Unit_get_elite() targets for neutral Goblins, Elves, Ants, Amphibians and Dragons
- Fixed an issue where converting a town would prevent some town bonuses given to visiting heroes from working
- Fixed Town Founding leading towns to have too low buildings levels
- Fixed a bug related to Devour Enemy, Devour Own and Devour & Digest spells crashing the game when cast on a unit about to die before the spell completed
- Fixed a bug that prevented Forest Spirits from being resurrected by the Infirmary despite v2.8 being meant to specifically fix that issue
- Fixed a bug that prevented Corpse Eaters and Tarantulas from being resurrected by the Hospital
- Fixed a discrepancy in how Soul gain from Decay towns is calculated. Before, non-Decay units counted. Now, non-Undead units count
- Added a special case to the Infirmary for Wild, considering Anima a town unit even though one cannot hire Anima in town
- Fixed a bug that gave the player a random hero instead of the desired hero in case the map re-rolled during generation because of wrong generation
- Changed the UI for people who play with classic skilltrees, swapping the position of the Skillset and Ledger, and giving access to the new Ledger instead of old Ledger
- Fixed a bug that made the AI still use the new skillsets even when playing with classic skilltrees, even affecting what skills recruited heroes would start with
- Fixed classic skilltree settings showing the wrong descriptions in the tooltip for what requirements various skills would have
- Fixing an AI stall bug related to an AI hero trying to defend a town with the Caravan Stables
- Fixed a bug that made the screen flash whenever an AI interacted with an adventure map building, even if they did so beneath the Fog of War
- Infirmary now works for superupgrades, too (Dragonworm, Loss, Wildren)
- Rolled back a bug fix that made the Tavern work inconsistently when switching heroes
- Putting in a new fix to the original bug that allowed the player to get tavern heroes with too many skills
- Enabling the player to use the Switch Hero feature to switch between rehiring a dead hero, or recruiting a new hero/scout
- Fixing a bug that allowed the AI and town conversions to build buildings that were upgrades to other buildings, such as building Centre of Order without Plaza of Order
- Fixed the Keep going from giving 1 to giving 3 units with no inbetween
- Fixed Entourage working strangely when literally all units are stacked on the single hero that has Entourage
- Fixed a bug where skill-based permanent entourages would cut into the entourages from the entourage stat
- Fixed the tooltip for the entourage stat not correctly showing the amount of lost entourage unit power
- Fixed typo in map description for Demons, Deities, Dragons map
- Diplomacy now rounds gold prices to the nearest 50 instead of the nearest 100
- Fixed Ring of Bravery crashing when using Battle Speed = Skip
- Lieutenant Hall heroes now have more consistent leveling, slightly higher than what a newly hired hero would have
- Fixed a bug that allowed you to create demons/undeads that should be unavailable after losing a demonology/necromancy rank
- Fixed random outcomes from Smithing not being random enough
- Fixed towns without Taverns being unable to re-hire a hero that was killed
- Changed the building requirements for unit dwellings to be more linear and expectable
- Fixed a bug that prevented the AI from purchasing unit upgrades even though they had built the Upgrade Center
- Fixed Father Ocho, Forbidden Tome, Ockra of Loss and Aurora missing starting spells
- Fixed units not showing as upgraded in the Building Planner after a unit has been upgraded
- Fixed units in Building Planner not showing tooltips
- Fixed Lament tavern having higher build reqs than the taverns of other factions
- Fixed Torblok, Olane and Seth of Sleep using Militia as starting unit when not playing with the Rogue Realms DLC
- Fixed a remaining issue with stump towns sometimes having buildings that are impossible to unlock
- Fixed the Development Plan town perk being broken
- Fixed map pickups offering unupgraded units despite having upgraded a specific unit
2.7.2b (8 January 2025)
ADJUSTMENTS:
- Changed Pain Aura so it now actually doubles damage taken in combat instead of applying a -50% rallying aura. This is also a nerf
- Now the game remembers the last picked map so when exiting a map and opening the New Game menu, it automatically selects the last picked map
- Added a slight bit of variability in the power of Potent Soul, making it so that a unit such as the Shadeamander now sometimes will be able to resurrect units it previously would not because they were just beneath the cost threshold
- When several heroes are dead, the Tavern will now offer the highest level hero first, instead of the order being random and potentially different when saving and reloading
- Changed the code so the gold spawned after a battle always is spawned by the feet of the victorious player
- Standardised outcomes for gold spawned after combat
- Bloodwarping now scales better for rank II and rank III, to offset the difficulty of ranking it up as a subskill
- Torblok now has Bearguards as unit for players without Rogue Realms instead of Militia
- Creativity can no longer offer Infest, Tinker, Exploitation or Crystal Assembly for players who do not own the RR DLC
- Adjusted the power of the Reap spell down by about 20%
MAP GEN:
- Made sure the "Check Missing Coastal" subroutine during map generation does not only work for docks placed automatically, but also for docks in forcelists or docks in map elements
- Made sure the "Check Critical Failure" subroutine also activates to restart map generation in case a map-element-created structure is not possible to be placed on the map
- Readjusted the placement of map cells during map generation to make them slightly better spread across small maps
- Readjusted the code for connecting cells to make it more accurately connect cells supposed to connect together together
- Fixed a bug that would sometimes allow the rare sea town to be generated on the bottom edge of the map, leaving an inaccessible town
- Adjusted map generation to make it less common that part of areas aren't connected such as on maps like Mare Nostrum
- Reduced time before giving up on clear-pathing to objects
- Adjusted placement of water encounters to avoid cases where some of the resources would end up being placed on the coastline
- Fixed Order units spawning at sea for players playing without the RR DLC on some maps
BUG FIXES:
- Fixed a bug preventing AI from using Monuments correctly, leading to the AI not being able to play maps like Exile correctly. This should also make the AI slightly stronger on other maps by more effectively being able to use the offered map opportunities
- Fixed a bug that made the Underdog skill prevent heroes from bringing in single-battle entourage units
- Fixed a bug that made the Underdog skill sometimes calculate the relative difficulty of a fight differently than the overworld difficulty estimation
- Made sure the AI won't cast Regroup! at random
- Fixed Cult Recruiter being able to convert heroes
- Banditry will now give Mercenaries if the player does not own the Rogue Realms DLC. This is a temporary work-around until a more appropriate solution can be implemented in v2.8
- Reworded the Skirmish achievements to detail which Skirmish had to be fought to get them
- Turn Living can now no longer affect Hexed units
- Fixed several players starting as Random Rogue on the same map always ending up as the same hero
- Fixed minor typos in map descriptions
- Fixed only a single Raffe Rest getting restored even if the hero had picked up several Raffes before entering battle
- Reworded the Industrial Smithy perk to better reflect its effect
- Fixed units with Lash sometimes standing too far away to hit their intended target, making it look like they repeatedly miss their opponent
- Temple of War now ranks up Grudge/Soul of the Earth for Stonemasons/Runecarvers even if they do not already know Grudge/Soul of the Earth
- Heroes with a high number of warmachines will now have the icons for said warmachines resized instead of the list overflowing in the army overview UI
- Fixed tooltips getting cut off at the top of the screen with screen resolution aspect ratios far from 16:9
- Fixed an issue where buildings placed on the top row of tiles of the map would sometimes not draw their sprite
- Fixed a visual glitch related to Gold Veins which would be obscured by the terrain features when saved and reloaded
- Added a maximum distance for casting Gold Digger (24 tiles)
- Fixed Patience achievement not working when playing in other languages than English
- Fixed an exploit allowing you to start as any hero while using the Arcane town
- Fixed a bug related to Entourage units being sent as reinforcements
- Fixed a nerf for Coil of the Dead for Life Reapers not working as intended
- Fixed certain Adventure Map buildings not registering being discovered when touched
- Fixed the Scrying achievement not unlocking correctly
- Fixed a bug that would make the After Combat results page show the wrong numbers if attacked by the AI during their turn
- Fixing an issue with enemy AI, making it sometimes avoid good possibilities because the AI would think it had to fight its own armies to get to places
- Fixing an issue with the AI where it sometimes would correct for the danger of a nearby enemy several times when picking a goal
- Fixing a bug that made the AI move one tile less far for every 50 potential goals it was thinking about reaching, potentially locking heroes out of moving altogether on very large maps
- Fixed a bug that made Ritual of Power not give XP in case you had too few units for a full levelup
- Fixing evolution turning high-tier units into lower tier units
- Doppelgangers spawned at sea now have boats. When they leave the water, their boat disappears
- Fixed the Legend set and similar artifact set bonuses naming the unupgraded unit but creating the upgraded unit
- Fixed Blight Monstrum being considered a Draconic unit for players not owning the RR DLC, as well as some other strange unit living assignments for boss units, such as the big dragons being beasts
- Fixed Forlorn Cloister only keeping a single artifact post transformation
- Fixed the non-DLC version loading and then just hiding the DLC maps, instead of not loading the DLC maps at all
- Fixed achievement "God" only being granted when the hero ranks up a skill during level-up, thus becoming impossible in v2.7
- Fixed a bug that made the Haberdashery crashed when using two times by the same hero
- Fixed a typo in Morale's tooltip
2.6.3 (30 August 2024)
Here we are - v2.7.0 is now live on the main branch! Concurrently, the game is now on sale to celebrate! Please note there are minor save compatibility issues (no crashes expected).
The Progression update focuses on the two main forms of progression in the game: The maps and the heroes. This is a really large update, perhaps even larger than the v2.6 Great War update. Not only that, I believe this might be the best update the game has seen since v1.4. It changes so much of how the game is played in the direction of there being much more to explore - whether we are talking literally about map exploration or figuratively about exploring the various avenues of hero skill synergies.
The headlines of the update are as follows:
New, more compact maps with height differences, win conditions, and an open number of player slots New skill system sorting skills into categories and adding 120+ new subskills New units, new spells, new adventure map buildings, new art upgrades Various QoL improvements and balance changes ~70 bug fixes
If you want a development log about what’s changed and some thoughts about why, you can go check out the previous announcement - or you can see the short form of the patch notes below.
It’s been a long development process stretching across 23 pre-releases, and I want to thank everyone who played and gave feedback on the features as they were being worked on. It is thanks to them that we now all can enjoy this wonderful update. Oh, and thanks to the wonderful community artists who submitted ideas and designs for the various community art updates.
Now that v2.7.0 is out, I can start working on v2.8. I’m doing my best to make sure the next update will be a lot smaller than the last two updates, both of which have been much too big.
2.6.3 + RR (8 April 2024)
- Fixed a rare bug where an obelisk would generate an obelus ON TOP of the buried treasure
- Scrying achievement text now reads "Find an obelisk treasure with no clues apart from the first obelisk"
- Fixed a bug that might cause a boat or a resource to be generated on top of a coastline even when there was an empty tile available
- Rearranged credits so all of them are visibleAdded some new community credits and updated publishing credits
- Credits are now larger and better spacedRemoved debug feature that made artifacts draw lines to other artifacts of the same set when holding backspace
- Fixed a crash related to defeating hostile pirates
- Fixed a crash that would occur when entering a battle while being tabbed out of the game
- Fixed a bug that would make units flee more rarely unless you held your cursor above the HUD at the top of the screen
- Fixed the placement of tooltips that just move a bit above the top of the screen to not be cut off at the top
- Fixed a bug making the "Skilltrees: Off" advanced map setting a bit more random than intended
- Fixed a typo that made Fus Sofu and Kop Laka not start with the right spell (Summon Seastar)
- Fixed various issues with custom modded units using sprites larger than 24x24
- Added some code to make sure that hero units that respawn after death have the correct color and angle
- Fixed several issues with random events not occuring correctly during battle, which would, for instance, make all AOE projectiles land in the same spot, or make boats suddenly move strangely during naval combat
- Fixed the behaviour of swimming units with ranged attacks. Units can no longer use ranged attacks while swimming
- Swimming units now spend less time under water before jumping back up onto the ship
- Slightly increased width of Town UI windowMade sure the Summoning Circle will not create units that should not be created by random effects
- Increased the size of WyvernReworked Reviving Legend achievement to now require 5 artifacts of a single set
- Fixed the Ancient Power achievement to now correctly trigger at 3 artifacts of a single set
- Fixed a rare situation where checking for abilities in custom scripting would lead to a crash
- Fixed unitskins breaking across mods in case canvas extension is used by a single mod
- Fixed a rare bug with backwards compatibility for corrupted saves, which would make the game crash whenever the player pressed the Load button
- Made sure that Hostile Pirates would generate unique heroes and armies instead of rerolling the same results again and again
- You may now place Rogue towns using the tilemap editor
- You may now place settlements using the tilemap editor
- Improved the display of what towns are available in the tilemap editor
- Using mods will now always export unit group .pngs, even if not using unit group mods (since unit mods might also go into unit groups on their own)
- Fixed an issue that made neutral unit mods not correctly add to the right unitgroup when using Rogue Realms
- Faction mods now correctly add Hero Class lore to their classes
- Fixed rare issues where a hero would get the wrong entourage units when having a specialty unit that had no unit groups - now Puk Aro, for instance, will no longer gain Great Hydra as entourage units
- Made sure that faction heroes will use faction units for entourage units if their specialty unit did not belong to any unit group
- Amtio now represents the Carrion unit group, and Fromage now represents the Pond unit group
- Fixed an issue that would sometimes delete artifacts in the hero's inventory
- Fixed a bug with Tailtoads fighting against Fireflies that could make the game hang forever
- Fixed Tailtoads' death animationFixed a bug causing corpses to not reach the final frame of their animation when playing at 2x battle speed
- Fixed a bug causing spell casts to sometimes fail when holding your mouse above a unit while selecting the spell from your spellbook and also your resolution was low
- Improved the casting of Firegating and Firetrapping
- Fixed a typo that prevented the flying unit air drop and teleswapping unit abilities from working
- Fixed a bug related to achievement unlocking that would slow down large maps tremendously in the late-game
- Fixed a bug related to flying units getting stuck on the top, bottom or right edge of combat during naval battles
- Fixed living units' aura colour being coloured the wrong colour
- Fixed units occassionally moving strangely during naval combat
- Fixed unit corpses not moving along with their boats
- Fixed swimming units occassionally moving at supersonic speeds
- Increased the size of the naval combat battlefield and reduced the distance between the boats at the start of battle
- Fixed a bug that made the right-side units during naval combat not be placed correctly at the start of battle
- Losing skill points in Tactics, Mastery, Bodyguards and Oligarchy now correctly changes command, proficiency and entourage
- Fixed a bug that made Entourage and Proficiency gain from Mastery and Bodyguards doubled
- Reduced the frequency of Snowbeard and Tailtoad projectiles will freeze the enemy unit
- Midas Touch now applies via Snowbeard and Tailtoad projectiles, as they should
- Fixed a rare bug which could crash the game when playing on very large battlefields without any enemies left and using units with infinite range
- Fixed the following spells which could make immobile units move: Swift Retreat, Army of Giants, Gigantism
- Fixed the following effects which could make immobile units move: Echoes artifact set bonus, Chemun tea, Swiftness skill, Rallying, Combat skill (only relevant for modding)
- Made the following unit effects no longer make immobile units move: Fast, Light, Flimsy, Flying, Mutation
- Switched position of Dragonking and Blight Ritual for RR Puk Aro skilltree
- Magmoles are now significantly strongerMirrored game files for units now accurately depict the units' stats
- Fixed names for some rogue dwellings being switched
- Fixed priority of modded heroes spec units when two units have the same name
- Updated art for the Arachnian as well as most of the new Ants introduced in v2.6.0
- Fixed a rare bug that could cause a crash when playing as Tide, not having any pearls, and using the Classic town screen
- Fixed a crash related to the updated Teleswap ability scripting
- Fixed an issue with faction mods that would occassionally make hero portraits for the 5th and later added faction have wrong portraits used
- Fixed an infinite stall bug caused by Snowbeards fighting against low-tier enemies
- Reduced the frequency of Snowbeard and Tailtoad projectiles will freeze the enemy unit EVEN MORE
- Fixed a bug that would occassionally crash the game when a hunted hidden beast was about to respawn
- Fixed Reveal full map not working correctly for hotseat
- Fixed a crash that led to faction mods being unplayable for non-English language games
- If mods crash the game before reaching the main menu, they now get automatically turned off next time you open the game
- Changed unit edit mods to now be able to just edit a few attributes without causing a crash
- Patience achievement now just requires winning on the Patience map - the time limit is removed because it led to a lot of issues