1.Fixed an issue where the "Start Battle" button could not be clicked in certain situations after entering a dungeon. 2.Fixed an issue where the volume was excessively loud after browsing the "Artifact Spirit" Voice section in Bahuang Chronicles.
Happy Holidays! From Pi Video games, development team of Mind of War, we wish you the happiest and most bearable holidays possible
. We are working on new proposals that will be sprouting throughout 2025, in particular we are already with the first steps to bring you a new campaign (as some people had already discovered) and we have included some improvements and fixes for you to enjoy Mind of War in its best state.
Patch changes:
Galendril, High Elf: ːsteamthumbsupː Increased her health significantly. ːsteamthumbsupː ːsteamthumbsdownː Modified strengths and weaknesses. The aim has been to highlight their weaknesses and above all to enhance their melee capabilities.
Increased the number of tokens received when replaying overcome battles.
Adjusted the probability of obtaining elven units during the ‘Fire and Shadows’ campaign.
Added subtle movement of the background in the ‘Earth Core’ campaign.
Corrected window size when changing the screen mode in the menu options.
Added unit information (health, armour, strength) during unit editing in deployment.
- Added Option to select specific Industry Chain to spawn on a new map. This can be selected from the Industry Tab in new game options. It's very basic and not everything is included on the list, because some of this stuff will likely change in the next update. Number of spawned industries is still limited by the maximum number of industries on a map. If the number of selected industries is higher than max, not everything will be spawned. If the number of selected industries is lower than max, rest of industries will be spawned from random pool, same as before.
- Added Option to delete station even if it is still referenced in vehicle orders. New message will also list vehicles that have this station in orders. Vehicles in depot should be fine if station is deleted, if vehicle is en route, it might cause vehicle to lose path if there is no new path from current location.
- More fixes to new train pathtracing, not detecting signal changes, better on-the-fly retracing, fixed some problems with loops inside rail networks, etc. - More fixes to rail crossings. - Fixed vehicles losing path if they are stopped while arriving at or leaving road stop. - Fixed some problems with connecting spline roads and sloped roads. - Fixed road upgrade option not changing road lanes properly I have messed up at some point. - Fixed some problems with train switching I have messed up at some point. - Improved hold-drag deleting.
Hey folks, quick and boring fix addressing some bugs:
Swapping your SimPlayer's weapons from 2H to 1H or from Standard to Blessed (of the same item type) would result in a lost item. This is fixed.
Fixed Quest turn-ins to allow for multiple turn-ins at once (this would sometimes cause a bug)
SimPlayers in the demo should not have been 'self progressing' but they were. This has been removed. Your SimPlayers may have acquired some new things if you played in the last few weeks.
If you complete a quest before you get the quest, you would still be able to get the quest later which would result in it being stuck in your 'active quest' tab. This is fixed.
SimPlayers will better assist the player if the player is the group's main tank. Previously, they would break off their target and attack anything you were targeting. Now, they'll remain on their current target (allowing tank players to debuff extra enemies without interrupting DPS on the main target).
SimPlayers will now keep 2ea. of bracers, rings, and swords in their inventory instead of 1ea. previously.
Learning a spell or a skill will automatically add it to the hotbar if there's an empty slot
Thanks for the patience folks! Enjoy and Happy Holidays!
One more hotfix update before the new year! The next update will be around mid-January. We wish you a Happy New Year and may all your dreams come true! 🎉✨😊
Unlocking the ability to reset vehicles on the viaduct
Fixing the ability to take items out of the backpack in the area behind the workshop
Removing remaining car body parts for renovation that still appear in the game
Fixing the issue with a hard-to-find item in Area A during plot renovation
Fixing the overlapping stock market information that could appear over renovation notifications
Fix the starting ramp for the pickup and tow truck to prevent hitting an invisible wall
Fix the selection of the EPIC settings so that after unhovering, it remains marked as selected.
gif compression
Thank You very much for being with us and giving us so much valuable feedback!
The game is constantly under development and improvement. There's still a lot ahead of us - we want to give you a great game at full launch. This is our goal
We are still working on improving the gamepad mechanics. Thank you for your feedback. We still need more time for subsequent iterations, the game was not made with the controller in mind (our mistake), but we want to do everything to make it work with it as best as we can. Most of the mechanics are already working, there are still bugs that we are fixing and we ask for your understanding and ofc feedback. We will make every effort to make it better. ːsteamhappyː
Screenshot directly from the game /medium settings
1. Fixed the bug that dancing sometimes could not quit normally 2. Add the function of one-click sales according to the quality of the item 3. Increase the brightness of the maze map 4. Fixed the bug that the final hunting ground would fall out of the void 5. Optimized the stability of joining a room online