Sorcerer King 5.2 Beta Changelog

 

 Gameplay Features & Content Additions

  • Added two new ‘continuous’ city improvements

    • "Defend Borders" stops production and deals out greater damage to enemies in your ZOC (equal to the city level).

    • "Produce Food" stops normal production and produces more food, so you city goes up in level faster.

  • Minor Faction heroes now drop Legendary loot specific to them if defeated

  • New tactical battle maps

    • Sorcerer King Fortress

    • Minor Faction battlegrounds (7)

    • SK Stronghold

  • Sovereigns now have additional unique, thematic starting tactical spells

    • Wizard

      • Ice Blast:A icy blast strikes for 8 (+3 per shard) in cold damage. Lowers Initiative by 3.

      • Lightning Bolt: An electrical blast strikes for 12 (+1 per shard) lightning damage. Shocks the target, disabling their special abilities for 2 turns.

    • Commander

      • Converge: All friendly melee units converge on the target unit, who's defence is decreased by 75% for the next turn.

    • Tyrant

      • Doomray: Attack enemies in a 3x3 area with a blast of dark magic for 12 damage (+4 per Shard). Costs 4 Doomsday.

      • Cauterize: All friendly units heal 14 hit points (+3 per shard). Costs 6 Doomsday point.

    • Priest

      • Holy Vindication: The skies part and holy light burns the wicked, taking 2 Damage for allied unit on the battlefield.

      • Into the Light: Does 3 damage to the target (+1 per Shard). If the enemy is killed, you receive 4 Mana for every owned shard.

    • Tinkerer

      • Summon Vorpal Blade: Summon a Vorpal Blade into battle, crafted from mana and capable of Cleaving up to 3 adjacent enemies. Summoned level based on number of claimed Shards.

      • Summon Spear Tactical: Summon a Vorpal Spear into battle, crafted with mana and capable of Impaling a row of enemies. Summoned level based on number of claimed Shards.

      • Summon Bow Tactical: Summon a Vorpal Longbow into battle, crafted with mana and capable of hitting enemies from afar. Summoned level based on number of claimed Shards.

  • Lots of new sound effects (too many to list)


UI Improvements & Visual improvements

  • You can now use health potions directly from the crafting window (other consumables a bit buggy, still a work in progress)

  • For the Battle preview screen, the tooltip for the prediction image now tells you about the actual prediction ex. "you will win, but some units may take damage" instead of generically saying "this is the predicted result"

  • Animated main menu image

  • Lots of new ability icons in improved art style

  • Tower of Mastery now has unique victory image

  • Additional unit portraits

    • Imperial Pikeman

    • Imperial Archer

    • Kingdom Trog

    • Prowler

  • New flaming axe icons added

  • Cursor visuals over water significantly improved

  • Tile Yield icons are no longer shown on Resources and Shards (since you can't build on those tiles).

  • Added shadow warg howl animation

Balance & Tweaks

  • Sorcerer King units no longer mixed in with “Monsters and Ruffians”.  Who’s in what faction is clearer now.

  • AI units tasked with destroying shards are now more likely to target the nearest shard

  • Sentinel units now unlocked form separate "Master Blacksmith" city improvement

  • Strategic spells that target 'Friendly Tiles' can now be cast in Allied Minor-race territory

  • Fireball and Blizzard scrolls no longer have cooldown times

  • Pioneers, Administrators and Logicians have been given the 'Fear of Invasion' trait which removes them from City battles

  • "Reduce Doomsday" spell lore cost reduced (now quicker to learn...the real cost is the Mana usage)

  • Soldier ability "Bash" now does defendable damage to the target

Bug Fixes

  • Doomsday counter VFX, tactical battle cloud reveal, and minor faction videos playback significantly smoother now.

  • Fixed bug where clicking tiles near mountains would select the wrong tile

  • fixed cursor click location being offset over water

  • fixed bug where stats were not displayed properly on crafting wnd popup

  • When playing as a custom named sov, the intro quest will use your custom name..

  • fixing twitchy animation when cycling between random idles

  • fixed issue in tactical where dodge sfx would be told to play at the beginning and end of a dodge animation

  • fixed issue in tactical where the unit-specific dodge sfx was not playing when dodging a ranged attack, or any other spell

  • selection sound for tactical units only occurs for local player units

  • removed code that plays generic miss sfx when a tactical spell is dodged, now that the tactical unit specific ones are working properly

  • SovName control on tactical wnd made wider to accommodate longer names without ellipsing.

  • Minor Faction tactical battle flags updated to now animate.

  • QuestMinorConversationPopupWnd now takes into account the size of the image being set before scaling image control

  • fixed black bars on the sides of the conversation binks

  • "Eyes of the Eagle" can now be cast on 'Exposed' tiles, not just 'unknown'

  • Guardian Sovereign: Outpost bonus ability now updates ZOC immediately and fixed a bug where sensors weren't being enlarged.

  • Map Generation: Fixed occurrences of rivers showing up in the ocean or on mountains.

  • Oasis: Fixed an area where forest had grown onto a river.

  • Aeron: Fixed some beach spots that weren't supposed to be walkable.

  • Fixed bug where single tiles, surrounded by mountains, would still be counted as viable places to put objects (even though you could never reach them).

  • Fixed Warg Rider howl and cast animations to show howl animation.

  • Fixed bug where 'Unlock Spells' was still checking Spellbook prereqs (Tyrant tree now properly unlocks 'Falling Star' and 'Armageddon')

  • Fixed 'Rancid Breath' ability and moved it back onto Shadow Wargs

  • Sky rocks have been removed from the Shadowland Battle fog tile design

  • Fixed some text issues

  • Commander 'Warhorses' autocast ability cleaned up

  • Resources (Shards, Iron Deposits, etc) will now always face SOUTH (fixes issue where some resource tiles would be rotated)

  • Tents now immobilize and heal the entire army...not just the selected unit.

  • Polished implementation of Jenna's new 'Immobilize' icon

  • If a city falls then stationed units are killed (opposed to being kicked out of the city, where they'd just get immediately attacked)

  • updated CoreUnits.xml and UnitSoundPacks.xml for sfx

  • Removed a rounding calculation when applying the player's "Lore Per Turn" ability bonus (makes the bonus more obvious with smaller numbers).

  • Wizard Tree: Boosted the effect to Mentor 1 & 2 to prevent rounding calculations from absorbing the change, making it look like no bonus was given.

  • "Harvest Mountain" now cast-able on all mountain types.

  • Fixed "Crystaline Order" and "Onyx Throne" to use connected shard count (though number doesn't update when more shards are added ATM)

  • "The Stinkiest Warlock" quest now gives a male magic using unit.

  • Enchantment list no longer lists loot that does nothing when added as an enhancement (crystal flagon, etc)

  • Crafting Wnd: No longer listing 'IsBow' unit stat

  • Cleaned up some messages that referred to cities as "Settlements" & "Outposts"

  • Misc Text Fixes

  • Being killed by a tile modifier (fire, Aether trap, etc.) now triggers 'On Killed' logic (fixes bug where enemies marked with 'Explosive Shot' wouldn't explode when killed by a tile modifier)

  • Fixed bug where units teleported into a city wouldn't show up in battle if the AI attacked that city.

  • AI will only use 'Battle Cry' if there are 2 or more allies that will benefit from it.

  • Fixed some icons and data for "Wrath of Thunder" and "Hold the Line"

  • 'Death Lash' spell tweaked to be castable on any unit type, data fixed to match description.

  • Ifris "Sacrificial Pyre" - Reworded the tree description to match what it does (makes allies immune to fire for 5 turns).

  • "Inferno" spell can now be cast on roads, which is pretty useful.

  • Summoned Wisp now properly uses Shards to determine level.

  • Tyrant's "Divine Chaos" ability now works as designed for strategic spells as well.

  • "Power Shot" now hits 3 tiles (per design), not 4.

  • added Matt Smith to Credits.txt

  • checked in Chaninja's fix for the Pariden video (neck corner visible)

  • Fixed Raise and Lower Land Scrolls: There was no proper code in place to fire off strategic spells from items, so I added that and some code to re-gift an item to the player if a spellcast is

  • Tyrant: Tweaked the 'Siphon' skill to occur every time the doomsday counter goes up for X mana opposed to the old calculation that was overly complex (but wouldn't re-gift mana if the counter went down then back up).

  • Sword texture for varda.

  • updated immobilized icon

  • Fixed the "Withstand" spell to let you target a unit (was casting on 'self').

  • Necromancer's "Extract Essence" ability changed to just do damage..not drain life...fixing the bug where the bonus Death Charges weren't being given.

  • "Summon Iron Golem" no longer summons a Demon

  • Removed the "Token of the Friend" item (we don't have a dog model in SK)

  • Fixed bug where walking into SK territory on a pre-made map (ie. not random) wouldn't unhide the SK Gates and Tower

  • Added an icon for 'Belch Acid' combat ability

  • Did a pass on all Spells to make sure their image and icon were using the same image. Once Combat Ability icons are done then we'll make sure those all match as well.

  • AI will no longer use 'Rain of Arrows' if there's only 1 enemy on the battlefield.

  • Commander Sovereigns "Enrage" ability has been cleaned up to work as designed (tweaked text, icons, and values)

  • Fixed weighting issues on frost dragon horns

  • Cleaned up the Help > Spells menu

  • Fixed several spells that were using the old "Pierce" attack type (Shrink, Giant Form, etc.) These have all been changed to use the proper "Attack_Physical" stat that gets listed in UI.

  • Fixed '2 trainable Pikemen' issue and gave some slight boosts to the Sentinel stats.

  • Fixed: Archon Hero "Quickening" Was adding 1 attack instead of 4

  • Fixed: Archon Hero "Brave of heart" - Accuracy per shard not accurate

  • Fixed: Archon Hero "Earthly Aegis" - now unlocks the proper combat ability.

  • Fixed: Archon Hero "Archon's Blessing II" - now gives the proper initiative and attack boost

  • Archon Hero "Judgement Descends" Now properly lowers enemy defenses.

  • Tinkerer Sovereign "Master Armorer" Ability now gives common and uncommon armor recipes.

  • Fixed spider rider animation editor typo.

  • Fixed: Giott the Crossbowman - Skill Tree Broken (needed a tree image that matched the data)

  • Fixed: Starlit crown (and Armor) doesn't produce a helm (fixed some data and editor exporting bugs).

  • Fixed: Divine shield not protecting units against special attacks (Now giving full immunity to magic, physical, and elemental attacks.)

  • Fixed: Priest/Ashlira - Sovereign Abilities - order of abilities is odd (moved some abilities around so the tree reads better)

  • Tweaked Minor Faction Unit names and descriptions

  • Removed incorrect name for Xii the Archon earned Champion, who was referred to as "Vala" in a tooltip

  • Removed "titles" from Earned Champions. Esperaza the Necromancer -> Esperaza. Etc.

 

25,610 views 6 replies
Reply #1 Top

This is sufficiently AWESOME! Thank you!!!!!!

Reply #2 Top

Some great stuff here, thanks guys/gals!

Reply #3 Top

Nice! Looking forward to playing SK again.

Reply #4 Top

This looks to be a good list of fixes.

However I hope you (dev, Stardock etc.) are also looking at fixing the minor quest locations not being shown. This is especially bad for Imperium, where you will be stuck with minor quests and unable to solve them as no locations is present on the strategic map nor is there a "go to location". Alas the current solution is at present to just kill, destroy, enslave and reap the items from the dunky Imperium wannabe soldiers (I mean they deserve to just die if you cannot even talk to them).

http://forums.sorcererking.com/466318/page/1/#3556739

 

Furthermore I hope that you will fix the Legendary Battle Axe as this really sucks compared to the Burning Axe. 

 

I also hope that you do something about the wannabe heroes, who are specialised in magic. For example the Naphy is significant weaker than the other heroes and he needs a lot of care, love  and support to just get to level 2 compared to the other heroes, who are stronger. I mean Naphy is a hero, who is considered "dark" e.g. he does not need or understand the concept of love, care and support. The heck Naphy should be able to wipe the floor with darklings, enchantress and SK all in one go - just like Drozo (Dwarf hero - most powerful of all). 

 

Regarding Sovereigns new starting spells, I assume that the Guardian is not an intential oversight as she already has the summon familiar and raise/lower spells thingy. However I think the Guardian is underpowered compared to the other sovereigns. I mean she is a girl, she is weaker and is an tempting target for bullying. Do you really want to raise a girl bullied by the other sovereigns and when grown-up ends up as a "Carrie-firestarter-case". I mean do you really want to get shaken ground every 10 seconds just because you did not notice little Guardian in the corner. 

Wouldn't be better to give the Guardian the summoning spells (Vorpal blade, Vorpal spear and bow) to the Guardian. I think the Tinkerer could use a spell, which for 100 mana can summon 1 instance of rare ingredients like Radiant Diamond. This way the Tinkerer can get access to a larger qantity of these rare diamonds, which are required to make more spell casts and legendary items. 

Re: Vorpal blade, now we just needs the Duck Armor (or is this an Easter egg).... ;)

 

It also seems you have some leftover from earlier Elemental games, as you have a quest requiring Adventure Tech. 

http://forums.sorcererking.com/466318/page/1/#3556739

 

Reply #5 Top

thimon2k,

Yes, a good portion of that is on our radar (thanks for bringing up the rest).

Reply #6 Top

cbray

From this I can assume that Duck Armor will also be an available item....

;)