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Friday update

Friday update

We don't normally release a Friday update but given the significant improvements in 1.08 we didn't want them marred by a few oversights.

Here's what's new in Friday's update to v1.08 that should be live by 10pm EST.

Friday update:

****** 
* Gameplay / Balance * 

+ New Sovereign Ability: Wealthy +1 gildar per turn 
+ New Sovereign Ability: Green Thumb +2 food per turn 
+ Organized Sovereign Ability removed 
+ Shop Costs moved to be a formula (unless specified in the XML) 
+ Research costs increased 
+ More balancing of initial resource seeding 
+ Fertile land availability increased 
+ Long Bows now cost 40 gildar to construct 
+ Default shop values on weapons and armor removed from XML (you can overrride the formula still) 
+ Teleport/Blink mana cost increased from 5 to 15. 
+ Eliminated criminal adventurers (caused confusion amongst players) 
+ Pioneer Kit Gold cost reduced from 10 to 5, Materials cost increased from 1 to 10. 
+ Organized ability added to general special abilities 
+ Late game monster respawning reduced. 
+ Increased movement speed of units in tactical battles
+ Lots of spell damage tweaks. 


****** 
* Bug Fixes * 

+ Added logic to stop spells from dealing max damage every time. 
+ Restored old terrain/tile movement costs until that can be better addressed. 
+ Adjusted the combat speed from 2 to 3 for the base male/female sov units. 
+ Fixed bug where Karavox, Magnar, and Verga sovs only had 1.0 for combat speed. 
+ Fixed bug that made it not load any maps except mp maps 
+ Fixed bug resetting default map size to tiny 
+ Fixed bug where rapidly clicking the fortify action for a unit twice or more would cause the game to hang 
+ Fixed bug where, after unhiding the game lobby wnd once, human players would get assigned team 1 when joining a custom game, instead of an unused team ID 
+ Fixed crash when restarting new campaign after you load a saved campaign game 
+ Fixed bug where Cancel button would not show up on mutliplayer Join Game with Password screen 
+ Fixed an error where old saves with old data had logic conflicts with new code that made spells miss.

 

109,321 views 32 replies
Reply #26 Top

Great hotfix.  I will say this.  You absolutely have to leave some basic troops in your cities now.

Reply #27 Top

Quoting mondos, reply 24

quoting post
+ Organized ability added to general special abilities

 

What are the general special abilities and how do I get them? 

I've read some post saying Organise is OP but I figured it was just a vocal minority and it would stay as is, my personal preference is that the Organise ability stays in as the pacing of moving an army 1 or 2 tiles at a time is frustrating gameplay particulary on larger maps.  It's removal is also compounded by the increase in teleport costs (I agree with that change).

 

I'm not seeing this ability any where.  I tried making a new sovereign and I simply can't find it on any list.

 

The thing that makes Organized OP is that its an ability that most people consider required to have.  Personally I'd rather the ability simply cut from the game completely and then rework/add spells and more equipment that help increase army movement speed.

Reply #28 Top

Bows were hitting every time before the hotfix and now're they're missing every time. Maybe another hotfix to fix bows?

Reply #29 Top

Ya, I can't find organized anywhere. The OP says

+ Organized Sovereign Ability removed 

Then it says...

+ Organized ability added to general special abilities 

What exactly does this mean? Seems to be contradictory???

I have a sov i created with v1.07 and it seems to still have organized trait.

Reply #30 Top

Quoting Dhraconus, reply 17



Quoting Raven X,
reply 15
Chief, did the hotfix do anything to Sov Creation? I notice now I don't have any hair choice options for almost all the races. The only ones I can pick hair for are my created "Undead Race" and the Ironers have 1 hair and 1 hat choice. Aside from that none of the other races have hair choices. I'm not sure if the update did this or if one of my mods suddenly started causing a problem. Everything was fine with the first 1.08, but I just tried creating a new Sov just now after I installed the Hotfix and hair choices are fubar'd. Any ideas?


I'm inclined to say one of your mods is doing it.  I created a human male sovereign after the hotfix since all my old ones had organized and had the usual selection of hair. 

Edit: Just checked and I have full selection of hair for all races on sovereign creation.  I don't have any mods at all and never did, except I use the custom faction creator mod thingy that's around.

Yeah it was one of my item files, I narrowed down what file but haven't figured how to fix it yet. Working on it now. I may have to put out a hotfix to Undead Rising. I'm working on the 2.5 Update and am hoping to get it out some time this weekend so I might be able to put off the fix till then. Thanks for checking on that though :).

Reply #31 Top

according to impulse, i am using the latest version

exploration tech appears to be broken, several games beelining exploration, no new resources have appeared, can't see em and not getting a pop up. can't find it listed as a change in the log... so broken?

default map size is still reseting to tiny despite the hot fix

most companies , even when they apply a hot fix, change the version number, something like 1.08.001, all impulse will tell me is that i have the latest and its 1.08b despite the fact that it has applied a patch since, and the game is even worse, telling me 1.08, not even mentioning the b. this is just begging for confusion and problems and needs to be addressed.

and for the those of you talking about the organized trait, its my understanding it was removed from the vanilla game but left in for modding. atleast that is what i believe he is trying to say, so you won't find it in character creation, only mod creation

second time i have written this message, hope it actually posts this time.

Reply #32 Top

My old favourite, the end turn bug which greys out the end turn button is back. Kills the game and reloads won't reset it. I know you put a lot of work into this patch, but it's broken some pretty important stuff.