Sorcerer King 1.3 Changelog (Release)

Released  10.8.15


Feature -- Build Queue

You may now "queue up" seven building improvements and units on your city.  This will decrease the micromanagement of your empire. Chosen improvements and units are added to the bottom of the city management screen (up to seven at a time). Rollover each item and click the arrows to change the queue order or click the X button to remove the item from the queue.  World improvements (e.g. clay pits) will also be added to the queue.  Fair warning -- servants of the enemy may start targeting World Improvements in the future.


UI Enhancements

+ City projects can now be reordered by using the '<' and '>' buttons on each city project entry in the project list of the City Details Window.

+ Tweaked the placement of the Group buttons on the Sovereign Customization screen

+ Crafting Window will now re-select an item being enchanted.  This should reduce frustration with re-selection.

+  On the City Details Window, the "built improvements" section now shows World Improvements that are linked to a city.

+ Added logic to auto-equip code so that it will fill empty weapon / armor slots with best attack / defense items equipable.

+ Leaderboards button now opens in separate browser window rather than in Steam overlay.  

+ Holding the control key when clicking the [X] on city project entries bypasses the "are you sure" prompt.


Balance

+ The Air Elemental unit now has the active abilities 'Mass Knockback' and 'Thunderstrike'


Bug fixes

+ Auto-equip now equips weapons too

+ Fixed Peregan's "Master Stealth" ability to work with Sorcerer King units

+ Cities built on tiles that have been enchanted will now use the proper City tactical map when invaded.

+ Hooked up icons for Death Charges and Vengeance

+ The Chaos 7 book now gives a Spellbook Enchantment.

+ Fixed the Guardian's 'Tremor' ability.  Updated the text description and fixed it's 'Immobilization' effect.

+ Units can no longer Auto-Equip during a Battle

+ Oasis (Medium Map) now supports 5 Rivals

+ Earthly Familiar now properly drains it's '1 Mana per-turn ' maintenance cost

+  Fixed a case where the "Rush" ability was missing an icon in the Initiative list.

+ "Earth Shattering Strike" no longer consumes a Sovereign Cast.

+ Fixed a problem that if the player ended their game and started a new one, some building improvements could not be built.

+ The Sorcerer King spell "Wretched Armor" now properly gives Physical Defense

+ "Wrath Of God" ability description now properly matches spell's ability.

+ "Ray of Judgement" tactical spell now lowers enemy defense instead of increasing it.

+ fixed bug where the "enemies lose a turn" part of the Nightmare tactical spell did not work.

+ "Flying" ability will now be properly applied to units (e.g. Xii the Archon)

+ Removed Venom Sword Recipe as it gave the same item as the Venom Short Sword Recipe

+ Added several missing recipe names

+ Fixed bug with resource tooltip breakdown where it lists city and wild improvement sources separately in the breakdown, but the city amount was not properly omitting the amount from any wild improvements that are linked to the city.

+"Wrath of Thunder" "Aura of Madness", "Hold the Line", and "Wrath of Fire" spells now show up on the city enchantments list.

+ Fixed bug with city battles fought one after another at the same city on the same turn, that caused auto-cast battle abilities would not fire in any battle but the first.

+ fixed text clipping Sovereign Skill Tree Window.

+ Clarified that Varda is from Tarth

+ Fixed bug where recipes did not have a tooltip when given as a reward in battle.

+ Fixed description of commander's "Leadership I" and "Leadership II" abilities so they don't overstate how many army slots they actually grant (both were stating +1 too much).

+ The Tyrant's "Indoctrinate" and Wizard's "Diplomatic" abilities should stick after hitting a turn.

+ Community Fixes

   -  Enchanted Maps now properly gives Birch Scroll X2

   - Clairvoyance Amulet now properly gives Radiant Diamond and Platinum Chain

   - Description for the Avenger's Bow no longer describes itself as a Battle Axe

   - There were two recipes named "Staff of the Furnace", one of which actually made a Hailstone Staff (which already has its own recipe).  Now there is one recipe for each item.

+ Fixed typos.

+ Fixed bug where tooltip for spellbook enchantment items would say that they can be sold for mana, which they cannot.

+The [Build] button on the selection context for wild resources is disabled with a tooltip when reason is that the city queue that the project would be added to is full.

31,487 views 9 replies
Reply #1 Top

Thanks guys, really appreciate the ongoing support. I assume you've seen my bug reports in the 1.2 release thread? The biggest one is:

1) "Nightmare" does not seem to be working (if you fail resistance and get Nightmare you do not seem to lose a turn). This is quite a big deal, as not only does it make one of the Warlord's late skill pick "Nightmare Howl" completely useless, it also makes Harbingers much less dangerous as "Nightmare" does nothing.

Other things I've noticed in my most recent game:

2) Xii the Archon is described as "Flying unit can travel on any tile" but I cannot move him onto Mountains or Ocean, unlike the Falcon

3) Ray of Judgement says it should reduce Defense but actually seems to increase Defense.

4) Arcane Arrow (e.g. as cast by the Necromancer) seems to give ridiculously low damage. It's supposed to be 10 + 2 per shard, but it seems to be giving 1 or 2 damage in my game

5) Falling Star: the description when choosing to research says it does Arcane damage which can't be resisted, when you research it the Spellbook says it does fire damage

Finally, more of a general comment: the Sorcerer King should be much more aggressive with spells when his lieutenants are fighting or in the final battle. I don't know if his logic has not been updated since it was made possible to cast a sovereign spell and have a unit turn, but I don't think I've seen him the SK cast more than one spell a battle. In my 1.2 game last night where I beat Aegethon, I don't think he cast any spells, and this is when SK could have cast up to four spells and had plenty of mana.

 

Reply #2 Top

merlinme,

Thanks for your report.  The issues are on the bug pile :)  

Reply #3 Top


I love what you guys are doing with the game... increasing the difficulty
especially. My two cents are in for adding a Hardcore Mode!
However, there is one bug (or set of issues) that is just killing me: the
City level up screen could use some lovin'.


The biggest issue is that the display of tile yield does not appear to
match the actual value after it is selected. Example: My city has 2
Essence. At level up, I choose a tile that has 1 Essence. After city level
up, the city now has 4 Essence!   2 + 1 = 3, not 4!


Where did this extra Essence come from? Bug, or a standard bonus at some
city levels? I think it is a bug because if I reload a previous save game
and try again, this time picking a tile that has no Essence, my city stays
at 2 total.


The issue above is of course confounded by the fact that the tile yield
displays, themselves, float over the tiles in a haphazard way
(inconsistently)--often making it difficult to tell which tile yields what
resources. (In the example given above, there were no two-Essence tiles
nearby, so I do not think that this display issue was the cause of the bug
I mentioned).


I have already submitted tickets for both the yield bug, and the display
inconsistency:


EYO-286-34110


PAV-918-42824

Reply #4 Top

Quoting nicknamealreadyinuse, reply 3


I love what you guys are doing with the game... increasing the difficulty
especially. My two cents are in for adding a Hardcore Mode!
However, there is one bug (or set of issues) that is just killing me: the
City level up screen could use some lovin'.


The biggest issue is that the display of tile yield does not appear to
match the actual value after it is selected. Example: My city has 2
Essence. At level up, I choose a tile that has 1 Essence. After city level
up, the city now has 4 Essence!   2 + 1 = 3, not 4!


Where did this extra Essence come from? Bug, or a standard bonus at some
city levels? I think it is a bug because if I reload a previous save game
and try again, this time picking a tile that has no Essence, my city stays
at 2 total.


The issue above is of course confounded by the fact that the tile yield
displays, themselves, float over the tiles in a haphazard way
(inconsistently)--often making it difficult to tell which tile yields what
resources. (In the example given above, there were no two-Essence tiles
nearby, so I do not think that this display issue was the cause of the bug
I mentioned).


I have already submitted tickets for both the yield bug, and the display
inconsistency:


EYO-286-34110


PAV-918-42824

I certainly agree that needs to be fixed. However, in the mean time a somewhat easy work around I've found to the problem with figuring out which tile has what yield is to zoom out with the scroll wheel until they are all neatly organized.

Reply #5 Top

Quoting BlackSmokeDMax, reply 4

I certainly agree that needs to be fixed. However, in the mean time a somewhat easy work around I've found to the problem with figuring out which tile has what yield is to zoom out with the scroll wheel until they are all neatly organized.

cool    thanks

Reply #6 Top

Further bug list:

Correction to my report re: Falling Star above, it's actually a Sovereign skill pick rather than a researched spell which was giving the misleading text.

Screen shot of Ray of Judgement giving positive Defense modifier:

6) Wretched Armor seems to be giving +999 spell resistance rather than Defense. I'm not 100% sure if I'd restarted my game since moving to 1.3 though.

Wretched Armor

7) The only place I can find to cast Scorched Earth is on an empty patch of Desert. If you cast it on almost any other terrain it says cannot cast on that terrain. If you cast it on an enemy unit it says "Target tile must be empty". This makes it more or less useless. Screen shot where it says I cannot cast because there is one Sorcerer King unit (left hand side) in the nine tiles I am trying to cast it on:

Thanks,

Merlin

Reply #7 Top

I appreciate your support, Stardock, though the only material way I can show that is to invest in your next project.  Which I've done for years now - the whole way I bought into the Elemental earliest betas was due to how mind-numbingly addictive GalCiv2 was for me.

As for immaterial support - "Thank you!"

Reply #8 Top


I don't know if these have been mentioned as a bug before, but here goes my report.

 

1.) The Defense for Fools Book that should give +2 to defense doesn't work. At least it didn't the few times I tried to use it in my game. Whether trying to use it with a hero or other unit, it consumes the book, but no increase to the Defense stat is shown.

2.) The special ability for the Dwarven Lord (I don't recall what it is called "Winter..." something) that allows the Dwarven Lord and his army to teleport to any ICE tile doesn't work. I tried this several times. It expends the mana, but the army and the Dwarven Lord stays put.

Loving the game so far. Thanks for the updates, especially the build queue! That is a relief!

Damon

Reply #9 Top


+ Leaderboards button now opens in separate browser window rather than in Steam overlay.

This also takes you directly to your profile on the site where you can see your match history.