it's been a busy week! Let's summarize the changes and improvements:
v.0.87.03+16 Pneumonia calamity: stamina reduction is -15% (was -20%); village reinf. battlemap: enemy reinf. will arrive sooner battle quest reward balanced
v.0.87.03+17 bugfixes Assassin's mark trap: now allies attack the target with guaranteed crit valdor reaper: added: projectile blocker, preemptive strike, first strike necro axeman: removed delirium from elites
v.0.87.03+19 moved the resources UI from left-side to top-side; moved the 'notifications UI' from center to left-side
v.0.87.03+20 ranged AI improvements hmath fixes, battle quest updates added new BattleQuest: "Escort allies" small gx updates Easy diff.: now the world scaling is limited by a specified max-lvl for every zone
v.0.87.03+21 minor fix Added a fan-based Russian localization the 'retreat' tiles icons are now by default hidden. If you hold ALT or SHIFT, they get revealed. battle quest improv. fixes, ranged-AI improvements added Barrel thrower to 'Escort allies'
v.0.87.03+22 added missing localized text into translation file text fixes
v.0.87.03+23 russian trans.text updates added Forsaken as start faction
v.0.87.03+24 Experimental(!!) 'scaling/relaxing' implementation for world-level calculation (only for epic/deso difficulties) battle quest updates vampire lord: foc.ability changed to 'Concentrate'
v.0.87.03+26 bugfix small gx improv. added english, russian flag icons
v.0.87.03+25 Normal diff. - changed the world scaling to 'stairs' system, similar to epic/deso diff.
v.0.87.03+27 Forsaken villages reduced in 1st zone minor perf.opt. added 2 new music tracks added elite gx versions of Forsaken
v.0.87.03+29 added new 'Escort traders' battle quest, Forsaken Wrath unlocks at lvl10 for Forsaken v.0.87.03+28 added missing localized text bonefisher
v.0.87.03+30 Default campaign: fortress's defenders - slightly increased count Sieges: enemy barrel thrower won't fire if player has >50% of his units 'inside the fort'; Siege enemy reinforcements are now enabled for all difficulties.
v.0.87.03+31 battle quest updates 'Siege attack' battle quest: defenders count increased + thrower Agressor perk: now will also keep members if that member is of same faction as agressor. retaliate: target must be hostile to attacker translation additions (ru)
v.0.87.03+32 added missing trans.text, text updates, russian fonts updates battle quest update epic/deso diff.: slightly increased the challenge scaling in the start of zone Forsaken villages count reduced in 1st zone
v.0.87.03+33 Angel Pact: auto achievement at lvl 15+ (player units only).
v.0.87.03+34 Angel pact: small fix
v.0.87.03+35 new ability: "Toss"; placeholder for new 'grand-boss' Healer-priest: now creates medicine only on demand (via the mission) Tiring criticals: lvl1 value= -20 (was -15)
v.0.87.03+36 added new fonts for chinese charge anim.: attempt to fix the 'hit effect not triggered' bug keybinding fix (t/r) Conquest mode updates: removed TR dryout from camps and metal tryout from mines, reduced cosmetics assets slightly in the worldmap Adding french trans.file Capture village (+ thrower): small fix
Thanks to our russian fans, we were able to translate Urtuk into russian language! We can't express how much grateful we are that now also our russian-speaking players can play Urtuk.
A HUGE THANK YOU to these russian translators:
Denis Bychkov (K0chevnik) Dmitry Yakovlev (Dimon485) Igor Korolev (ObjectDoom)
There has been a ton of work done and now we are pleased that our major update goes LIVE!
What are the major highlights of this update?
1. Forsaken faction. You can encounter them already in 1st and 2nd zone, and they are mid-tier faction.
2. Character customization. From now on, you have the ability to "equip" each of your character with a banner (in party screen with the small banner icon). There are 30+ banners right now to choose from and many will come soon.
3. Projectile deflection. A brand new battle mechanic. With footman, and some other classes, you will now be able to deflect projectiles from enemies! A great way to protect weaker classes.
4. Forth zone added. Just expect to die here a lot!
This update contains lots of new content, graphics, sound and music, quality of life features, bug fixes, balance tweaks, and overall improvements.
And here the biefy changelog of all changes:
v.0.86.01 Reflexive skin - no stamina cost, instead cost is 10% of current HP (if above 25% HP). refactor, footman spine2d updates (deflect) Necro Skin: max DR is 36% (was 30%) Angel's pact now is guaranteed to consume 2x lethal hits/effect within turn/next-turn. added new special hex tile 'Tall Grass'. Grants hit-chance penalty for ranged units firing at a character remaining in the grass. added new feature: projectile deflection; added new class: 'forsaken defender' spearwall: first 3 hits are 100%, then it's 0%. for Conquest mode, global XP gain is 2x Naming sites (showing only when captured by player) Garrison at any player owned site; garrisoned members autolevel up (75%-100% of main party level)
v.0.86.00 Berserker: removed Improvizer, added Flagrant; Bloodknight: added Masochist & Repose ironman saving - now also creates backup of previous ironman save. added new 3 music tracts (1 for worldmap, 2 for battles) b party screen music - doesn't change from previous screen battlefield map: enemies are now faced towards player bugfix (hammering not applying immobilized & weakened effects) Bloodknight - added Masochist trait, some text fixes axe werebeast: removed "heavy attack", collosus trait: +75%dmg -> +65%dmg Healer - now doesnt create medicine randomely while traveling. Created a new mission type - "Create Medicine" so you can tell exactly when to create a med. Missions not applicable are not visible in the mission popup anymore Revenant start party - added necroreaver javelinier and valdor assassin crossbow damage -10%, 1-hand axe +20% damage Projectile blockers now block projectiles with 100% (was 90%)
v.0.86.01+1 when Injured, your max HP in battle is reduced by 33% (all difficulties). projectile deflection: now also works on the deflector self, and stamina cost=0. Let's see if that won't be OP, but I find it very situational because of positioning & terrain. campaign camera can be zoomed to 200% protector % to shield reduced to 33% (was 40%) Valdor outpost quest: better reward forsaken updates conquest updates, added Forsaken Shieldbearer Relic worshippers - max 1 party to be send after your acquire the relic;
v.0.86.02 'projectile deflectors' units will also deflect 'missed' hits of own allies (to avoid friendly fire) ranged AI will target 'projectile deflectors' units with much lower priority conquest updates spearwall stamina cost=30(was 25), after 3rd hit, hit chance is 20%. minor fix Masochist: max. damage modifier is 50% (was 100%) balancing tiring criticals: reduced the speed penalty base (-30 -> -15)
v.0.86.02+1 overfocus abilities are now shown in UnitInfo & traits list
v.0.87.01+1
(merged other versions 0.86.00 .. 0.87.01) Mutators extraction: distribution changed Mutators extraction: now you get much more after battle stun recovery triggers earlier on multiple stuns projectile deflect - made the 'check range and height' a bit more wider (to make the whole feature a bit more reliable) Urtuk possible mutations added: Repose,Speeder,Rage and Overdose removed. AI Shamans won't cast berserk on already berserked allies; Mutator absoptions duration reduced -25% Quick Reflexes boost "Sharp eyes" mutator made scalable added 'Reinforcements' to fort sieges (all types, inc. final battle AutoResolve (conquest) with win result yields mutators (didn't before) Armourer/Weaponsmith - increased the chance to upgrade (4%->6%) per day made the garrison UI more compact if >32 members added 'conquest' button into main menu bonefisher overfocus abilities are now shown in UnitInfo & traits list
v.0.87.01+2 small updates
v.0.87.01+4 Boiling oil spreading is now at fixed rate instead of RNG few improv. on siege reinf. sieges: ranged units are not rooted in the gun port anymore. Tall grass & Gun port: reduce damage instead of reducing hit-chance projectile blocker blocks at 95% (was 100% but was causing confusion when not even attackable targets were in range b/c of hit-chance=0%). reinf. for sieges is disabled for easy dif.
v.0.87.01+5 added new battle quest: 'Troubled villagers' (reiforcem. mechanic) Boiling oil now spreads also onto hexes where a unit stands siege reinf. disabled (again) for normal/easy diff., and added new warning messages, and you can't retreat while reinf. arrive and are alive (kill them to be able to retreat) siege reinf. strength adjustments for all difficulties (scales 25%(easy) up to 100%(desolation)) bugfix: enabled showing achiev.traits in Unit Info screen (was bugged and so hidden) boil.oil reduced spreading rate by 20% Sharp Eyes don't scale HP villagers (all types) have "light foot"
v.0.87.02 added new biome atlas: 'obsidian' added 'Macemaster' to the types of Weaponmaster, also added strongVs Armour for the random trait as reward. new music track added "Protector" made scalable mutator new battle quest: ReinforcedEnemyVSDefenders AI: if enemy char. has 'Light Foot' and is blocked by his ally, he will swap with him. removed boiling oil from one siege map added better descriptive UI for failing loading save files. allies AI improvements in many battle objectives/quests 'under siege' allies AI: made more aggessive added the ability to delete saves improved condition for siege enemy reinf. for evaluating when we are 'inside fort' Added 'loading screen' when descending to next zone village battle (oil): they hold off for the player to attack first engaging strike & speawall hit won't apply on-hit effects like criticals anymore prisoner calamity: vampire, revenant added. banner updates Vampire & Werebeasts can now be 'civilized' and thus won't injur party members when out of blood/flesh. Added 'Banner selection' to party screen. update (banner UI in party sc.) volcano calamity: oil spreads slower and cools off. boiling oil: lowered damage 15->10% banners update, alter terrain charges at start is 3(was 6), then you regain 1 charge/turn config.allowSoftwareMode = true; for soft openGL when hw openGL fails. added 'banners' for characters. spine2d done. Now we need to just add them. Vampire perk: now can also exists as non-injuring member (ie. will take only blood wage) Angel's pact - if depleted, it will show in the traits list (big tooltip)
v.0.87.02+1 Bounty Hunters - added adaptive challenge factor (ie. if you have abundant numbers of members in party, the challenge increases) added sounds/voice to Forsaken classes
v.0.87.02+2 memory leak fixes small updates AI can swap only with its allies. Barrel thrower is now 'rooted', ie. cannot be rammed or swapped(AI). gx banner fixes (werebeasts)
v.0.87.02+4 added new QoL feature: two buttons for: displaying up to given layers' elevation level in battlefield map new banners added
v.0.87.03 Forsaken faction added to world (default campaign only), 1st & 2nd zones. 4th zone added (ruins). 3rd zone is "Undergrounds" as before. Mutator extraction after battle: no more than 2 duplicates added new trait: Forsaken Wrath (aura) scavengers: removed Light Foot from: warrior, spearman and axeman for balance reasons AI: charge, ram and grab won't be rolled at 50% anymore, rather 100% of time if available targets ally AI won't swap with player-controlled units anymore 'proj. defl.' fixes, other small updates spine2d updates bonefisher added 'Forsaken Berserker'; Blood Lust II: MAX HP heal on killing blow 60 -> 70% projectile deflection: slightly reduced the 'deflection range' snipe min-range set to 1 more banners added (each strongVS has its own banner!) banners update (paged UI in party screen & gx fixes) Delirium: made scalable mutator, ie. charges: 1 (at lvl 1) -> 5 (at lvl 10), start MAX HP is now 40% (was 50%) removed Delirium from necro warrior and beast puller
v.0.87.03+1 made Delirium extractable
v.0.87.03+2 small bugfix
v.0.87.03+3 bugfix
v.0.87.03+4 Forsaken Wrath: the bonus damage calculation now works same way as Flagrant Battle quest (EnemyVsDefenders) updates Battle quest (EnemyVsVIP) updates added loading screen visuals for next zone descending minor AI improv.
v.0.87.03+5 copy-editor text corrections
v.0.87.03+6 small sounds updates ranged AI won't attempt to fire at projectile deflectors and rather try to find a better target
v.0.87.03+7 better descriptions/shouting regarding ranged support: now the camera won't focus at ranged supporter if no fire will occur (because of friendly fire, or obscured LoS or deflection). It will appear only in shout-text & log. ranged support(in case of a deflect): damage projection updates ranged support won't fire at proj.deflector targets
v.0.87.03+8 StrongVS trait is now showed also in big tooltip in battle; Forsaken elites: they have 2x strongVS.
v.0.87.03+9 minor bugfix strongVS Crippled is now applied also to "injured" character.
v.0.87.03+10 fix for 'hanging' text bubble window on screen in battles bugfix Forsaken elites: now only 1x strongVS from only a subset (weapons + crippled)
v.0.87.03+12 Forsaken axeman: reduced absorp.count to 2, shieldbearer & defender to 5(!). 50% of elites have strongVS, rest has the 'revenge'. Forsaken elites: added 'revenge' on death (spawning an ally taunted to the killer) reduced the quest rate where you could possible get a new recruit small gx updates
v.0.87.03+13 Bloodknight: removed Masochist new Village battlemap added Added 'Max mutator absorptions' info to party screen & unit info screen added elite visual versions of vampires (lord & vanquisher) UI updates: LabelElement will bubble mouse clicks minor bugfix
v.0.87.03+14 CaptureVillageCenter battle updates/improvements Euphoria damage calamity: reduced max dmg bonus to 20% (was 50%)
v.0.87.03+15 Normal/Epic/Desolation diff. balances (reduced the 'challenge' factor a bit) forsaken villages biome is 'ruins'
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for the past weeks we've done a good progress on new features and this is what you can expect in the following weeks to come:
The Forsaken
All graphical assets for the new faction are finished. Once the last 2 characters are animated, we'll be ready to set them loose in the world of Urtuk! These formidable warriors will pose a significant threat to your party. The Forsaken have special traits not accessible to other factions. They also use advanced tactics and will attack in formation, so don't underestimate them!
New biome and 4th zone - The Chasm
We have a new zone in the works - The Chasm This biome will be used for the new 4th zone where the Forsaken make their dismal home. There are still a few outstanding mechanics and hazardous environmental features to implement before the battle maps are 100% ready.
Unit banners
In response to a frequent player request, you can now customize the appearance of your units on the battlefield. If you field multiple units from the same class, the ability to add banners will give you a clear overview of who’s who. On the party screen, you’ll have the option to equip every character with a banner, or just leave him without one if you prefer. We're also preparing editing tools so you can craft your own banners and import them into Urtuk!
Conquest mode
Conquest mode is still in active development while we refine the core mechanics and make sure everything’s balanced for a challenging player experience (which takes time of course). But we’re getting there. Anyone interested in playtesting Conquest mode can opt-in to our beta branch and play it right now! Your feedback is highly appreciated and will help us shape the best possible game for public release. If interested, head to our steam forum to find out how to play it: https://steamcommunity.com/app/1181830/discussions/1/
We’ve been very busy the last two weeks with the new Conquest campaign map, and Urtuk’s new faction – the Forsaken.
We’re still working on the final design, and the Conquest campaign will likely go through many iterations until we can offer the best possible experience for the player.
This new mode features vastly different gameplay from the default campaign. The biggest changes are that you can field up to 12(!) units on the battlefield; capture and exploit sites like camps and fortresses; hire new mercs; manage more resources; and defend your holdings against other hostile factions with the same goal as the player – to seize every site on the world map. Furthermore, you’ll be able to build new structures on the world map like barricades and strongholds. You can also acquire metal from mines and craft gear for your conscripts, villagers who’ve enlisted to serve you.
Medicine will be a very scarce resource in this mode, so be prepared for men under your command to die. You will have a tough (and fun) time in this War of The Realms.
New battle mechanics
We listened to player feedback regarding ranged enemies, and decided to introduce a new counter to ranged attacks: a new trait, Deflection, that nullifies incoming projectiles! Use any unit with this trait to shield your weaker characters, and arrows fired their way will vanish into oblivion! Of course, certain parameters must be met for a successful deflection, like elevation, range, necessary stamina, and projectile trajectory. Some enemies will also enjoy this advantage, so be wary!
Furthermore, we created a new hex tile, High Grass. Enemies firing at units in High Grass will suffer a -50% hit chance.
Forsaken
This hostile faction lives deep underground, and consists of warriors long dead and forgotten. Many ages ago during the Giant Wars, they were fearless, elite fighters. But after the war ended, the commoners feared their great strength and murderous rage in combat. So it was decided they would be cast out into the Deep Abyss. There they lived in darkness for centuries, and eventually died out altogether. But thanks to an unknown Mutation these ancients rose again, as undead but still intelligent warriors. Now they turn their rage on any who aren’t their own kin!
Visuals for 4 of the 6 Forsaken classes are already done, but class details (abilities, traits, strengths, weaknesses) are still being fleshed out.
We also want the Forsaken to be a bit more challenging than other factions, so hopefully we’ll be able to finish their formation AI in time for release. Programming AI is always one of the most difficult tasks in a strategy game.
That’s it for this update! Stay well and stay tuned for more!
Since the beginning of March, we’ve been working on a completely new faction – the Forsaken. These ancient creatures have been cast out and now skulk alone in the darkness beyond the margins of civilization. No man would have the courage to visit the cursed lands they normally inhabit, but now they’ve begun to invade the territories of men!
Their special abilities and traits will pose a great challenge in battle, forcing the player to try new and very different tactics to overcome them.
The second big task for us has been the design, implementation and testing of a new campaign mode: Conquest. The Conquest campaign will play completely differently from the default Adventure campaign. Your goal will be to attack and capture sites in one huge world map comprised of fortresses, camps, mines, villages and so on. You’ll be able to field up to 12 combatants in battle, as opposed to only 6 in the default mode.
Tactical decisions will grow more complex as the battlefields are larger and you’ll face many more enemies. Formations, frontline soldiers, archers and possibly even siege weapons will have to be considered! Furthermore, you’ll have the option to garrison some of your units in world map nodes to secure different areas against roving hostiles.
Your enemies will have the same goal – they will try to capture nodes, increase their income, and hire new soldiers to fight for them. There will be more factions in the world map, and each faction can declare war on its neighbours, just like the player!
There will also be a new resource to gather, metal, which will be used to craft new weapons and armour. You’ll be able to free oppressed villagers and enlist them to fight for you (in which case you can choose their class and gear), or to become a blacksmith or miner. Or you can assign them to manage a fortress and raise its income.
As you can see, Conquest is much more focused on the strategic layer; you’ll have to plan long term to succeed in this much more complex campaign. We plan to publish a playable build of this new mode in our beta branch soon, hopefully by the end of next week. From there we will gather feedback and suggestions from our beta testers to finish the work as soon as possible, maybe even before final release!
Another week has passed and we are here with lots of improvements, balancing, tweaks and additions. Also we've added a new Vampire class which will wreck you if not handled in time!
The changelog what has been done for the last week:
v.0.85.24+12 Vampires - updates on traits, added Vampire Vanquisher and Lord to starting Vampire chars. added Vampire Vanquisher; added new ability: "Uplift", AI improv. (flip) slightly reduced elites spawns (all diffs.) UI overlapping buttons fix: primary abilities (big buttons) have higher priority over secondary (small buttons) when overlapping AI combat - now the battle outcome is based on Faction type for any given member in party werebeasst & vampire virus wont apply through Delirium Easy diff. - slightly increased difficulty reduced spawn rate for Bounty Hunters (-25%) BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 75->85 (more Agi/speed bonus needed to get next turn) Vampire Lord - Repose has unlocks at lvl 25 Repose - lifesteal reduced 200% -> 100%
v.0.85.24+14 added 2 new siege maps added new Hex tile: "Oil geyser" charge: damage applied is 135% (was 100%). Valdorian armour - also increases armour protection by 25% battle UI - improved buttons positions for resolutions < 4:3 charge abil. - if the landing hex is lethal, don't allow to jump & show an icon above such hex. Werebeast campaign: get 100 flesh at the beginning Vampires campaign: get 100 blood at the beginning Boiling oil: cannot grow to higher ground (ie. +1 of elev.level) anymore.
v.0.85.24+15 added 2 new music tracks to world map
v.0.85.24+16 In the 1st zone no Valdor fortress is spawn anymore. Party button disabled if all party members are dead (worldmap screen) balances, minor fixes gx updates (oil geyser additions) Hammering won't apply negative effects when hit was blocked by Aegis, Shield-ally, Delirium or anything which nullifies damage.
v.0.85.24+17 internal build
v.0.85.24+18 maintanance build
Additionally we are working hard on a completely new faction and new battlefield biome graphics! Stay tuned!
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For the last week we have done quite a lot of improvements, balancing, tweaks and additions. Also added new Vampire class which will wreck you if not handled in time!
The changelog what has been done for the last week:
v.0.85.24+4 fixed a bug for Angel's pact, Immortal and Last Stand when in Desolaiton diff. it would kil the character (b/f of reduced healing) Major refactor: attempt to make the timeline absolute accurate. Elites - elite traits count fixed by given count, ie. not (1..count); scavenger spearman: first strike only for elite volcano calamity - slightly slowed down the erruption barrel throwers won't fire if there is an melee enemy adjacent desolation diff. - melee enemies +25% dmg, ranged +15% (was 25%) Acid trait/mutator - now acid is applied on any normal hit (ie. must not be blocked or critical). villagers - added foc.abilities starting werebeasts made elites RAM ability - now showing also target's new position if pushed away. improved virtual turn-order for the left graphics + above-head-numbers (ALT) lifesteal effects now stacks
v.0.85.24+6 starting werebeasts are elite (thus their start lvl is 8) Flagrant change: On taking normal damage, get bonus damage calculated based on the percentage of your HP lost, multiplied by the damage modifier (100%-150% based on mutator lvl) and your original attack, for your next hit. Long weapon reach - now takes into account also height differences bonefisher 3/9/2020 11:51 AM added new trait "Repose" (similar to last stand foc.ability), new base char.: Vampire Lord added new ability "Hammering", small fix
v.0.85.24+8 gx updates hard/des. diff. slight balances (at zone2+ enemy lvl increased slightly) Lyncher - on max-focus increase damage by 10% (was 5%) Overdose - curr.HP is reduced only when above 50% MAX HP; spearwall - first 3 hits have 100% hit chance, then it decreases by 25%. On new turn, hit chance resets again. added spine2d assets for Vampire Lord balance, added new trait 'Blood Frenzy' (Vampire Lord) Projectile blocker and shield wielder are now shown as traits for corresponding classes. start initial speed reduced (0,10) -> (0,1) Toxic calamity Pneumonia - stamina reduction 33% -> 25%
v.0.85.24+9 Angel's pact - now also showing 'depletion' status; GlobalStore clear() on battle-screen spearwall - all hits are 100%, but stamina cost raised 20->25 Fortress - valdor mercs now have wage increased by 100%
v.0.85.24+10 internal build
v.0.85.24+11 Ally shield now costs 60 stamina (was 50) Last Stand - after triggered, MAX HP is reduced by 25% for the duration of battle.
For the last weeks, we have done quite some work and added tons of new content and updates into the game!
So let's summarize the main points:
- Ironmode - New difficulty setting: Desolation - 2 new beast classes - Mutators absorptions - New quests and battle objectives - 3rd zone removed (we want to make the game more compact for now, and will add a new zone when we add new faction)
Changelog:
0.85.21 added new feature: Mutators absorption - after x battles, a equipped mutator might get absorbed into character and become a permanent part of him. in villages, when player attacking, sort the player spawns to be near the enemy removed boiling oil from villages Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns) small fix (scav.spearman had 'fire xbow' overfocus) Discord - now sending crash logs only at 1 file at a rate of 30s. leg.items - trait levels now range 4-10.
0.85.21+1 Bounty hunters - the spawn rate now is based on days elapsed and battles fought. balance - cultis archer wont snipe by default, only on max-focus fix: we cant merge leg. mutators (aka relics)
0.85.22 Hard diff. scaling overhaul
0.85.23 set Max Mutators absorptions count for each class. Most human classes have 3. Revenants have 0. The others range 1-2. Blood Strength - bonus damage is now calculated based on current attack instead of MAX HP. Flesh eater - bonus damage is now calculated based on current attack instead of MAX HP. mutator absorptions - added tracking and limiting abs. to max 2 mutators. balance diff, for diff. at hard.: no level is shown in the unit info UI. Instead just "???". balance diff, villages threshold next zone is now 50% (66%) bounty hunters count reduced globally "StrongVS Armour" is replacing "StongVS below" barrel thrower: min range 6->3
Mutators absorption - now you get a proper UI prompt asking if you want to accept or reject given mutator.
0.85.23+4 bounty hunters - slightly increased the spawn timer calamities - tuned down enemy numbers (relic, plague, escaped creatures) hard/norml diff. scale updates/fixes for zone2+
0.85.23+5 Ram now ignores Stalwart
0.85.23+6 Introducing new game mechanics - "projectiles blocking". it's a kind of 'ranged counter'.
1 .when a enemy character with shield (or a special trait) stands between your archer and target, the hit-chance is reduced by 90% and the blocking (guardian) enemy is most likely hit (90% as you can see) 2. any character wielding shield reduces damage of projectiles by 33%. with this mechanic we can use the guardian, spearman and footman (who also acts as 'projectiles blocker') as a wall for blocking incoming projectiles.
0.85.23+7 small fix crashing the game when battle starts
v.0.85.23+8 integrated ironman UI into start game screen;
v.0.85.23+9 added 'stunlock' preventer: if a characters gets pushed back in timeline too much (with slow/stun/..) within short time, it gets a 'stun recovery' for 1 turn which prevents him to be further slowed (thus prevents stunlock).
v.0.85.23+10 worshippers bugfix - now the numbers are normalized around 13 (before 20+)
v.0.85.23+11 added new 'Scout' mission
0.85.23+12 Vampire transf. - add only traits which fullfill gear requirements (i.e. 'stunning blow' trait won't transfer to a billhook vamp) barrel thrower not firing at neutral obj. balancing (hard diff.), levelup XP increased for later levels + aprx. 50% increased BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 50 -> 75. I.e. you need more speed bonus to act sooner. added new fortress map hard diff. - reduced the diff. scaling maybe a bugfix for crashing game in ironman on closing rewards UI added new siege map, small fixes balance, 2 new siege maps
v.0.85.23+13 bugfix
v.0.85.23+14 increased armour value scaling at higher tier levels Drafting prisoner calamity - prisoner's lvl scaled to player's lvl
v.0.85.23+15 new Battle Quest added, minor bugfix char. initial speed is now (0,10) random chosen when ent.gets created for its class. The drawn turn-order in deploy phase should reflect more accurate. Also added 'display turn-order' when holding ALT key in battles.
v.0.85.23+17 added new Game Difficulty - "The Desolation". It's the hardest. 'Desolation' difficulty: . healing -40% . stamina -20% . enemy dmg +25% . focus gain -25% . no last stand from beginning . injury recovery duration x1.5 . medicine cost +100%
v.0.85.23+18 village map generation updates (slightly more variety), beast won't have catapult. min stamina is now 40 (was 50) added the possibility to manage party members (equip gear, ..) while in deployment phase. balances; new BattleQuest in works
v.0.85.23+19 small fixes, gx updates added new beast class - "Rhino", AI now can use 'flip'
v.0.85.23+20 battlefield camera - allowed to scroll more to left final battle - no terramorph calam.allowed
v.0.85.23+21 added strongVS traits to unlockable start chars (vampires, werebeasts, ???) minor bugfix (missions)
v.0.85.23+22 added more variety to village battles added new battle quest - Traders on boiling oil when you bring into battle underleveled character (at least 2 levels below party lvl) - he will gain massive extra XP to cach up with others injured: -33% max hp on desol.diff. xp gain slightly reduced armour protection raised at later levels hard diff. balances
v.0.85.24 removed third zone from game. Now we have a total of 3 zones. XP numbers showing in battles are now disabled by default. Will add a setting option to turn it on.
v.0.85.24+1 villagers in villages should not be attacked by enemy too often werebeast axeman is projectile blocker minor updates, tweaks and balancing
v.0.85.24+2 desolation diff. - foc gain -25% -> -30% desolation diff. - removed the stamina penalty (-20%).
v.0.85.24+3 reduced villages count by 25% per zone. added new beast class "porcupine" Improved spawns for parties respecting the melee ratio Grab - you can grab target on a landing with death pit; Flip - added better info about not being able to flip villagers in villages: have low dmg
thank you for supporting us and giving your feedback and suggestions! With that, we were able to improve the game. So, for the last 2 weeks we've done quite some work, so let's summarize it in the changelog:
v.0.85.18 Infested creat. calamity - reduced the count disabled terrain changing from calamities(volcano, moles, earthquake) for Fortress & Stronghold builders Diff. global: AI count progress slowed down accross all diff.settings. AI optimization (partial route disabled when normal routes found) better(fair) upkeep wages for mercs & revenant Refactor or RNG - now we use RandomXS128 for the pseudo-RNG generation - is better balancing: nerfing some updradable mutators added audio for 'barrel throwing', small gx updates AI beh. fix (spearwall casted infinitely) Added new trait: "Veteran" (+35% armour protection) and added it to the adv/spearman class added spine2d 'Barrel thrower' Spearman - spearwall is not 'toggable' ability - you can activate/deactivate it. Doesn't end turn. increased stamina cost for normal attacks 35 -> 40 "Siege attack" quest balance - reduced ranged ratio from 0.75 -> 0.30 Angel's pact - removed the extended title(didn't work well) small fix (focus void st.eff.) Height bonus/penaly damage balancing: now per one level of difference apply +15% / -15% dmg. Max bonus: apx.75%, max penalty: apx. -50%. Moles intensity reduced OnMaxFocus -> Mansplitter bugfix: I didnt enabled the nullify focus when max focus was reached -> thus it generated extreme Focus -> even more bonus dmg.. Fortress battlefield builder now persists its rolled map. Stronghold AI improv. Battle in arms: progress max: 8 -> 20, reduced the assist chance slightly. Valdor classes have now immunity against acid effects Angel's pact - reduced charges 3->2. balance (Light weapon), Immortal doesn't stun anymore and grants 200% HP regen over 2 turns (so effectivelly a bit less with Healing rate). Siphon life fix (225% -> 75%) boiling oil gx updates/additions
0.85.19 refactored Settings screen, also added more options. changed wording "Healing rate" to "Mending" and showing the mending amount also in ext.tooltip. Poison Immunity achie.trait now progresses if char. gets poisoned 2x within single turn (previous there was a % chance to progress) earthquake calamity now morphs terrain at steady turn(s) instead of random rate captured & unsealed villages now have label "Unsealed". added new mutator: "life stone" - it's mergable with any normal mutator and upgrades its level by 3. Also added it as reward after fortress battle added 'surviving villagers' to Stronghold builder, some damage types from environment or ability cost wont grant XP snipe ability enabled for AI (scavenger marksman) added delirium st.eff. icon Rend armour st.eff. - now stacks in duration hard diff. world level scales slightly faster decreased boiling oil damage 20% -> 15% added boiling oil to StrongholdBuilder (villages) balance: siege: enabled boiling oil but as much slower grow pace, small AI improv. in siege spike trap - reduced damage 60% -> 45% Calamities in villages - now reduced chance to spawn 'sealed tunnels' to 60%. oil thrower immune to panic Angel's pact now progresses only when target received some damage (ie. not blocked/nullified) David Kaleta02/16/2020 steam current version: 0.85.20+4 will add notes here shortly :wink: David Kaleta02/16/2020 the changes 0.85.19 up to 0.85.20+4 were mostly bugfixes and internal stuff. So from the next update onwards, I'll write down changelog.
v.0.85.20+9 village map-generation: made more spaces/doors into pallisades/walls bonefisher 2/18/2020 12:24 AM ranged allies with 'ranged support' won't fire if the hit-chance is not 100% (to avoid shooting into players units) bonefisher 2/18/2020 12:19 AM Bounty hunters - reduced spawn rate 32->50 days. bonefisher 2/17/2020 10:04 PM balance - cultis archer wont snipe by default, only on max-focus bonefisher 2/17/2020 7:39 PM fix: we cant merge leg. mutators (aka relics) bonefisher 2/17/2020 6:07 PM in villages, when player attacking, sort the player spawns to be near the enemy bonefisher 2/17/2020 1:13 PM removed boiling oil from villages bonefisher 2/17/2020 1:03 PM Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns) bonefisher 2/17/2020 11:13 AM small fix (scav.spearman had 'fire xbow' overfocus) bonefisher 2/16/2020 8:39 PM Discord - now sending crash logs only at 1 file at a rate of 30s. bonefisher 2/16/2020 7:27 PM leg.items - trait levels now range 4-10. bonefisher 2/16/2020 5:59 PM
v.0.85.20+11 added some validations/fixes for player spawns for few quest types Two brothers quest - the brothers now will assist the player in battle small fix with removing items when accessing Party screen when rewards UI is open
v.0.85.20+12 the 'show elev.levels' feature in battles now also makes the high-profile objects and units transparent AI will now "wait" if it has an action available, but is out of breath
0.85.20+13 added setting for toggling on/off the battlefield lightshards and battle log bonefisher 2/19/2020 12:06 AM
v.0.85.20+16 fix for 'merge mutators UI container' being too small (text overlapped buttons -> can't click on button) Discord updates - only connects to server if pending crash log files; v.0.85.20+15 bugfix: kaleta.hex3.utils.HexGameException: The given entity (Priest - Urtuk): getIPBar() returns null (IpBar removed from timeline). bugfix: kaleta.hex3.utils.HexGameException: Target destination is not passable by walk bugfix: kaleta.hex3.utils.HexGameException: Cannot equip item: it is not in the equipablesCollection! removed strongVs for elites bonefisher 2/19/2020 12:50 AM
v.0.85.20+17 I re-worked the arrow trajectory math when hit-chance<100%: Now if there is a impassable object (like wall/rock) - it will hit it. And not what's behind it.
0.85.20+18 small bugfix with scavenge mission - you could send a char. 2x to mission from open scavenge UI & party UI Ironman basecode introd. battle advisor new entry: ALT + map navigation
0.85.20+19 villages - added barrel thrower, but - it will fire only when terrain gets raised. Otherwise he won't bother you and stays inactive. (FilthyRobot counter).
0.85.20+22 GlobalSettings - if battle advisor saved file data < current battle adv. entries, fix it. bugfix: quest VillagerCornered bugfix: mutators at max level cannot be merged fixed the UI bug with not clickable buttons in Battlemap & Campaign (was using mouseNormal instead of mouseStatic)
v.0.85.20+25 small fix (not unlocking final party after won game) limiting foc. gain on damage taken (now: max is 50% of base-attack) bugfix (drafting prisoners dups)
Furthermore, we have a 'beta-branch' with more features already implemented (like the Ironman) but it needs further testing and balancing. If you're interested in the beta, please opt-in. How to opt-in into beta? Link here: