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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.


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