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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Latest posts by Lennart Sas (see all)

Home Forums 1.1 Beta Patch Feedback Thread

This topic contains 256 replies, has 116 voices, and was last updated by  Narvek 5 months, 1 week ago.

Viewing 30 posts - 151 through 180 (of 257 total)
  • Author
    Posts
  • #87568

    rodocop
    Member

    Animistic Knowledge is still broken, shows up improperly and does not apply to most treasure sites.

    The druid’s Henge and Megalith don’t do what is listed on the patch notes. Megalith gives city growth at such late state of the game? I would prefer the happiness bonus or more research, both the druid and sorcerer are very research dependent yet the druid only has one (defective) way to boost it.

    Perhaps a way to increase casting points very slightly or a way to gain “combat spell” only mana, sorcerers and druids are very hesitant to use any spells on battle because they stop their production, you have to view every 40 mana you use on battles as losing a tier 1 unit.

    #87586

    rodocop
    Member

    Age of Deception is giving -400 empire happiness to all enemies, is not listed in the tome of wonders (or in game). Is it even intended? When playing against the computer (who usually boosts their CPs to 200ish with their cheating makes it impossible for anyone to dispel it, specially if you are a druid/rogue, you have to halt your T4 production for an eternity.
    If only summoning was separate from the rest.. yet limited by mana capacity/production.

    #87598

    Garresh
    Member

    Not sure if triumph is reading but in regards to assassins being overbuffed, could assassins strike start on cooldown like call lightning? Or maybe after sprinting certain specials cant be used?

    #87622

    Tombles
    Keymaster

    Animistic Knowledge is still broken, shows up improperly and does not apply to most treasure sites.

    Could you be more specific about what actually doesn’t work? For example, what structures do you think should give the bonus, but don’t? It seems to work as intended here, so extra information will help us track down a problem.

    #87629

    Weltenreiter
    Member

    Why does Yeti gain regeneration ?

    More like, what’s the deal with that changelist entry at all.
    I’m not patched to 1.1 yet and saw a Yeti with Regen earlier (still have Assas with Sprint in the same game, so Steam didn’t ninja patch on me). I also very very vaguely remember a Yeti I had way earlier a few days ago having Regen.

    #87636

    Weltenreiter
    Member

    Age of Deception is giving -400 empire happiness to all enemies, is not listed in the tome of wonders (or in game). Is it even intended?

    Various things (especially those top end spells) have (deliberately?) hidden secrets/explorables like that, please report in our hidden stuff collection thread:

    http://ageofwonders.com/forums/topic/hidden-effects/

    #87641

    Weltenreiter
    Member

    Animistic Knowledge is still broken, shows up improperly and does not apply to most treasure sites.

    Checked my CW 2 end save, Magical Structures also still doesn’t affect at least Gold Mine and Great Farm (under 1.093) just as before, so if anything was done on this issue, it didn’t take. (Does affect Magma Forge, also as before, so not just a thing of not applying to low-tier sctructures without telling)

    #87669

    Weltenreiter
    Member

    Updated to 1.1 (nooo my Assassins) and rechecked that save, Gold Mine and Farm still not affected. Hearts (Blight in this case) also listed as Treasure Site, also not affected.

    #87681

    Tombles
    Keymaster

    Thanks Weltenreiter. May I ask where you see Gold Mines and Farms being listed as Treasure Sites?

    #87700

    fakir_Faler
    Member

    Dear developers , please create a separate patch for multiplayer players. That balance that is desirable for offline players , not suitable for the multiplayer-community.

    In a single game in AoW3 players easily build 3-4-level creatures, not because everything is very cheap, and because the AI does not provide adequate pressure on them.

    Playing single scenarios AoW2 in my repertoire units were being exclusively 4 levels, and of spells – fire of hell and prayer.

    But when I go to the multiplayer mode, I almost forgot about these higher-level fighters and spells. Online-opponents will not let you easily develop as an AI-opponent.
    At present AoV3 Russian multiplayer-community plays in beta patch 91 and categorically reject the changes in the patch 92beta. West multiplayer-community, as far as I know even 91beta not put, and play on the starting version. I’m talking about communities formed around AoW2 multiplayer mode.

    I’ll try to describe the error in the balance sheet in terms of the online player.

    Offers beta patch for the growth of mana …. Someone complains that mana in the game too much, and use mana nowhere … so people say using single mode … Of course if you build 100,500 cities and in each city build a branch mana … then perhaps this is so. But in the online game a little mana … constantly have to solve dilemma: to build a temple, and risk losing because of a lack of “meat”, or hire units.

    And it is hard to imagine an online player who will apply the “urban curse” with minus 20% of production (at Archdruid should be such) the enemy in one city minus 20% of the production, and I have – minus 20 mana every turn, and yet 80 mana cost ……

    About taverns. Abundance of taverns on the map, lack of opportunity to destroy them and rapid renewal of the mercenaries in them strongly impoverish management in the game. Enough to work out the logistics of movements between taverns and build units at least 2 level in the cities will not need at all. In a multiplayer game now 3-level units appear almost exclusively of the taverns.

    What should be changed.
    1. Need a button to destroy the tavern like the one that have fortresses.
    (Because the location of the tavern near your possessions is a constant headache – can always fly a scout or a small squad and instantly become a potent threat by buying up all the updated membership mercenaries).
    2. Lengthen updates mercenaries – not 3-5 moves, and 10-15.
    3. Restrict hiring units in one turn – one mercenary for 1 turn.

    Habitation of dragons, giants, fairies, Archons.

    1). Dwelling fairies and Archons values inferior to the abode of dragons and giants. Now it looks like this:
    “- Ololo, I got the city of giants.
    – Understand, and I just fairy’s, gg. Go a new one. ”

    2). Ease of implementation quests

    Two standard cases:
    – Got the giants quest to kill a dragon. Created an army consisting of two full stacks, where the major part of the militia. Attacked with automatic battle and won. Got a giant. Wait one or two turn for healing units. Declared war abode. Giant and the rest of the army easily defeated the garrison of abode (2 giant).

    - Another time immediately organized two stacks – militias and priests, plus bought 3 level in the tavern and “go to hell” two giants.
    The enemy can throw the white flag. Why that has never been to both had such habitations. Probably lucky.
    What to change? Let the first task giants award ogres or troll, and dragons – two wyverns. And protect these buildings – 4 dragon / giant or 2 unit 4-level plus 4 units – 2-3 level.

    Building outposts. 2000 population – for outpost is overkill.
    Do as in the MP to AoW2 Evolution – each new outpost becomes more expensive. For example: 850 – 1300 – 2000 …

    Forgive me for my bad English. Translated by Google Translate with numerous amendments, but do not know how digestible happened.

    #87703

    Sathra
    Member

    Pretty much every resource producing structure is called a Treasure Site when selected. Besides Inns.

    That’s what makes it so confusing. Both a Tomb and a Gold Mine, when cleared, are called “Explored Treasure Site” when selected.

    #87738

    Weltenreiter
    Member

    Thanks Weltenreiter. May I ask where you see Gold Mines and Farms being listed as Treasure Sites?

    As Sathra said, on the top panel thing.
    Also used to in the Tome, but does not anymore.
    Also started a new game (non-random map) instead of just checking saves to see if its a matter of being “placed” before a patch, but they still get called Treasure Site there.

    #87747

    Weltenreiter
    Member

    Can we get a list of the other “small changes” in the latest push?
    Sorry if they were posted somewhere, I haven’t found it.

    #87749

    Tombles
    Keymaster

    Can we get a list of the other “small changes” in the latest push?<br>
    Sorry if they were posted somewhere, I haven’t found it.

    It was mostly fixing things we broke in the patch:

    1) Assassins no longer have sprint or passwall, now have wall climbing
    2) Fixed an issue that caused replays to break due to empire happiness issues
    3) A crash fix in a unit moving event

    As for the treasure sites, I’ve spoken to people about it and apparently:

    1) There used to be an old definition of Treasure Sites that didn’t include Mana Nodes, Gold Mines and Great Farms
    2) The definition of treasure sites changed for technical issues, but the description of things like Animistic Knowledge never did
    3) We don’t want the skill to affect gold mines because it would be too powerful if every gold mine in our domain suddenly started producing knowledge
    4) People want to change the description to make it clearer what structures are and are not affected by it.

    #87751

    Weltenreiter
    Member

    Great, thanks.

    #87768

    Fenraellis
    Member

    RE: Magical Sites and Animistic Knowledge not working on certain structures. I know that it’s ‘working as intended’, but I do agree that it could perhaps give you exclusionary wording in the Tome. The Dreadnought’s explicitly only functions on Gold Mines and Farms. The Sorcerer, Archdruid and Theocrat have spells which have exclusionary functionality. Perhaps they felt it would be too wordy to list the exceptions? I’m not sure. Perhaps something should be done, albeit not exactly ‘high’ priority.

    The druid’s Henge and Megalith don’t do what is listed on the patch notes. Megalith gives city growth at such late state of the game? I would prefer the happiness bonus or more research, both the druid and sorcerer are very research dependent yet the druid only has one (defective) way to boost it.

    On this matter, I definitely agree. With the +100 mana cap building already being of somewhat lesser value(discussed below), what incentive does one really have to build that followed by the growth finisher, compared to simply building the standard Store House -> Bath House -> Hospital line of buildings. Save their mana for units and spells and get extra happiness for income, albeit at greater overall cost.
    Also, Fertile Domain is a beautiful thing, and is already known to easily get a city running at ~1k+ Growth with a little happiness. Toss in a few Growth boosting structures and/or Sites, and possibly a Goblin race, and I’ve had a Very Happy, or even a Cheerful city on Produce Housing running at 1.5k-1.8k Growth. Does an extra Great Farm/Store House in a city at the end of a building production line really help them that much? Early game the +Mana-Capacity isn’t needed, and and later game with some CP unlocks, it still probably holds fairly true.

    That, and the first building only unlocking Hunters and Shamans, means you are even less likely to bother if you are not planning on mass producing one or the other from a given city. Hunters are not -that- much better on plain city defense than default Archers, so you don’t really need that many cities being able to build them, generally, and Shamans are even more specialized in their usage.

    I’m not entirely sure what is the most fitting replacement for Growth, although I know I would never turn down the proposal of +5 CP. Like a miniature Grand Palace with considerably less infrastructure and a lack of a happiness bonus. Probably that or some form of Happiness and/or Research bonus as others have also mentioned. While an Arch Druid in this way could technically have more listed CP than a Sorcerer on even ground(if they have 11 developed cities, if Age of Magic is cast), the Sorcerer will have more Research, thus often a lead on CP and other research, and a lead on researching and casting their ultimate spell, thus halving CP costs anyway.

    Again, not sure, but Growth is probably largely an unneeded bonus for them, even if it can seem thematically fitting. Unless you want to [REDACTED]. Nope, not even going to give you that idea, just in case.

    —–

    As for the Mana Cap. +100/CP research, +100/Great Temple, +100/Class Building (Archdruid/Sorcerer/Theocrat) all comes up to still being exceedingly high. That’s still 1200 minimum with CP research, with likely a few Great Temples thrown in simply in the quest for Great Palaces in games where one has got far enough to get the max CP research.

    Now what about:
    200/250 Base Cap (how many people actually need more than this as a CAP in the first 6-10 turns?)
    +50 each for CP research 1/2/3
    +75 each for CP research 4/5
    +100 each for CP research 6/7
    total +150 + 150 + 200 = 500 from research

    Okay, so you are already at a 700/750 Cap from research alone. Anyone that plans to cast their ultimate spell has almost definitely researched level 7 of their CP boosts as well, and thus has at least the mana stockpile to cast their ultimate.

    Related to this, the bonuses from Great Temples and class structures could be reduced to +50, or even +25, depending on how many cities, in particular how many cities that actually build a Grand Temple, one expects the average player to build. For Great Temples, I doubt any make up bonuses need to be considered. Perhaps an extra 20% Hospital style healing specifically for Summoned/Magical Origin units? It would only meaningfully aid Sorcerers/Arch Druids/Rogues and allies of Fey Dwellings, as well as T3 elemental summons. Likewise for the Theocrat, I doubt they really need a boost on the class structure, but for the Arch Druid and Sorcerer, if the Dev team can code the proposed idea in this thread for +1 rank to summons cast within the domain by the owner, it would certainly be fitting, and not cost-incomparable with the other rank-structures when factoring the remaining value of the structure.

    Ultimately, if this coincided with a general decrease of the production of mana sites, while a well managed empire would still likely remain roughly near cap, you wouldn’t see every running at 1200-2k+ mana stored all the time beyond early game, like I imagine will still happen after the patch. All classes would have the default potential of 700/750 from CP research, enabling them to potentially cast their ultimate spells even with minimal cities(how they managed to research it is a different matter entirely!). It would still also be possible to increase it to 1k~1.5k~2k(depending on the 25/50 value chosen for structure bonuses). The lower end for Warlord/Rogue/Dreadnought, and the higher end for Theocrat/Archdruid/Sorcerer.

    Not that one would generally need a stockpile that high. After all, if you can fill a stock pile that large, unless you suddenly start hemorrhaging cities and/or keep losing your leader and suffering the massive increase in upkeep while dead multiple times in a row without somehow losing the game, well, it’s generally going to stay near topped off despite your spell casting efforts. Even then, it should last at least a half dozen or more turns of constant casting(aside from the fact that you can’t cast while dead), which is probably about the upper range of turns you would have left before defeat in that situation anyway.

    #87843

    Lord Giutip
    Member

    Hey,
    Great patch. Just wanted to say I really dislike how the option to give resurgence to heroes when they win a battle affects both tactical and auto combat. Resurgence in auto makes sense because you can’t control or protect your hero and stop him from doing something stupid and dying. In tactical you can. It also means you can use your leader as fodder in tactical combat if you are sure of winning, or use him dangerously so as to get more xp. IMO the leader should be something you have to protect and use wisely.

    Just my 2 cents. The rest is awesome though and I am very impressed with the work of the developpers.

    I am of the same opinion. Resurgence should only be possible in autocombat.

    #87862

    Lennart Sas
    Keymaster

    V1.10 official is now live for everyone!

    #87876

    Added a new advanced game option to give all leaders and heroes Resurgence, this is disabled by default

    As someone who plays for the creative content and the pseudo-roleplaying capabilities provided by the leader creation and hero choice system…

    THANK YOU!

    I can’t bring myself to lose heroes, not because of the effort I put into leveling them but purely because each of my leaders/factions is limited to a specific character/faction archetype, which in turn limits which heroes I can viably accept into my faction without it clashing with the lore and/or my own creative restrictions for the leader/faction I’m playing.

    It’s awesome to see such things being implemented.

    #87884

    unmog
    Member

    I’d still like a cheat option to enable the item forge in the campaign. :/ It was seriously stupid to take it out. Come on ya have way worse cheat codes than that, I just want my item forge. It’s not even that good compared to the past games.

    #87893

    extrakun
    Member

    Big, important question – this seems to be a patch for random sandbox and MP games, but are the campaign map balanced? I am thinking in mind Elven Court 5 “Underground Eruption”, where you have a time limit. Now with the pace of growth slowed down, is the 75 turn limit even realistic?

    #87903

    Fanboi1234
    Member

    Anyone else having issues getting the game to run after this patch? I DL’d patch off GoG, installed, started up launcher, get “connecting to server” then boom, “can’t connect”. Worse, I can’t exit the launcher in any way, shape, or form. Even trying to close it in Task Manager does nothing. I have to reboot my comp to get out of it. So I uninstalled the game, reinstalled both the game and patch, and same issue. It ran last night, this morning it won’t =/

    #87907

    Low_K
    Member

    @Fanboi1234; My game works fine with the new patch, maybe it is a GoG issue? As I am on Steam.

    Kind regards,

    Low

    #87936

    Deus_Mortis
    Member

    THIS PATCH IS AWFUL.

    Tier 1 city enchanments cost 20 mana per turn. Its almost impossible to use them in multiplayer games.

    Assasin nerf makes this unit….just a regular racial infantry (but with no armored or shield). Almost same damage and hp, but costs 2x as regular infantry and needed huge research investment.

    City build nerf makes expansion though settlers useless. Why should player loose 200 gold, 3500 population (2000 basic and 4 turn of stagnant citegrowth) to get a stupid outpost…which will grow to village in 20 tunrns only….While u can buy neutral village for 375 gold or get it for freequest….

    Please, stop ruin this great game!!!

    #87938

    Rasalgethi
    Member

    Thanks for this one Triumph!

    #87959

    ODAVID2
    Member

    Hello,

    For Devs

    may be there are more mistakes who knows, but I just wanted to say thanks for this patch I can see you guys did a great job and used lot of time to make this great game even better. Most of the things I read and though were possibly changed was changed so thanks again.

    #87977

    Techno
    Member
    #87994

    Taykor
    Member

    Thank you for your great work, Triumph!

    GOG patch worked fine. To give some feedback I have to play and test it.
    Though I am still not convinced at all that mana cap was necessary. Income/upkeep, mana prices, diplomacy tuning and new ways to spend mana should be enough.

    #87998

    rodocop
    Member

    It could be simpler to change gold mines, mana nodes and farms to Resource Site on their description .

    #88049

    blog
    Member

    Dear developers , please create a separate patch for multiplayer players. That balance that is desirable for offline players , not suitable for the multiplayer-community.

    In a single game in AoW3 players easily build 3-4-level creatures, not because everything is very cheap, and because the AI does not provide adequate pressure on them.

    Playing single scenarios AoW2 in my repertoire units were being exclusively 4 levels, and of spells – fire of hell and prayer.

    But when I go to the multiplayer mode, I almost forgot about these higher-level fighters and spells. Online-opponents will not let you easily develop as an AI-opponent.<br>
    At present AoV3 Russian multiplayer-community plays in beta patch 91 and categorically reject the changes in the patch 92beta. West multiplayer-community, as far as I know even 91beta not put, and play on the starting version. I’m talking about communities formed around AoW2 multiplayer mode.

    I’ll try to describe the error in the balance sheet in terms of the online player.

    Offers beta patch for the growth of mana …. Someone complains that mana in the game too much, and use mana nowhere … so people say using single mode … Of course if you build 100,500 cities and in each city build a branch mana … then perhaps this is so. But in the online game a little mana … constantly have to solve dilemma: to build a temple, and risk losing because of a lack of “meat”, or hire units.

    And it is hard to imagine an online player who will apply the “urban curse” with minus 20% of production (at Archdruid should be such) the enemy in one city minus 20% of the production, and I have – minus 20 mana every turn, and yet 80 mana cost ……

    About taverns. Abundance of taverns on the map, lack of opportunity to destroy them and rapid renewal of the mercenaries in them strongly impoverish management in the game. Enough to work out the logistics of movements between taverns and build units at least 2 level in the cities will not need at all. In a multiplayer game now 3-level units appear almost exclusively of the taverns.

    What should be changed.<br>
    1. Need a button to destroy the tavern like the one that have fortresses.<br>
    (Because the location of the tavern near your possessions is a constant headache – can always fly a scout or a small squad and instantly become a potent threat by buying up all the updated membership mercenaries).<br>
    2. Lengthen updates mercenaries – not 3-5 moves, and 10-15.<br>
    3. Restrict hiring units in one turn – one mercenary for 1 turn.

    Habitation of dragons, giants, fairies, Archons.

    1). Dwelling fairies and Archons values inferior to the abode of dragons and giants. Now it looks like this:<br>
    “- Ololo, I got the city of giants.<br>
    – Understand, and I just fairy’s, gg. Go a new one. ”

    2). Ease of implementation quests

    Two standard cases:<br>
    – Got the giants quest to kill a dragon. Created an army consisting of two full stacks, where the major part of the militia. Attacked with automatic battle and won. Got a giant. Wait one or two turn for healing units. Declared war abode. Giant and the rest of the army easily defeated the garrison of abode (2 giant).

    - Another time immediately organized two stacks – militias and priests, plus bought 3 level in the tavern and “go to hell” two giants.<br>
    The enemy can throw the white flag. Why that has never been to both had such habitations. Probably lucky.<br>
    What to change? Let the first task giants award ogres or troll, and dragons – two wyverns. And protect these buildings – 4 dragon / giant or 2 unit 4-level plus 4 units – 2-3 level.

    Building outposts. 2000 population – for outpost is overkill.<br>
    Do as in the MP to AoW2 Evolution – each new outpost becomes more expensive. For example: 850 – 1300 – 2000 …

    Forgive me for my bad English. Translated by Google Translate with numerous amendments, but do not know how digestible happened.

    He might not be a native speaker but this man speaks the truth !

    The majority of the community is mostly interested in the single player aspect (I acknowledge this) but there are enough of us that are interested in the multiplayer part of this game.

    I’m a firm believer my friends that the multiplyer is where this game truly shines ! (provided you have time to do it)

    When every decision counts and you are always pressured to spend the last bit of your resource.

    I have never experienced in the multyiplayer the problem of only tier 4 unit spam for example .

    On the other hand I think tier 1 and some tier 2 MELEE untis need to have some sort of hp upgrades later on (aoe spells and groups of range units make them “almost” obsolete too quickly in the game

    To keep it short : don’t balance for single play only and kill the multyplayer, or as he suggested make a separate patch for multyplayer (if your time / resources alows it)

    Keep up the good work , you’ve made an awesome game !

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