Sorcerer King 5.4 Changelog

UI Improvements & Visual improvements

  • New art assets for the Rival factions settled cities.

  • Gorgalthon pre-made large map added

  • Rival pioneer units added

  • Music added to campaign quests

Balance & Tweaks

  • Difficulty balancing to adjust for “mid-game lull” that occurred when player’s army was OP for most monster lairs around turn 75-150

    • Champions lvl up stats adjusted so they aren’t completely OP mid-game

    • Some crafted weapons damage reduction (mostly swords, a bit on bows, staffs seemed fine)

    • Lots of Monster Lair tweaks to Bandits, Bandit Archers, and Barbarians

    • Balanced lore requirements for unlocking spells

  • Champions differentiated more on attack type (will level up more along fire, cold, poison, and arcane attack for the appropriate champions)

  • Added more variety to loot drops

  • Added the chance to acquire rare loot

  • Removed turn limit on game (unclear, redundant mechanic)

  • Less narrow mountain passes in random maps

  • Quest rebalancing to maintain pacing

  • Sorcerer King’s behaviour tweaked to be more engaging

  • Sorcerer King starts off with more Urxens(pioneer units)

  • General increase in Sorcerer King units

  • Tweaks to how willing Rivals are to side with the Sorcerer King

  • Tweaks to doomsday counter penalties in SK interactions

  • Rivals won’t settle cities early on and are less likely to do so

  • Champions defending Rivals’ capital cities are now much stronger at lvl25

  • New intro tutorial messsage

  • Revised first encounters with rivals

  • Tweaks to the wording of declarations of war

  • New Sorcerer King trade quest

  • Better SK lieutenant positioning (now spawned relative to the SK and not you)

  • Changed default music volume to 50

Bug Fixes

  • More skills, upgrades, etc. immediately update stat displays and the minimap

  • SK Strongholds now use proper tactical battle map

  • City arrow sound effects added (need to improve the sound though)

  • Added quest music to all the starting quests

  • Fixed portraits missing on map size change for the Choose your Rivals screen

  • Fixed recurring bug where pioneers were not always placed at the back of a tactical battle, where we want them to be.

  • Small text tweak to dress up a couple quest options (metals and crystal resources)

  • Text tweak. shards -> Shards

  • Custom sovereign settings are remembered if you go back to make further modifications

  • SK will complain about you building a second city pretty much no matter what

  • SK will complain when you kill his innocent units

  • Fixed self-targeting spells in tactical battles like “rush”

  • Fixed how the first contact with rivals is triggered

  • Better crafting reminder quest image

  • Increased odds of the SK contacting the player but also increased the min # of turns between contacts to 12 turns (from 8)

  • 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)

  • Minor Race Setup Window now says "Your Rivals" when playing a pre-made map

  • Fixed sliding cadaver bug

  • Fixed stuck turn bug

  • Fixed water edge on tactical maps

  • Removed unused weapon types (so they don't come up in random drops)

  • 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.

  • City arrows now have sound effect

  • Misc text tweaks to “Volcano Anger!” quests

  • Updated champion level-up window

  • No longer popping up the "welcome to the beta" dialog at game start.

  • Added a new tutorial notification that will act as a game intro, and pops up right after the user name their initial city

  • Fixed bug where killing units in your territory would not make the Enemy Threat notification go away

  • Fixed bug where units dying from poison would not play death animation

  • A minor race is considered defeated once you have destroyed all their cities (previously also had to kill all of their wandering units)

  • Selected champ traits now highlighted when the screen is accessed in “read only” mode

  • Fixed logistics so that they will display the boost from the warfare sovereign trait

  • Fixed bug where cities were losing their boosts to trained units, like from city enchantments (ex. +1 initiative per essence), in loaded saves

  • Typo fixing

  • Crash fixes

    • fixed crash due to running out of suitable starting locations in a tactical battle

 

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Reply #1 Top

Played for a few hours and love the new build! It's been a good challenge on normal, small map thusfar.

Few things I noticed:

- Met the Ice dudes, but their units seem very passive, as in they hardly move. Is this intended behaviour? I'll test more tomorrow.

- SK interaction is great now. Love how my relations slowly got worse. Big threat to him now, so it's war!

- SK stacks seem to 'teleport' into my lands. Is this supposed to happen or did I just miss them walking in? Two big armies teleported in and I thought I was screwed, since my main army had other matters to attend (ahem... Yeti potion...). But... those big SK armies just stayed put and did nothing but sit next to my capital so I got my main army back home, regrouped and beat the most dangerous army quite easily.

- I have a feeling rain of arrows is doing extra damage per square instead of 50% damage.

- Love it, love it, love it! This is such a unique 4x game.  :D