When you bring into battle underleveled character (at least 2 levels below party lvl) - he will gain massive extra XP to cach up with others
) while in deployment phase.Īdded new beast class - "Rhino", AI now can use 'flip'īattlefield camera - allowed to scroll more to leftįinal battle - no terramorph calam.allowedĪdded strongVS traits to unlockable start chars (vampires, werebeasts, ?)Īdded new battle quest - Traders on boiling oil Village map generation updates (slightly more variety), beast won't have catapult.Īdded the possibility to manage party members (equip gear. Also added 'display turn-order' when holding ALT key in battles.Īdded new Game Difficulty - "The Desolation". The drawn turn-order in deploy phase should reflect more accurate.
initial speed is now (0,10) random chosen when ent.gets created for its class. Increased armour value scaling at higher tier levelsĭrafting prisoner calamity - prisoner's lvl scaled to player's lvlĬhar. Maybe a bugfix for crashing game in ironman on closing rewards UI Increased BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 50 -> 75. 'stunning blow' trait won't transfer to a billhook vamp)īarrel thrower not firing at neutral obj.īalancing (hard diff.), levelup XP increased for later levels + aprx. add only traits which fullfill gear requirements (i.e. Worshippers bugfix - now the numbers are normalized around 13 (before 20+) Integrated ironman UI into start game screen Īdded 'stunlock' preventer: if a characters gets pushed back in timeline too much (with slow/stun/.) within short time, it gets a 'stun recovery' for 1 turn which prevents him to be further slowed (thus prevents stunlock). Small fix crashing the game when battle starts With this mechanic we can use the guardian, spearman and footman (who also acts as 'projectiles blocker') as a wall for blocking incoming projectiles. any character wielding shield reduces damage of projectiles by 33%. when a enemy character with shield (or a special trait) stands between your archer and target, the hit-chance is reduced by 90% and the blocking (guardian) enemy is most likely hit (90% as you can see)Ģ. Introducing new game mechanics - "projectiles blocking".ġ. settings balances (less enemies, lvl better scale)īounty hunters - slightly increased the spawn timerĬalamities - tuned down enemy numbers (relic, plague, escaped creatures) Mutators absorption - now you get a proper UI prompt asking if you want to accept or reject given mutator.Įasy/normal diff. "StrongVS Armour" is replacing "StongVS below" Instead just "?".īalance diff, villages threshold next zone is now 50% (66%) at hard.: no level is shown in the unit info UI. to max 2 mutators.īalance diff, for diff. Mutator absorptions - added tracking and limiting abs. Flesh eater - bonus damage is now calculated based on current attack instead of MAX HP. The others range 1-2.īlood Strength - bonus damage is now calculated based on current attack instead of MAX HP. Set Max Mutators absorptions count for each class.
Small fix (scav.spearman had 'fire xbow' overfocus)ĭiscord - now sending crash logs only at 1 file at a rate of 30s.īounty hunters - the spawn rate now is based on days elapsed and battles fought.īalance - cultis archer wont snipe by default, only on max-focusįix: we cant merge leg. Poison resistance - now makes progress only when poison appl. In villages, when player attacking, sort the player spawns to be near the enemy Also we've added a new Vampire class which will wreck you if not handled in time!īut let's summarize all of this in the changelog (warning: it's quite a long list)Īdded new feature: Mutators absorption - after x battles, a equipped mutator might get absorbed into character and become a permanent part of him. We are here with lots of improvements, balancing, tweaks and additions. But now the time has come to do this! And by big time :) Some time has passed since we updated the builds here on itch.