Huge v1.1 Patch Unleashed!

Hi! Today’s massive official Patch – v1.10 – is all about improving mid and late game balance, which is especially noticeable on the larger random scenarios.  A typical scenario should now have a more gradual buildup. Other goals include finalizing VPN support and tackling the bugs reported by the community and of course many more little fixes and additions as listed below.

Our focus will now move to resolving additional multiplayer connection issues, improvements to localized text and adding features requested by the community. We’ve are also working on some big new features for you, which enhance empire building and diplomacy.

The build will auto-update when you (re-) launch the Steam Client and is available for download at GoG.com

- The Team @ Triumph Studios.

PatchImage

 

Change Log:                                                                                                             

To prevent Players from rushing to and mass producing T4 units:

Add an additional city upgrades that act as prerequisites for class T3 and T4 unit production.

Also added additional city upgrades for classes without class specific T3 and T4 units that can be build in cities, to maintain cross class balance.

  • Added new Arch Druid city upgrade “Henge”. This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Arch Druid’s Dolmen.
  • Added new Arch Druid city upgrade “Megalith”. This city upgrade increases Population by +100. This upgrade requires the Henge.
  • Added new Dreadnought city upgrade “Blast Furnace” which is needed to produce the Cannon unit. This city upgrade also gives an additional +5 production. This upgrade requires the Dreadnought’s Foundry.
  • Added new Dreadnought city upgrade “Juggernaut Factory” which is needed to produce the Juggernaut unit. This city upgrade also heals garrisoned machine units. This upgrade requires the Blast Furnace.
  • Added new Rogue city upgrade “Planar Gate” which is needed to produce the Shadow Stalker and Succubus units. This city upgrade generates an additional +5 mana. This upgrade requires the Rogue’s Palace.
  • Added new Rogue city upgrade “Shrouded Altar”. Monster units produced at this city gain an additional medal Rank. This upgrade requires the Planar Gate.
  • Added new Sorcerer city upgrade “Mana Vault”. This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Sorcerer’s Conflux.
  • Added new Sorcerer city upgrade “Wizard’s Academy”. This city upgrade gives an additional +10 Knowledge. This upgrade requires the Mana Vault.
  • Added new Theocrat city upgrade “Celestial Chamber” which is needed to produce the Exalted units. This city upgrads also gives an additional +100 happiness. This upgrade requires the Theocrat’s Conclave.
  • Added new Theocrat city upgrade “Holy of Holies” which is needed to produce the Shrine of Smiting. Also increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Celestial Chamber.
  • Added new Warlord city upgrade “Gladiator Pit” which is needed to produce the Blood Phalanx and Warbreed units. This city upgrade also gives an additional +100 happiness. This upgrade requires the Warlord’s Command.
  • Added new Warlord city upgrade “Manticore Lair” which is needed to produce the Manticore Rider unit. This city upgrade also gives an additional +5 Reasearch. This upgrade requires the Gladiator Pit.

Reduce the need to rush for T4.

Reduce AoE bust damage for T4 units and reduce protective abilities to make them easier to counter when used without support.

  • The Shrine of Smiting now has 20% Fire Weakness.
  • The Juggernaut’s Fire Mortar ability now starts on cool down, Fire Broadside now does 25 physical – was 30 – and Fire Mortar now does 18 physical, 18 fire – was 20 physical, 20 fire.
  • The Eldridge Horror now has Mind Control Immunity and 60% Spirit Protection, instead of Strong Will.
  • The Horned God now has 20% Blight Weakness and it’s Call Lightning ability starts on cool down, now has cool down of 1 – was 2 – is a Full action – was single action. The damage amount not being displayed in game was also fixed.

To prevent the AI Player from rushing to T4 units:

  • Changed research priorities to reduce AI rushing up the unit tech-tree.

To extend the duration of the mid game. I.e. the period focused on T2-3 unit production.

Reduce the city growth speed.

  • Changed population growth for cities to 250 – was 300.
  • Changed required population for a City to 12000 – was 10000.
  • Changed starting population for a City to 14000 – was 11000.
  • Changed rebel spawn population loss for a City to 3500 – was 2750.
  • Changed rebel spawn population requirement for a City to 7000 – was 5500.
  • Changed required population for a Metropolis to 22000 – was 18000.
  • Changed starting population for a Metropolis to 24000 – was 20000.
  • Changed rebel spawn population loss for a Metropolis to 6000 – was 5000.
  • Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.
  • Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.

Reduce city production.

  • Changed the production value of the Siege Workshop to 10 – was 20.
  • Changed the production value of the Master Guild to 15 – was 20.

Lower income where needed – focusing on Mana – to prevent surplus mana.

  • Reduce frequency of occurrence of mana generating structures on RMG maps as a factor of distance from Player’s starting positions.

Reduce mass City Founding.

Producing settlers now stagnates city growth, making it more of a choice in the early game.

  • Changed cost for the Pioneer: Gold cost 200 – was 150 – Population cost 2000 – was 750 – Recruit cost 400 – was 300.

Reduce surplus mana.

Tests in the office showed that play style was a large factor in the reported mana surplus issue. To prevent issues with superfluous mana, while not impacting players with a more exploration, expansion or magic based play style.

  • Players can now hold a limited amount of mana at once. A player can hold 500 mana, researching a casting point skill or building a great temple will increase mana cap by 100.

To increase the mana spend on spells we’ve reduced the casting cost of maintained spells – to make them more worthwhile to cast – while increasing the maintenance cost – to make which spells to maintain a more deliberate decision.

  • Changed the cost of the Arch Druid’s ‘One with the Elements’ to maintenance 10 – was maintenance 6.
  • Changed the cost of the Arch Druid’s ‘Fertile Domain’ to cast 40, maintenance 20 – was cast 60, maintenance 9.
  • Changed the cost of the Arch Druid’s ‘Insect Plague’ to cast 60, maintenance 20 – was cast 80, maintenance 9.
  • Changed the cost of the Arch Druid’s ‘Poison Domain’ to cast 100, maintenance 30 – was cast 140, maintenance 16.
  • Changed the cost of the Arch Druid’s ‘Thorn Hedge Walls’ to cast 120, maintenance 30 – was cast 180, maintenance 18.
  • Changed the cost of the Arch Druid’s ‘Nature’s Eyes’ to cast 80, maintenance 40 – was cast 120, maintenance 12.
  • Changed the cost of the Dreadnought’s ‘Suppress Nature’ to cast 100, maintenance 40 – was cast 140, maintenance 16.
  • Changed the cost of the Dreadnought’s ‘Dragon Oil’ to cast 120, maintenance 30 – was cast 180, maintenance 20.
  • Changed the cost of the Dreadnought’s ‘Great Mobilization’ to maintenance 80 – was maintenance 64.
  • Changed the cost of the Rogue’s ‘Poison Mastery’ to cast 50, maintenance 20 – was cast 60, maintenance 8.
  • Changed the cost of the Rogue’s ‘Iron Grip’ to cast 40, maintenance 20 – was cast 70, maintenance 9.
  • Changed the cost of the Rogue’s Treasure Raiding to cast 60 – was cast 80.
  • Changed the cost of the Rogue’s ‘Incite Revolt’ to cast 60, maintenance 40 – was cast 100, maintenance 15.
  • Changed the cost of the Rogue’s ‘Corpse Looting’ to cast 60, maintenance 15 – was cast 100, maintenance 12.
  • Changed the cost of the Rogue’s ‘Network of Scrying Eyes’ to cast 60, maintenance 20 – was cast 100, maintenance 12.
  • Changed the cost of the Rogue’s ‘Spy Network’ to cast 150, maintenance 50 – was cast 300, maintenance 36.
  • Changed the cost of the Rogue’s ‘Night Wish’ to cast 100, maintenance 20 – was cast 180, maintenance 18.
  • Changed the cost of the Rogue’s ‘Age of Deception’ to maintenance 80 – was maintenance 64.
  • Changed the cost of the Sorcerer’s ‘Glyphs of Warding’ to cast 40, maintenance 15 – was cast 60, maintenance 5.
  • Changed the cost of the Sorcerer’s ‘Dread Omen’ to cast 60, maintenance 40 – was cast 90, maintenance 9.
  • Changed the cost of the Sorcerer’s ‘Dome of Protection’ to cast 100, maintenance 20 – was cast 120, maintenance 12.
  • Changed the cost of the Sorcerer’s ‘Enchanted Walls’ to cast 120, maintenance 30 – was cast 180, maintenance 18.
  • Changed the cost of the Sorcerer’s ‘Summoner’s Aura’ to cast 100, maintenance 20 – was cast 120, maintenance 12.
  • Changed the cost of the Sorcerer’s ‘Age of magic’ to maintenance 80 – was maintenance 64.
  • Changed the cost of the Theocrat’s ‘Beacon of Faith’ to cast 50, maintenance 10 – was cast 90, maintenance 9.
  • Changed the cost of the Theocrat’s ‘Paid Absolution’ to cast 80, maintenance 20 – was cast 100, maintenance 9.
  • Changed the cost of the Theocrat’s ‘Prayer for the Hurt’ to cast 100, maintenance 30 – was cast 150, maintenance 15.
  • Changed the cost of the Theocrat’s ‘Sanctified Sites’ to cast 100, maintenance 30 – was cast 160, maintenance 12.
  • Changed the cost of the Theocrat’s ‘Denounce City’ to maintenance 20 – was maintenance 16.
  • Changed the cost of the Theocrat’s ‘Hallowed Domain’ to cast 100, maintenance 20 – was cast 120, maintenance 12.
  • Changed the cost of the Theocrat’s ‘Great Purge’ to cast 100, maintenance 40 – was cast 300, maintenance 32.
  • Changed the cost of the Theocrat’s ‘Armageddon’ maintenance 64 – was maintenance 80.
  • Changed the cost of the Warlord’s ‘Authority of the Sword’ to maintenance 5 – was maintenance 6.
  • Changed the cost of the Warlord’s ‘Dread Siege’ to cast 60, maintenance 30 – was cast 80, maintenance 9.
  • Changed the cost of the Warlord’s ‘Inspire Loyalty’ to maintenance 20 – was maintenance 15.
  • Changed the cost of the Warlord’s ‘The Draft’ to cast 120, maintenance 30 – was cast 160, maintenance 18.
  • Changed the cost of the Warlord’s ‘Conqueror’s Feast’ to cast 120, maintenance 40 – was cast 240, maintenance 24.
  • Changed the cost of the Warlord’s ‘Hero Slaying’ to maintenance 30 – was maintenance 24.
  • Changed the cost of the Warlord’s ‘Global Assault’ to maintenance 80 – was maintenance 64.
  • Changed the cost of the Air Adept’s ‘Domain of Winter’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
  • Changed the cost of the Air Master’s ‘Arctic Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.
  • Changed the cost of the Earth Adept’s ‘Domain of Earth’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
  • Changed the cost of the Fire Adept’s ‘Domain of the Sun’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
  • Changed the cost of the Fire Master’s ‘Tropical Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.
  • Changed the cost of the Creation Adept’s ‘Domain of Life’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
  • Changed the cost of the Creation Master’s ‘Temperate Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.
  • Changed the cost of the Destruction Adept’s ‘Scorched Earth’ to cast 40, maintenance 15 – was cast 60, maintenance 9.
  • Changed the cost of the Destruction Adept’s ‘Domain of Corruption’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
  • Changed the cost of the Destruction Master’s ‘Blight Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.

 

Reduce the period of unhindered early game expansion in Random Maps

  • The distance between player start positions now take into account the amount of players with regards to map size. Few players on a large map will result in a significant nearer distance. Likewise, many players on a smaller map will result in a slightly larger distance.

Made Random XL maps more closely follow the setup of other maps

  • XL map feature distribution now more closely resembles the smaller maps.

Other Balance Fixes

  • Berserkers: Removed Martial Arts as a level up reward, they now get the Tireless ability
  • Rogue Infiltration squad Hero Upgrade now filters on Machines
  • Rust Strike can now be used twice on same unit.
  • Order of Healing now gives correct Healing Ability
  • Suppress nature no longer negates the effects of Domain of … spells
  • Units can now attack an enemy after using Sprint.
  • Rogue Assassin now has Wall Climbing, Removed Pass Wall and Sprint Abilities.
  • Dwarf Hunter base hp 35 – was 40
  • Yeti now has Regeneration
  • Befriend Animal Ability now correctly displays its strength in the unit panel
  • The Explorer’s Skill Trail Running move bonus was changed to +8 – was +12
  • Theocrat Exalted hp set to 50 – was 55 – and no heal ability on levelling.
  • Sabotage is now a type ‘Touch’ ability – was Melee
  • Dwarf first born now has Mind Control Immunity – was Strong Will
  • Heal Ability now has a Cooldown of 2 – was 1
  • Throw Curse now has a Cooldown of 1 turn – was 0
  • Sorcerer Chaos rift now costs 70 – was 50
  • Shrine of Smiting now has Ram (was Melee Strike)
  • ArchDruid Summon Beast Horde now summons Blight Tusk Boars, Bleak Wargs, Dread Spider Babies, Hunter Spider Babies, Vampire Spider Babies and Dire Penguins.
  • Sprint now has a cooldown of 3. Units may now attack after using sprint.
  • Trebuchet and Giant Hurl Boulder ability now requires 3 action points to use
  • Graphics
  • Fixed an issue where the Node Serpent’s death animation glitched when hit by ‘Huge’ attacks, such as the Hellfire spell.
  • Fixed an issue where some structures – e.g. hasteberries – showed an incorrect state after loading a save game.

New Features

  • Improved VPN support to local multiplayer.
  • Added a new advanced game option to give all leaders and heroes Resurgence, this is disabled by default
  • Campaign: All heroes and leaders will have Resurgence, allowing them to return from the dead if their side wins the battle. This is disabled in “Hard” mode.
  • Campaign: Implemented named saves when a campaign scenario is won
  • Added tier level to unit info, allowing preview of the tier level in the city production panel in both the popup and the unit panel.
  • Added an overlay image for items being couriered
  • Added keyboard shortcuts for next/previous city. Defaults bindings are “;” and “,”.

Interface Fixes

  • Fixed an interface dead state for the item forge by closing the interface when the city is deselected.
  • Fixed an interface dead state in the Tome of Wonders after combat was completed.
  • Fixed a glitch so spell icons now no longer go beyond the bounds of the overview panel.
  • Fixed a bug where the vision fog area on the mini-map did not match the actual vision fog area on the world map.
  • Fixed a bug where dwelling icons in the Tome of Wonders were not refreshing.
  • Added a ‘Save Game’ and an ‘Exit Game’ button in the player disconnect window.
  • Fixed an issue where the damage values in the abilities list would disappear after changing tabs.
  • Fixed a bug where the icons in the dragon dwelling text in the Tome of Wonders were clipped in-correctly.
  • Fixed the French tool-tip for “order of sacred support”.
  • Localized the report feedback button.
  • Fixed an issue where tooltips would remain visible in Tactical Combat
  • Improved the scrollbar: holding the mouse down on the buttons now keeps scrolling and the scrollbar in the tome of wonders now also support scrolling by clicking on the scrollbar background.
  • Enabled word cutoff for tabs, fixes an issue in polish where the custom leader tab would have text overflowing
  • Fixed an issue in the key binding screen where the entire row would receive input.
  • Fixed an issue that caused problems with the vertical alignment of the text on combo-boxes
  • Fixed a bug where multiline quest headers would be unreadable due to wrong vertical alignment
  • Enabled double clicking to confirm in the Lobby screens
  • Fixed an issue where the icons in the overview panel weren’t clipped correctly when opening the overview directly from diplomacy
  • Fixed the leader death glow – star night sky – in diplomacy
  • Fixed an issue where the small quest dialogs would use the large dialog hit boxes
  • Fixed an issue where the events would slide in again after a resize of the screen
  • Fixed an issue where the decorations on the hero join panel weren’t clipped correctly
  • Added a close button to the “item has arrived” event panel
  • Translated the close button on the refugee camp event panel
  • Fixed an issue where replacing selected text was impossible if the text was already at max length
  • Fixed an issue where the dwelling icon wouldn’t render in the Tome of Wonders
  • Enlarged the textfield of the target text to fix a bug in Russian where the text would be cut off.
  • Enlarge the textfield of the “Search local” text to fix a bug in Russian where the text would be cut off.
  • The save and load menu cannot be opened anymore when the new turn panel is opened. This fixed unresponsiveness of the game in this instance.
  • When the reward from a dwelling opened up and a battle interrupted this screen, the reward was lost. The reward screen now re-opens after the battle has finished.
  • Fixed an issue with the courier items screen: the hero icons would not show up when sending a second item right after sending the first.

Audio Fixes

  • Added multichannel (i.e. 5.1) audio support.
  • Fixed an issue preventing ambient sound from being enabled when leaving the diplomacy screen
  • Fixed an issue with event sounds being audible for all players.
  • Changed new turn sound trigger to new turn instead of end turn, allows players to hear when it’s their turn in hot seat.

Random Map Fixes

  • Fixed an issue where water structures were able to be generated on river hexes, thereby blocking ships
  • Fixed a bug in the ‘Land’ type maps where the map edges were temperate fertile instead of the intended terrain
  • Mini-expansion player site which is generated for each player starting position has been moved from ~6 hex to ~8 hex distance from starting location.
  • Fixed a bug in underground where cave exits were only being generated near player spawn area, and never on a more global level.
  • Fixed a bug in the ‘Land’ type random map where Monster Dens and Haunted Boneyards were never being generated.
  • Fixed a bug in the Underground where too many unit spawning structures were being generated.
  • Increased chances of Haunted Boneyards being created instead of Brigand Hideouts and Monster Dens
  • Fixed a clustering issue with unit spawning structures; they should be spaced out more now.
  • Slightly increased chances of Flow Rock Quarry and Trading Posts being generated at expansion sites, instead of tier 1 structures like gold mines and mana nodes.

Map Specific Fixes

  • Campaign: Fixed various issues with ‘capture’ quests.
  • Campaign: Fixed a crash when retreating heroes and leaders from campaign battles.
  • Campaign: Fixed the level cap in the campaign maps.
  • 4th Elven Court map: Fixed an issue where Bormac was set loose by AI.
  • 4th Commonwealth map: Prevented a situation where you could kill Carishar without it triggering your victory.
  • One of the last Commonwealth map: Fixed the ‘Help the Dwarves’ and ‘Slay the Frost Dragon’ quests, they did not always trigger correctly.
  • The last Elven Court maps: Made sure fairies spawned correctly in one of the final Elven Court maps, provided you had done the necessary quest in an earlier scenario.
  • Taming of the Great Khan: Quests now give the intended rewards.
  • Elven Resurgence: Removed the defenders from player 2′s heart of blight.
  • Elven Resurgence: Reduced Player 1′s starting units, to match the strength of the other players.
  • Elven Resurgence: Increased the gold income for players 3, 5 and 6, , to match the income the other players.

General Fixes

  • The game doesn’t crash anymore when a hatched egg of a dead hero is selected.
  • The game doesn’t crash anymore when a game is loaded which was saved before patch v1.09 in which an egg had just hatched.
  • The game doesn’t crash anymore when an item is sent to a hero who just died.
  • Changed allied victory so only human players need an alliance to all other players
  • “Research Not Set” event is now also shown when research pickup is used or when vault of knowledge is cleared
  • Fixed issue where empire morale would not be used in TC
  • Fixed issue with throne tooltip showing incorrect owning player
  • Fixed a bug where seasoned achievement was not properly applied when a unit would gain a level in TC
  • Fixed treasure raider achievement
  • Fixed issue where structure’s random defender strength was not resolved during activation resulted in out of syncs on user made maps
  • Fixed issue where quest would not correctly have their rewards set
  • Fixed hot seat issue where an AI player would not correctly end turn when it had won/lost
  • Fixed auto combat crash
  • Fixed bug in AI trade analyzer code
  • Made cities way more valuable in trades
  • AI will no longer trade its throne city
  • AI will not trade accept cities from the other player when at war, because these are to easy to recapture
  • Fixed issue bug where quests were given when a player was at war with the city
  • Fixed players being able to build cities and fortress on top of map hazards, such as briar patches and cobwebs
  • Strategic AI will no longer build a settler if doing so would cause a city to become underpopulated.
  • Fixed issues where the the AI would wait behind city walls while player killed it with spells and long range weapons
  • Tactical AI will no longer spam dispel on abilities bestowed by structures on the world map
  • Fixed issue in classic turns which caused turn order to be handled incorrectly in some cases, when a player is defeated.
  • The AI will no longer target concealed stacks with damage spells on the strategic map
  • Fixed camera controls being affected by tactical battle speed up
  • Fixed certain structures still giving income to cities when occupied by enemy armies
  • Fixed a crash occurring when an item is traded and the item owner died before the trade was resolved.
  • Fixed an input control issue to allow 3rd party software to map gamepad button.
  • Fixed an issue where second player of classic turn MP game would get a new hero every time you load a save file.
  • Fixed an out of sync issue with the Freeze Water spell.
  • Fixed a bug where disabling the ‘Remember Password’ check-box didn’t have any effect the next time the launcher was started.
  • Play as guest check-box is now remembered for the next time that the launcher is started. This also ensures initial settings – e.g. graphics settings – are taken from the Guest profile, preventing players that only played as ‘Guest’ from having their settings be reverted to default settings..
  • Fixed minor issue for players with a ‘.’ (dot) character as the final character of their account name.
  • When the profile data is corrupted then the user will be notified when launching the game.
  • Fixed a crash for players that are loading corrupted save games.
  • Player now gets a notification when the connection to the server is lost.
  • Fixed a mouse clipping issue that sometimes occurs when having multiple monitors.
  • Fixed issues with camera clipping through floor in tactical maps
  • Fixed issues with camera bounding area being to small or to large for tactical maps
  • Fixed various graphical issues in tactical maps
  • Fixed an issue where units could stand on hexes surrounded by blocking obstacles in tactical battles
  • Adjusted Line of Sight settings for various objects on tactical maps
  • Fixed an issue with auto-move which could cause the game to crash on pressing the end turn button.
  • Fixed an issue with custom hero names not showing up properly in the event that shows up when an egg hatches.
  • Fixed an exploit where concealed units in a visible stack could be found through the morale tooltip.
  • The statistic screen now shows data of the last turn – the one that’s selected – correctly.
  • Fixed an issue with the select next hero shortcut: the hero now gets selected instead of the city when the hero is standing on a city.
  • Fixed a bug with the cycling through the heroes when the player first selects a hero stack with the mouse.
  • Fixed issue with item bags not being rendered correctly when they spawned on top of mountains, which made it seem as if no reward would spawn.

That’s it! (… for this one) :)

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Home Forums 1.1 Beta Patch Feedback Thread

This topic contains 256 replies, has 116 voices, and was last updated by  Narvek 2 months, 1 week ago.

Viewing 30 posts - 1 through 30 (of 257 total)
  • Author
    Posts
  • #85067

    Tombles
    Keymaster

    This is a big patch and lots of things have changed, we’re bound to have made some mistakes here and there. If you find something you think is wrong, then please post about it in this thread.

    Thread Rules:

    1) Try to be clear about what the problem is, if you think something doesn’t work please say how it doesn’t work. For example:

    BAD: Fireball is broken :(
    GOOD: I tried to cast fireball, but whenever I click on an enemy unit it says “Invalid Target”

    If you think it would help, feel free to post screen shots.

    2) You may post balance feedback here, but please do not get into long debates with other posters. If you want to have a discussion about a particular aspect of the patch, then please start a new thread about it.

    3) Please do not post about things that you wanted to be in the patch, but aren’t. You are obviously welcome to make a new thread with any suggestions you have for future patches.

    Thanks guys, and have fun!

    Fixes we’ve implemented so far:

    1) Fixed an issue where a crash could occur with reward events.
    2) Removed a measure to reduce overheating issues which was causing performance issues. An improved solution for overheating will be added in a future patch.
    3) Fixed issue with item bags not being rendered correctly when they spawned on top of mountains, which made it seem as if no reward would spawn.
    4) Changed the “Wizard’s Academy” city upgrade such that it now gives +10 Knowledge – was +5 Knowledge.
    5) Some fixes in localized text for new entries.

    • This topic was modified 3 months ago by  Tombles.
    • This topic was modified 3 months ago by  SikBok.
    #85077

    Bob5
    Member

    Not sure if this counts as balance feedback, but anyways. I’m not sure what the real use is of the new buildings for Sorcerers and Archdruids. The Sorcerers get 100 extra mana storage and 5 extra research by building them. Mana storage, from what I’ve seen isn’t that useful. With CP upgrades you already get tons and you don’t really need over 1000 storage anyway. And spending several turns and 100 gold just to get 5 extra research just doesn’t really seem worth it. The same can be said for the Archdruid buildings. If I’m missing something that large mana storages can be used for feel free to tell me

    #85107

    Mhantra
    Member

    To Bob5 above me:

    To me, it is the ability to sustain 100 more mana worth of summons/susptained spells. As long as you are earning the mana 100 mana each turn, it would seem worth it to me. Now, that all comes down to current balance of mana in the new system. Have you (or has anyone) played enough sorcerer to get a feel of the cap?

    #85111

    smeagolheart
    Member

    I would think just because you can build it doesn’t mean you have to build it. It might situationally be nice to build or something to build if you are rich in game and want to build something.

    #85152

    Xiphoideus
    Member

    Great patch it seems so far.

    Two things I noticed though.

    1. Performance on the strategic map seems worse somehow. I get about 5-10 fps less, combat seems unaffected though.

    2. Game settings on random map are being saved but not the advanced settings and “more options” on the next screen somehow. It would be nice if all settings were saved.

    Keep up the terrific work, this patch is clearly going the right way.

    #85161

    johnmr531
    Member

    Not sure if this counts as balance feedback, but anyways. I’m not sure what the real use is of the new buildings for Sorcerers and Archdruids. The Sorcerers get 100 extra mana storage and 5 extra research by building them. Mana storage, from what I’ve seen isn’t that useful. With CP upgrades you already get tons and you don’t really need over 1000 storage anyway. And spending several turns and 100 gold just to get 5 extra research just doesn’t really seem worth it. The same can be said for the Archdruid buildings. If I’m missing something that large mana storages can be used for feel free to tell me

    They’ve capped mana off to 500 I believe. So you cant get anymore then 500 until you get those or other upgrades. So a sorcerer most likely is going to be magic heavy, so being caped off at 500 could be limiting. So those buildings ‘SHOULD’ be useful… remains to be seen.

    • This reply was modified 3 months ago by  johnmr531.
    #85178

    Low_K
    Member

    1.092;

    When you explore a ruin, do an auto battle and “sell the contents for gold”, you get another pop-up with the option to either take the contents or sell it. When you click on “sell for gold” again, the game crashes.

    Kind regards,

    Low

    #85182

    Reefpirate
    Member

    First strange thing I noticed:

    When running the game in Borderless Window mode it seems to keep the mouse trapped in the game window while it is the active window. Alt-Tabbing is smooth and working normally like it would in Borderless mode, but I cannot move the mouse outside the AoW window while it is active.

    This is new behavior since I downloaded the Beta patch.

    #85184

    Steven Aus
    Member

    Maybe the first born should still have some spirit resistance, say 60%? It’s a big change to go all the way from 100% resistance to none, if that’s what the case is. Now that units in general don’t need to have 100% spirit resistance when they have mind control immunity, maybe now is a good time to give spirit resistance of varying degrees to various units that used to have Iron Will.

    #85185

    decoy
    Member

    The game pacing is a bit better.

    The Random Map Generator doesn’t seem to have much of a difference between starting average and far distance between players. Also The Generator is still pretty bad at put the dwelling at a competitive location between players. Having dragons start next to a player and the edge of the map ruins games more often then not.

    #85187

    I’ve got the same crash as Low K: I’ve included a save game file.

    method of reproduction:

    1). underground, in the middle left of the map, there is an arcane sanctum with an army over it. explore (you may have to manual, as it says “closely matched for auto”

    2). try to sell for gold. there will be a second pop up menu offering the same reward, and the game will freeze when you click either option.

    https://www.dropbox.com/s/01i48801b4swq3p/sell%20for%20gold%20crash.ASG

    #85190

    johnmr531
    Member

    AI bug?
    Normal game on knight difficulty, High Elf Sorcerer(me) vs. Orc Warlord.

    At around turn 15 I found the orcs outpost he declared war on me.
    The outpost was only defended by a single level 2 hero.

    Since he declared war on me and it was an easy take at plus hero death at around turn 17 I took the outpost.

    by around 20 the orc leader a hero and 2 other guys emerge to probably attack the outpost. Turn 21 I attacked him first and won,…. and won the game.

    Now this outpost must have been a new settlement because I was at town level.
    Which means he must have lost his capital to INDEPENDENTS lol and because I took his outpost and he then came down where I was I killed him and won…

    Seems like too easy of a win?

    • This reply was modified 3 months ago by  johnmr531.
    #85192

    johnmr531
    Member

    Or did I just happen to luck out on his misfortune?
    I’ve lost my capital to independents before thinking I was safe. But I had an army close by to retake it.

    #85199

    Xiphoideus
    Member

    Ok I can confirm the significant performance decrease with the beta patch. I just reversed the patch and loaded the game at the exact same spot and I get about 25%-50% less FPS on the strategic map especially when units are moving.
    I reloaded a game started before the beta patch and noticed the same issue.

    Please look into this as the game went from smooth (40 FPS with everything maxed, no AA and SSAO off) to laggy (20-28 FPS with the same settings at the same spot with equal zoom) with the new beta patch. As much as I like the changes I would not be happy to pay it with such a performance decrease.

    Anyone else noted this?

    • This reply was modified 3 months ago by  Xiphoideus.
    #85200

    Reefpirate
    Member

    I’m not sure if this is a bug or not:

    Sabotage still is not working on Walls when using Scoundrels. I only mention it because in the patch notes it said that Sabotage was changed from a ‘Melee’ ability to a ‘Touch’ ability, and yet it functions exactly the same as before. Was this change supposed to fix the Wall Climbing + Sabotage = No Sabotage on Walls problem?

    #85207

    smeagolheart
    Member

    I wrote this in the other thread but when I started a new game got the production resources in my rogue city and it said I had a “planar gate” created but then I clicked on the magifiying glass thingy in my city and it says “Shrouded Altar”.

    pic

    #85214

    Reefpirate
    Member

    I wrote this in the other thread but when I started a new game got the production resources in my rogue city and it said I had a “planar gate” created but then I clicked on the magifiying glass thingy in my city and it says “Shrouded Altar”.

    pic

    I was playing around with the new Rogue buildings… The Shrouded Altar is the third Rogue class building that gives a free medal to Monsters produced at that city.

    Also in that screen you are looking at the building production menu, not the current buildings list. If you click on the 4th tab in the city menu you should see the Planar Gate built in your city, and you now have an option to build the Shrouded Altar.

    #85217

    1.092;

    When you explore a ruin, do an auto battle and “sell the contents for gold”, you get another pop-up with the option to either take the contents or sell it. When you click on “sell for gold” again, the game crashes.

    Kind regards,

    Low

    Confirmed on my end as well. While it usually shows the same window again it can also spawn a broken one as well, like below.

    On a side note, for those who play summoners, are those buildings not required to summon your higher tiered units? If not that is massively unbalanced against production based classes. Especially seeing as the t4 building is a whopping 500 production building so that is easily 3 or 4 turns just to build the building and then several more to build the units. On top of that you’re also required to build the 200 production building for your t3 units.

    That’s incredibly unbalanced in favor of summoners if that’s the case. The buildings are an excellent idea, but all classes should need them for their higher tiered units otherwise an Arch Druid and Sorcerer are entirely unaffected by the change and can start popping out their best units well before anyone else can, and for far cheaper.

    #85218

    smeagolheart
    Member

    there are different zoom levels available underground vs. above ground you can zoom out a lot more on your units. Unit ground it’s either huge or you are looking at the cloth map.

    #85219

    Xiphoideus
    Member

    I just did some more performance testing and combat FPS are also decreased by about the same percentage for me. It even gives me less performance on the main menu in-game so I doubt it is the gameplay changes.

    Reverting to the previous version fixes this completely so it must be the patch. Am I alone with this? Anyone noticed a significant drop in performance after applying the patch?

    I can also confirm the bug with the “sell for gold” crash that is mentioned above.

    #85225

    That’s incredibly unbalanced in favor of summoners if that’s the case. The buildings are an excellent idea, but all classes should need them for their higher tiered units otherwise an Arch Druid and Sorcerer are entirely unaffected by the change and can start popping out their best units well before anyone else can, and for far cheaper.

    not without a lot of the mana cap buildings (since summoning one T-4 costs half the normal start cap), so they act in much the same way as the production buildings.

    #85245

    jakjak
    Member

    Very Nice patch! the best part to me is the A.I not waiting behind walls and getting torn apart by spells, but also some of the balance fixes look great particularly first born horned gods dwarf hunters and juggernaughts, as well as the cool down at start thats pretty brilliant!

    Ive never had a large mana surplus except as a Warlord but Im ok with mana caps.

    Im still skeptical about spells and trebuchets between human players however and that is my biggest concern cus it really effects pacing and fun of battles which are otherwise great.

    I think maybe monster giant etc slayer should be more common maybe as a skill or a visit building or at upgrades would help the direct “T4 problem” though these other changes should help the transition also of course machine slayer/destroyer should be added to this list Im really confused as to why that is not the case already I mean sabotage is cool and necessary but not quite the same or very common at all

    #85248

    ronza149
    Member

    We have quick save,I suppose it’s not too hard to add quick load as well right?

    #85249

    Garresh
    Member

    I’m posting this preemptively, without having tried the new patch at all, but I feel it necessary to convey this before we really dive into the meat of testing. Rapid expansion is a huge problem with this game, but settlers are not the only culprit. In lategame they become a serious problem, but in the early game especially, the real issue is the speed with which neutral cities can be bought up and incorporated into your empire. Certain classes are able to expand at a ridiculous rate by utilizing these neutral cities in conjunction with other effects.

    The worst of these is the Sorceror. Able to send out Wisps to acquire gold from treasure stacks, and expand his army without having to build anything in his capital. I have seen sorcs start the game by producing merchandise and only casting, and in doing so have 8 cities by turn 10. The growth rate is staggering, and exponential, and at no point during this process are they vulnerable to retaliation.

    Druids and Rogues have this potential as well, although in a limited capacity. Rogues are able to acquire early resources faster than anyone else, due to the speed of their scouts, and they can buy up cities faster and cheaper due to their bonuses to relations with neutral cities. However, in doing so they crippled their early military and open themselves up to retaliation. Druids, on the other hand, are able to forego any production in their cities and focus exclusively on summons to bolster their military, allowing them to purchase up neutrals without crippling their military, but they do so at a lower speed.

    I fear that this change to settlers will actually make the problem with early economy *worse*, not better. I hope I am wrong.

    #85251

    ronza149
    Member

    Also,if a hero can perform more than 12 types of actions,the rest of those actions just cannot be performed,could you guys just remove this rule?That would be great!

    #85283

    Reefpirate
    Member

    I’m also experiencing a slower framerate on the Strategic map so far with this patch. It’s still playable, but I noticed it almost right away.

    #85289

    Tombles
    Keymaster

    Also,if a hero can perform more than 12 types of actions,the rest of those actions just cannot be performed,could you guys just remove this rule?That would be great!

    You can perform them. You need to open the unit panel (click on the heroe’s portrait) and click on the ability there to select it.

    Sabotage still is not working on Walls when using Scoundrels. I only mention it because in the patch notes it said that Sabotage was changed from a ‘Melee’ ability to a ‘Touch’ ability, and yet it functions exactly the same as before. Was this change supposed to fix the Wall Climbing + Sabotage = No Sabotage on Walls problem?

    Unfortunately the fix for this didn’t get into the build :( I fixed it on Wednesday, but I was too late for the patch. Changing sabotage to touch from melee means it doesn’t get affected by things like “Charge”, like it did before.

    Anyways, keep posting problems guys! I’ll go through them at work and start making cases for people to fix things.

    #85290

    Xiphoideus
    Member

    I’m also experiencing a slower framerate on the Strategic map so far with this patch. It’s still playable, but I noticed it almost right away.

    Good to know I am not alone. Yeah it is still playable but far from smooth how it was for me before.

    #85291

    Weltenreiter
    Member

    On a side note, for those who play summoners, are those buildings not required to summon your higher tiered units? If not that is massively unbalanced against production based classes.

    Summon based high tiers are inherently limited by their Casting potential while you can conceivably have multiple Production cities going.

    Also,if a hero can perform more than 12 types of actions,the rest of those actions just cannot be performed,could you guys just remove this rule?That would be great!

    You can still use those non-toolbared abilities directly from the unit screen afaik. Clunky, but at least they’re accessible.

    On topic:
    Pretty satisfied with the mana portion so far. Don’t notice the mana cap thing yet (and still think its a Potemkin village mechanic), but the spell cost changes are very noticeable. I “inherited” the running spells because I patched partway through a running game, so my mana consumption was excessive at first, but if i were to start the map over, I might actually consider if every backwater *really* needs that Iron Grip instead of just blanketing them by default (and still be able to cast all that I consider relevant and maybe even some Crows or combat spells to boot, yey). Casting cost down, maintenance cost up was exactly a step in the right direction imo. Makes spells more interesting, playable, fun.
    (To be honest, that this would be a big part of a solution jumped at me the first time the Campaigns let me play with Mana Fuel cells, which followed this model from the start)

    Minor issue for the super fringe case of games patched in-progress: Existing settlements that were City/Metro under previous population numbers but aren’t now keep their “level” but are now underpopulated, minor annoyance.

    #85314

    Weltenreiter
    Member

    Patch notes omit info that Succubi require Planar Gate too, not just Stalkers (this information presented ingame/Tome correctly).

    (Since Flame Tanks (edit: or Golems, higher on the tech chain that Cannons even) do not seem to require the Furnace for example, no, we cannot just assume as an unmentioned given that every class T3 needs the first Class building upgrade).

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