Sorcerer King v1.5 with New Features and Updates Now Available

By on June 21, 2016 1:00:00 PM from Sorcerer King Forums Sorcerer King Forums

Island Dog

Join Date 06/2003
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v1.5 Brings Improvement Razing, Scouting Report Feature, AI
and Balance Updates, and More

In addition to adjusting the AI of the Minor Races so that they no longer block your roads,
v1.5 adds a couple of new features to enhance and improve gameplay.

The new scouting report feature will allow you to get a head start on your adventures by
scoping out places on the map that are harder to get a scout unit to quickly at the beginning of the game.
The fog of war will be absent from some points of interest, allowing you to gain some information on
the surrounding region.

Until now, there were no "take-backsies" in war - now, with the new improvement razing feature,
you can choose to destroy an improvement you've built in order to make room for something else.
With this feature, you are no longer locked into your early game decisions and can instead adjust in order
to be more prepared to face the endgame.
v1.5 also brings updates to the game's overall balance and AI. For more details, check out the
full changelog at the bottom of the post.

Sorcerer King is available through Stardock or on Steam.
www.sorcererking.com

v1.5 Changelog

Scouting Report  

  • Use the 'Scouting Report' to get rumors of adventure in early game. 
  • When the game starts, some unknown points of interest have their FOW revealed, giving players extra info about the surrounding region.

Increased Intelligence of Minor Race Units

  • Minor Units will no longer clog up roads!
  • If they don't have a destination (ie. they're not moving) and the tile they're on is a Road, then they will find a nearby non-road tile to move onto.

Late Game Unit Scaling

  • Units given from quests will join you at a level that matches your progress in the game.
  • Before, units would join at a fixed value (normally Level 1). In late game, this made them nearly useless, as the first battle they get into they'd get one-shotted.  Now, when a unit joins you, they will be given a level of 60% of whatever your strongest hero is (ex. If your best hero is a Lvl10 Tandis, then the new quest unit will start at level 6)
  • This does not apply to Pioneers. You still need to be careful with them.

Craftable Flagons

Players were getting to points in the game where Flagons weren't dropping any more. Since these are pretty vital to potion-making, we've added some useful recipes unlocked by the Alchemist Improvement.

  • 'Glass Flagon' recipe - Costs 2 Crystal
  • Crystal Flagon' recipe - Costs 10 Crystal

Improvement Razing

  • Players can now destroy improvements to rebuild them elsewhere.
  • Added X button to the 'Built Improvement' icons in City Details to destroy an improvement.  
  • Game will prompt you whether or not you want the building destroyed.  

Gameplay / Balance

  • Fallen Apprentice can now cast Bewilder and Confusion
  • All Drakes now have the 'Deadly Bite' Ability
  • Raised the Mana costs of  'Crusade' (Raised Mana cost from 50 -> 130) and 'Destiny's Gift' (100 -> 250)
  • 'Alchemist' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 10 Refined Crystal
  • 'Alchemist' also unlocks recipes for the various types of Flagons
  • Scribe' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 15 Refined Crystal
  • 'Jeweler' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 5 Metal / 5 Refined Crystal

Bugs

  • Drogon and Xi teleportation abilities now work correctly if those units are stationed in a city.
  • All Trained Units can now properly equip weapons
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June 26, 2016 4:01:17 PM from Elemental Forums Elemental Forums

I never really got into this game, despite spending hundreds of hours on Fallen Enchantress/Legendary Heroes. However, I gave it another try after this update, and now I'm hooked. This is the first game in a long time that has me playing "one more turn" for hours at a time.

Thank you Stardock for continuing your support of this wonderful game.

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June 27, 2016 11:34:41 AM from Sorcerer King Forums Sorcerer King Forums

Awesome, glad you're liking it Coyote!  

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July 3, 2016 6:33:33 PM from Stardock Forums Stardock Forums

I fired up a game to give it another go.

The auto-resolve needs some work.

I had a mid game stack fight two white spider groups. The power ratings indicated that my stack was much tougher. I hypnotized one, and inflicted about 50% damage on the other.

I decided to auto-resolve. My entire stack died. I could understand one or two of my weaker units dying, but the entire stack of mid game units? It shouldn't have happened.

Sorry, I don't have a save game file.

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