Sorcerer King: Beta 5 Change log
–RELEASED 03/12/2015–
Sorcerer King Beta 5 is now available! See below for details on Remnant Champions, the quest system overhaul, and more:
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Major Updates
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Remnant Factions overhaul
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Diplomacy UI available from World Report button
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More quest variety
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New Remnant Faction champions awarded when allied
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Korthox the Ice Lord
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Esperaza the Necromancer
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Silindros the Avenger
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Adam the Swamp Giant
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Ifris the Engulfed
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Giott the Crossbowman
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Xii the Archon
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Share sight of capital and units when allied
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Insulting Remnant Factions more quickly results in them siding with the Sorcerer King
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Battles against enemy Remnant Faction cities now involve their champion and an army of their units
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Polish pass on quest writing
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Quest system overhaul
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Quests give armor and items more often (instead of usually just crafting ingredients)
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New Quest art
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More quests with secondary locations
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Starting Quests that give initial goals and Sovereign XP bonuses
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More intangible rewards (courage, cowardice, wisdom, etc.) and corresponding choice unlocks
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Quests now play background ambience
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Quest objective display is now smaller, so 3d location on map is visible
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End Game Stats Screen
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More detailed end game stats
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History of past game stats
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UI support for SK online stat site
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Main Menu Reskin
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New UI style throughout
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New Sovereign images
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Lot of new gameplay and visual variety in units
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Ogre Warrior
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Fire Drake
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Ice Drake
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Fire Warlock
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Ice Warlock
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Bandit Lord
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Bandit Lord Rider
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Bandit Raider
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Bandit Archer Raider
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Harzarene Spider
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Rabid Wolf
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Prowler
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Tyrant Warg
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Tyrant Thug
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Tyrant Urxen
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Tyrant Trog
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Logistician
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Imperial Bowman
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UI improvements & additions
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Crafting ingredients and items now grouped and sorted
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World Report screen improved
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Better organization of information
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Quests descriptions consistently displayed
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Quest ‘Go To’ button now works
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City HUD now displays City Enchantments
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Improved display of Enchantments List (so you don’t have to tooltip over everything)
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Improved champion skill tree art
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Cities and Outposts now red on clothmap (makes the reach of your Kingdom easier to see at-a-glance)
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Tweaks and improvements to clothmap art
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Added missing Frozen Realm clothmap art
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Revised Remnant Faction descriptions and capital names to better match up with lore and shortened to fit in game UI.
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Doomsday, SK Threat, intangible resources, and Sovereign Skill awards/penalties from quests now have clear icons
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Improved descriptions on many units and items
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UI art for tabs more prominently ‘clickable’
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More unique art for city improvement icons
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Single click to go from city list window to city
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City Screen: added tooltips to food/production/essence displays
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Moved notification assets to bottom right side of screen
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Fixed a bunch of graphical/design issues with the help screen. streamlined it
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Polar vortex ability icon added
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Turn button notification for needing to choose a spell to research now says "Research Spell" instead of "Choose Spell"
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Other New Content
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Enchanted Lands now visible as magical trees on tiles
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Lots of new sound FX
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New particles and animations
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Added new pikeman kill attack because everyone watching the stream pointed out that you don’t slash with a pike.
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Unique idle animations for Pikemen, Battlemage, Keplin, and Knight
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Explosive Shot has new particle
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Archers have cast spell animation
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Wild Drake has new idle animation hooked up
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Rabid wolf is now properly setup to have particle inside its mouth
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Air elemental summon particle adjusted to look correct
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Added new awaken animation for emberling
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Revision to the Warlock Hut particle.
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Update to Ice Lords City particle.
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New assets for Harvest Forest and Harvest mountain loot drops
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Polish pass on random maps
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More variance for Empire of Shadows areas
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Misc features, balance, and additions
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The player's 'Enchantment Slot' ability now defaults to 0, Sovereigns will have an early/mid game 'Enchanted Forge' ability that unlocks item Enchanting by boosting this ability to 1
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SK balance
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Sorcerer King units get more moves as the doomsday counter grows
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If player threat is 0 and the player attacks an SK unit it will bring up a dialog warning them that this is an SK unit. If they say yes, Threat level increased to 1
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SK units will now attack shards if they can't find a player unit or city that they can take out
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Killing LT only increases threat by 1 instead of 2
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Stronghold battles get significantly stronger as they level up
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Attacking SK city increases threat by 1 instead of 2
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Removed despair from SK unit
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Buffed some of the SK higher units to be more beefy
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Slightly reduced the number of SK max units
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Fixed issue where SK garrisons were leaving and terrorizing the countryside
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Beefed up SK forces when doomsday counter is >100
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Reduced SK forces when threat level is 0
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SK will on normal and lower diffculties no longer generally attack player if threat level is 0
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At harder difficulties, threat level starts at 1
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Number of monsters the player will face in the end battle is now affected by the DOomsday counter and world difficulty
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Map Size adjustments
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Tiny map size renamed to Arena
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Tiny map size increased from 4 x 3 to 5x3
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Small size map increased from 5 x 3 to 6 x 4
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Medium size map increased from 6x4 to 7x5
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Large size increased from 8x5 to 8 x 6
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Huge size increased from 9x6 to 10x7
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Changes made to map sizes because tiny maps were crazy hard
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Better distribution of spells between spell books
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Hunting Grounds now have 10 turn cooldown
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If player loses a battle and they had a champion die, we now deduct a maximum of 25 doomsday points from the battle no matter how many champions fell. (was 10 doomsday per champion, and happened whether you lost or won)
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Units that are weak to an elemental attack type (Fire, Ice, Lightning) will no longer be able to Resist a spell of that type
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Previously the calculation for the prediction of a "flawless victory" tactical battle, was that you need to be 3x their battle rank AND their battle rank had to be lower than 15. I removed that second check
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High level cities now provide some logistics
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Ceresa no longer gives out wraiths to allies
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Full rebalancing of the crafting enhancement system (too many changes to list)
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Changed "Other" to "Crafting Ingredients" label for inventory items
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Increased goodie hut numbers
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Eliminated annoying warning about running low on mana
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Magic shrines now produce 5 instead of 4 magic
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Flawless iron provides 1 defense, not 3 as an enhancement
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Generally made recipes require more ingredients in order to balance the power level of the enhancements (lest everyone just crank out endless rings of defenses)
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Reduced training time of Archon and Battle Mage from 500 to 300
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Same for paladin
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Removed "dodge missiles" from bandits as an ability
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Nerfed the Nymph
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Reduced some of the level up bonuses on units that are summoned
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Magic is now referred to as Shards in world
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Monster lairs can be within 2 tiles of each other now instead of 3
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Doomsday increment from a shard being destroyed increased from 40 to 50
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Harvest Shadow land cost increased from 5 to 15
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Enhance land is now a universally available spell to research
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Magic level determines shard count on a map (along with map size)
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Monsters that are really close to your city are now likely to attack the city
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City Details window now displays what level the city is
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Bug Fixes
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Major annoyance fixes
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fogbugz 104202: fixed issues with unit path-planning (ex. enemy unit in the way on a road, you're trying to set a destination beyond him, would have to manually move around the enemy)
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Ranger: Fixed "Quickfire" ability (rendering Archers useless)
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Fixed gameplay issue where the player would be notified of the same unclaimed resources in their ZOC every turn. Now, if they dismiss the notification (via right-clicking it), they will never be notified about that/those resources again.
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Fixed Bug: "Player no longer has Reduce Doomsday spell."
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Fixed issue with high DPI monitors displaying incorrect UI element size
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Fixed unit images not showing up in Select Target prompt
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Fixed incorrect display of production stats on city screen
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Fixed incorrect display of magic stats on manage magic tooltip
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Dwarf Lord: Fixed "Merciless Strength" to not stack post-battle
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Fixed Items that give City Resources to be properly factored in from Stationed Units
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Summons now play awakening particles properly
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Map Generation: Terrain placed under rivers in the map editor is retained when stamps are placed
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Map Generation: 'Beach Edge' tile is replaced with Grassland (all this is to make sure the stamps are placed as they are created)
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Fixed Bug: "Tactical battle - Dark Wisp- Curse not removing defense"
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Guardian Sovereign: Fixed Sniper to properly be unlocked via Bastion.
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Fixed Bug: "Tactical ability - Naphaz - Deadly favor - stat mismatch" Now inflicts the proper HP cost
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Fixed Bug "0.79 - Sovereign Ability - Betrayal - Not resetting threat level" - Now reduces threat
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Fixed Bug: "Casting Inspiration with 0 Thralls Incorrectly Buffs Logistics"
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Fixed Bug: "Bleed / Hobble still lands if the hit misses"
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Fixed Bug: ".796 - Mibly/noble legacy burns spellcast at battle start"
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Courage Spell now gives +5 HP and Spell Resist to ANY friendly unit (was limited to Champs)
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Winter Wind text fixed to match the effects of the spell
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Alphabetized the various lists (improvements, spells, items, etc) on the Help Screen.
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0.793 - Commander Tree - Healer's Guild - Description Doesn't Mention Improved Heal Rate
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0.793 - Commander Tree - Guild Master III
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Arcane - Raise Skeleton (Not subtracting correctly)
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Fixed Icon for "Amulet of Flames"
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Fixed "Amulet of Souls" to no longer give a "130% off mana Costs" buff.
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"Haunted Army" spell can no longer be cast on water. It now has a slightly lower mana cost (25 from 30) and can only be cast on
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Removed some Logistics prereqs for units that shouldn't have required Logistics (units given to you from the Minor Races)
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Removed Casting Time and changed it to a 2 turn Charge Time (Trogs now have to wait 2 rounds before they can use 'Battle Cry').
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Pyrebrand: Fixed to use the proper Shard tag in the calculation.
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Fixed bug that prevented enchanting items if switching items during mid-enchantment process
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Fixed bug that allowed stacking more than max enchantments of same type on items
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Fixed bug in DXAtlasWin where force regen wasn't working
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Fixed bug where selection cursor sometimes disappears
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Fixed bug where Tactical Abilities couldn't be disabled via modifiers
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Fixed daze particle from floating in the air
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Ranger: Fix "Master Stealth" to work with unit stat
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Keplin: Fixed "Swiftness" and "Greater Reflexes" abilities
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Fixed bug where doomsday decrement bink would play when loading a game
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Burst of fire ability now plays particle
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Fixed bug where units got stuck between tiles
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Tweaks to idle animationss to make them loop better
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Added our standard button click soundfx to several screens where it was needed
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Fix bug where Minor Races were being incorrectly placed on the borders of Pre-made maps
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Fixed "Eternal Supply" to work as described. Now takes an Essence slot.
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Cave Bear given the non-summon skin, hooked up to necessary goodie huts and starting units
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Fixed bug where Unit Details Screen was not showing tactical unit's current health info, when in a tactical battle.
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Remove 'Slow' as a default skill - Add effect to "Eight Eyes Hypnosis"
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Fixed some Modifier code that was causing Mods to be applied 2 times
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Quest Items should now show up properly as Quest Items in the Player Inventory.
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Revised Remnant Faction Quests so that they properly remove Quest Items from the player's inventory when the Quest is completed.
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Random event with SK now longer ends with a blank dialog
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Crash fixes
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Fixed a very common shutdown crash in the destruction code for the Main Game Window, identified by Steam crash reports.
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GWG - old crafting item persists - add enchantment to non-existent item
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Story-Teller Camera - Low Angle Rotate and Zoom
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Quest lookup crash
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Adjusted code to be more thread-safe in various places (player resources, city resources, unit stats) after investigating crash reports from QA
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- Tons of typo fixez
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