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Release Notes for Atre: Dominance Wars

Patch 0.3

AI changes

made Easy AI much easier, defaulted to Normal now

Regions

Map

Army

Spellcasting


UX changes

 

Gameplay

Misc

Visuals


Patch 0.1 - Improved AI and map procedural generation

Enemy AI/empires
- will use rune spells now
- empiring up is now tied to difficulty
- will upgrade their stuff based on difficulty
- AI will somtimes try to break free if you do not build up their assets or if you start achieveing one of the victories

Visuals
- updated magical effects in manual and world combat
- implemented new animations for burrow units
- improved formations for combat so now you can have more units in the field

Optimization
- reduced amount of time needed to save the game to reduce hitches
- optimized world map big armies

Bugfixes
- fixed garrison timer somtimes going in infinitive repeat
- fixed potential blocker in prologue 1 region 1
- pause cannot be used during cutscenes
- shift will no longer zoom in while adjusting mana for spells
- fixed issue where some pickups were unreachable
- avatar spawned in mission 3 can now properly ambush
- avatar stats transfer properly from first 2 missions
- fixed a bug where default researched spells wouldn't level up with library until you researched them at least once
- fix battle music during loading
- special regions that changed ownership will now properly change banner if they were assimilated into empire
- dead avatars cannot transfer armies
- fixed bug with Merge after loading an old game where capturing a settlement wouldn't stop Merge from happening

Gameplay
- solved issues with Rune utophey if you casted higher level on existing one
- subduing someone you are at war with, will automatically end that war

Manual Combat
- added Terror and Mindbend abilities in manual combat if corresponding unit is selected

UI/UX
- slightly improved readability of combat logs
- added combat log during and post manual combat
- added a lot more info in "load game"
- fixed some inconsitencies with UI
- improved entire map editor UI
- all researched spells will properly display tooltip(in certain cases you needed to have enough omnipresence first)

Mission 1/Prologue
- rebalanced entire mission 1 and 2 in order to present army compositions better and to teach the player about their strenght and weaknesses
 


Hotfix 0.4 UI/AI and Manual battle fixes

Manual battles
- additional fix for unit ordering when archers are involved
- fix for avatars not being able to influence settlements in some cases after manual battles
- fix for avatars properly recieving retreat after losing manual battle
- fixed for duplicate units in some cases when manual battle wasn't cleared correctly
- unit amounts are now properly calculated before pressing restart battle (visual only)

General
- AI will now subjugate each other more often resulting in bigger AI empires over longer game
- fix for camera rotation post battle
- fixes for some saves that were loading 3-5 min (you will need to resave in order to speed it up)
- summoning spells now automatically summon units at first slot in order to tank hits
- fixed crash in metasounds
- fix hitches when certain quests from atre lords were happening
- small optimization for some meshes on lower scalability settings

UX
- added explanation about which stats are passively improved for each Avatar level of specific race (they are marked with *)
- improved tooltip in research manu, now casting speed and casting mana is under "Knowledge" showing spellcasting speed
- slight improvement to transfer units tutorial im mission 3
- added tab for skirmish/story under load


Hotfix 0.33 - Performance & Scalability

Hotfix 0.3

Performance & Scalability
- tweaked scalability and gave more options so that game can work faster on slower hardware (1060 GPU/3gb ram)
- raytrace crashfixes

Mission 3 - The First Voidstone
- Added starting artifact to player (15 terrain lore, 10 charisma)
- initial enemy avatars will not go directly to your throne snowballing player into bad situation
- enabled Fiery tower and Walls in mission
- removed time pressure for player to win
- removed one enemy attacking avatar

General
- increased mortality of units in manual combat to speed it up (higher risk but higher reward)
- small AI adjustments (in preparation for bigger upcoming AI patch)

Bugs
- they will persist before and after combat now
- partially fixed blocker in mission 3 where you couldn't pass southern wall (if it doesn't work reload the game)
- FSR was causing crashes on some PCs so we stripped it until player specifically selects it


UI
- added loading screen states for loading
- slighly improved small village indicators
- disabled console since it was causing issues with WASD controls


Hotfix 0.2 Step by Step!

Visuals
- Formation update part 1 - unit formations are now slightly better represented in manual combat 

UI
- fixed issue with combat self-casted spells staying too long on avatar after being used
- added name to small village indicators and they now have name of building type included in them
- small icon tweaks and their brightness
- slightly improve readability on main HUD regarding casting spell tooltip
- Terrain lore in UI on avatar properly updates when picking up artifacts
- added confirmation for delete save file
- disabled restart battle if you won the battle in manual combat

Bugs
- additional bugs fixed with pathfinding and anti-stuck mechanic
- possible fix on transfer level avatar stats from lvl 1 to lvl 2
- reduced some texture sizes to ease up on memory usage

Crashfixes
- reduced memory usage on generating navmesh at the start of a map, should avoid out of memory crashes that sometimes happen


Hotfix

Small patch to fix crossplay