Latest Release Notes (0.9.116)

Information on development progress, road maps, etc. Next patch progress.
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Latest Release Notes (0.9.116)

Post by Ludovic » Sun Jan 01, 2017 6:35 pm

  • Added two new outcomes when exploring Mysterious Sites (goody huts). One of these has multiple options for resolution.
  • Fomorians have been added to the tables for generating random "Monstrous Humanoid" armies. They are very rare and tend to be found in Blight and Darkened regions.
  • New Spellcraft: Fomorian Sorcery. Research unlocked by Mastery: Chaos 3 + Lore: Ancient History 2. Gives +5 Mana per turn and unlocks research of Fomorian unit types.
  • New Unit: Fomorian Degenerates. Basic, relatively weak Fomorian infantry unit, which is very cheap and fast to research. Research to unlock requiresFomorian Sorcery and at least one of Mastery: Binding 2, Mastery: Beasts 1, Mastery: Blood 1.
  • New Unit: Fomorian Brutes. Durable medium infantry. Research to unlock requiresFomorian Sorcery and Mastery: War 2.
  • New Unit: Fomorian Nobles. Durable elite heavy infantry with strong melee attacks and decent short-range javelin attacks. Research to unlock requiresFomorian Sorcery, Lore: Ancient History 4 and either A) Mastery: Binding 5 or B) Mastery: Binding 3 + Mastery: Order 3.
  • New Unit: Fomorian Elders. Durable elite medium infantry with powerful magic attacks. Research to unlock requires Fomorian Sorcery, Mastery: Darkess 3, Mastery: Time 2 and Lore: Ancient History 5.
  • New Unit: Fomorian Blight Lords. Durable light infantry with very powerful magic attacks dealing combined Disease+Corrosive+Dark damage. Research to unlock requires Fomorian Sorcery, Mastery: Darkness 3, Mastery: Pestilence 3, Lore: Ancient History 5 and Lore: Ancient Evil 2.
  • Research of Lore: Ancient Evil is now unlocked by one of the following A) Mastery: Darkness 4 + Mastery: Divination 2, B) Mastery: Abyssal 6 + Mastery: Divination 2, C) Lore: Ancient History 5 + Darkness 2, D) Lore: Ancient History 8.
  • The Exotic Races game setting now has a greater impact, with Classic races/cultures being much less likely, Exotic being more likely. Any non-Exotic will also have a high amount of variety changes applied to the template.
  • Dungeon Exploration can now gives better rewards more in line with risk posed to the expedition. The new special rewards have a small chance of occuring during exploration turns and a medium to very high chance (depending on dungeon size) to be awarded after clearing the dungeon. The possible rewards are Unit (with no upkeep for 20 turns), Map Reveal+influence, Wizard Research (random fully researched project) and Tribal Destiny.
  • Greatly reduced the cost to research Lore.
  • Lore research now shows the next level in the project name and the current level in the description.
  • Fixed a bug where initial Lore levels from Wizard traits were not being set correctly.
  • Fixed a bug causing Lore research to be unavailable after Level 1+ was reached.
  • Fixed a bug where could abandoned sieges could cause issues when the site was sieged later.
  • Fixed a crash bug related to assaulting after a siege.
  • Fixed a bug causing Trade Posts to be under construction permanently. They also no longer generate income until after construction finishes.
  • Fixed a crash bug related to conquering a site with units under recruitment.
  • Removing the Mercantile character from a Trade Post under construction will now give the player a notification that construction has been halted.

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Re: Latest Release Notes (0.9.95)

Post by hooster1 » Thu Aug 24, 2017 1:20 pm

Ah, that's what the battle magic line of spells do.

Perhaps a note in the spell description would make this a little more intuitive, or when you hover over the amount of mana in the battle window, show how the total is achieved.

Base mana 20
Minor Battle spell +10
Lesser Battle spell +15
Medium Battle spell +20
Other spells +40 (there will be other spells, right?)
Wild magic -50%
available magic 53

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Re: Latest Release Notes (0.9.95)

Post by Ludovic » Mon Oct 23, 2017 8:56 pm

The battle magic spellcraft aren't spells as such, it's more of an arcane tech tree. The bonus from traits is shown on the Ruler tab under Quests & Victory Conditions. That's probably not an optimal location, and the entire calculation really needs to be shown somewhere. Another source for battle magic that will be added is Mastery, where high levels should give either a straightforward battle mana bonus or one reserved for spells of the specific mastery, although that might overcomplicate things. Perhaps the same effect could be accomplished through something like "one free spell of level X or less per battle".

As for the relevant UI, I am consider merging the Magic and Quest/Victory Conditions into a "Faction/Wizard/Empire" window (with relevant tabs) to have a better home for information that sits somewhere between Magic and Ruler/Empire.

Last bumped by Ludovic on Mon Oct 23, 2017 8:56 pm.

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