Fantasy General II

Fantasy General II

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Alberto  [developer] Jun 17, 2020 @ 3:17am
Fantasy General II - Patch 9 (v01.02.10691)
We are releasing a new update for Fantasy General II.

It is a rather big update, with new features like the Training grounds, unlockable Merchants and the option to Transmute Artefacts. New Skilltrees have been added, as well as new maps for multiplayer and skirmish, and new options for Multiplayer.

We are looking forward to hearing what you think. You can find the full changelog down below.

Changelog:

NEW Features

- Training Grounds: Give your units individual skills and abilities. Different heroes provide different training opportunities. Gets unlocked during a campaign, is unlocked from the start in Onslaught.
- Merchants: Buy and sell resources at traders you unlock during a campaign. In Onslaught only available to the Empire faction at the start.
- Transmute Artefacts: Get rid of your excess artefacts by turning them into other resources or gold. Gets unlocked during a campaign, available from the start in Onslaught.

- NEW Marcra: Marcra now has a Skilltree
- NEW Tirea: Tirea now has a Skilltree
- NEW Transmuter: Changed the skilltree of the Transmuter, providing one spell-focused path and one summoner-focused path; also adds new skills to their skilltree
- NEW Multiplayer/Skirmish Maps: Added new Capture and Kill All maps to the selection
- NEW Multiplayer: Added ability to send a message to your opponent upon uploading your turn
- NEW Multiplayer: Implemented ability to be notified if multiplayer game is available for you to play.

- Ailsa: Changed Ailsa's skilltree a little (Lightning Strike reachable via Mist or Turn Evil, Turn Undead became Turn Evil affecting Demonspawn as well)
- Units: Siege Engine Upgrade tree has been added
- Units: Imperial Golem received more armor and more artefact slots, turning it into a walking fortress
- Units: The Fleshwalker's Corpse Explosion skill now deals damage in addition to infecting
- Mercenaries: Added more fitting Names to mercenaries for their class/race.
- Balancing: Base grade core units (Younglings, Maidens, Spearmen, Peltasts...) have less impact on morale when they die
- Balancing: Adjusted magic damage of units between Barbarians (Stag Riders) and Empire (Pegasus/Night Mares)
- Skill Balancing: Rebalanced some Skill Mana Costs (Grow Trees, Winged Leap...)
- AI: Tweaked AI behavior regarding resting, especially for flying units. Shouldn't start resting next to you when they can move away.
- AI: Fixed a bug with Heavy Weapons which led to Siege units often going into melee rather than shooting
- Added option to enable/disable ground fog like swirling mists
- Procedural Map generation
- Decreased VRAM usage.
- Onslaught Campaign Map Fix
- Implemented an option to disable "GPU Procedural Generation" of maps. Users can disable this option if their game crashes during generating maps
- Tooltips: Tooltips that provide a summonable unit now show the units summon costs
- Skirmish/Multiplayer: Replaced the old random generation with the same type of generation used in Onslaught. Generates more structured/sensible maps.
- Skirmish/Multiplayer: in Skirmish/Multiplayer: Falirson now rides on his bear
- Multiplayer: Fixed various bugs causing the replay to not play correctly
- UI Multiplayer: Join and Forfeit button have been moved to the game details screen
- UI: Increased inventory UI size
- UI: Redesigned Savegame window so it can support scalable text sizes
- Settings: Implemented a setting to disable idle variantions (Units randomly executing actions during idle). This setting can only be accessed by changing the value of mShowCharacterIdleVariations in Custom.fg2settings manually
- Settings: Changed how resolution chooser works. It won't bug out now when choosing certain uncommon values.
- Blob Shadows: Added an additional option for blob shadows
- Terrain: Tweaked terrain generation and textures for all themes
- Loading Screens: Loading screens should stall less visually
- Loading Screens: The loading screen now shows the correct logo in the upper left
- Bugfix: Fixed a bug that showed stats of the enemy in several tooltips during enemy turn
- Bugfix: Fixed an issue where units would be dragged along after their death
- Bugfix: Fixed an issue where more than one page of skills of for a unit could cause a game hang
- Bugfix: Eagle Riders aren't tagged as Animal anymore and thus not charmable
- Bugfix: Fixed several issues with applying Status Effects and Self Effects in combat and more special skills (charge line, winged jump, skipping a skill)
- Bugfix: Fixed hiding bug, where a unit spawns hidden although an enemy unit is on the same position
- Bugfix: Fixed a bug where certain dialogues would trigger twice (if you gained a unit during the dialogue)
- Bugfix: Fixed graphic bug, where skirmisher sometimes disappear during an attack.
- Bugfix: Fixed bug if an artefact should be removed but this artefact isn't assigned to any unit
- Bugfix: Fixed bug during enemy reinforcements to cause a unit to not spawn, which causes "Kill All"-Objectives to break.
- Bugfix: Fixed a bug where the Worldmap wasn't centered around available mission until you end the post mission dialogue
- Bugfix: Fixed a bug where renaming of units in battle wasn't possible
- Bugfix: New textmessage for removing a finished multiplayer from the list instead of showing "forfeiting"
- Bugfix: Fixed issue where units would be wrongly tagged as quest objectives upon respawning
- Bugfix: Fixed an issue where teambuffs wouldn't be restored correctly after loading the game
- Bugfix: Fixed an issue where autosave wasn't triggered after deployment
- Bugfix: Fixed an issue where the first players camera position wasn't persisted correctly in Multiplayer
- Bugfix: Fixed an issue where changing teams in the multiplayer skirmish player selection would bug the menu
- Bugfix: Fixed an issue where an unkown spawn identifier would show up as "empty" in the game editor
- Bugfix: Fixed an issue where the damage previsualization would not factor in Bonus Charge Damage from artefacts
- Bugfix: Fixed an issue where scouting or casting Spirit Vision above a unit would hide that unit
- Bugfix: Fixed an issue where the Dragon Breath ability wasn't blocked by aerial units
Last edited by Alberto; Jun 17, 2020 @ 5:05am
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Showing 1-10 of 10 comments
Wow, thanks a bunch you guys :charm:
piemax Jun 17, 2020 @ 4:43am 
Great news!
primetide_dev Jun 17, 2020 @ 4:44am 
enjoy :)
ben_pletcher Jun 17, 2020 @ 5:58am 
Looks really nice! Especially fond of a way to get rid of excess artifacts.

QQ: I do not see a way to play as empire in the onslaught mode. Am I missing it or is this in reference to a future download?


"- Merchants: Buy and sell resources at traders you unlock during a campaign. In Onslaught only available to the Empire faction at the start.:
Conch Jun 17, 2020 @ 7:29am 
awesome :)
PogChamp
primetide_dev Jun 17, 2020 @ 10:51am 
Originally posted by ben_pletcher:
Looks really nice! Especially fond of a way to get rid of excess artifacts.

QQ: I do not see a way to play as empire in the onslaught mode. Am I missing it or is this in reference to a future download?


"- Merchants: Buy and sell resources at traders you unlock during a campaign. In Onslaught only available to the Empire faction at the start.:
You are correct, this only applies once that hero is unlocked with the respective content. But you may see something like thatnin the coming weeks ...;)
Ursa Jun 18, 2020 @ 6:28am 
Nice patch. Quick question, is it intended that you cannot train the Thane, infantry leader (upgrade from axeman) in the training grounds.

You can still get the upgrades, but it makes it so you need to fully train the axemen before making them into a leader. Wondering, as it is possible to upgrade the wolfmother, and that unit seems to be a kind of mini-hero as well.
Last edited by Ursa; Jun 18, 2020 @ 6:31am
Virgil-SKY Jun 18, 2020 @ 6:35am 
Originally posted by Ursa:
Quick question, is it intended that you cannot train the Thane, infantry leader (upgrade from axeman) in the training grounds.

You can still get the upgrades, but it makes it so you need to fully train the axemen before making them into a leader. Wondering, as it is possible to upgrade the wolfmother, and that unit seems to be a kind of mini-hero as well.
Thane is a hero unit, so you cannot train him, Wolf Mother is not a hero.
I will add these tags in the overhauled unit review guides once I have it finished.
Ursa Jun 18, 2020 @ 6:40am 
Originally posted by Virgil-SKY:
Originally posted by Ursa:
Quick question, is it intended that you cannot train the Thane, infantry leader (upgrade from axeman) in the training grounds.

You can still get the upgrades, but it makes it so you need to fully train the axemen before making them into a leader. Wondering, as it is possible to upgrade the wolfmother, and that unit seems to be a kind of mini-hero as well.
Thane is a hero unit, so you cannot train him, Wolf Mother is not a hero.
I will add these tags in the overhauled unit review guides once I have it finished.

yeah, i know it's technically a hero unit. but seems counterintutitive that you can train it before upgrading it and it keeps the upgrades, but not train it after.

only hoping they will change it because i gave my thane some sweet upgrades and now i can't get the training for him in the training grounds. you grow attached to the small bunches of pixels.;)
Last edited by Ursa; Jun 18, 2020 @ 6:41am
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Date Posted: Jun 17, 2020 @ 3:17am
Posts: 10