Sorcerer King 1.4 Changelog (Release)

Release 12/21/15

Overview

Resource system overhaul: Resources are now a more important part of the game play.  Resources collected from nodes are now stored and accumulate over time. Many units now require these extra resources in order to be trained.  You will find yourself changing strategies based on the resources available.  

Gameplay / Balance

  • Metal mines now produce +1 metal per turn
  • Pastures now produce +1 horses per turn
  • Crystal mines now produce +1 crystal per turn
  • Friendly races don't give units to you as cheaply.
  • Crystal is now a stored resource
  • Metal is now a stored resource
  • Horses are now a stored resource
  • Harvest mountain will now provide 5 metal
  • Starting units no longer use logistics
  • Starting soldier unit now can equip swords, is a veteran, has endurance 2, has regen 1, is a bard, and gets a defense bonus as it levels up.
  • Archers now have armor piercing ability
  • Soldiers now have defender 1 ability and are swordsmen
  • Sentinels are now executioners
  • Sentinels require 10 metal
  • Clockwork soldiers now require 15 metal
  • Man at Arms requires 20 metal
  • Pikeman consumes 2 logistics instead of 1
  • Archers consume 2 logistics
  • Spearmen consume 2 logistics
  • Riders require 8 metal and 8 horses to train
  • Knights require 10 metal and 10 horses
  • Crusaders require 12 metal and 12 horses
  • Clerics require 8 crystal
  • Battle Mages require 12 crystal
  • Archons require 16 crystal
  • Other units require similar levels of resources
  • Varda now uses starting soldiers
  • Hunter's Sword requires level 3 to use.
  • Doomsday counter goes up every 8 turns instead of 10 turns
  • Slight variance now in what kinds of creatures the SK will spawn from round to round
  • Remnant factions substantially more powerful
  • Allied remnants now become much more powerful (or deadly if you're their enemy)
  • Remnants substantially more aggressive at attacking enemies
  • You can now equip weapons and shields on trained units

Bugs

  • Rewrote remnant pioneer code to be better at settling new areas
  • Fixed the continent code so the AI won't get stuck
  • Fixed lots of various bugs
  • Fixed lots of various text bugs
18,911 views 7 replies
Reply #1 Top

The opt-in for 1.3 is showing, but not 1.4.

Reply #2 Top

Please restart steam and choose "opt_in - 1.4 Opt-in"

Reply #3 Top

What was the little update today?

Reply #4 Top

I played the first half a game on 1.4. i didn't notice any new bugs

 

the resource changes seem to slow down my ability to win the game as fast as possible, which is probably a good thing if the doomsday timer is a formidable threat

the threat level & diplomacy with the SK seemed a bit more sane and logical compared to 1.0

 

i tried leveling up some units that weren't paladins, but they died so quickly (i play on insane difficulty) that I still ended up with nothing but paladins + heroes in my army

i'm not sure what can be done to avoid getting in this situation because i want to fight the battles that are close & challenging instead of grinding for XP by fighting a bunch of weaklings with my weaklings to forcibly level up my soldiers. if I only fight battles where I won't have casualties, that seems to be avoiding the fun part of the game

 

maybe if trained units leveled up the entire class (including newly created units) instead of leveling up as individuals, they might be more useful.

i just can't see how i would nurse a soldier to level 5, lose him in battle, and then replace him with a level 1 soldier that's somehow supposed to fight even tougher enemies

Reply #5 Top

Has anyone seen the sov Resource Harvesting ability work in 1.4? In my current game, I've had it with a crystal mine for around a hundred turns and no crates yet. :-(

Addendum 01 Jan: The ability is not gone, just *very* different. Now I'm wondering if the ability applies only to mines built after you gain it, or if there is a slow rotation among mines.

After about 70 more turns, I have gotten several crates from a newer crystal mine. It stopped (paused?) after far fewer crates than mines did for me in earlier versions. After some stretch of turns that I should have been logging, a newer metal mine spawned another (small?) batch of crates and stopped.

I searched the forms for 1.4 and "resource harvesting" but couldn't find any details about how the resource rework in 1.4 affected the ability.

Reply #6 Top

Quoting Philocthetes, reply 5

Has anyone seen the sov Resource Harvesting ability work in 1.4? In my current game, I've had it with a crystal mine for around a hundred turns and no crates yet. :(

Addendum 01 Jan: The ability is not gone, just *very* different. Now I'm wondering if the ability applies only to mines built after you gain it, or if there is a slow rotation among mines.

After about 70 more turns, I have gotten several crates from a newer crystal mine. It stopped (paused?) after far fewer crates than mines did for me in earlier versions. After some stretch of turns that I should have been logging, a newer metal mine spawned another (small?) batch of crates and stopped.

I searched the forms for 1.4 and "resource harvesting" but couldn't find any details about how the resource rework in 1.4 affected the ability.

I have a metal mine which is outputting every turn. No other resources doing anything. Odd behavior.

Reply #7 Top

Completed my first game on 1.4. Played as the Tinkerer, Difficulty Hard, Land Size Medium, Shards Common, Rivals Insane Difficulty. I accepted the rivals I was given, but when I just tried to start a new game I couldn't seem to change them. Is this expected?

I enjoyed the game, the Doomsday Clock is now a genuine threat, which is good. I built a couple of Destiny's Flames, cast the spell to reduce Doomsday, was generally a good guy and had allies reduce Doomsday when they could, but I couldn't sit back and build up a strong empire like I normally like to in these games. In the end I had to use a save game and go back and commit Drogon the Dwarf and his Paladin when really I was hoping to get more troops for the assault on the Sorcerer King.

It just goes to show how powerful a fully levelled up Drogon with good equipment is though that he managed to solo the Sorcerer King! I managed to select and attack with just Drogon, he didn't even have the Paladin with him. Dwarven Rampage to give him another turn every time he killed a unit, plus Polar Vortex, Dwarven Fury and Cleave to kill lots of troops, plus equipment to keep him safe, was all that I needed. Merciless Strength was very helpful to improve his attack. The only spells I cast were Marksman's Boon, to give +100% accuracy (and counter Blindness), and Focus, to make his attacks more devastating and recharge special attacks. 50% fire resistance, 34 initiative and 45 defense was enough. Didn't get a chance to call the Draconian Ally.

I think I may have been a bit lucky, just tried it again a couple of times and died once and needed my Death Ward scroll the second time.

AI did seem improved, some quite scary armies were sent towards my cities. I kept regularly losing Paladins and had to use a save game a few times to save a hero (and avoid the +50 Doomsday, which could have killed me at the end). I have previously had the Doomsday Clock up that high before but that was playing as the Tyrant and doing some naughty things. I assume having the Doomsday Clock up at 458 on turn 102, even after taking every opportunity to reduce it, reflects the higher Doomsday speed and also better targeting by the Sorcerer King of shards.

I successfully allied with all except two of the Rivals; one turned against me because I allied with the Wraiths, the other went over to the Sorcerer King before I could complete the final quest. The Rivals did seemed to be fairly efficient at claiming city sites with pioneers.

All in all, a significant improvement. The game is now quite challenging on Hard, especially with a fast Doomsday speed and Insane Rivals. I still wish the Sorcerer King would cast more battle spells. He usually has bags of mana and spells to cast, and there's no loss of a unit's turn these days, so it seems strange he doesn't cast a spell at nearly every opportunity, especially in the final battle.

Possible bug: I'm not sure if my units were ever attacked by mobile monsters. For example I had a Pioneer next to mobile Barbarians, I assumed that was the end of the Pioneer, but nothing happened.

Definite (minor) bug: Aegethon was described as a "Flame Demon". It was definitely him though, I got a lieutenant key for killing him.

It would be nice if the skills which allow Drogon and Xii to move across the map were fixed; as far as I'm aware this is still broken.

I wasn't completely convinced about the new resource mechanism, it might need some tweaking. The logistics was a significant restriction, the metal, crystal and horses not so much. Some artifacts which requires Crystal I think are now easier to make. For example, Destiny's Force scroll requires 4 crystal, which now crystal goes up each turn seems pretty cheap for something which gives a permanent +2 initiative without taking an equipment slot. Maybe 8 or 16 crystal would be better? With 3 crystal per turn, crystal did not limit the number of Paladins I could build, Production and logistics were much more of an issue.

Future direction: more flavour in quests, more roleplaying opportunities please, more variety in gameplay (e.g. how to win). I think the core game is now looking pretty good.