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Teaser : Changelog Beta Update 11 (early january)

PostPosted: Fri Dec 20, 2013 4:29 pm
by Izno
Hey there !

Because of holidays, we won't be able to patch the game before early January.
Hopefully that won't be too much of a problem, as most of you will be enjoying with friends and families anyway.

But we tought we would give you guys a little something to help you wait, so here is the changelog !

GENERAL

- Added Unit Color items to customize portraits and 3D models (Necromancer applies its color on his puppets)
- Added some Events
- Added many Missions and fixed some existing ones
- Replaced the Training map with 9 new maps (3 factions on 3 difficulty levels)
- Fixed some stucked AI situations
- Beginner map has 60s/turn and no orders
- Removed beginner map after lvl.5
- Added brackets to matchmaking : players must now queue to games with fixed AP limits, and prematch page will always be displayed
- Prematch compensation tweaked to better assess composition when reaching the timeout
- Added small rewards for FiendChallenging mode
- Added a turn limit to Deathmatch mode
- Tweaked friend recruiting system
- Fixed many localization
- Fixed localization to use English as a default instead of French (this is mostly intended for Russian and German languages)
- Fix issue with player being stucked at the end of the match, wich prevent next reconnections to succeed
- Fixed music in lobby and in-game
- Fixed issue where Lobby could still be displayed ingame
- Fixed some crash

GAMEPLAY :

- Fix issue with prematch timeout that could lead to an invalid units count
- Fix issue with prematch that could not start
- Added Keyboard shortcuts for using Skills (mapped on keys "1", "2", "3" of the regular keyboard)
- Fixed 3D messages for Surrounding estimations
- Automatically end a caster activation if he has already consumed his action and his mana/faith
- Simplified Opportunity formula (based on ACC against DOD instead of DOD against DOD + ACC against PAR)
- Fixed IceRing granting protection against magic damage
- Fixed Disabling Shot to apply its malus only if the shoot is successful
- Fixed Putrefaction to trigger the end of the match if the only playable unit dies on the beginning of the turn
- Fixed enemy attack estimation
- Fixed cast estimation to not show false informations coming from regular attacks estimation
- Added Immunity / Fear to the Gargoyle unit
- Added some call/cast limits to some Miracles (Occult Erosion / Crepuscular Princes)
- Fixed the way that Martyr / Devotion worked (self buffs)
- Changed the effects and AP costs of "Possessed" and "Fierce"(changed the way that Fierce works when the unit dies)
- Changed the AP costs of the legendary units
- Added an Insensitive ability to the Flesh Golem
- Reduced the Dual Shot malus
- Reduced the numbers of cast / activation for primary spells
- Reduced received damages for Justice Incarnation (from 15 to 10)

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Fri Dec 20, 2013 5:37 pm
by skydancer
- Added Unit Color items to customize portraits and 3D models (Necromancer applies its color on his puppets)


Are you sure this don't bring confusion in mirror match with many unit on the battlefield? wait to see how it work.

- Removed beginner map after lvl.5
YES!
- Added brackets to matchmaking : players must now queue to games with fixed AP limits, and prematch page will always be displayed
Nice, this will work better in open beta as few players around would limit the ability to choose in what bracket play
- Added a turn limit to Deathmatch mode
How many turn?

- Added Keyboard shortcuts for using Skills (mapped on keys "1", "2", "3" of the regular keyboard)
Nice this would speedup the game a lot.
- Automatically end a caster activation if he has already consumed his action and his mana/faith
Not sure if this is good, sometimes ppl want to cast a stance after see the outcome of their spell but i think it would be a minor drawback for speedup the game a bit.
- Simplified Opportunity formula (based on ACC against DOD instead of DOD against DOD + ACC against PAR)
seem ok at first, but i'll want to see the in game effect.
- Fixed the way that Martyr / Devotion worked (self buffs)
Finally a viable choice.
- Changed the effects and AP costs of "Possessed" and "Fierce"(changed the way that Fierce works when the unit dies)
If i understand what that mean... Fierce will work like in the miniature game, this will bring this skill in top of the "must take" skill list. Really curious to see how possessed was changed especially in the prospective of the Midnor Army list that have this skill as race standard.
- Reduced the Dual Shot malus
Good, was useless skill but beware to don't overpower too much the ranged unit, they're already really strong. Maybe made attack stance just melee?
- Reduced the numbers of cast / activation for primary spells
Finally! Primal attack of Alhan mage was really too frequent. ;D
- Reduced received damages for Justice Incarnation (from 15 to 10)
I could agree with this change but probably this would bring more than 1 valkyrie use this spell in a single game. (also if it's frequecy must be set as it's now : 1 use per game)

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Fri Dec 20, 2013 6:58 pm
by Deep Blue
- Added Unit Color items to customize portraits and 3D models (Necromancer applies its color on his puppets)
- Added some Events
- Added many Missions and fixed some existing ones
- Replaced the Training map with 9 new maps (3 factions on 3 difficulty levels)


9 new maps? WOW and more importantly more single player stuff? you guys really surprised me! (yes sometimes i enjoy some super relaxed fight vs ai to try new stuff :) ). The fix on necro almost makes me want to cry by happyness :D


- Fixed some stucked AI situations
- Beginner map has 60s/turn and no orders
- Removed beginner map after lvl.5


awesome :-) also the fact it has no orders makes it more balanced even for newbies

-
Simplified Opportunity formula (based on ACC against DOD instead of DOD against DOD + ACC against PAR)
- Fixed IceRing granting protection against magic damage
- Fixed Disabling Shot to apply its malus only if the shoot is successful
- Fixed Putrefaction to trigger the end of the match if the only playable unit dies on the beginning of the turn
- Fixed enemy attack estimation
- Fixed cast estimation to not show false informations coming from regular attacks estimation
- Added Immunity / Fear to the Gargoyle unit
- Added some call/cast limits to some Miracles (Occult Erosion / Crepuscular Princes)
- Fixed the way that Martyr / Devotion worked (self buffs)


nice that is more or less what i was asking :) glad you fixed.

- Changed the effects and AP costs of "Possessed" and "Fierce"(changed the way that Fierce works when the unit dies)


how did you change Fierce? and how many AP will they cost? (yeah i can't wait till january :) )

- Changed the AP costs of the legendary units


by how much?

- Added an Insensitive ability to the Flesh Golem
- Reduced the Dual Shot malus


both needed i think. I always felt that the first one wasn't so good at the moment and the second being super bad. I think pre-patch i never saw 2 arrows hitting.

- Reduced the numbers of cast / activation for primary spells


I hope this is only applied to the lion mage :D

- Reduced received damages for Justice Incarnation (from 15 to 10)


was not expecting this change however it is quite good.


good job guys enjoy your holidays :-)

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Fri Dec 20, 2013 9:32 pm
by skydancer
- Added many Missions and fixed some existing ones


Those are the mission where you can send your unit to get exp and currency or the mission you play with your army list? Deathmach, Koth, VIP?

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Mon Dec 23, 2013 1:42 am
by Dragon_Warrior
Sadly i don't see anything dealing with wolfens, especialy crossbowmans.

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Mon Dec 23, 2013 6:29 pm
by Thorh
Fierce with this patch should be that if unit die can continue to move attack etc etc ?

Happy for necro change

Ap cost of leg units cost more or less ?

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Thu Dec 26, 2013 12:52 am
by Dragon_Warrior
bTW
Nothing new for the items ?
Unit slots for items looks promising but will we see them before full version of the game ?

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Thu Dec 26, 2013 10:52 am
by Izno
The item system is being remade, and I don't know when it will make it back into the game.

As for questions, I'm not exactly sure myself and devs are away for holidays, so I guess you guys will have to wait a bit to try or to get an answer.

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Sun Dec 29, 2013 12:43 pm
by Dragon_Warrior
Any info about type of Fierce change?
It will be something like Confrontation 3.5, 3 or 2 ?

Re: Teaser : Changelog Beta Update 11 (early january)

PostPosted: Mon Dec 30, 2013 9:43 am
by Deep Blue
Dragon_Warrior wrote:Any info about type of Fierce change?
It will be something like Confrontation 3.5, 3 or 2 ?


my bet is that you can use your unit on the turn it died (C3 rule i think?)