Deity Empires

Deity Empires

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Tlaloc 21 Jan 2022 @ 8:44pm
4
Beta Build 2.0.1

Here are the complete update notes for Build 2.0.1:

2.0.1
• (2022-01-25)
• All wars and alliances from save games saved with a game version prior to 2.0.1 will be lost when loading with game version 2.0.1. The relations/favor you have with other deities should remain.
• When loading save games from version prior to 2.0.1, units may receive permanent boosts to health and mana as a result of double counting of ability boosts, level up boosts or other sources that may boost health/mana. This is due to changes in this patch, and no reasonable workaround could be found.
• Due to changes in the ways armor chance, health/health per level, mana/mana per level, and possibly other stats and attributes are calculated, games saved with a game version prior to 2.0.1 may have unit stats that are very out of proportion to what they should be.
• -
• -------- Diplomacy: ------------
• Diplomacy General: Most diplomacy options cost favor. You gain favor with each deity by Offering them gifts. You also slowly gain or lose favor with deities depending on your alignments, city proximity, fame, moving within their city limits, accepting or rejecting Join War Requests, and other factors. You may also lose larger amounts of favor with deities for casting detrimental spells on them, declaring wars on them or their allies.
Diplomacy Options:
• Offer Alliance. Once allied with other deities, you can request that these deities join you in wars you have started or have been started against you. You can only offer an alliance to deities of the same alignment.
• Request Allies to Join War. When you are at war with another deity, you can call upon your allies to join your war.
• Break Alliance. When you break an alliance with another deity, a peace treaty is entered for a number of turns.
• Declare War. You must declare war on another deity before you can attack its armies or cities. This may bring you into a war with all of that deities allies, and you may call your own allies into the war.
• Offer Gift. The most basic way to gain favor with other deities. Offering long term recurring gifts is the best way to gain favor.
• Request Attack City. Request that an allied deity attack a city belonging to a deity you are both at war with. You may only have 1 request per deity.
• Abandon Attack City. Tell a deity to abort its attack on a city you previously requested. You can also choose this option to see some details about your current attack city request.
• Offer Peace. Offer peace to a deity you are at war with. The favor cost of this option will eventually reduce to 0 as a war progresses. The more enemy units you kill, the quicker the cost will reduce.
• Peace Treaty: treaties are forced on deities when they accept peace with another deity, or when they Break Alliance with an allied deity. Treaties last for a number of turns, and declaring war on a deity with whom you have a treaty has enormous consequences (it should never be worth it to break a treaty).
• Players are limited in the number of alliances they can form. They can form an alliance with 1 deity for every 6 deities in the world.
• Added deity ability Diplomat, which increases the number of alliances a deity can make to 1 per 5 deities, and increases all favor gained with other deities by 10%.
• All diplomacy options should be multiplayer compatible.
• -
• -------- Automated Engineers: ------------
• Added Automate button to the world map screen. The button will only appear when an engineer unit is selected. Added multiple right-click options to the button to bring up screens related to Engineering Plans (hover over button to see options). You can access most Engineering Automation interfaces by right-clicking on the Automate button.
• Engineering Automation overview: 1. Create a Plan for how you want the terrain around a city to be developed. You can create and name as many plans as you want, and 5 default plans are included. Note that tiles with minerals on them will have an automatic override to your plans (the override will be to build improvements required by the mineral); you can bypass this override on a tile by tile basis (see below). 2. For each city you own, you must choose the Plan you want it to follow in order for automated engineers to work around that city. 3. You must set an engineer to Automated in order for that engineer to automatically build things on tiles according to the plans for the city it is in range of. 4. You may choose what tasks an engineer is allowed to perform. This may be done for each individual engineer, allowing for more control over build priority. 5. You may set additional Mineral Priority for each type of mineral. This is a global setting, and can be used to force engineers to prefer to develop mineral tiles first (which is likely desired) over non-mineral tiles. 6. You may override the plans for any individual tile (right-click on a tile and select the Engineering button). This is useful to undo mineral overrides which happen automatically for all plans, but may be used for any purpose you see fit.
• Added “Build Wall Distance” to automated engineer screen to determine where walls can be built.
• Added “Stop Work Threat Range” to an engineer's Automated Projects Allowed.
• Added “Min Priority Level to Work” to an engineer's Automated Projects Allowed. An engineer will only work a tile if the priority for the tiles terrain is above this amount. Priority reductions for the engineer won't count towards this priority.
• Added “Allow Homecity Change” to an engineer's Automated Projects Allowed.
• Added “Min Gold to Work” to an engineer's Automated Projects Allowed. An engineer wont start a project if it would lower the deity gold below this value.
• Added “Distance Priority Reduction” to an engineer's Automated Projects Allowed. This will reduce the priority a tile has based on how far it is from the engineer, forcing engineers to prefer closer tiles over farther tiles which would otherwise be the preferred choice.
• Added “Priority Reduction per Improvement Level” to an engineer's Automated Projects Allowed. This will reduce the priority a tile has based the current level of road on the tile, forcing engineers to build on less developed tiles (breadth) rather than the same tile (depth).
• Added “Priority Reduction per Road Level” to an engineer's Automated Projects Allowed. This will reduce the priority a tile has based the current level of improvement on the tile, forcing engineers to build on less developed tiles (breadth) rather than the same tile (depth).
• Added river priority and bonus resource priority to engineering plans.
• Added some default Engineer Plans.
• Changed and Enhanced the visuals for Automated Engineer Goals shown when pressing F6 on the world map.
• Added Engineer Plans to last page of city screen info. Right click to view/change.
• -
• -------- Combat (notable): ------------
• All armor chance bonuses from items, spells, abilities, buildings will now be a % increase of a units base armor chance, rather than a flat increase. This will be a drastic decrease in how much armor chance a unit can have, and thus how much damage reduction they will have due to armor (especially for units with items with large armor chance). Changed the amount that most spells, buffs, abilities, buildings increased or decreased armor chance.
• Units now gain health per level (only applies to games created with version 2.0.1 or later). The values are different for each unit type, with the intent to make units with lower health more survivable as they level up. Added key health_gain_per_level_enabled to game_settings.txt to globally enable/disable the health gain per level for new games.
• Added Cooldown Time, Charges Remaining, Recharge Time to spells. Reworked some spells to utilize these new mechanics and to no longer use mana.
• Pathfind preview during battle should no longer path around hidden enemies (which would effectively reveal the hidden enemy to the player). If a hidden enemy is revealed while moving, the moving unit will stop moving.
• Each Disease and Poison debuff on a unit reduces any healing received by 10%, to a maximum of 80%.
• The “Attacked Multiple Times” modifier reduces a units avoidance and hit chance by the greater of 2 and 10% of the units total avoidance/armor chance/hit chance. Previously the 10% penalty was calculated off the base avoidance/hit chance of the unit and not the total. The “Attacked Multiple Times” reduces armor chance by 10% of base armor chance per attack.
• Spells Burning Weapon, Shadow Weapon, Poison Weapon, Frost Strike, Infernal Power have minimum damage per strike increased from 0 to 1.
• All spells and abilities that proc per strike will now have an increased proc chance for each strike after the first strike (ie the diminishing return has been reduced), and the maximum number of procs per attack has been increased from 5 to 10.
• AI battle orders for dungeons have changed. Units with melee battle orders will always move first, followed by ranged and casters. Overland/outside battle orders remain unchanged.
• Dungeon AI has changed significantly. AI units that have cast or ranged battle orders will move after melee units, and will try to follow a nearby melee unit.
• -
• -------- Other (notable): ------------
• You must now Declare War on another deity before you can move armies into battle with them. This is to prevent inadvertently going to war (especially if you have a treaty with another deity).
• Added Diplomacy button to army and city screens when viewing other deities armies/cities.
• Reworked/changed the User Interface interaction that occurs when a unit has level-up choices. The levelup-unit screen no longer appears until the player chooses to level-up units, and the screen can be closed without choosing an option (you can come back to the screen anytime you want).
• Units now gain health per level (only applies to games created with version 2.0.1 or later). The values are different for each unit type, with the intent to make units with lower health more survivable as they level up. Added key health_gain_per_level_enabled to game_settings.txt to globally enable/disable the health gain per level for new games.
• Greater Heroes are no longer tied to magic school(s). Only alignment will determine if a greater hero offers it services or can be called with Call Greater Hero spell.
• Deities will learn the Call Greater Hero spell once they have 5 total magic skill or 18 total spell books. The mana cost of the spell increases very significantly every time a greater hero is successfully called. The mana cost drops back to the minimum mana cost once all greater heroes are in play, and the spell will instead summon a slightly stronger lesser hero.
• Added a Game Option (Preview tile at mouse) to allow seeing some info about the tile under the mouse on the world map. The info will be displayed only when an engineer or prospector unit is selected, and only within range of an owned city in the case of engineers.
• Removed max_dungeon_floors_allowed_per_turn0, which by default only allowed 2 dungeon levels to be cleared per turn. Instead, going down a dungeon floor will require 10 battle turns (can be changed in game_settings.txt using the key rounds_required_to_descend_dungeon_level), and dungeon battles will not timeout on a floor. This brings back the reward for clearing dungeons more quickly (as you gain more unit xp and more loot per game turn the faster you clear floors), but still keeps dungeon diving from being an unbalanced/overpowered source of income and unit XP relative to other sources. This will also make the Extend Battle spell valuable again for dungeon exploring.
• Call Lesser Hero spell now causes 2 heroes to appear for hire in your summoning city. You must hire these heroes to bring them into your army.
• If no greater heroes are available, the Call Greater Hero spell will cause 3 lesser heroes to appear for hire in your summoning city, with a small health bonus.
• Added ability Defensive : Increases magic resist by 1 per 3 levels, and health by 5% of base health per level.
• Added ability Reinforced : This unit gains 1 armor chance every 2 levels, and gains 1 armor blocks per 5 levels.
• Added ability Iron Plating : Increase the max armor of the unit by 1 and an additional 1 every 10 unit levels.
• Added ability Potion Supplier : The range of the Give Heal Potion and Give Mana Potion increases by 1 per 2 unit levels. Increase potion carry capacity by 10.
• Added spell Curative Remedies : Removes poison, disease, nausea, bleeding, frozen, shocked, paralysis and flesh to stone effects from a friendly unit. Up to 3 effects are removed, plus 1 per 5 unit levels.
• The Supply Wagon unit now starts with abilities Defensive and Reinforced, and can choose Potion Supplier at level 5, Iron Plating at level 10, and Curative Remedies at level 10. The unit also now has a Crossbow attack.
• Viewing the Engineer Mineral Priority screen (ctrl+alt+right click the Automate Engineer button) will show most information about all minerals, sortable by column.
• Added right-click info for unit's health on the unit screen, showing breakdown of how a units health has increased.
• Added right-click info for unit's mana on the unit screen, showing breakdown of how a units mana has increased.
• Lairs now show a visual indication (skull) for 5 turns before they spawn a wandering army. This means no more sneak attacks from nearby lairs.
• Added key lair_dungeon_widen_corridor_amount to game_settings.txt. Allows controlling the size of the corridors/chokepoints in dungeons. Set to 1 to have very narrow corridors and alot of chokepoints. Set to 1000 to remove all 1-tile chokepoints, and 2000 to make most corridors/hallways 3 tiles wide. Set to 0 to make the width random every time a dungeon floor is generated. AI battles will ignore this setting and always use the widest corridors (as in previous game versions).
• Added additional dungeon tilesets. You can disable tilesets with the key allow_dungeon_floor_tilesets in ui_settings.txt.
• Added new building Great Colloseum. This building is empire unique, and allows deity fame to affect mercenary chance in the city.
• Deity fame only affects mercenary chance in your Great Colloseum city, and no other city. Fame still affects mercenary quality in all cities. This will greatly reduce the number of mercenaries that will be available during a game.
• Added button to world map screen to show stats graphs. The button is located next to the Options/Help/Compendium buttons.
• Added button to world map screen to show all current wars. The button is located next to the Options/Help/Compendium/Stats buttons. Right clicking on a war in the Current Wars screen will show more information about that war.
• Lesser hero units can be uncored at a cost of 1 soul gem. They will no longer require a hero soul link (and therefore don't count against the number of living heroes), but can never be set as a core unit again, and once they die it will be permanent. Any permanent buffs you have given to the hero will be lost once they die (no mana refunded to permanent buff caster). Uncored heroes lose all trainer abilities, and gain the Slow Learner ability (making them gain XP 50% slower).
• Increased maximum number of opponents to 24 (from 16).
• -
• -------- Other: ------------
• The following additional spells can now be cast as permanent buffs by core units: Prayer, Void Orbs, Infernal Power, Illuminate, Magic Torch, Warp Distance.
• Prospectors can now prospect on water tiles.
• Updated AI to build and utilize prospectors.
• Excess food looted from battles now gives a temporary “Well-fed” bonus to morale of units that receive it (the bonus decays over time) . Excess food from battles is distributed first to nearby friendly armies and cities before it is used to give this morale bonus.
• Buffs/enchantments should now transfer when a unit evolves.
• Morale will now carry over when a unit evolves.
• You can now choose as many City Specializations as you want for a city. A random specialization that you have chosen will be increased each turn.
• Updated engineer AI to better choose tiles to work based on engineer plans, and to not overwork tiles.
• A deity will learn the Reveal Dungeon spell once they have 5 total magic skill or 18 total spell books.
• Hunting for food is only possible when every unit in an army has full moves.
• Potion spells will always be shown in the Cast Spell screen during battle, even if the unit is carrying no potions.
• During battle, you can choose a default for how you want potions spells displayed (Consume/Give Heal/Mana Potion) by ctrl+click on the Show checkbox in the Cast Spell screen. Mouseover the checkbox for options.
• Added the following keys to game_settings.txt : portal_spell_base_range , portal_spell_range_per_magic_skill.
• Added deity modding keys: image, unitid, description, is_human_playable.
• Extend Battle spell now adds 10 more battle rounds, up from 5.
• Modified Counter-fire ability to give +10 chance to hit, which should make this ability more appealing as a level-up choice.
• Added unit ability Renowned Scholar: When this unit ends its turn in a city, it doubles the city specialization increase for the city for that turn, and increases magic research by 100% and civic research by 25%.
• Added unit ability Enlightened: Each turn this unit remains in a friendly city, it makes the city Enlightened for 1 turns plus 1 per 10 unit levels (or adds to the duration of the existing Enlightenment), adding +1 happiness to the city for each turn remaining on the Enlightenment. The max duration of Enlightenment is 20 turns.
• Miyabi the Zen Mystic can now choose abilities Renowned Scholar and Enlightened at levels 5 and 10.
• The Poison enchantment now does +1 max possible damage each combat round it does damage. For example, the Deadly Poison Spell starts at 2-4 damage per round, and lasts up to 12 rounds. After 12 rounds if the target is still alive it will take 2-16 poison damage.
• Adept Poisoner ability now adds +2 damage to poison damage (up from +1).
• Master Poisoner now adds +2 damage to any poison damage, and +1 additional duration to poison buffs per 5 unit levels.
• Added unit ability Cannot Attack which does the following: “This unit cannot initiate an attack against another unit. However, it may counter attack and counter-fire.”
• Added unit ability Counter-fire Summons, which does the following: “All units summoned by this unit gain the ability Counter-fire, but also gain the ability Cannot Attack.”
• Grey Gnome Runemaster can choose Counter-fire Summons at level 10.
• Stairs in dungeons should no longer spawn on chokepoints.
• You can press F7 during battle to make the active unit become a “staircase finder” during the find treasure stage of auto-battles. This unit will move to and sit on the dungeon stair case, rather than seeking treasure.
• Added unit ability Cannot Attack which does the following: “This unit cannot initiate an attack against another unit. However, it may counter attack and counter-fire.”
• When scrolling the map with the mouse near the screen edge, the scroll speed will now accelerate over time.
• Regeneration 1 and Regeneration 2 now heal ten times as much on the world map between turns.
• You can now Ctrl+click to immediately hire mercenaries in a city, or in the mercenary page of the cities list screen.
• You can now Ctrl+click to immediately select a levelup choice in the Unit Levelled Up screen.
• The city info screen will display the label “Happiness” instead of “Dissent” when appropriate.
• Added more AI decision making triggers to charge out from behind walls (weighted damage dealt vs damage received over 5 rounds).
• Added right-click help to a number of city info panel items, such as mercenary chance, buildings allowed and a few others.
• Update help entry for buildings allowed, reflecting the fact that buildings can now be destroyed.
• XP awarded to individual units will be shown in the combat log for human-owned units.
• Added unit abilities Looks Harmless, Appears Meek and Weak, Barely Worth Noticing. These abilities reduce the chance an AI will target a unit. Added these abilities to various units, especially units with the Backstabber ability.
• Added civic that allows any unit to choose Looks Harmless as an ability at level 5.
• The equipable item boxes in the Unit info screen will show the number of items available that can be equipped by the unit.
• Added spell Bola Bomb: Throws a bola bomb at an enemy. The bomb always lands, and explodes after 2 rounds doing damage to all enemies within 3 tiles.
• Removed Blade Barrier from Grey Gnome Trapper learnable spell and added Bola Bomb as learnable spell.
• Added health_gain_per_level to Unit modding.
• Removed “Exclude Alignment” options during game setup.
• Ability Mana Boost is now retroactive (formerly not retroactive).
• Added key advance_to_next_army_worldmap to game_settings.txt. Set this to 0 to prevent the game from automatically selecting the next available army if your current army can't perform any other actions, or set to 1 (the default) and the game will automatically jump to the next army when your current army cannot move further.
• Added key cap_animation_times to ui_settings.txt. Some attack/spell animations take significantly longer than others (eg Disintegrate), and may interrupt the flow of the game for players who prefer timing consistency. Setting cap_animation_times to 1 will cap all attack/spell animations at default values 200/300 milliseconds (which is further adjusted by Animation Delay in battle).
• Units set to sleep during dungeon battles will retain the sleeping status between floors.
• Generic units (ie supply wagons) and settlers will gain some abilities depending on the race of the city that builds them. Mountain Dwarves gain Mountaineer and Poison Resistance, Mud Goblins gain Mud Walker, Dark Elf gain Dark Vision and Shadow Resistance, Northmen gain Tundra Specialist and Cold Resistance, Grey Gnome gain Dark Vision, Wood Elf gain Forest Walker and Hide in Forest, Lizardmen gain Water Travel.
• Messages related to diplomacy that happen during a turn (and not at the start of the turn) will appear in the message log in the turn they happen, and again at the start of the next turn, so they are not missed. Previously they only appeared in the turn they happened.
• List of Active Enchantments/Buffs will no longer display names of unknown deities.
• Added lines to Deities screen (last page) to info for the currently selected deity. Lines added are Current Wars, Recurring Gifts.
• Added multiple buttons to the left side of the Deities screen. Click on them to show info for the currently selected deity, and in some cases actions can be taken from within the screens (eg you can cancel Recurring Gifts when you view them for your deity).
• -
• -------- Bug Fixes: ------------
• Fixed a bug with units sometimes not drawing correctly in screens when using unit outlines (when show_unit_outlines_in_panels is set, which is set by default).
• Fixed bug with all units in an army getting XP for battles when only some of the units in the army engaged in the battle.
• Fixed bug with mods assigning newname to an object when the newname was already assigned to a previous object. This would previously result in undefined behaviour, but should now not allow changing the name, and give a mod error.
• When an army retreats from battle via leave dungeon, units that were left behind in the tile that was attacked-from/retreated-to should no longer receive battle XP and morale, and the attacking units should no longer receive double XP.
• Fixed bug where improvements, roads, walls, transforms would sometimes not be considered paid for if an engineer started work then cancelled work on the same turn. Once work is started and paid for, it will always be considered paid for.
• Fixed bug with some start of battle map buffs not being applied correctly when going down a dungeon floor, and when the game option allow_unit_placement_at_battle_start wasn't turned on. This affects Time Warp Bubble, Slow Time Bubble, Field Flooding Apparatus (Mud Goblin), Divine Battle Blessings.
• Fixed a crash that could occur when evolving a lesser hero unit on the world map.
• Fixed a bug with an army sometimes not receiving some loot when it voluntarily leaves a dungeon.
• Dungeon generation should now properly utilize enough area in small dungeons to allow enemies to spawn far enough away from the human player at the start of battle. This should (almost always) prevent enemies from overtaking the player immediately (particularly dragons).
• Evolving lesser heroes will now retain their number of figures (1 or 2). Previously they could go from 1 to 2 figures, or 2 to 1, depending on the game_setting.txt value for lesser_hero_double_figure_chance.
• Fixed a bug/crash with mods that occurred when loading modded civic tech images. In order to change civic images, you no longer need to specify an image for every civic.
• Fixed a bug with mod file terrain.txt not being read correctly/at all.
• Fixed a bug with autobattle (click twice) sometimes causing the battle to time out and forcing the player to retreat from a dungeon.
• Fixed bug with units in battle sometimes appearing in the Prev/Next Unit rotation as being able to still act, when they actually could not (because they are next to a cave wall or some other inaccessible terrain).
• Fixed bug with some abilities never proccing (Lightning Strike, Disintegration Strike, Judgement of Fire).
• Fixed a bug where the armies of the deity Tlaloc were not invincible. The deity Tlaloc will now have invincible armies (does anyone read update notes).
• Changed the default AI Battle Order for some greater heroes to melee caster (from melee). This should make these greater heroes cast spells when they previously wouldn't.
• Fixed bug with potions and adamantium sometimes not transferring properly when a unit evolves.
• Fixed display bug with the units list screen not updating icons when a units potions, core unit status, or automated status changes.
• Fixed bug with Bandage Self not healing on the world map between game turns.
• Fixed multiplayer bug with message log: beginning of turn messages should now appear consistently for all human players.
• Fixed bug with AI units not using Give Heal/Mana Potion when they should.
• Lairs will no longer spawn on portals.
• Fixed a memory ♥♥♥♥/crash that could occur very rarely during battles with walls present, if a unit next to a friendly wall wanted to move out of a harmful area buff.
• Fixed performance issue with hit chance tooltips during battles, resulting in greatly reduced FPS. Battle hit chance tooltips should no longer cause a significant FPS drop.
• Fixed the Heal Specialist ability heal bonus not appearing in the combat log.
• Fixed bug with AI armies counting units that had flesh to stone or other long term bad buffs when evaluating if their army was stong enough to go down another dungeon floor.
• Fixed a crash that could occur when Chaos Attack or Greater Chaos Attack procs a direct damage spell that kills an enemy.
• Fixed bug that could occur with default production being halted for only the first building in the queue, when a building is clicked on the “Buildings Queued for Production” panel in the city screen.
• Fixed a crash that occurs when a world map spell is cast that places a world map buff (eg Living Dead World).
• Fixed a bug with AI only battles that weren't being watched, where AI units would often not properly find treasure. This bug had major performance impacts, as it would sometimes cause AI units to pathfind to random tiles and get hung up on each other, causing very long AI battles that eventually would timeout.
• Units under AI control will now attempt to better move out of chokepoints in dungeons or city walls.
• Attacks chosen as a levelup option by lesser heroes will be rolled appropriately, with increased strikes and damage.
• Fixed bug with AI units not consuming heal or mana potions.
• Fixed bug with mirror images not having correct number of total figures when the caster has more figures than normal (eg Overstrength Company civic).
• Fixed bug with buff durations not being decreased correctly on end turn on world map, world tiles and cities; And not being decreased at all on deities.
• Fixed a bug with AI deities incorrectly coring weaker units. AI will now properly core only stronger units.
Terakhir diedit oleh Tlaloc; 23 Feb 2022 @ 3:20pm
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Menampilkan 31-45 dari 111 komentar
Firathmagi 26 Jan 2022 @ 10:51pm 
we gonna use this as a beta feedback/bug report thread or should i make a new thread for each thing
Terakhir diedit oleh Firathmagi; 26 Jan 2022 @ 10:52pm
Tanaka 26 Jan 2022 @ 10:56pm 
Diposting pertama kali oleh Firathmagi:
we gonna use this as a beta feedback/bug report thread or should i make a new thread for each thing

Post in this thread yes.
Firathmagi 26 Jan 2022 @ 11:01pm 
okay, it feels like auto battle AI decides to put units in to "defend" prematurely in dungeon battles causing the front line to become isolated from support units
at least in certain cases
also, old issue but i believe there is too much visual "noise" from some buffs(most notably fire shield and ice shield and the like) making dungeon battles with larger army settings tougher to deal with
also,also, the game seems to not want to give you any choice in the matter of whether gifts are recurring or not which can screw over your economy hard
,,, old issue but ranged distraction does not appear to be adding the debuff
Terakhir diedit oleh Firathmagi; 27 Jan 2022 @ 12:14am
Weljamir 27 Jan 2022 @ 1:00am 
Diposting pertama kali oleh Tlaloc:
Diposting pertama kali oleh Weljamir:
Thanks Mysterio.

Tlaloc,
Integrity verified.
Where would you like to me to send the email.

You can email to deityempires@gmail.com

Or in game you can go to the Load Game screen, click on the save game file once, then click on the Upload button at the bottom right. Let me know if you do it this way so I know to go grab it off the steam cloud.

File uploaded. Zinfek turn 10. It crashed twice after dungeon diving, but I have played past this point (on turn 195 now).
mathmanx 27 Jan 2022 @ 1:04am 
Diposting pertama kali oleh Tlaloc:
We have released Update 2.0.1 as a closed beta for the time being.


• Added key advance_to_next_army_worldmap to game_settings.txt. Set this to 0 to prevent the game from automatically selecting the next available army if your current army can't perform any other actions, or set to 1 (the default) and the game will automatically jump to the next army when your current army cannot move further.

Huzzah! Praise be to Tlaloc!
Tlaloc 27 Jan 2022 @ 5:25pm 
Diposting pertama kali oleh Firathmagi:
okay, it feels like auto battle AI decides to put units in to "defend" prematurely in dungeon battles causing the front line to become isolated from support units
at least in certain cases

The battle AI has changed: non-melee units (determined by units battle order) now follow melee units in battle. In the case that a bottleneck/chokepoint occurs and different units want to get past each other and can't, the units may appear to "defend" and stand still for up to 2 turns, while they try to find ways around the bottleneck that are less dangerous (there is code that attempts different ways around, but its not very robust). After 2 turns they should become more reckless and charge towards enemies (even squishy caster units), which should always unclog the bottleneck. We will probably reduce this in the next update so units immediately move when they are blocking paths (rather than wait 2 turns) even if it is a reckless move, unless we find a more elegant solution.



Diposting pertama kali oleh Firathmagi:
also,also, the game seems to not want to give you any choice in the matter of whether gifts are recurring or not which can screw over your economy hard

This is a bug. Thanks for pointing this out! Will be fixed in the next update.



Diposting pertama kali oleh Firathmagi:
,,, old issue but ranged distraction does not appear to be adding the debuff

This ability increases the "number of times attacked" for an enemy unit. You can see this increase by opening the Unit Info Screen for an enemy, and right-clicking on the lines displaying avoidance/armor chance/hit chance.
Firathmagi 27 Jan 2022 @ 10:13pm 
oh so ranged distraction wasnt supposed to give the distraction deboff that opened up backstabbing

as for the first case the bigger issue is the even melee units that are "boxed in" by allies will go in to a defend state if their turn happens first in the battle order where previously it felt like units would attempt to wait until they could take a move before going in to defend, this is mostly noticeable on stack counts higher than what the default slider would allow
def most noticeable with undead hoard type tactics as you will see 1-3 units go through a chokepoint then get surrounded and die impotently, possible fix would be to have the game cycle through the battle order 2-3 times before deciding on giving up on moving a unit

also there are three "melee" options in the battle orders, is there much of a difference? if not how bout making ones for moving more or less aggressively

also also as an arbitrary request would it be possible to make it so you can toggle potion auto consume from the world map please

,,, old potential issue from the previous beta but the prospecting changes currently leave open the possibility to reroll bonus resources until you have an "ideal" allotment for a city.
Terakhir diedit oleh Firathmagi; 29 Jan 2022 @ 10:40am
reliankru 29 Jan 2022 @ 11:55am 
I have noticed that workers will quit working if any enemy unit is near, including non-combat units like other workers and transport ships. This is annoying and seems highly exploitable by players against the AI. I recommend changing the code to exclude non-combat units from this feature.
Morgan 30 Jan 2022 @ 8:57am 
Tlaloc, thank you for working on the game! I'm excited to see the changes to diplomacy (stopped playing 1.1.63 due to these limitations) as well as some of the balance changes you have made to hp growth, armor chance, hits from multiple units, Summon Greater Hero and so forth.

I'm hopeful that these will help keep the game a bit more challenging even with units leveled up in dungeons.

Also, thank you for giving Call Lesser Hero some love.

...

Do heroes and deities no longer gain 3hp per level?

I have a steckosaur charger hero who has gained a grand total of 10hp on his way to lvl 13 (started with 158), leaving him actually outpaced by some weak non-hero units when # of figures is accounted for.

For example, a lizardman ambusher has 4 figures with 7 health; my lvl 11 ambusher now has 10 health, for a total gain of 12hp in only 10 lvls (no items or health selected on lvl up). This seems a bit off, so I'm wondering if it's unintended.

On the other hand, my Deity Ssassrah seems to be gaining a steady 2hp per level.

This is a brand new game created under 2.01 yesterday, no mods.


Also, Ssassrah only has a capacity of 1 healing and 1 mana potion, instead of the usual 5 for deities. I'm guessing that this is an old one that needs fixing.
Terakhir diedit oleh Morgan; 30 Jan 2022 @ 10:15am
Firathmagi 30 Jan 2022 @ 12:05pm 
it would be nice to have a drafting system for greater heros rather than it being 100% rng since the pull pool is bigger now, maybe draw three, pick one?
Also if cast progress on call greater hero doesnt save maybe make it so it does? right now you can get about 2 relatively early if you rush some things but if you get bad rng with the selection it kinda bogs down your progress
Terakhir diedit oleh Firathmagi; 30 Jan 2022 @ 12:57pm
Morgan 30 Jan 2022 @ 3:31pm 
Following up on my earlier post, I just noticed the "Health per Level" column in the Unit Compendium - thanks for adding that, it really helps!

It looks like lesser heroes are currently experiencing health gains equal to their original base unit - pity the poor kobold lieutenant hero!

Would it be possible to tie lesser heroes' health gains to their starting health at lvl 1?

e.g. a Highman Paladin with 200 hp at lvl 1 would therefore gain 3.045 hp per lvl, the same as other 1 figure, 200 hp units like Thronn or Grimdire.
Firathmagi 31 Jan 2022 @ 12:40am 
the hunting feature somewhat breaks living dead battle as animals count as things that can be raised
MiyabiSFG 31 Jan 2022 @ 6:03am 
In-game game options seem to be having problems again with tooltip display. I can't read it because it disappears quickly.

There seems to be a problem with some cave tiles.
https://cdn.discordapp.com/attachments/937718489764990996/937718690697326602/889080_20220131233655_1.png

https://cdn.discordapp.com/attachments/937718489764990996/937718691221618709/889080_20220131233718_1.png
Terakhir diedit oleh MiyabiSFG; 31 Jan 2022 @ 6:40am
Tlaloc 31 Jan 2022 @ 4:32pm 
Diposting pertama kali oleh Morgan:
Following up on my earlier post, I just noticed the "Health per Level" column in the Unit Compendium - thanks for adding that, it really helps!

It looks like lesser heroes are currently experiencing health gains equal to their original base unit - pity the poor kobold lieutenant hero!

Would it be possible to tie lesser heroes' health gains to their starting health at lvl 1?

e.g. a Highman Paladin with 200 hp at lvl 1 would therefore gain 3.045 hp per lvl, the same as other 1 figure, 200 hp units like Thronn or Grimdire.

Could you send us a save game? Will try to figure out whats going wrong with your save game. Lesser heroes should get a minimum of 2 health per level.
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