Sorcerer King 5.4 Changelog
UI Improvements & Visual improvements
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New art assets for the Rival factions settled cities.
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Gorgalthon pre-made large map added
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Rival pioneer units added
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Music added to campaign quests
Balance & Tweaks
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Difficulty balancing to adjust for “mid-game lull” that occurred when player’s army was OP for most monster lairs around turn 75-150
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Champions lvl up stats adjusted so they aren’t completely OP mid-game
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Some crafted weapons damage reduction (mostly swords, a bit on bows, staffs seemed fine)
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Lots of Monster Lair tweaks to Bandits, Bandit Archers, and Barbarians
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Balanced lore requirements for unlocking spells
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Champions differentiated more on attack type (will level up more along fire, cold, poison, and arcane attack for the appropriate champions)
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Added more variety to loot drops
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Added the chance to acquire rare loot
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Removed turn limit on game (unclear, redundant mechanic)
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Less narrow mountain passes in random maps
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Quest rebalancing to maintain pacing
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Sorcerer King’s behaviour tweaked to be more engaging
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Sorcerer King starts off with more Urxens(pioneer units)
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General increase in Sorcerer King units
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Tweaks to how willing Rivals are to side with the Sorcerer King
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Tweaks to doomsday counter penalties in SK interactions
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Rivals won’t settle cities early on and are less likely to do so
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Champions defending Rivals’ capital cities are now much stronger at lvl25
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New intro tutorial messsage
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Revised first encounters with rivals
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Tweaks to the wording of declarations of war
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New Sorcerer King trade quest
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Better SK lieutenant positioning (now spawned relative to the SK and not you)
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Changed default music volume to 50
Bug Fixes
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More skills, upgrades, etc. immediately update stat displays and the minimap
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SK Strongholds now use proper tactical battle map
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City arrow sound effects added (need to improve the sound though)
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Added quest music to all the starting quests
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Fixed portraits missing on map size change for the Choose your Rivals screen
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Fixed recurring bug where pioneers were not always placed at the back of a tactical battle, where we want them to be.
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Small text tweak to dress up a couple quest options (metals and crystal resources)
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Text tweak. shards -> Shards
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Custom sovereign settings are remembered if you go back to make further modifications
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SK will complain about you building a second city pretty much no matter what
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SK will complain when you kill his innocent units
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Fixed self-targeting spells in tactical battles like “rush”
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Fixed how the first contact with rivals is triggered
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Better crafting reminder quest image
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Increased odds of the SK contacting the player but also increased the min # of turns between contacts to 12 turns (from 8)
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SK Threat goes up by 1 even with the persuasive choice after killing one of the LTs (non-persuasive choice is +1 threat and +10 doomsday) (I'm a badass choice is still +3 doomsday)
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Minor Race Setup Window now says "Your Rivals" when playing a pre-made map
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Fixed sliding cadaver bug
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Fixed stuck turn bug
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Fixed water edge on tactical maps
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Removed unused weapon types (so they don't come up in random drops)
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Unit type info card, shown during tooltip of trainable units on the city detail window, will now reflect any city training bonuses to stats on the tooltip.
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City arrows now have sound effect
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Misc text tweaks to “Volcano Anger!” quests
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Updated champion level-up window
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No longer popping up the "welcome to the beta" dialog at game start.
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Added a new tutorial notification that will act as a game intro, and pops up right after the user name their initial city
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Fixed bug where killing units in your territory would not make the Enemy Threat notification go away
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Fixed bug where units dying from poison would not play death animation
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A minor race is considered defeated once you have destroyed all their cities (previously also had to kill all of their wandering units)
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Selected champ traits now highlighted when the screen is accessed in “read only” mode
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Fixed logistics so that they will display the boost from the warfare sovereign trait
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Fixed bug where cities were losing their boosts to trained units, like from city enchantments (ex. +1 initiative per essence), in loaded saves
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Typo fixing
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Crash fixes
- fixed crash due to running out of suitable starting locations in a tactical battle