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Changelog v0.98– apr 14, 2024

Changelog v0.98

Adventure

  • Fixed issue with trying to attack neutral hostiles that have 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 the 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 threat map 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 a defender in a siege

  • Fixed issue where AI wielders would move toward a new region only to run back due to encountering a 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 haven'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 sub layout 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


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