Name: Infantry Passive: Every 15 levels, Infantry will summons an ally with 30% of Infantry's attack power and 30% of Infantry's attack speed at the time of summoning. Unlock: After you kill the Mind Flayer
Hey guys, I've got a big patch here today with a focus on building.
I've added tons of new structural buildings. These are buildings that don't do anything, but you can build other buildings on them. They can be used to help with uneven terrain or just for decoration.
You can build temples now!
Changes: There are some changes to this version that will break save files, so start a new journey by embarking from the nexus. This won't affect your profile, only save files. Added structures building category. Added the following buildings: Decor: Wheelbarrow Structures: Dock Wood Foundation Wood Platform Wood Platform Half Wood Platform Quarter Wood Platform Corner Wood Platform Circle Corner Wood Platform Diagonal Half Wood Slope Wood Steep Slope Stone Foundation Stone Foundation Half Stone Foundation Quarter Ornate Stone Foundation Stone Foundation Corner Stone Foundation Circle Corner Stone Foundation Diagonal Half Stone Platform Stone Platform Half Stone Platform Quarter Stone Slope Stone Steep Slope
Added scroll bar to building menu Added ability to lock the height of a building you are placing by pressing 'Z' Improvements to building placement system Added custom ground checks for oddly shaped buildings Changed fish max size from 500 to 600, allowing grabbing fish even when all fishermen are assigned Changed fish pods to allow fishing in a radius of the fish pod instead of using wharves Changed fishers from fishing 25 food at a time to 5 at a time at the same rate Added docks to Orsus and Rota Improved ruins in Orsus and Rota Made creatures react to you in player creation Optimization improvements Bug Fixes: Fixed bug where profile doesn't load because it tries to load the autogenerated steam cloud file Fixed creature blowing themselves up with hammer of god miracle Fixed bug where building would move just before placing it Fixed wall line placement not placing right Fixed notification being sent when a villager fails to find a spot for a pile to be created Fixed village areas breaking after loading save file Fixed tooltip text flickering Fixed fishpod tooltip not showing all information Changed building debris tooltip to include name of destroyed building
You can watch the seasons shift about you as time passes, both as an indication that the world is changing and to help you keep track of your own time in the world.
Knights of the Chalice 2 - HeroicFantasyGamesDotCom
Greetings, Noble Knights! Here is version 1.47 of Knights of the Chalice 2.
Yay! With this new version, we have a pretty massive expansion of the available character Feats in the game: no less than 40 new unique feats! Many of these feats can be taken by several character classes.
I've also fixed a number of bugs and issues, including a problem with the unlocking of Archmage Difficulty achievements in the Steam and GOG versions.
I've finished implementing all of the feats that I really wanted to add to the game, so now I will be able to focus on the other things mentioned in the last Kickstarter update. I'll post a new Kickstarter update soon with the description of all the new feats.
If you find any bugs, please drop me a line at enquiries@heroicfantasygames.com so that I can fix the game quickly. A saved game would be very useful, too. Thank you!!
Here's the list of changes in version 1.47:
When you start a new Augury of Chaos game, you will now have the option to skip the Prologue entirely and begin from Chapter 1 straight away.
Fixed bugs preventing the award of Archmage Difficulty achievements in both the Steam version and the GOG version.
Fixed a problem with the Shadow Adept / Shadow Expert / Shadow Master achievements in the GOG version only.
Fixed a bug with characters disappearing when reloading after completing the Vanishing Sword Quest with Goblin companions.
Fixed a bug that occurred when the party leader is a companion that gets removed from the party by a script.
Added some code to accelerate gameplay in combat and elsewhere.
Automatic saves will now be marked as Autosave.
Added the missing Greater Splashenchantments for ranged weapons into the weapon-enchantment interface.
Fixed several issues with the Splashenchantments for ranged weapons (Flaming Splash, Icy Splash, etc).
Changed the button labels in the Module Information screen and in the Module Editor from Maximum Character Level to Maximum Starting Level, and from Minimum Character Level to Minimum Starting Level.
Applying the Shaken condition for a number of rounds will not remove a pre-existing Shaken condition.
Applying the Cowering condition will not remove the Shaken condition.
The Combat Log will now indicate the start of a new round, in red letters.
Fixed issues in the dialogue script of the Werewolf Quest in Augury of Chaos.
Fixed an issue with the display of effect animations (sleeping, fascinated, confusion, etc) for Giant Spiders when displaying creatures using animated sprites.
Added the Wizard feat Improved Firefly Familiar. You must have a Fireflyfamiliar in order to take this feat.
Added two new Cleric feats: Widened Healing and Widened Destruction.
Added three new Bishop feats: Widened Healing And Destruction, Turning Strike and Greater Turning Strike.
Added the Cleric and Bishop feat Fast Touch Domain Powers.
Added the Cleric and Bishop feat Improved Curse. It will reduce the randomness of the effect of the spells Bestow Curse and Mass Bestow Curse, at least during the first round of the effect.
Added the Wizard, Sorcerer and Warlock feat Dispelling Magic Missile to help you get rid of enemy Mirror Images.
Added the Bard feats Improved Songs and Story Teller.
Added the feats Rapid Strike, Melee Touch Magic, Armour Agility and Improved Armour Agility.
I've given the feat Rapid Strike to many monsters in Augury of Chaos and the Tutorial Adventure.
Added the Ranger feats Enhanced Magic Arrow I, Enhanced Magic Arrow II and Improved Snaring Weapon.
Added the Storm Warrior feat Improved Shocking Splash.
Added the Monk feat Shattermantle Strike.
Added the Wizard feat Greater Wizard Spell Resistance.
Added the Wizard, Sorcerer, Warlock and Mage Knight feat Widened Colour Spray.
Added the Wizard, Druid, Sorcerer, Warlock feats Improved Finger Of Death and Greater Finger Of Death.
Added the Wizard, Sorcerer, Warlock feats Improved Domination and Greater Domination.
Added the Psionicist, Warlock, Psychic Healer feats Improved Control And Dominate, Greater Control And Dominate, Swift Assimilate and Improved Hail Of Crystals. Actually, the Psionicist already had access to Improved Control And Dominate, but not the other classes.
Added the Psionicist and Psychic Warrior feat Fast Power Drain.
Added the Gladiator, Samurai, Storm Warrior and Psychic Warrior feat Improved Swift Weapon.
Added the Gladiator and Samurai feats Improved Adamantine Armour and Greater Adamantine Armour.
Added the Rogue and Death Knight feats Improved Phasing Weapon and Improved Coup De Grace Weapon.
Added the Fire Drake and Flamebrother Half-Salamander feat Racial Fire Resistance.
Added the Ice Drake and Frostbrother Half-Salamander feat Racial Cold Resistance.
Added the Lightning Drake feat Racial Electricity Resistance.
Added the Acid Drake feat Racial Acid Resistance.
In the Module Information window displayed from the Party Creation screen when launching a new game, added the module's Level Cap. I had forgotten about it, but I actually implemented the Level Cap module setting months ago in the Module Editor.
When starting a new game, if one of the party members has enough experience points to level up beyond the maximum starting level, then his or her experience points will be reduced to one point below the amount required to reach the maximum starting level + 1.
Fixed an issue with the headline of the help entries for spells.
Improved the spell descriptions for Lesser Magic Arrow and Greater Magic Arrow.
Improved the help entry for Magic Arrows. Also improved the help entries for Wizard feats and feats associated with each Wizard attunement.
Added some more random names in the Character Creation interface.
In the Module Editor, added some tooltip information when mousing over the Combat XP scale factor button.
I've given Boots of Striding to the Drake Cleric in the first encounter of Augury of Chaos, the one with the bandits.
Thank You So Much For Your Support, Valiant Knights And Wise Mages of the Realm! Rejoice!! ^_^
We are going to do a hotfix patch to scale the server and fix some bugs. It will take place from 3:30 PM to 4:30 PM EDT. Sorry for the late delivery of hotfix information.
# Fixes - The homing function has returned to Wizard's Magic Missile. - Fixed an issue that caused a transparent collider to remain and block ranged-attacks when opening a wooden door with a window. - Fixed an issue where moving an item to Equipment while using a campfire would cause the item to disappear. - Fixed an issue with no sound in certain shoes. - We have temporarily made it impossible to purchase Gold Coins because there is a problem when purchasing Gold Coins with Silver Coins. - Fixed an issue where Spear could not be equipped in the lobby even when using the Ranger's Spear Proficiency. - Fixed an issue that could cause a crash with a high chance of hitting Cancel on the party invitation popup window. - Fixed some spawn bugs in the dungeon level. - Added a small temporary information message to Cleric's resurrection magic. - The playable time on the B3 floor has been changed from 7 to 9 minutes. - One more escape portal now occurs in the last ring.
We haven't been able to fix the issue where party invites can stack forever. Really sorry.
Here's the 4th bug fixing patch for the 1.0 release. As usual, it's fixing most of the reported issues and includes a few user requests. A larger update will follow soon, unless enough bug reports pile up to justify another hot-patch.
I will post an article about the 1.0 release, my future plans and everything else in a few days.
People who are in the middle of a game, especially in Story Mode, should pay close attention to this changelog as, when loading your game, some of your production centers might be automatically abandoned and you might want to know why.
Cheers.
Artificial Intelligence
Farmers will no longer try to plant seeds in an outdoor farm if the current weather is damaging the plants (blood rains, acid rains and cold waves), they will continue to care for the rest of the farm, though.
I added a toggle in the Faction menu to globally prevent or allow survivors to extinguish fires on their own (user request; use at your own risks)
User Interface
In the production center tab of the faction menu, locations are now sorted alphabetically, and added an indicator to highlight places which are currently under attack.
Bug Fixes
Gold Ingots could not be sold to traders. This was silently fixed a few days ago.
A crash when someone is trying to get food, but have a full inventory and can't access any valid depot. They'd normally drop some stuff on the ground, but it could cause a crash instead. This was patched immediately after the bug was reported.
In defensive battles on the world map, it wasn't possible to "[ctrl] + right click" on items to attack them in order to clear a path in an uncooperative building.
The intro sequence in Story Mode would count toward some of the achievements' progress. I didn't reset the achievements, though. If you got them for free, well, good on you :)
The main menu's button to change layer was not updated when events or other menus would move the camera to a different layer.
Going back to the main menu from a story mode save, and then directly launching a new story mode campaign could have negative consequences for the new game, effectively making that second game unplayable. We're getting in super situational bug territory here, but a bug's a bug.
Faction screen wouldn't grey out the button to recall survivors from production centers like the normal menu does when it's under attack
Minor UI glitch which could prevent the "do you want to defend this production menu" from appearing when multiple locations are attacked simultaneously
An issue where one of your production centers would defeat an invader but all the workers would die, only leaving mercenaries. Putting the location is a state where you couldn't evacuate it, but it would still produce resources. They will now properly be abandoned, and you'll be warned when it happens.
Another issue could cause a production center to lose its workers when targeted by another faction's raiding party. Yes, before the actual attack, and yes, it was a nasty one.