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Changelog v1.2 — September 9, 2024
Notable additions
Continuous optimizations to AI code has allowed us to restructure how the adventure AI portions out its work over frames. Our new approach will lead to a less stable framerate during AI turns, but reduces how much time AI turns take with as much as 30-80% depending on the state of the map. This is still a work in progress.
Notable bug fixes
Fixed pre-battle positioning menu not appearing for defender of town when being attacked by a player that they share a non-aggression pact with
Fixed softlock sometimes caused by AI being stuck in a loop of ejecting-and-stashing its wielder inside a town
Game balance
Faey Spirits initiative increased from 14 to 23
Faey Ragers initiative increased from 16 to 25
Footmans initiative increased from 25 to 26
Shield of Orders initiative increased from 26 to 27
Spectres initiative increased from 21 to 26
Seneschals initiative increased from 22 to 28
Adventure
Fixed issue with the movement range renderer not counting bridges as elevated tiles
Added icons for available upgrades and build sites on town hud entries
50+ new random events in the game affecting Rana, Arleon, and Barya
Battle
Made sure attack ranges are never drawn underwater and that they look more clear and a little less jagged
UI
Wielder movement destinations are cleared much less frequently
Prevent notifications about towns and settlements being claimed appearing within the fog of war
Only show tutorial hint buttons on menus if the tutorial hasn’t been read
Prepared UI for upcoming DLC releases with “Tales of Conquest” button in Main menu and Select Campaign Menu
Added “Tales of Conquest” menu for upcoming DLC releases
Map editor
Made it possible to make changes to bridges using a landscaper
Added broken bridges
Added new trigger effect that can convert a wielders troops
Added team game criterias for checking the number of owned town, large or small settlements of a given team
Added team game criteria for total battles fought/won/lost and for the highest army value
Campagin
The first battle in Barya mission 1 when playing on Overwhelming has been made slightly easier
AI — Adventure
Fixed bug with troop recruitment where commander specializations made negligible difference
Fixed bug that made some distance estimations yield different results if a commander was just outside vs stored in a settlement/town
Fixed faulty essence/magic skill select logic for wielders specializing in order (they scored destruction as if it was order)
Optimized parts of creating AI threat map
Optimized cache-invalidation for map region exploration value
Multiple small-ish optimizations for faster data access/crunching, interpretation and memory allocations
Misc
Fixed a few map design issues where there was a chance you could get stuck if using a certain beacon in map Conquest and Woods and Walls.
Clarified a few tooltips in the map editor regarding use of various triggers
Fixed a few formatting issues regarding spell effects in battle
Fixed issue where the Baryan research for humans called Refined Equipment Tier 3 was incorrectly applied to all troops instead of only humans.