Release Notes for A Legionary's Life
Update 1.3.14 (17 September 2020)
Changes
- Added a brief description to over 40 enemy types. The description can be seen in the details screen of each enemy (and ally), below the name. It should provide more background information to players who are not familiar with the time period, and also add more depth to the encounters.
- Fights against enemies who have the terrain advantage are preceded by an alert that explains the situation and its consequences. The icon indicating this condition and your Stance circle are highlighted for a brief moment. High ground is a crucial factor in combat and it was commonly overlooked by players. This change should make it less elusive.
- When fighters enter the fray, a tip will remind you that you can click on their avatar to see detailed information about them. If you find this feature annoying, you can turn it off in theĀ CombatĀ options.
- Every time you adjust your Attitude, a basic tip will appear next to the slider to show whether your Attack and Defense are being affected positively or negatively. This should help new players figure out as early as possible how Attitude affects their performance, and its extreme importance in combat.
- Libyan spearmen now spawn in the second campaign with exactly the same range of possible skills they have in the first.
- If your missing Health is less than 10% of its maximum value (for example, if your current Health is 46/50), you won't lose Morale when you spend turns during the camp phase. If the missing portion is 10% or more, the behavior will be the same as before.
Update 1.3.10 (15 June 2020)
Fixes
- Fixed a bug that could prevent ambushes from triggering at the appropriate time.
- Fixed a bug that could make a fight freeze at its conclusion.
- Flori2412 kindly provided a couple of corrections to his German translation.
Changes
- The hand-to-hand fights against phalangites now last 24 rounds instead of 20.
- The difficulty of the rolls for the first three places of the elite javelin contest based on distance (part of the contests you can select shortly after your first raid in Upper Macedonia) has been reduced a little.
- Your share of the loot after the siege of New Carthage is now 120 denarii instead of 80. If you volunteered for the hazardous assault on the citadel, you get a prize worth 150 denarii instead of 100.
Update 1.3.7 (15 April 2020)
- The first change requires a little explanation: as the majority of you already know, when fighters use the Recover action and have not been attacked since their last turn, the action succeeds automatically with no roll involved. As usual, it is true for both player and AI controlled characters. This is already explained in both the action tooltip and the combat manual, but I decided to make it more noticeable. From now on, whenever a character benefits from an automatically successful Recover action, the message will be "Succeeded! (Undisturbed)" instead of the ordinary "Succeeded!". The combat log will also contain a more detailed explanation. I hope this makes the mechanism a little more conspicuous, especially to new players.
- Flori2412 kindly provided some refinements to his German translation. I have imported them into the game.
- The implementation of the Hall of Fame has been improved.
- If your job in preserving the lives of your men at Ottolobus is deemed "excellent", the impact on your reward at the end of the battle is bigger.
Update 1.3.1 (24 February 2020)
Changes
- There is a further indicator for Feints and Shield Attacks. It shows the overall chance of full success (that is, the combined probability to pass both the primary Skill check and the Resist check).
- When the chance to hit is extremely low, attacks will succeed only partially. The target will be Grazed instead of being Hit, and the damage will be reduced to 30% of its value. Weapon Skill values above 35 will progressively reduce this possibility. The victim's lack of Stance will also make this occurrence more rare.
- Bull's-eye shots are only possible when the chance to hit is at least 50%.
- The mechanics of how javelins can break shields has been reworked.
- First javelin throws (the text-based ones) have been revised. Direct kills are only possible if your chance to hit the enemies is good enough.
- Stance damage for successful Charge attacks reduced from 80-100 to 60-70.
- Stance damage for successful Knock attacks reduced from 64-80 to 48-56.
- Stance damage for failed Shield attacks of any kind reduced from 30-60 to 20-35.
- Stance damage for successful Shield Push attacks against the phalanx increased from 16-20 to 24-28.
- Knock attacks are a little more likely to hit.
- Min damage of all weapons increased by 3.
- Max damage of all weapons decreased by 1.
- Handiness of Gladius Hispaniensis - type V raised from 51 to 53.
- Damage protection of quilted linen cuirass increased from 7 to 8.
- Torso Cover of pectoral plate increased from 35 to 40.
- Torso Cover of back-and-breast plate increased from 50 to 57.
Fixes
- When a character with low Virtue tries to speed up his career by removing the opposition and fails miserably, the Game Over is properly handled.
Update 1.2.7 (10 February 2020)
- Workouts are initially 50% more likely to improve your Attributes. The odds will drop a little faster than before the farther you get from the initial value. Overall, the progression curve is significantly more favorable to the player and I think it also makes more sense than before.
- Similarly, your mental Attributes will improve more often when you successfully complete a foraging mission or show good leadership.
- The chance to skip a combat turn because of slow speed has been decreased. If a character has a Quickness score of 50, the chance to skip a turn and the chance to obtain an extra action are now the same (assuming full Stance, no Fatigue and Content Morale). Suboptimal Stance and levels of Fatigue will still significantly slow you down. Morale will continue to have a small effect, too.
- The Phalanx had its Quickness reduced.
- Fixed a minor bug that allowed users to interact with the Health bar in the main character screen. The underlying Health value was unaffected, so it was substantially harmless.
- The name you choose when you generate a new legionary is saved and reused as default when you create the next one (it won't work for currently active characters: the name is only saved when you assign it to a new character).