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Changelog v0.83 - March 24, 2023

Notable additions

  • Added a new hierarchy view in the map editor, where all the placed map entities are listed and searchable.

  • Most objects in the map editor now have tooltips and better English translations

  • 33 new Random Events for the Rana faction

Notable bug fixes

  • Fixed issue causing passive AI on randomly generated maps

  • Fixed bug where upgrading Eth’dra could cause Dragons to exceed their max Troop Size

  • Fixed bug where upgrading troops could cause upgraded troops from the pool to disappear

  • Fixed bug where the AI could do actions on the adventure map while stashed in a town

  • Fixed a bug where towns sometimes could not get attacked, which was also a cause for AI freezing on their turn.

  • Fixed bug related to Rapid Fire spell, Onslaught spell, or Double Strike trait, where you could get stuck in Battle after killing a troop and still having attacks remaining. 

Adventure

  • Tweaked scouting thresholds (hostile threat levels can now be seen one tile further away than previously)

  • Fixed text size problem on post adventure stats menu

  • Fixed team color glow on the mini menu.

  • When ejecting a wielder from a town or settlement it is automatically selected

  • Don't close town interaction menu when the enemy is storing wielder in sim turns

  • Updated behavior for how the camera follows wielders

  • Slowed down building in progress smoke effect

  • Updated cursor notification pivot to show notification left of the cursor if it's too far to the right of the screen

  • Invisible “story actor” map entities no longer block movement

  • Fixed being able to exceed stack size limit when upgrading troops

  • Add overflowing scouted troops in pre-battle into the tooltip instead of the cover grid

  • Allow aborting forced camera movements by pressing WASD or begin panning with the mouse

  • Refresh town list when initiating a raze/convert the town

  • Fixed town wall gates being placed underwater

  • Fixed color tinting map entities not being active at map start

  • If a research building is banned on a map it no longer shows up in the research menu

  • Show building cost even if players don't have any available build site

  • Fixed the issue with not generating an alternate valid path for the wielder when the optimal path goes through unexplored parts of the map

  • The behavior is now always the same when capturing neutral settlements no matter which faction the capturing team belongs to

  • Fixed showing “pillage” mouse cursor and tooltip for neutral buildings that could not be pillaged

  • Fixed wielders sometimes unnecessarily move when the ground underneath them changes appearance

  • Show level-up menu before joining popup after the battle

Battle

  • Add retaliations to melee attack preview

  • Stop reload animation after troop has ended turn the second time after firing

  • Fixed battle outline null reference exception

  • Increase damage of most spells

  • Lower cost of Biting insects to 4

  • Increase the cost of Earth block to 5

  • Increase the cost of Repel to 8

  • Only show equipped artifacts in battle on the wielder tooltip

  • Update wielder tooltip layout

  • Fixed being soft locked after killing the initial target with troops that have additional attacks left

  • Remove troop essence section in battle tooltips for troops without a wielder

  • Add notification to troops that can hit again

Common

  • Fix localization of codex faction headers in the building category

  • Fix some troop portrait positions

  • Fix localization bug in the codex research section

Map Editor

  • Removed old “Island” type random map generation

  • Improved mirroring when drawing using “circular mirrored” mode

  • Make it possible to disable the ability to build walls in cities

  • Added “objective group” field to story objectives, allowing them to be grouped as a single entry in objectives HUD in-game

  • Story actors now correctly get the color used by the team selected for it

  • Added a way to add custom map editor names to entities, so that they are searchable.

  • All lists and fields in map entity properties now have a different way of drawing themselves, so they should now be more responsive

  • All dropdowns now have a search bar

  • Fixed issue where the area trigger grid never disappeared from a wielder spawn point once added

  • You can now see where roads and walls will end up around towns and settlements in the editor

  • Added keybindings, most can be found in the tooltip for each tool. Keybindings added but not found in tooltip - <Tab> cycle tool context, <ctrl + Q> and <ctrl + E> set brush size,  <shift + ctrl + Q> and <shift + ctrl + Q> to change height when drawing terrain height.

  • Added 11 neutral personas to use in dialogues

  • Added tools for padding and cropping maps

Multiplayer

  • Show other players’ selected teams in the lobby when the co-op is enabled

  • Exploration data is now shared between allies

  • Scouting is now provided by allies’ wielders and map entities

  • Added a tooltip for allies’ wielders showing level, skills, troops, and equipped artifacts

  • Allies can now use each other’s Beacons as teleports in co-op games

  • Allies can send minimap pings to each other during co-op games by right-clicking the minimap

  • Allies can now recruit their own troops from each other’s rally points during co-op games

  • Allies can now send each other resources during co-op games

  • Prevent showing pillaging mouse cursor and tooltips when pointing at allies’ buildings

AI - Adventure

  • Fixed exception bug that happened when AI rebuilt map regions

  • Fixed some guarding issues to better help the AI abort thinking in transitions to/from battle, when an AI team dies, and when the game is over.

  • Fixed a bug that made it possible for AI wilders to attack across the map even if they were stored in buildings

  • Remove Option creation redundancy (optimisation)

  • Usage of portals entirely refactored

  • Map loot pocket scoring tweaks

  • Removed mismatch where the AI was braver when planning long routes, but chickened out when it got close.

  • Map interaction improvements

  • Changed how the troops are valued by the AI when recruiting or transferring troops

AI - Battle

  • Tweaked when the AI uses the Aim ability

  • Increased chance of AI casting a spell during a troop round

  • Removed some restrictions on AI casting spells if is has 20 or more essence in total

  • If AI can afford it, it will try to fill the path of a Repel spell with Explosive Fungi

  • Made AI more restrictive about using the Aegis spell

  • AI should be more willing to “waste” damage in order to use Ice Bolt and Rupture more often

  • Defensive AI teams are more restrictive about using Sabotage spell

  • Defensive AI teams are much more restrictive about using Destroy Essence spell

  • Defensive AI teams are more restrictive about using the Lethargy spell unless very early in combat

  • AI is much more likely to use Entangle spell if the enemy only has one unit left

  • AI no longer should cast Pacify spell as often, and not as a must cast when one enemy left

  • Defensive AI teams less likely to waste Onslaught spell on troops with support roles

  • Rebalanced Wait ability to work like other abilities and actions to make it viable again

  • Aggressive AI teams are much less likely to use the Wait ability

  • Removed elevation scoring bonus for attackers unless they are in reach of an enemy

  • Added an extra elevation bonus when occupying a hex next to an enemy

  • Fixed the bug of troops not being able to just stay in place if they had a valid melee target that was too dangerous to attack

  • Force AI attackers in sieges against players to always be the aggressor

  • Increased the aggressiveness of a team without a wielder meeting a team with a wielder

  • Added a “no retreat” penalty to discourage aggressive attackers to retreat toward the back edge of the map

  • Added a “retreat” bonus to encourage passive defenders to retreat toward the back edge of the map for certain troop roles

  • Tweaked down the fear of damage for troops with supportive roles for teams with high aggression

Audio

  • Don’t trigger wielder death sounds from opponents in the fog

Random Map Generator

  • Tweaked random faction chance for random hostiles and should now be more varied

Misc

  • Change the percentage of beacons needed to win from 70% to 64%

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