Sorcerer King 1.2 Changelog (Release)

***Release  9/17/15***

Overview

  • New Shard mechanics -- Keep a closer eye on the the Sorcerer King's forces.  Their attacks on Shards will increase the Doomsday.  The increase in Doomsday varies according the game's difficulty setting.  

  • Spellbooks Enchantments - The player will now have 8 single-use enchantment pages to use throughout the game (pages given are determined by the Sovereign's Spellbook)


Bugs / Balance / Improvements

  • Mana Check is now done when pressing 'Add' or Double Clicking the Ingredient Entry

  • Avenger Hero's "Endless Rage" fixed to properly retain 100% of Vengeance.

  • Archivist improvement now properly gives bonus based on # of attached shards

  • Fixed truncated text issues on City Details Window

  • Fixed bug where the Enchanting list would not collapse if you clicked the [+/-] button itself, and instead only worked if clicking the text.

  • Added checks so that the tactical AI obeys the Sovereign spellcast limits

  • Fixed bug where Aura of Entropy didn't show up on City Details Window, nor City List Window, so there was no way to cancel the Enchantment.

  • On the Unit Details Window, adjusted size of unit description control, to fix clipped text for units with longer descriptions, such as the Pariden Settler

  • On the enchanting tab of the Crafting/Enchanting Window, fixed location of the (!) control to better center the exclamation point

  • Fixed bug where ESC to close Unit Details Window, City Details Window, City List Window would cease to function after a message box pops up over top of it, such as when selling an item for mana, or cancelling an enchantment.

  • Fixed a bug where tactical move radius overlay would sometimes show the wrong information

  • Made sure to refresh the local player's mana amount, number of spellcasts, and Sovereign spellcast button as soon as a tactical spell is cast

  • Fixed some AI issues with our system for Sovereign casts not taking the tactical unit's turn

  • Maul will no longer have a minimum chance to hit.  

  • Unit Details window given a 'Auto-Equip' button that assigns equipment to any empty slots

  • Auto-Equip button hides for Non-player Units

  • Added code to ensure that the Sorcerer King cannot be targeted for spells that are not allowed to target unique units.  In older saves, SK was not marked as unique, and so spells like "Kill" could be cast on him.

  • Tangled Web no longer causes crazy dodge values in the webbed unit

  • Edge scroll speed is no longer being affected by tactical speed setting. This made edge scroll really hard to use when the speed was increased.  

  • Older save games will no longer get stuck on minor faction quests screens

  • Added keyboard shortcuts UP/LEFT/DOWN/RIGHT and W/A/S/D for moving around the tactical battle camera

  • Pressing "Add" or double clicking on a Crafting Ingredient will now instantly Enchant the item reducing unnecessary clicking.

  • Tweaked Archipelago map to fix a case where a city was not spawning

  • Fixed an issue with autosaves would sometimes break quests

  • Prevented the DESTROY button from showing up in the selection context of claimed resources that do not belong to the player




36,733 views 13 replies
Reply #1 Top


Older save games will no longer get stuck on minor faction quests screens


 

Thank you! I will test over the weekend and let you know how it goes.

Reply #2 Top

    • Pressing "Add" or double clicking on a Crafting Ingredient will now instantly Enchant the item reducing unnecessary clicking.

I just played a game as the Tinkerer and found that this change was annoying when adding multiples of the same enchantment to an item. When you successfully enchant an item it shows a little popup window and plays a sound effect, and you also lose selection-focus on the thing you just enchanted. So now if you want to add multiples of an enchantment to something you need to keep re-selecting it and then add the enchantments one-by-one (and you have to wait for that little effect to play with every enchantment). In the mid to late game I frequently stack up lots of identical enchantments on an item so I found the need to keep re-selecting my item very aggravating.

 

Reply #3 Top

I agree. Will you please undo this one?

Reply #4 Top

1) The problematic minor faction quests can now be progressed by clicking an "Ok" button. This wasn't entirely what I was expecting (I don't seem to get any rewards) but at least the game doesn't hang now, and as I understand it this will resolve when I finish my current game.

2) Something strange seems to be happening with Maul (which has been changed according to the release notes). I have a hero with Maul, and if I hover over the enemy unit he's attacking I can watch his chance to hit go negative. However the displayed chance to hit does not seem to reflect his actual chance to hit. It's hard to be definite because the numbers disappear quickly, but I'm fairly sure he's scored a hit when his chance to hit was actually negative. In general he seems to be far more likely to hit than the displayed numbers suggest. He only has a 75% chance to hit, and he routinely scores three hits, as his displayed chance goes from 75 to 41 to 7 to -27 (or whatever the exact numbers are). I think he's scored four hits, which should be impossible. He does miss occasionally, but my personal suspicion is that his chance to hit is not actually changing from the original 75%; his actual chance to hit is not being reduced the way the chance to hit displayed is being reduced.

Reply #5 Top

 

1) Wretched Armour seemed to have no effect in my battle. I had one hero against a Trog Archer, after Wretched Armour was cast the Trog's Defense did not seem to go up, and it seemed to have no effect on the damage I was doing with my bow.

2) Summon Wisp does not seem to be giving +8 HP to surrounding units.

3) The XP for an automatically resolved Overwhelming Victory seems to be much higher than if you fight the battle. Examples:

Victory, took some damage, 6 XP:

Overwhelming Victory against a Blue Drake, fought the battle through, 8 XP

Overwhelming Victory against some skeletal wanderers etc., automatically resolved without a battle, same hero and army, might even have been same turn, 38 XP:

Reply #6 Top

1) I managed to get a screenshot of my hero with Maul with the Hit chance showing -36% (the previous hit which succeeded was negative):

 

2) "Blinding Strike" Warrior Skill states that it reduces Accuracy and Dodge. It currently only seems to reduce Accuracy.

3) As well as Summon Wisp not giving healing to surrounding units, Summon Iron Golem doesn't seem to be giving Defense to surrounding units.

4) The Avenger skill "Earthshattering Strike" refused to cast when my Sovereign had zero spells left to cast in this battle.

5) Skeletons seem to have a hidden 30% Dodge level. My hero with 93% accuracy only has a 63% chance to hit skeletons with his bow.

6) The way Fear works is slightly odd, where -Fear only happens at the end of the turn of the unit who cast it. I don't know if this is by design or not, but it makes Summon Skeleton Horde significantly less powerful, because in practice high initiative units get several turns when you can't cast Fear on them again because they officially still under the effect. I would have expected -Fear to happen at the end of the turn of the unit who is Afraid rather than the unit who cast Fear, which would mean you could make them miss several turns.

7) I gave Workers Hammer as an accessory for my Rescued Old Man who was garrisoning one of my cities, doesn't seem to give the +2 Hammers I was expecting.

8) Casting "Place Road" several times to create a road is quite painful because the spellbook closes each time. It would be helpful if there was some option to stay on the same spell selected, rather than resetting after casting that spell once.

9) I'm on turn 157 and the Doomsday Counter is currently on zero. It's been dropping steadily since about turn 100. From memory I think I'm playing on hard. I will win the game in a few turns, however could we have the Doomsday Counter speed up somewhat so it feels like more of a threat? Perhaps it doubles or even triples in speed after turn 100 or if you're playing on a higher difficulty level? Some Tooltips (e.g. how fast is Fast for the Doomsday Clock?) would be nice when setting up a new game.

10) Endless Rage seemed to be working and then it seemed to stop working, I'm not quite sure why. I think Order of the Mare is still giving me +1 movement, but looking at the tooltip for my units' movement the last line it now says: "Agility Player Ability (1%) + 0.0". The text for Rider units says "Only available to the Commander Sovereign" but it still lets me build them. I should say I've not restarted the game though, so some or all of these may be because of bad data.

Thanks for all the good work, keep it up.

Reply #7 Top

It's not clear to me how Auto-Equip works, the equipment selection seems to be slightly random. There does need to be some way of simplifying this for newly built units, but it would be more useful if there were extra options:

1) Best equipment available, i.e. take highest defense item in each armor slot, as many accessories as possible

2) Best armor available, i.e. highest defense item in each armor slot

3) Worst armor available, i.e. fill each armor slot but with lowest available defense items.

Reply #8 Top

Just completed my game.

1) Sorcerer King should surely put you on 5 perceived threat when you unlock the gate to his stronghold.

2) Sorcerer King garrisons should be more aggressive, especially on higher difficulty levels and and higher perceived threat levels. E.g. If garrison is in your territory and playing on Hard difficulty level (or perceived threat is 3 or above) then only leave one army on the garrison, have remaining armies become mobile and attack your nearest army/ city/ outpost.

Thanks for the game. I'll give it another go with a different sovereign.

Reply #9 Top

Quoting merlinme, reply 6
7) I gave Workers Hammer as an accessory for my Rescued Old Man who was garrisoning one of my cities, doesn't seem to give the +2 Hammers I was expecting.

Well, technically, it gives +2 TileYieldMaterials.  That makes me wonder if it gives it only when on the tile that gives resources.

Reply #10 Top

RE Workmans Hammer: The bug with this one is that the bonus isn't removed when the unit is taken out of the city (or the item is re-equipped elsewhere). So you'll see the +2 bonus when you first enter the city, but as of right now it's a permanent bonus. (On our list of things to fix - albeit below some bigger issues)  :)

Reply #11 Top

1) Some of the names of recipes which you find are missing. This is not the end of the world as you can look to see what's New to make, but it is a bit annoying. I think "Aspect of Lightning" is an example.

2) Curse scrolls seem to have a range of one, which is a bit strange. Is this deliberate?

3) The strategic tooltip and the tactical tooltip for "Dark Spread" are inconsistent. I think one says "10 damage + 1 per level", the other says "12 damage + 2 per level"; which one is correct?

4) Most significantly, "Nightmare" (as cast by Warlord or Harbinger) does not seem to be working. Enemy units get "Nightmare" if they fail resistance, but they seem to be able to act in their next turn, at the end of which they get "-Fear".

I rather enjoyed my game as a Tyrant with Doomsday Counter set to "Fast". I got a bit carried away with choosing evil options and eventually managed to lose. It also seemed to show there were a whole host of extra effects from high Doomsday which I hadn't realised. Mountains became Shadow Mountains which I couldn't use Lower Land on, there seemed to be lots more evil mobiles as well. There was a genuine tension as the Doomsday Counter was on 420 and I was trying everything to get it to go down. It did reinforce my thought that the game would be more fun if the speed goes up somewhat later in the game, after say turn 100, to introduce some real tension as to whether you could control the Counter and beat the game in time. At the moment if you continually choose heroic options there seems to be little to fear from the Counter later in the game.

Reply #12 Top

Merlinme,

Thanks for the report.  We'll look into those problems in the next patch

Reply #13 Top

Regarding the spellbook enchantments, with the changes made they really need to be fixed properly, you know with descriptions (and are actually useful not a .5% chance to maul [The reality], hell it should not even be 50% [the description] as a single use enchantment it should be 100%) that reflect reality, they should be called enchantment scrolls, and when you unlock them from the skill trees, it should really say you gain afew enchantment scrolls not unlock a spellbook, because spells books are reuseable, if not you would have to research each spells again after you cast it, is what it means to have a spell book, and do not call them recipes since those are reuseable too.