- AI started bypassing previously set limitations in general.Mainly this happened due to some of the "last minute changes" that we desperately wanted to push into 1.58, as a result we haven't had enough time to test everything. Most of these things have already been addressed by the hotfixes, and this update will add a bit more to that. So, what you should see now in 1.58.1 is:
- Nightvol AI, who is your opponent if you play the campaign on 'Hard' decided to be extra frisky.
- Changing difficulty from Hard to Normal or Easy didn't help.
- Siege, as a cherry on top, added a heap of tediousness to some of the campaign missions.
- Most of the original campaign functionality is brought back with its limitations intact.
- "Hard" difficulty of the campaign will be more forgiving.
- Changing difficulty to Normal or Easy works as it's meant to be.
- Necromancer's Spirit Warriors, Kenji and Otomo are Siege units to aid with the initial missions of Kenji's Journey. Siege overall is a tad more forgiving for non-siege units.
- Non-Siege multiplier will be 0,33 instead of 0,25 (non-siege units will deal 1/3 (33%) of their base damage to buildings instead of 1/4 (25%)).Siege Changes
• Wolf Pitch Slinger Missile AttacksDue to secondary projectiles emission fixes, Pitch Slinger and Chemist's Starburst BG needed rebalancing:
The Starburst Rocket explodes into 3 smaller rockets that are supposed to cover wider range. Due to how it had been previously implemented, it was near-impossible to see that, it looked like 1 rocket dealing huge damage.- Remade the functionality so the smaller rockets can actually be seen now.
Note: if the rocket impacts a building, all 4 rockets will immediately explode in it without flying off. The same applies to units.
- Second form Kenji (first time acquiring a gun) damage increased.General Unit Balancing
We are still sorting out some screen resolution issues related to 2560x1080 and alike. Sorry for the inconvenience.
Thanks to everyone for reporting! In this little update we've tried to sort out most of the reports.
We have confirmed issues with some of the resolutions (for example 2560x1440) and are currently looking into it. Sorry for the trouble!
With the update 1.58, we've equalized maximum single player speed to maximum multiplayer speed. The slider itself wasn't touched so a number of players might've felt a slowdown of the single player game by default.
In the legacy version, maximum multiplayer speed was about 60% of the single player speed slider. The single player speed itself could go up to 200% of the normal speed, resulting in something that was never really intended. Now both speed and its slider are the same across all game modes and will remain like that in Zen Edition.
Attack-Move causes the selected unit group to move to a location. If any enemies are encountered along the way, the group will attack that enemy until it is killed. They will repeat this until all encountered enemies are dead, then resume moving to their original destination.
However, there are incidents in which a player should use force move rather than attack move. Examples include rushing past base defenses to attack more important units and structures, retreating from a more powerful enemy army, and using units to serve as a distraction rather than a threat.
Previously, the Guard command was pretty much broken and was only useful to make units follow other units. Unit that was supposed to guard something or someone would still be auto-aggressive and attack anything losing the Guard order in the process.• In 1.58 Guard command will no longer reset under any circumstances other than direct attack orders or behavior order switch.
• As is with any toggles, if any behavior order is active, and you press the same key again, it's going to deactivate (toggle off) unless you have units in your selection that have no behavior orders.
If there are units that have no behavior order in that selection, pressing the same key will toggle that order on for them first, and only then you will be able to disable the order (by pressing the same key, again).
• You can clear all behavior orders by pressing the Stop command (S by default) or by ordering units to attack (will not reset Stand Ground on ranged units).
• Unit portraits will now show what order unit has on.
• Pressing Stand Ground on Hybrid units (Kabuki Warrior, Dragon Warrior, Samurai and Bandit) will force them to use their ranged weapon, this is essentially a melee-to-ranged switch for this type of units.
Chemist (default attacks), Chemist (Starburst Rockets BG), Powder Keg Cannoneer (default + all BGs), Archer (Fire Arrow BG), Dragon Warrior (Flame Sword BG), Teppo, Kazan, OtomoSerpent
Raider, Musketeer (Blast Shot BG), Cannoneer (only after technique)Wolf
Mauler (only after technique), Hurler (Lava Rock BG), Sledger (default attacks), Pitch Slinger (default attacks), Shale Lord, Grayback, LongtoothLotus
Staff Adept (only after technique), Unclean One, Warlock (Lythis' Dark Arson BG), Master Warlock (default attacks), Shadow Steed (Flame Breath BG)
In the legacy game, Poison units would deal 50% of their initial base damage upfront and then 50% overtime. Base damage and poison were closely interconnected hence why Zen Masters like Shinja dealt very little damage.• In 1.58, we untied Poison from base damage and made it a separate "true" damage value that applies overtime.
- Nightvol, Hordeling, Spirit Warrior, Spirit Wolf, Shale Spider, Zombie, Shambler
- Last Stand Guardian
- Unclean, Infested, Diseased
- Necromancer, Shale Lord, The Three Brothers
In 1.58, we introduced "Overtime Healing" in order to encourage unit preservation and making combat less forgiving for players with Geishas. Now there’s a good chance that focused attacks will overpower geishas’ overtime heal, so if units stay in combat while being healed, they will most likely die.• Geishas will no longer instantly heal units to full health
In order to encourage "ground combat" and delay the "horse stage" we made a decision to lock Stables behind 3 combat buildings for each clan. It's not an ideal solution and we will come up with something better in the future.• Explosive and Fire damage types become effective against horses (together with Piercing).
Many of our players have highlighted the increase in campaign/skirmish AI difficulty. That was only partially purposeful, there was a bunch of bugs that resurfaced with us restoring some of the AI features. This should be solved now.• In 1.58, we taught AI how to actually play the game, more or less. It will micro units in combat, it will consider appropriate counter picks, it will retreat, it will cooperate with other AI, it will not be easily baited into an ambush, it will give you a hard time... if you are unfamiliar with the game.
Here's a comparison between the legacy Lotus Clan UI and ZE UI
And here's the Dragon one
Forest Temple (Wolf) Techniques. A bunch of things like this had to be redrawn for the update.