Sorcerer King 1.5 Changelog -- Release 6/21

Released 6/17/16

Overview

Improvement Razing: Reconsidering where you placed that improvement?  You can now raze an existing improvement and replace it with a new one.

Scouting Report:  Use the 'Scouting Report' to get rumors of adventure early on: do you head to the north to deal with a wily group of bandits, south to the remains of a neighboring town, or westward where a fertile patch of land begs to be settled? Your first choices matter, and Rumors help to inform those initial steps into the unknown.

AI and Gameplay balance improvements: Minor races are smarter traveling on the roads, new flagon crafting recipes, and new units scaling will help you in late game.  Plus some balance and bug fixes. Read below for more details.  


Change Log

Scouting Report  

  • Use the 'Scouting Report' to get rumors of adventure in early game. 
  • When the game starts, some unknown points of interest have their FOW revealed, giving players extra info about the surrounding region.

Increased Intelligence of Minor Race Units

  • Minor Units will no longer clog up roads!
  • If they don't have a destination (ie. they're not moving) and the tile they're on is a Road, then they will find a nearby non-road tile to move onto.

Late Game Unit Scaling

  • Units given from quests will join you at a level that matches your progress in the game.
  • Before, units would join at a fixed value (normally Level 1). In late game, this made them nearly useless, as the first battle they get into they'd get one-shotted.  Now, when a unit joins you, they will be given a level of 60% of whatever your strongest hero is (ex. If your best hero is a Lvl10 Tandis, then the new quest unit will start at level 6)
  • This does not apply to Pioneers. You still need to be careful with them.

Craftable Flagons

Players were getting to points in the game where Flagons weren't dropping any more. Since these are pretty vital to potion-making, we've added some useful recipes unlocked by the Alchemist Improvement.

  • 'Glass Flagon' recipe - Costs 2 Crystal
  • Crystal Flagon' recipe - Costs 10 Crystal

Improvement Razing

  • Players can now destroy improvements to rebuild them elsewhere.
  • Added X button to the 'Built Improvement' icons in City Details to destroy an improvement.  
  • Game will prompt you whether or not you want the building destroyed.  

Gameplay / Balance

  • Fallen Apprentice can now cast Bewilder and Confusion
  • All Drakes now have the 'Deadly Bite' Ability
  • Raised the Mana costs of  'Crusade' (Raised Mana cost from 50 -> 130) and 'Destiny's Gift' (100 -> 250)
  • 'Alchemist' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 10 Refined Crystal
  • 'Alchemist' also unlocks recipes for the various types of Flagons
  • Scribe' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 15 Refined Crystal
  • 'Jeweler' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 5 Metal / 5 Refined Crystal

Bugs

  • Drogon and Xi teleportation abilities now work correctly if those units are stationed in a city.
  • All Trained Units can now properly equip weapons




24,199 views 4 replies
Reply #1 Top

A lot of great stuff here! Thanks!

Reply #2 Top

Craftable Flagons

Players were getting to points in the game where Flagons weren't dropping any more. Since these are pretty vital to potion-making, we've added some useful recipes unlocked by the Alchemist Improvement.

'Glass Flagon' recipe - Costs 2 Crystal
Crystal Flagon' recipe - Costs 10 Crystal

But, ..., but i thought that Scott and Adam said in a dev stream that flagons always dropped (for them) and you had to be a really, really, really unlucky player for them to not drop.:hugme:

Time to retire my own little flagon recipe mod, since you guys now supply one by default.

:beer:

Reply #3 Top

Nice changes. I've been taking it out for a spin, here are a couple things I've noticed.

 

+ I was able to equip weapons on non-hero units w/o enchanting them first woot :)

 

bugs

- enchanted weapons still ignore weapon requirements so I can equip my swords or even bows on wolves spiders etc- pretty sure that is unintentional.

- The vorpal summons sword/spear/bow of the tinkerer are invisible when they are summoned.

- Tinkerer's Archivalist skill grants lore/skill on minor race interactions but shouldn't

 

suggestion:

? There seem to be no equipable spears in the game, so I'm not sure what I'm supposed to equip my pikemen with? Adding spears would be great.

+ Loot mining (the skill that creates chests next to resources) should be changed to add directly to your income, picking up a respawning chest just isn't really fun and is too micro.

+ Warrior’s Might mana cost should be reduced to 1 to make it useful as a very low cost spell that otherwise wouldn’t be used  like summon skeleton

 

Late Game Unit Scaling


+ consider doing a pass through the quests to up the unit count of single unit quest rewards like the swim/lifeguard quest that grants a single swordsman which is pretty useless even early game.

 

Increased Intelligence of Minor Race Units

//If they don't have a destination (ie. they're not moving) and the tile they're on is a Road, then they will find a nearby non-road tile to move onto.//

How about if they don't have a destination they go garrison their capital, then other towns, then camp on the side of the road? That seems a little smarter and should even speed up the game a tiny bit by reducing the on-map unit count. 

Reply #4 Top

Great patch! I'm going to have to start a new game to see how it plays.