Sorcerer King

Sorcerer King

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Shaupat  [developer] Jun 17, 2016 @ 6:31am
Sorcerer King 1.5 Change Log (Release 6/21)
Overview
Improvement Razing Reconsidering where you placed that improvement? You can now raze an existing improvement and replace it with a new one.

Scouting Report Use the 'Scouting Report' to get rumors of adventure early on: do you head to the north to deal with a wily group of bandits, south to the remains of a neighboring town, or westward where a fertile patch of land begs to be settled? Your first choices matter, and Rumors help to inform those initial steps into the unknown.

AI and Gameplay balance improvements Minor races are smarter traveling on the roads, new flagon crafting recipes, and new units scaling will help you in late game. Plus some balance and bug fixes. Read below for more details.

Change Log
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.
Last edited by Shaupat; Jun 21, 2016 @ 10:24am
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Showing 1-15 of 20 comments
Rob Jun 17, 2016 @ 5:31pm 
Uh, COOL!
Tragic Jun 17, 2016 @ 7:13pm 
awesome... I only picked this up in the recent sale but I have to say I am enjoying this game a LOT.
Oorfin Jun 20, 2016 @ 8:03am 
Do I need to start new game after installing the patch?
Scott Tykoski Jun 20, 2016 @ 12:21pm 
Oorfin: You don't NEED to (many of these changes will work with old saves) but some fixes require the new data (and, thus, a new game).
Rob Jun 20, 2016 @ 4:25pm 
Originally posted by SD Scott Tykoski:
Oorfin: You don't NEED to (many of these changes will work with old saves) but some fixes require the new data (and, thus, a new game).
Hey man. I'm seeing stuttering after EVERY MOVEMENT that I didn't see before 1.5. Any thing change in that regard?
Scott Tykoski Jun 21, 2016 @ 10:30am 
Originally posted by Devildog:
Hey man. I'm seeing stuttering after EVERY MOVEMENT that I didn't see before 1.5. Any thing change in that regard?



Very strange...we didn't add anything to the main loop, and QA didn't notice anything, so I'm not sure.

Not to be THAT guy, but...have you tried restarting your machine? :) I only ask because I've updated games on Steam before where a reboot fixed random oddities like that.

Let us know if it persists!
ramboing Jun 21, 2016 @ 11:54am 
which stuff will not update on an old save? that's sort of important to know when deciding to restart.
rob Jun 21, 2016 @ 12:16pm 
Its good that you guys are still doing some work on this game, Many companies just finish a game, make a few patches and then they are done with it.
Moving on to another project without doing anything else with the game they finished, completely abandoning the game and players whom purchased it. :sotachaos:
Scott Tykoski Jun 21, 2016 @ 12:28pm 
Originally posted by ramboing:
which stuff will not update on an old save? that's sort of important to know when deciding to restart.
Indeed :) The changes that will not show up in an old game are...

- Quest Units Auto-Leveling
- Craftable Flagon Recipe
- Tweaks and Buffs to Units & Spells
- The Fix to "Trainable Units being able to Equip Weapons"

Everything else was done in code and will be fixed in old saves.
ramboing Jun 21, 2016 @ 12:41pm 
Restarting then! No more emergency patches imminent?
Scott Tykoski Jun 21, 2016 @ 1:08pm 
Nope, everything looks good :) Enjoy!
marcelrose Jun 21, 2016 @ 1:18pm 
Will play on Weekend :)
Rob Jun 21, 2016 @ 1:27pm 
Restarted and still have the stuttering...

I'm using top of the line components, too...
StubbornSlave Jun 21, 2016 @ 2:19pm 
Nice :porkchop: Any plans in the making for expansions like with fallen enchantress? or new rpg tbs?
bydlaq Jun 21, 2016 @ 2:31pm 
Swords for units? Where?
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