Sorcerer King beta 1.1 is now available! Log into your Steam client to automatically update your game.
Finally, the great WASD map control controversy has been resolved. Also, wall of text incoming! We've been busy
Sorcerer King Beta 1.1 Patch Notes
+ Spell to reduce Doomsday Counter added (still working on the visual FX though)
+ Outposts can now fire on multiple units per turn
+ Added WASD map controls
+ Additional tactical battle special abilities added for a number of units
+ New portrait art when selecting a number of structures
+ New abilities hooked up for Elemental Damage types
- Weak Resistance to Cold, Fire & Lightning (10% defense to these types)
- Sensitive to Cold, Fire, and Lightning (10% more damage taken by these damage types)
- Most Beasts were made sensitive or vulnerable to these elemental types
- minor units were given the appropriate buffs / debuffs
- Some magic users were given buffs to elemental types
+ attack types added (ex. "Cold" attack/defense/resist)
+ added Healing Spirit ability: Any army with this unit gets +3 HP per turn on the overworld map.
+ circle of magic improvement added (unlocks Archon)
+ more quests added
+ Updated balancing on units
+ More quests are now spawned on maps
+ Potential fix for terrain performance issues on low end machines
+ Fixed "Marching Orders" sovereign skill
+ Fixed Tactical Battle initiative list highlighting when mousing over units
+ Fixed Summon Wisp spell
+ Fixed animation issues around auto-resolving combat on the strategic map
+ Citadel now properly unlocks the Paladin unit
+ Various screens tweaked
+ lots of unit medallions updated
+ minor changes to several resource icons, also completely new icons for "Immobilize" and the "Magic" resource.
+ recipe ingredient updates
+ lots of quest changes (text, loot, etc)
+ updated gfx for SK location
+ sorcerer skill tree updated visually
+ abilities added for attack sensitivities, minor resist, resist
+ updated icons for some abilities
+ tweaked stronghold gfx
+ updated Frozen Realm city hub gfx
+ minor race conversations can use a different conversation wnd, when directed to do so in the xml of the conversation
+ tweaked quantity of quests around the starting area
+ fixed issue causing map to move around from arrow keys when main game window was not the window in focus (ie. like when renaming a unit) or when the game itself wasn't even in focus
+ optimized maps (should improve performance on many machines)
+ added mesh/skeleton/animation files for Banshee
+ stronghold clothmap gfx updated
+ Fixed pink chest (from the Blue Fissure zone) to not be a prop - it now gives loot properly.
+ Swamp giants made a bit bigger in tactical
+ "A Darkish Magic" quest fixed
+ SK Fortress and Frozen Realm hub medallion paintings hooked up
+ Hooked up a temp 'Snipe' icon
+ Fixed overpowered Snipe ability
+ fixed Ring of Mastery being given by Ring of Life crafting recipe
+ added some needed world cleanup between games, fixes bug where minors from previous games were duplicated in game-within-a-game, among other things.
+ fixed some issues causing debug.err message spam
+ Flank can no longer be resisted
+ fixed terrain seams
+ added binks for decremented doomsday counter
+ fixed bug where defending units would run across world map during main map autoresolve battle
+ fixed bug where units would run across world map between multiple main map autoresolve battles
+ fixed health bar bug in tactical battle
+ fixed truncated text on the city context window.
+ fixed issue where minor conversation window was not being shown in some circumstances
+ fixed display issues with "Produce Mana" project
+ fixed issues in tactical, where hovering and/or clicking on entries did not always work
+ fixed issue where battle initiation wnd would show incorrect battle rank for attacked cities
+ fixed cause "File [blank] does not include mesh data" output/debug.err spam
+ fixed truncated skills in the unit details window
+ fixed several typos in quests
+ Fixed several quests that weren't working
- The Mastermind's Lair
- Geology is a Type of Magic Actually
+ units dont run between tiles during autoresolve
+ fixed moonwalking units
+ sov level-up wnd can now be closed without picking a skill, in the situation where there are no skills available to pick.
+ new structure portraits
+ performance tweaks to several strategic map particle effects
+ performance tweaks to several tactical maps
+ Lethal focus is instant
+ Fixed favor resources to be a stored resource
+ Updated some unit names to reflect the minor faction they're associated with
+ Modified # of SK monsters that will be spawned.
+ Road Building ability no longer requires Mancer blood
+ removed unused items (resulted in 400+ additional things being loaded into memory)
+ More goodie huts are spawned around starting points
+ Implemented support for items and resource conditionals that are LESS than or EQUAL to the stated amount
+ Implemented support so that different quest options will come up based on various world variables (resources) via the Less than or Equal to and Greater than or equal to combo
+ Changed behavior such that when a condition requires a RESOURCE it no longer substracts it from your resource pool (i.e. it just checks to see if you have it).
+ Added code so that you won't see blank quest complete screens
+ Added code to make the quest objectives pop up not show up unless the quest explicitly has text to show.
+ Moved when treasures get applied to earlier in the flow to fix bug where you got treasures but they didn't show up in the quest complete window.
+ More logic added to the quest screens to prevent cases where you would get unnecessary popups
+ Updated Quest logic such that it is more robust for quest ending not allowing endless active quests (XML still has to explicitly call the quest end however, but that will now always end the quest)
+ Lots of fixes to cases where quest popups would come up with blank stuff
+ SK looks at shards destroyed to provide a basis for a minimum spawn monster level and monster destination target.
+ re-coded some expensive functions that were being used a lot during end turn processing
+ tactical maps with perf fixes