SpellForce 3 Reforced
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MegalomaniacNG  [Разработчик] 28 янв. 2022 г. в 15:19
SpellForce 3 Reforced - Patch #5 (Bugfixes & Balancing Update)
Changes in build 161016.332984 (26/01/2022)

Bugfixes:

General
- Fixed Progress screen displaying buildings that do not exist in the game
- Fixed workers playing weird looping animation when failing to find resources to gather
- Fixed incorrect mining animation for dwarven moonsilver miners
- Fixed units running in loops when trying to avoid other units
- Fixed issue with spectating skirmish games made from a savegame
- Fixed exploit that enabled certain units to trigger their aura way more often than intended
- Fixed an issue that could have caused dialogues to not start when entering a map with an active bleeding condition from a previous map.
- Fixed a lot of typos across all campaigns.

Burning Blood
- Greykeep, Prison: Fixed the spawn on a Godstone.
- Path to Mulandir: Fixed non-logical interaction with stones infront of the goblin cave. Also fixed an issue that the heroes could get stuck behind the Golem.
- Aonirs Blade / Mulandir / The Eye: Fixed various issues with Angar's equipment.
- Aonir's Blade: Fixed that Deathmen / Falcons would just stand around after seeing them fight some Undead.
- Iskander Wilds:
- Fixed an issue that caused the Purity to be hostile when escorting Clara and her refugees.
- Clara should now walk towards Commander Theon even if there is a building in the way.
- Foot of Barga Gor: Fixed unobtainable loot.
- Greykeep: Fixed that a couple of guards could be stuck behind a gate and therefore fixed a previously uncompletable optional task.
- Old-Haalâyash: Fixed that Raith could unintentionally die when leaving the map again towards Monastery Ruins.
- Scorching Desert - Oasis: Fixed an issue with looting specific quest items.

- Armageddon ability now scales properly with Intelligence instead of Willpower.

Soul Harvest
- Windwall Outskirts: Fixed that heroes and units could walk through a closed gate.
- Greykeep, Throne Room: Fixed an issue with Yria's dialogue.
- Cahlabrok:
- Fixed an issue with the quest "Mole Invasion" that caused some of the moles not to spawn.
- Fixed an issue causing that it wasn't shown properly when new Big-game Hunting quests were available at the smith.
- Fixed that the Vengeful Spirit could spawn during cutscenes or fade-to-blacks in dialogues.
- Fixed that quest "Insignia" did not complete properly.
- Silver Drift Hollow: Fixed an issue causing Engineer Markus to not leave the map.
- Windholme: Malik no longer randomly equips his weapons during a cutscene.
- Cult Site: Fixed an issue that caused certain NPCs to still be visible after the quest ends.
- Windwall Cave: Fixed an issue that could interrupt the dialog with Kiran when talking to him with a specific hero constellation.
- Howling Steppes:
- Fixed that some units could block the path after finishing the RTS.
- Fixed the bandits not spawning properly.
- A Strange Place: Fixed that Tava could be moved around.
- City of Light: Fixed an issue that allowed to skip an entire phase of a boss fight. Also fixed a couple issues with flying units during that phase.

- Fixed that the achievement "Specialist" could be unlocked too early.

Fallen God
- Fixed players being able to increase Noag's intelligence using a gamepad
- Mugwa's Cradle: Fixed dialogue logic issue with Zaramak.
- Brittlebone Village: Fixed another dialog option with Noag.
- Brittlebone Fortress: Fixed an issue that a dialog option with Noag could be exploited endlessly. Also fixed multiple dialogues playing at once when destroying the gate.
- Temple of Hirin: Fixed order in which tasks are displayed.
- Hirin's Holy Place: Fixed dialogue playing twice.
- Brittlebone Fields: Fixed an issue where multiple dialogues could cancel each other and therefore could stop the player from being able to leave the map after finishing the RTS section.
- Temple of Niethalf: Fixed overlapping dialogues.

Scenario: Old-Haalâyash
- Fixed quest marker issue for a keystone
- Fixed plot stopper at the final fight
- Changed some character shoutouts
- Fixed multiple interactions
- Changed the undead altar
- Removed an upgrade from trader
- Changed spawning settings of some undead
- New balancing for the difficulty levels Easy and Normal

Miscellaneous changes:
- Recompressed game data to significantly reduce game size on disk
- Updated water particle effects to allow drastically improved performance in certain areas by reducing the "Effect quality" setting under Options > Display (mostly affects areas near shores or waterfalls)


Balancing changes:

Arena
- Adjusted Mutated Pusbug Boss: Removed self-heal, Armored self-buff is now fixed at 20%

Balance Patch 2022.01
We want to thank everyone participating in SpellForce 3 multiplayer matches, skirmishes and even tournament games!
It is awesome watching what great players can achieve with different hero and unit combinations.
This patch is addressing faulty units such as the Ironbeak Fighter, other problematic units and heroes, and reverting some past changes that have not hit the mark.
For these, we are exploring alternative approaches.

Maps
- Bitter Canyon: Replaced Lightning Wyvern with another Poison Wyvern
- Fixed an issue that would cause workers to idle at iron deposits

RTS Buildings

All
- Increased upgrade time of Fortified Outpost / Border Fortress and equivalents from 20s to 30s

Humans
- Marketplace: Selling a resource bundle now takes 5 seconds instead of 1
- Market: Increased cost of basic resources from 10 to 20
- Foundry: "Improved Infrastructure III" now correctly increasing health values instead of production values

Orcs
- Watchtower: Increased construction cost from 9 Wood to 12 Wood
- Watchtower: Increased health from 900 to 1400

Dwarves
- Stonecutter: Adjusted logic to be consistent with other stonecutters: Gathering 2 per 30 seconds, converting 2 stone into 2 bricks.
Note: We will closely monitor this change and its impact, and do further adjustments to Dwarven stone economy if necessary.

Trolls
- Fixed "Eye Banner" expansion flags not having proper building resistances
- "Sharp Eye of the Tribe": Increased upgrade time from 20 to 30 seconds

RTS Units

Humans
- Scout: "Better Equipment" Upgrade cost adjusted from 5 Food 10 Iron to 10 Food 10 Wood.

Elves
- Guardian: Increased Magic Resistance from -25% to -15% (Partial revert from previous patch)

Dark Elves
- Infiltrator: Production cost increased from 2 Wood 5 Food to 2 Wood 6 Food (Revert from previous patch)
- Emissary of Nor: Increased cooldown of raising undead from 2 to 6 seconds
- Scion: Increased production time from 10 to 15 seconds
- Scion: Reduced resistances from 50 to 25 (all)
- Plague Beetle: "Infectious Poison" reduced research cost from 10 Iron 15 Echo to 10 Iron 10 Echo
- Sleeper: Duration of bleeding reduce from 10s to 3s

Dwarves
- Fire Golem: Increased siege damage from 300 to 350 (Revert from previous patch)
- Axewielder: "Defensive Stance": Cost per cycle reduced from 3 to 2 focus. Healing per cycle increased from 25 to 30.
- Pyromancer: Increased resistance against Pierce Damage from -25% to 0%.
- Earth Shaper: Increased attack range from 22 to 40

Trolls
- Ironbeak Fighter: Fixed an issue that would cause Ironbeak Fighters to deal full damage to buildings

Skirmish Heroes

Humans
- Royal Mage: "Hail Storm" increased range from 130 to 150 (Revert from previous patch)
- Royal Mage: "Spark" is now an instant cast.
- Wolfguard Commander: "Shadow Strike" slightly increased cast time.
- Wolfguard Commander: "Shadow Strike" adjusted icon to better distuingish it from Nullify spell.

Elves
- Archdruid: "Treant's Grasp" reduced duration on level 1 from 15 to 10 seconds. Level 2 still 15 seconds. (Partial revert from previous patch)
- Archdruid: "Elen's Fire" reduced duration on level 1 from 15 to 10 seconds. Level 2 still 15 seconds. (Partial revert from previous patch)
- Ranger: "Howl" Level 2 now properly centered around summoned creature
- Ranger: "Trueshot": Reduced Lv2 focus cost from 14 to 7
- Ranger: "Hail of Arrows": Reduced Lv2 focus cost from 20 to 10

Dark Elves
- Reaper: "Lingering Curse": Reduced focus cost from 20 to 15. Added weak baseline single-target magic damage.
- Guardian of Nor: "Soul Shield" now costs 15 focus
- Guardian of Nor: "Soul Catharsis" level 2 reduced duration of affliction immunity from 10 seconds to 3 seconds

Dwarves
- Warrior of the Depths: "Headsplitter": Reduced focus cost from 10 to 7

Trolls
- Plague Bringer: "Tiring Attack": Now only applies to the target hit by the attack
- Plague Bringer: "Feast on Disease" magic damage removed. Now only leeches for 150 / 250 depending on level.
- Plague Bringer: "Plague Bolt": reduced cooldown from 20 to 14 seconds
- Plague Bringer: "Plague Bolt": increased base damage from 120 to 150.
- Plague Bringer: "Plague Bolt": adjusted icon to better distuingish it from Void Arrow.
- Plague Bringer: "Corpse Harvest" level 1 now working properly. Deals 100 damage around corpses hit. Level 2 still deals 150 damage around corpses hit.
- Plague Bringer: "Infect Building": Level 2 now reduces production speed by 99% instead of 100%
- Plague Bringer: "Infected Orb": Reduced bonus damage from Disease I and Disease II to 70 and 140 respectively.
- Chieftain: "Join the Troll Guard" now costs 10 Focus to cast
- Chieftain "Join the Troll Guard" now has a 10 seconds cooldown.
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Сообщения 1617 из 17
Автор сообщения: Crypto Gamer
Автор сообщения: Elethor
Was it intentional to lock the "Dwarven Skull Padding" that you need for the Masterwork Windfall Helmet to an area that can no longer be accessed after you missed it the first time?

https://steamcommunity.com/app/311290/discussions/0/3191363272411938166/
https://steamcommunity.com/app/311290/discussions/0/3191360735178264534/#c3191362449929932436

If so, was the thought process something like:
"You know what would really suck, not being able to craft the only helmet for that one character that can't wear any other armor except the one that you craft for him with artifacts that are randomly strewn about the maps."?

Or is this just an oversight?

I agree, in general I am not fan of perma missable artifact collectibles,some artifact stuff/puzzle part you can miss it in very early game and that prevents you from getting good late game gear 10-20 hours later in gameplay time.Not fan of it in any RPG game.(unless there is newgame+)

Dwarf collectibles at least should be non perma missable as it can make the only Dwarf hero weaker.

It is very easy to miss the very hidden secrets doors in the laboratory............which you can not revisit.Interacting with secret doors is never used in the game aside from that 1 map I think.

Or a late game merchant could sell them for very high price,but only if you miss perma missable ones.So exploration is still rewarded(you get it for free+other loot),non exploration is punished by player gold which could have been used for other things like blueprints other mecrchant artifacts.

Thankfully the majoritiy of the artifacts are not perma missable.

I think they made some of the parts to be bought from certain vendors after you gain bartering 3 skill
Ahora falta que tambien les pongan subtitulos a las cinematicas...
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Сообщения 1617 из 17
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