Latest Release Notes (0.9.106)

Information on development progress, road maps, etc. Next patch progress.
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Ludovic
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Latest Release Notes (0.9.106)

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

  • Faction flag/sigil graphics have been updated from the old placeholders. There are still more to come, but this is a much better selection than the placeholders used so far, many of which were somewhat silly.
  • In addition to flag background color, the sigil color can now also be customized.
  • Religious Festivals and Tests of Mettle can now be held by Tribal Chiefs to gain new followers, Tribal Destiny, Divine Favor (a positive effect varying based on deity/religion traits) and improve diplomatic relations with other clans.
  • New Clan Trait: Poison Arrows. This adds a poison arrow modifier to archer infantry units recruited from this clan, giving +2 poison damage.
  • New Clan Trait: Ambushers. This gives the Ambush ability to all light infantry units recruited from this clan.
  • New Clan Trait: Berserkers. This allows recruitment of three tiers of special berserker units from camps of this clan.
  • Tribal Chiefs can now send emissaries to other clans to improve relations.
  • Plundering a province will now apply an effect to the province, preventing subsequent plunder for 4 turns and increasing city unrest by 10 for the duration.
  • Plundering a province will now anger factions with affected sites.
  • Plundering a province is no longer prevented by a fortress if it has been under siege for at least 1 turn.
  • Plundering a province will now damage any affected resource sites by 5.
  • Reduced the cost of the Weaponsmith camp upgrade. It is now required to recruit Tier 3 units.
  • Reduced the cost of the Tanner camp upgrade. It is now required to recruit Tier 2+ Heavy units.
  • Reduced the cost of the Fletcher camp upgrade. It is now required to recruit Tier 2+ Archer units.
  • Noble tribal units are not affected by upgrade requirements.
  • The Unrest modifier from Tribal Authority is now implemented (applies only to sites with same culture as the Tribal Chief).
  • The Camp window now displays accumulated progress towards population change (expected food production affecting next turn in tool tip), and turns since last migration.
  • Camp population can now change. Most of the food production is now used internally to determine the rate of population growth/decline. High population numbers will reduce food production per pop. Recent migration boosts food production, while remaining for 10 turns+ in the same place reduces it (at an increasing rate over time). If food is low, mount gain will cease, and if food is low for too long, available mounts will butchered for food. A high food surplus will increase the rate at which new mounts are gained. Faction stockpiles will be used to supply food to avoid population decline if available.
  • Camps can no longer settle in a hex adjacent to a previous location.
  • Clans will no longer accept marriage proposals if relations are too low.
  • Clan relations for Tribal Chiefs now include additional information on sources of positive/negative relations.
  • New unit option: Hardened Recruits. Available when recruiting units from cities with Martial 1+, Crime 1+ and at least one pop with the Rabble or Refugee trait. +250 gold to recruit, +1 courage, +1 melee skill.
  • Tribal Chiefs can now subjugate a Clan by conquering their last camp.
  • The "Ruler" tab in the Quests and Victory Window, is now named "Wizard" (for wizards) and "Faction" (others). Traits listed in this section are now highlighted to indicate that they have a tooltip.
  • The Wizard/Faction Tab now lists Faction effects from events, spells, traits, etc. Duration (if any) is also listed, and the name is color-coded green or red (if the effect is positive or negative, respectively). Mechanics are shown in a tooltip.
  • Improved consistency of camp names in various parts of the UI.
  • Characters displayed in the context panel now list information on culture (with details in tooltip). A tooltip has been added to the character type listing the relevant supertypes (ie Martial, Religion, Arcane, Rogue, Artisan, etc.)
  • Build actions not available due to player faction type will no longer be shown in "build" mode to avoid confusion.
  • When raided by nomads, city-states and minor realms will no longer send pleas for help to a tribal chief of the same culture as the raiders.
  • Two new Tribal Chief culture templates available to players: Leonids and Bugbears.
  • Tribal Chief cultures will now always have the Nomadic trait.
  • When selecting a new Warlord culture template during game setup the name fields will be randomized accordingly (removing an annoying click to get proper names for non-default cultures).
  • Increased the size of the context side panel used in some choice/option dialogs.
  • Increased the size of the floating message window. The font size for the text portion has been increased and a more crisp text rendition used.
  • Fixed a bug causing charge impact effects to be incorrectly calculated for some pairs of units of differing size/weight.
  • Fixed an issue with some non-standard sources of resource income/expenditure not being applied despite being shown in the UI.
  • Fixed the "Ruler" tab (now named "Faction") not listing information for Tribal Chiefs.
  • Fixed a crash bug triggered by several Army-related UI interactions.
  • Fixed an issue with units not generated correctly for some knightly orders fortresses.
  • Fixed an issue with loading equipment related data from < 0.9.105 versions. Unfortunately the fix will mess up loading these in a 0.9.105 save game. The effects are not too problematic, so no special code has been to fix save games form this particular version.
  • Fixed Low-Life Recruits increasing unit cost by 500 gold instead of the intended reduction.
  • Fixed redundant stockpile notifications appearing for tribal chiefs.
  • Fixed an issue with the tribal military window not correctly navigating between camps.
  • Fixed an issue with camp conquest.
  • Fixed an issue with tool tips being temporarily broken sometimes if a window is displayed on top of a tool-tip enabled element.
  • Fixed crash bug related to selection of a random unit type.
  • Fixed a combat crash bug related to attack secondary damage.
  • Fixed the Tribal Authority site effect description and resolution being that of Province Plundered, and Province Plundered not having the correct effect.
  • Fixed an issue with (culture/race/religion/faction/etc) Hatred being treated as Neutral when calculating the difficulty and risk when proselytizing.
  • Fixed an issue with some mechanics not correctly identifying religion/deity domains.

hooster1
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Joined: Mon Aug 21, 2017 1:46 pm

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?)
------------------------------
105
Wild magic -50%
----------------------------
available magic 53

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Ludovic
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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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