Sorcerer King Beta 3 Patch Notes

–RELEASED 12/16/2014–


Sorcerer King Beta 3 is now available! Read all about the powerful new Priest and Commander sovereigns and all the rest of the changes below:


Sorcerer King Beta 3 Patch Notes

New Sovereigns

  • Priest - A legendary healer and protector of all who side with the Kingdom, the Priest can heal the broken lands and call in divine favors for incredible, game-changing effects.
  • Commander - A great general who is adept at amassing vast and powerful armies, the Commander is the perfect choice for players who prefer...physical solutions to their problems.

New Content

  • Random maps of all sizes
  • Tons of new quests
  • Added tactical maps for all terrain types
  • New Pariden fortress model
  • New Imperial Remnant fortress model
  • Added Warlock and Shrill units, who laugh at players stacking up tons of armor on early-game units
  • Archivist building - +1 lore, with an additional +1 for each shard shrine connected to city
  • Onyx Throne building - +1 skill, with an additional +1 for each shard shrine connected to city

UI improvements & additions

  • Minimap visual update (shards more visible, colors pop better)
  • Unit enchantments now visible on unit details screen
  • City enchantments can now be canceled from the city screen
  • City HUDs now tinted to city owner's color
  • Lots of new ability icons
  • Added wisp, ship, and twisted magi portraits
  • Increased clickable area on spellbook bookmarks
  • Fixed some color balance issues with the sovereign portraits
  • Improved icons for mana and cast time
  • Portraits for Flame & Frozen fortresses
  • Improved diversity of starting spell paintings 
  • Added visual effects for sovereign tactical spellcasting
  • Particle animations in UI updated to be brighter

Misc features, balance, and additions

  • Significant improvements to long-standing movement calculation issues 
    • Units with higher moves than the army they are in now retain those extra moves when the army is depleted
    • Player is now prompted to use moves that remain after long, multi-turn paths
  • Big update on tactical battles. Thanks to player saved games sent over the weekend, the tactical AI is significantly smarter. Will no longer just whack at the unit right in front but will go after nearby more vulnerable units
  • Enchantments are no longer canceled when player mana runs out - just can't cast new ones
  • Monster wander radius now tied to difficulty level
  • Outposts now cost 1 logistics point
  • Citadel now provides 6 logistics
  • Command Post provides 4 logistics (up from 3)
  • Cloaks are now accessories
  • Ring of Nullification added (arcane damage protection)
  • Best Friend Token added (summons a spider)
  • Golem Token added (summons a scrap golem)
  • Dragon Hide cloak added (summons a dragon) (just kidding, it's fire protection)
  • Umberdroth Hide crafting component added
  • Made game easier on beginner
  • Nerfed SK a little bit on normal level
  • Made spells cheaper
  • Harvest mountain only costs 3 doomsday instead of 10
  • Road movement cost reduced from 2.7 to 1 to make the game move faster
  • Champions can now only equip their proper weapon type, and players will get an appropriate starting recipe with each champion they acquire
  • Hunter unit renamed Sentinel
  • Enchanted tile type added
  • New recipe: Aspect of Speed. Craftable accessory gives +1 to initiative.
  • Minor ability tweaks to address overestimation of their battle rank
  • Workshop does 3 production per level instead of 2
  • Work Camp now does 2 production per level instead of 1
  • Updated ship animations
  • Kill spell can no longer be cast on unique units (no more instagibbing the SK)
  • Hooked up the Ranger's Rain of Arrows and Arrow Storm abilities to test the new SFX systems
  • New Warlord Champion animations added. Attack, Death, Kill, Attack, and Run. (His is a limited vocabulary.)
  • Particles now play on units (ex. Aegethon, Vetrar, Fire Elemental)
  • Visual FX improvements for lots of spells

Bug Fixes

  • Lots of minor quest fixes
  • Donkey headbutt attack now plays
  • Dwarf Crushing Blow now plays animation
  • Warlord abilities Overwhelming Fear, Nightmare, Soul Rend, Deadly Favor, and Death Lash now play their animations
  • Proper enchantments applied to Deadly Favor and Death Lash
  • Urxen Poison Shot now has proper particles, new poison hit particle
  • Fixed tooltips fighting each other (noticeable flickering) when mousing over controls in context windows
  • Lots of typo/grammar fixes in tooltips, unit/spell descriptions, etc.
  • Fixed crash caused by certain values from prefs
  • If a GiveUnit modifier tries to place the new unit in the sovereigns army, it will instead place the new unit in the capital city
  • Fixed animation on abandoned ship goodie hut
  • Red tiles will now never show
  • Mixed Mimbly missing portraits and ability icons
  • Fixed loot - Shadow Warg hide no longer awarded after killing Stalker
  • Fixed a couple of quests
  • Fix for missing Garrote portrait
  • Fixed Heroic Precision spell missing image, name, description
  • Fixed Aspect of Fire description and image issue
  • Fixed issue where lots of ability bonuses were doubled
  • Terraforming spell bug fixes
  • Fixed DM code that was causing certain types of dungeon master events not to be called
  • Fixed bug that prevented minor races from initiating dialogue
  • Fixed bug that sometimes prevented player from initiating dialogue with minors
21,182 views 8 replies
Reply #1 Top

So we take the armor off before fighting a Shrill?  <ChronX>Codeslinger with a Microwave Mortar</ChronX> ...

or aquatars (rust monsters) in Rogue

Reply #2 Top

THIS IS GREAT! Good work! Excited to see the changes!

Reply #3 Top

Edited just now to add a bunch of stuff that Brad banged out over the weekend. /shakes fist WARDELL!!!

Reply #4 Top

If it makes you feel better, the change log doesn't include 90% of the changes I made. :) I should probably document them other than in San and Skype.

Reply #5 Top

This is awesome stuff. Time to delve into Sorcerer King over the holidays.

Reply #6 Top

The Warlord starts with Varda, Maya, and Ben the bear (who re-uses the ice lieutenant's flavor text).

Varda's middle skill names her "Verda".

A weak quest gave me a Scout.  He collects treasure chests.  Later, he found an empty monster ring, and cleared it!

Monsters hit for more damage.  They now show you how much melee damage they do (if you select or hover over them in combat).

Trog archers have 10 hp each, and come in groups of 4 per hex!!  :waaaa:

Random maps seem to be chock-full with resources.

Healing a 3-dudes pikeman from 10/18 hp (two dudes) to 15 does cause a 3rd dude to instantly reappear.  Yaay!

  • Why do pikemen swing their pikes?  Pikes are stabbing weapons (and twist-in-his-guts pull-out-with-his-guts weapons).  You'd get zero leverage to swing a 5# warhead on a 12' stick.

 

Will Tinkerer start with a Tourist with a Flash Camera?  You feel lucky!

Reply #7 Top

Had Varda as the Commander. Ran in to Varda on the map. Had two Vardas.

 

That's kinda lame.

Reply #8 Top

That's awesome!  She should be able to pair up with her clone, and both of them still get their lone ranger bonuses!

Two fiery breaths per combat, egad ... I think you just won.