I see they released a very big update this morning. It seems to address the scaling issue @cicobuff mentioned (Diff. global: AI count progress slowed down across all diff.settings).
I also see they have beta branches you can opt into. They have ironman mode implemented in the beta plus other new features so I decided to opt in and try it out. I’ll roll it back if I have any issues. The beta version does break save game compatibility though so I’ve decided to start over under the beta-master version. No biggie having to restart since my guys are only level 3 in my current game. Info on joining the beta is linked at the very bottom of the patch notes below.
Update v.0.85.20+26 Urtuk: The Desolation - Mad Sheep Studios
thank you for supporting us and giving your feedback and suggestions!
With that, we were able to improve the game.
So, for the last 2 weeks we’ve done quite some work, so let’s summarize it in the changelog:
Infested creat. calamity - reduced the count
disabled terrain changing from calamities(volcano, moles, earthquake) for Fortress & Stronghold builders
Diff. global: AI count progress slowed down across all diff.settings.
AI optimization (partial route disabled when normal routes found)
better(fair) upkeep wages for mercs & revenant
Refactor or RNG - now we use RandomXS128 for the pseudo-RNG generation - is better
balancing: nerfing some upgradable mutators
added audio for ‘barrel throwing’, small gx updates
AI beh. fix (spearwall casted infinitely)
Added new trait: “Veteran” (+35% armour protection) and added it to the adv/spearman class
added spine2d ‘Barrel thrower’
Spearman - spearwall is not ‘toggable’ ability - you can activate/deactivate it. Doesn’t end turn.
increased stamina cost for normal attacks 35 -> 40
“Siege attack” quest balance - reduced ranged ratio from 0.75 -> 0.30
Angel’s pact - removed the extended title(didn’t work well)
small fix (focus void st.eff.)
Height bonus/penaly damage balancing: now per one level of difference apply +15% / -15% dmg. Max bonus: apx.75%, max penalty: apx. -50%.
Moles intensity reduced
OnMaxFocus -> Mansplitter bugfix: I didnt enabled the nullify focus when max focus was reached -> thus it generated extreme Focus -> even more bonus dmg…
Fortress battlefield builder now persists its rolled map.
Stronghold AI improv.
Battle in arms: progress max: 8 -> 20, reduced the assist chance slightly.
Valdor classes have now immunity against acid effects
Angel’s pact - reduced charges 3->2.
balance (Light weapon), Immortal doesn’t stun anymore and grants 200% HP regen over 2 turns (so effectivelly a bit less with Healing rate).
Siphon life fix (225% -> 75%)
boiling oil gx updates/additions
refactored Settings screen, also added more options.
changed wording “Healing rate” to “Mending” and showing the mending amount also in ext.tooltip.
Poison Immunity achie.trait now progresses if char. gets poisoned 2x within single turn (previous there was a % chance to progress)
earthquake calamity now morphs terrain at steady turn(s) instead of random rate
captured & unsealed villages now have label “Unsealed”.
added new mutator: “life stone” - it’s mergable with any normal mutator and upgrades its level by 3. Also added it as reward after fortress battle
added ‘surviving villagers’ to Stronghold builder, some damage types from environment or ability cost wont grant XP
snipe ability enabled for AI (scavenger marksman)
added delirium st.eff. icon
Rend armour st.eff. - now stacks in duration
hard diff. world level scales slightly faster
decreased boiling oil damage 20% -> 15%
added boiling oil to StrongholdBuilder (villages)
balance: siege: enabled boiling oil but as much slower grow pace, small AI improv. in siege
spike trap - reduced damage 60% -> 45%
Calamities in villages - now reduced chance to spawn ‘sealed tunnels’ to 60%.
oil thrower immune to panic
Angel’s pact now progresses only when target received some damage (ie. not blocked/nullified)
steam current version: 0.85.20+4
will add notes here shortly :wink:
the changes 0.85.19 up to 0.85.20+4 were mostly bugfixes and internal stuff. So from the next update onwards, I’ll write down changelog.
discord update - enabled sending crash logs
village map-generation: made more spaces/doors into pallisades/walls bonefisher 2/18/2020 12:24 AM
ranged allies with ‘ranged support’ won’t fire if the hit-chance is not 100% (to avoid shooting into players units) bonefisher 2/18/2020 12:19 AM
Bounty hunters - reduced spawn rate 32->50 days. bonefisher 2/17/2020 10:04 PM
balance - cultis archer wont snipe by default, only on max-focus bonefisher 2/17/2020 7:39 PM
fix: we cant merge leg. mutators (aka relics) bonefisher 2/17/2020 6:07 PM
in villages, when player attacking, sort the player spawns to be near the enemy bonefisher 2/17/2020 1:13 PM
removed boiling oil from villages bonefisher 2/17/2020 1:03 PM
Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns) bonefisher 2/17/2020 11:13 AM
small fix (scav.spearman had ‘fire xbow’ overfocus) bonefisher 2/16/2020 8:39 PM
Discord - now sending crash logs only at 1 file at a rate of 30s. bonefisher 2/16/2020 7:27 PM
leg.items - trait levels now range 4-10. bonefisher 2/16/2020 5:59 PM
added some validations/fixes for player spawns for few quest types
Two brothers quest - the brothers now will assist the player in battle
small fix with removing items when accessing Party screen when rewards UI is open
the ‘show elev.levels’ feature in battles now also makes the high-profile objects and units transparent
AI will now “wait” if it has an action available, but is out of breath
added setting for toggling on/off the battlefield lightshards and battle log bonefisher 2/19/2020 12:06 AM
fix for ‘merge mutators UI container’ being too small (text overlapped buttons -> can’t click on button)
Discord updates - only connects to server if pending crash log files; v.0.85.20+15
bugfix: kaleta.hex3.utils.HexGameException: The given entity (Priest - Urtuk): getIPBar() returns null (IpBar removed from timeline).
bugfix: kaleta.hex3.utils.HexGameException: Target destination is not passable by walk
bugfix: kaleta.hex3.utils.HexGameException: Cannot equip item: it is not in the equipablesCollection!
removed strongVs for elites bonefisher 2/19/2020 12:50 AM
I re-worked the arrow trajectory math when hit-chance<100%: Now if there is a impassable object (like wall/rock) - it will hit it. And not what’s behind it.
small bugfix with scavenge mission - you could send a char. 2x to mission from open scavenge UI & party UI
Ironman basecode introd.
battle advisor new entry: ALT + map navigation
villages - added barrel thrower, but - it will fire only when terrain gets raised. Otherwise he won’t bother you and stays inactive. (FilthyRobot counter).
GlobalSettings - if battle advisor saved file data < current battle adv. entries, fix it.
bugfix: quest VillagerCornered
bugfix: mutators at max level cannot be merged
fixed the UI bug with not clickable buttons in Battlemap & Campaign (was using mouseNormal instead of mouseStatic)
small fix (not unlocking final party after won game)
limiting foc. gain on damage taken (now: max is 50% of base-attack)
bugfix (drafting prisoners dups)
Furthermore, we have a ‘beta-branch’ with more features already implemented (like the Ironman) but it needs further testing and balancing.
If you’re interested in the beta, please opt-in.
How to opt-in into beta? Link here: