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| Desarrollador: | Coffee Stain Publishing (117) | ||
| Precio: | ▼ $7.49 | ||
| Evaluación: | 114,000 Leyenda | ||
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| Puntos: | 0 + 599 (4.4) ¡ | ||
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Descripción

Adventure Awaits
Explore a wide variety of maps with diverse enemies and valuable loot. Delve into contrasting biomes with unique factions, environments and battlefields.
Build an Empire
Manage resources, research new advancements and expand your kingdom. Plan your towns to match your playstyle – Will you enlist every archer you can to rain death from their bows, or will the eternal legions of Aurelia march to war beneath your banners?
Wage War
Dive into a deep combat system using troop abilities and powerful magic. Combine troops to maximize available spells and damage potential. March into epic siege battles and determine which faction matches your playstyle and strategy. There are many ways to conquer!
Play Your Way
Handcrafted maps for the curious adventurer, or randomized maps for endless replayability. Conquest maps allow head-to-head battles, while Challenge maps offer strategic puzzles to hone your tactical thinking. Find a plethora of maps created by the Lavapotion team as well as our mod community.
Alone or Together
Venture into the world of Aerbor on your own, team up with a friend, or enlist AI allies and enemies - the choice is yours. The majority of maps are playable in single player, co-op, or multiplayer through local hotseat or online.
Four Factions
Four factions are locked in an epic conflict. Arleon, knights of old battling each other for dominance. Rana, ancient tribes fighting for survival in the swamp. Loth, necromancers raising the dead to create a glorious future. Barya, bold mercenaries and inventors dedicated to coin, gunpowder and independence.
Four Choral Campaigns
Listen to the bards as they celebrate your path to victory. Each campaign comes with a unique song that tells the tale of your rise and ruin. Unlock new verses as you complete missions, enjoying the full track at the end of the journey.
In-game Map Editor
The in-game map editor allows you to create your own adventures using the same tools the developers use to create campaign and skirmish maps. Script in-game events, control the soundtrack, write dialogue and share your creations with others!
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Songs of Conquest
Desarrollador: Coffee Stain Publishing
114,000 Leyenda
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Novedades
- Versión: Windows, MacOS
- Última actualización:
- 1.10.4
Fixed Silken Robe spell damage power bonus not being applied
Maps Good Neighbours, Bad Neighbours and The Ancient Valley may now be played using any faction
Updated PVP Battle Only map to support all of Yulan’s variant buildings
Removed invisible blocker in Besieged Borders map
Added content to first Yulan campaign map if is found before interacting with
Removed an unreachable resource from second Yulan campaign map
Fixed issue in third Yulan campaign map where you could get control of before attacked, preventing completion of map
Fixed other minor issues on third Yulan campaign map such as fixing ugly farmlands and preventing wielders from spawning with the same artifacts a second time
Fixed regression in attack/hit animation timings
Fixed Fenghuang becoming invisible after landing
Fixed Fenghuang having a single hex of Zone of Control in the corner of the battlefield while off-screen
Fixed Fenghuang sometimes not flying high enough and ending up looking silly at the top of the screen
Fixed missing visual layers for Xuan, Sheng and Li units in Codex
Fixed issue with losing research on some campaign maps with special town setups when taking the town back from an enemy that is converting it
Fixed Roots Pulses and Hearts not benefitting from bonuses that applied to Ranged troops
Fixed sometimes not being able to fill up a troop stack even if below maximum size when under the effect of maximum size bonuses
Fixed wrong number of unique units in the game in player stats menu when owning Yulan
Fixed cost of non-available troops in troop purchase menu being shown as zero gold
Fixed Yulan “alternative upgrades” buildings not being listed among upgradeable buildings in tooltip in town list HUD
Fixed Yulan random event that had an incorrect number of troop rewards
Fixed AI softlock if troop recruitment building somehow is on non-walkable terrain
1.10.3
Added player numbers on the minimap preview in map lobby to visually clarify relationship between player and starting position so it’s not only color related
Flipped order of Conquest button and Campaign button in the main menu
Fixed research only being applied to Yulan Conscripts, not Mandate Guard upgrades
Fixed broken gamepad navigation in Yulan DLC menu
Misc minor fixes on first Yulan campaign map
Fixed sometimes not being able to complete third Yulan campaign map if winning a certain wielder fight
Misc fixes on Besieged Borders map
Tweaked Sheng Transcendent movement animation speed in battle
Tweaked Sheng Transcendent ability VFX
Added feather impact effect VFX to Feng and Fenghuang
Fixed faulty essence bonus when Occupying a fifth level Yulan town
Fixed AI softlock when trying to recruit with a modded wielder that only has command level 1
Fixed some troops only playing a single attack animation when actually attacking twice against an enemy that doesn’t retaliate
Minister Quioming and Shan the Unbroken are now also Human instead of Faey
Fixed wrong team color used in “They flee instead of fight” popup
Fixed one Yulan random event that never fired
Fixed missing Yulan faction button for Research when playing with mixed factions
1.10.1
Updated pricing on most Yulan research
Fixed softlocks on AI turn after AI wielders spawned on some older campaign maps
Neutral enemies on random maps are now yet again a mix of all factions’ troops when playing with Mixed Factions enabled
Fixed missing frame in death animation of Tian
Removed extra shadow over not-trained Yulan troops with House/Essence upgrades
Fixed missing map icon for free Yulan map
Fixed Yulan maps not having the "DLC - Yulan" tooltip on their Yulan icon in conquest map selection menu
Fixed missing faction banner for claimable Yulan Stoneworks
Fixed Yulan Conscripts, Mandate Guards and Xuan Transcendent having ranged attack range stat
Master Ru is now Human instead of Faey
Fixed upgrade cost not being displayed in tooltip for “quick upgrade” button when the troop is being upgraded to Xuan/Li/Sheng variant
Fixed effect from random event being permanent instead of time limited
Fixed issue in first Yulan map where dropping Feng or Hu into a settlement defense could trigger the sad event of their death
1.10.0Notable additions
Yulan faction and associated campaign
Adventure
Moved Grafting research in Roots Glade research menu to be the first in its category so that it matches the position of the research for all other factions
Fixed inventory background sketches for modded wielders not appearing
Fixed town wall gates appearing in impassable terrain/preplaced walls
Fixed rare edge case where the AI would get softlocked trying to end its movement on the very edge of the map
Fixed troop generation bonuses making Smoldering Cave start to generate Elder Dragons (that could never be recruited)
Fixed situation where an out-of-faction town being converted could be taken by an enemy that also starts converting the town but when the player re-takes the town they suddenly have an out-of-faction town in a normal state
Reset counter for how long to convert a town/settlement when it’s claimed by another team that also starts to convert the town/settlement
Fixed campaign map “vision nodes” showing up in Building Overview menu
Improvements to how towns and settlements that are being occupied/razed/converted are displayed in the Building Overview menu
Battle
In non-campaign games, will now play more epic music in wielder-against-wielder battles
Fixed troops being hit by Heart/Pulse beam attacks sometimes becoming “Affected by Nothing”
UI
Fixed several interactions having the wrong button symbol in tooltips when playing using gamepad
Add faint highlight to all other identical troops when highlighting a wielder’s troop
Multiplayer
Fixed issue where a human team that disconnects while placing troops for a battle and is replaced by AI could not be attacked again
Handle situation where a wielder’s troop belongs to another team and softlocks game when attacking (underlying reason still unclear, but battling now works and saving and reloading fixes the issue)
AI - Adventure
Fixed path finding edge case that would prevent AI wielders from using a portal (and just stand still instead)
Add Raider and Call The Faithful to list of skills that are appropriate for a “mule” wielder
AI - Battle
AI-controlled Hearts and Pulses can now use their song abilities
Make AI a bit smarter about when to use “+X% Spell Damage Power” song abilities
Make AI spread troops out if all enemies are either burrowed or off-screen to try and catch them when they come back
Fixed AI controlled Vanir trolls never switching from melee variant back to range variant
Troops with melee and ranged variants are now always considered a ranged troop when calculating troop roles
Map Editor
Added “Insert new below” button to places where there is a dynamic list of entries
Added option for End Turn triggers to pre-emptively end turns for AI players later in the round
Wielders banned on map no longer selectable as starting wielder in lobby
Map entities that can be “Guarded” by troops can now also have post-battle triggers
Added “skip adding persona positions” flag to dialogue definitions to prevent camera from trying to move to wielders far away
Fixed “Use adventure music in map editor” option not being respected when first entering the map editor
Fixed “insert new entry below” button in trigger effects list moving innocent entries to end of list
Fixed “Artifacts” trigger condition only counting equipped artifacts instead of all carried by wielder (use “Equipped Artifacts” condition for that)
Misc
AI teams in game lobbies now respect the “desired faction” map setting for their teams
1.9.3
Fixed issue where the follow Roderick quest could be skipped on the first map in Rise Eternal on Overwhelming difficulty
Fixed issue with fourth map in Rise Eternal where progression could become impossible by AI wielders killing each other
Should now be impossible to defeat Giandra with Kastus in first map in Rise Eternal
Trying to invade the Faey settlements near the end of the first map in Rise Eternal should result in certain death
Added some missing translations for Call The Faithful skill
1.9.2
Added missing translations
Added minimap markers for the restoration of Grey Tor objectives on fourth map in Rise Eternal
The AI of the fourth map in Rise Eternal will be more aggressive if player tries to stall or doesn't follow the main objectives
Fixed multiple issues with objectives not updating correctly on the fourth map of Rise Eternal
Added som prettifying for triggers on third map of Rise Eternal that previously only existed for the Worthy version
Removed wrongly placed map entity on second map of Rise Eternal
Fixed unreachable Monastery in Shared Goals map
Fixed bugs with and simplified process around selecting victory conditions when setting up a random map
Tweaked when "Restoration of Grey Tor" achievement unlocks for better dramatic timing
1.9.1
Fixed potential "soft lock" on first Rise Eternal maps where it was possible to miss important triggers
Fixed issue where it was possible to have important wielder being removed from second Rise Eternal map making progression impossible
Fixed issue where it was possible to avoid on third Rise Eternal map
Fixed exceptions after final battle on fourth Rise Eternal map if winning with a different wielder than Kastus
Fixed exceptions caused by gaining Risen from a map's final battle
Prevent getting Kastus as random starting wielder if not owning the Rise Eternal DLC
1.9.0Notable additions
Added Rise Eternal tale DLC
Added “Call the Faithful” skill to Barony of Loth wielder skill pools
Added research options for Risen to Forum of the Unseen and Library of Aurelia
Added “Force the Oath” lobby option: If enabled, Barony of Loth necromancy expands to include defeated enemy human troops
Adventure
Fixed receiving Tutor skill from Mystic Hermits even if it is banned
Fixed deactivated entities controlling weather and daylight becoming activated after loading saves or returning from battles
Fixed “interaction hint glimmer” being shown on map entities who had interaction disabled
Battle
Replaced Senechal’s Drain Essence ability with Wait and gave them the passive “Essence Eater” trait (same effect as Drain Essence but applied to targets of attacks)
Changed Faey Fire to be a “magical” attack, caring only about Spell Resistance when calculating damage
Mother’s Scorn ability now damages all map entities not belonging to the same team as the Seed/Root of the Mother (not just town wall gates)
Fixed issue with never ending quickbattles
UI
Fixed objective markers on minimap flipping between colors
Fixed names of visited Termite Nests not showing up when toggling “info mode”
Misc improvements to objectives list display
Multiplayer
Timers on pre- and post battle menus will now only show up in online games if the turn times game setting is enabled
AI - Adventure
Fixed rare edge case where AI would be unable to recruit troops and break out of its starting area because it only had a single small settlement with only resource production buildings but refused to sell any of them
AI - Battle
Tweaked logic for when an AI wielder is determined to be a “spellcaster” in context of being passive or aggressive
Forbid AI from casting Repel on troops that can “teleport-melee” (ie Crones and Nornors)
Map Editor
Allow Landscaper to set/clear “non themed terrain” (e.g. lava, town square and chasm)
Added “Change portal color” trigger effect
Added “Add team bacteria” trigger effect
Added “Troop Count” trigger criteria, which counts how many units of the given type (across all stacks) the wielder has
Added “Battle XP Multiplier” setting to General map setting, a multiplier that is applied to XP gained from all battles on the map
Added option to force which side of dialogue popup that the speaker’s portrait is shown on
Added option to display objectives added during gameplay by triggers as “lose” conditions
Added “AI Ignore” property to hostile armies, useful if you are making a map containing hostiles that you don’t want the AI to attack
Added optional list of “forbidden wielders” that can be set along with other interaction restrictions on map entities and triggers to prevent selected wielders from being able to interact/trigger
Made “banned skills” configuration that was previously dev-only be visible for everybody. Don’t make us regret this by flooding us with “skills missing” bug reports!
Fixed “Wielder Army Value” criteria not calculating army value correctly
1.8.2
Small balance changes to battles in the first Tales of Wonder tale map
Replace Archery with Chaos as starting skill in Tales of Wonder
Make “map completion checkmarks” in Tales buttons also check for completion of tale maps from before 1.8
Make DLC menus “map completion checkmarks” check for completion of 1.8 tales maps
Fixed issue with not being able to level up an existing skill as a reward from map entities if you had no empty skill slots
Fixed Poachers never showing up in randomized neutral armies
Fixed case where research purchase buttons would not show the correct current levels if you lost a corresponding research building
Battle: Fixed troops moving due to Charge ability, Bullrush ability or the Repel spell not triggering Overwatch or Spearwall abilities on the final hex
Battle: Improved AI target selection when using Blind Hatred spell
Map editor: Fixed “Random Value” trigger criteria not working correctly when playing using certain languages
1.8.1
Added “Disable Find the Object victory condition” lobby map setting (note: the Tear of the Tree Mother winning artifact will not spawn on the map)
Fixed issue on Grow map on Worthy difficulty where a gang of friendly troops were unintentionally unavailable
Fixed issue with wrong troops being chosen for dialogue on first map of Mehry’s tale
Made map generation respect selected faction for randomized hostile even if playing using Mixed Factions (randomized hostile set to “Random” faction will still have mixed factions)
1.8.0Notable additions
Added “Tales” as a sub-section to Campaigns as a place for story related maps/missions
Added Tales of Wonder, a 2 story-mission Tale
Moved existing DLC story maps into their own Tales
Added difficulty level to all four DLC related story maps, Steadfast, Sorg’s Journey, Grow, Seed.
Adventure A small many-legged gift Battle Fixed missing sounds when Crones and Nornors where using their “ravenform” Map Editor New trigger effect: Set Interactable. Use to turn the Interactable Component of any entity on or off Now possible to add offset to Area Triggers to place them just where you want them Move To Point behaviours for AI wielders can now be set to transition into a Stand Guard behaviour when they reach their target Number based story objectives can now have their values incremented instead of set to an exact value Fixed exception when trying to display tooltips for troops in “troop selection” dropdown1.7.3
Updated to latest version of the network plugin
Misc fixes and better handling of joining battle as spectator at odd times (such as right before turning on auto-battle or finishing the battle)
Fixed buffs to Roots Broken Vessels "necromancy" from skills, specializations and artefacts not being nearly as impactful as they where intended to be
fc11b2874dbe42a9b615feb1be2fb0ef34733db9 (2022-11-22)Additions
Random map generator – choose the layout you want to use when selecting map in lobby
Added configurable turn timers as a new map settings option for multiplayer games
Added a multiplayer settings menu available to the host in multiplayer games
Added ability to purchase troops from all owned towns and settlements at once when using a Rally Point
Added Japanese translation
Added a few more random events for Loth
Two new skirmish maps added
Eye for an Eye, small 1v1 map
Lion’s Den, XL map with 8 players
Gameplay changes
Game has had a balance overhaul, there will be more ongoing changes and then another bigger one after all traits and abilities are in place.
Balancing
Adjusted research prices for a more standardized price setting across all factions
Added +5 initiative to Steampipers song “The Coin in my Hand”
Building prices and prereqs reworked across the board to be a bit more synergistic and adjusted to troop income worth
Skirmish and campaign maps updated with some different army values and pickups based on the balance changes
Unit changes
Reworked initiative across all units
Increased HP across all units
Max researched stack size lowered for Militia, Rats, and Hunters
Faey rager now gives Chaos, Chaos, Creation
Fist of Order now gives Order, Order, Chaos
Fist of Orders max damage increased by 1 to 25
Faey Noble and Queen's damage increased to 14-18 and 25-30
Toxicologist now costs 250 gold, Bane costs 500
Banes damage lowered to 4-8
Necromancers now cost 750 gold and 1 Celestial Ore
Necromancers max dmg increased to 12
Scavenged bones now cost 850, Blessed bones cost 1200
Bones stack size increased to 10, with research 15
Scavenged Bones damage lowered to 14-16 and Blessed Bones 18-20
Legions and High Legions damage increased to 30-35 and 40-50
Dreaths max damage increased from 4 to 5 and Dire Dreaths damage increased to 5-7
Dire Dreath now gives an additional Chaos
Dire Dreath price increased to 300
Tinkerers stack size decreased to 15, with research 30
Tinkerer now cost 400 and artificers 650
Artificers damage lowered to 9-12
Scarred Brute now costs 1200
Scarred Brutes damage increased to 20-24
Shadow now costs 1000 and 1 Glimmerweave
Sassanid researched stack size lowered from 25 to 20
Sassanid damage increased to 15-20
Shadows minimum damage lowered by 1 to 25
Hellbreath and Hellroars damage increased to 25-35 and 40-50
Hellbreath price increased to 1600 and 1 Celestial Ore
Hellroar price increased to 2200 and 2 Celestial Ore
Guard stack size increased to 30, 50 with research
Guard and Protectors max damage increased by 1
Guard cost increased to 250
Crawlers damage increased to 8-10
Crawlers cost increased to 450
Adult Crawlers damage increased to 12-16
Adult Crawlers cost increased to 700
Chelun damage lowered to 12-14
Chelun Elders damage lowered to 16-20
Dragons damage increased to 40-50
Elder Dragons damage lowered to 50-70
Dragons cost lowered to 2500 + 2 Ancient amber
Elder Dragons cost lowered to 3000 + 4 Ancient Amber
Note: Many units still do not have the trait or ability they’re supposed to have, so more changes might come when those arrive in the game.
Spell changes
Protection cost lowered to 4 Order
Aggression cost lowered to 4 Destruction
Increased the cost of the following spells: Quicken, Invigorate, Onslaught, Justice, Rapid Fire, Rejuvenation
Fireball damage increased to 35/70/100
Invigorate now gives +5/10/15 Initiative, +1/2/3 move. Was +10/15/20 Initiative, +1/2/3 move
Wielder changes
Starting troops adjusted and changed according to new prices
Starting skills changed and adjusted in some cases
Specialties changed and adjusted here and there
Skill changes
Positioning now gives 15 ranged resistance, then 30 and the final tier gives +1 move first round
Prepared now gives +10 initiative and +1 move first round at tier 3
Impressive now gives 10/15/20% more chance of hostiles either fleeing or joining
Raider tier 3 now gives 400 bonus gold and +1 movement and +1 view radius
Battlegrounds
Fixed wrong team color on defender in post battle menu
Disabled turn timers when playing Battlegrounds by friend invite
Twelve more wielders added for use in Battlegrounds
Old battlegrounds armies may now be invalid because of price changes
UI
Rework wielder/building interaction menus into 3 separate menus (town interaction, rally point and troop building menus)
Updated New Round/Your turn popup
Minor additions to purchase wielder menu (Better Barya portrait positioning, more info on owned wielders, always show command skill, hide purchase button on owned wielders)
Show town name instead of "city" in pre battle menu if no wielder is present
Added specific beacon icon to notification HUD
Removed positions that are under fog of war from a wielder’s movement outline
AI Adventure
Performance optimisation
Fixed bug that stopped the AI from claiming certain neutral faction buildings
Fixed an issue where AI could not sell buildings
Made long distance pathing be more precise
Fixed issue with valuable items not being cleared from cache after interaction, creating what appeared to be pathing issues
Fixed issue with distance-to-item penalty calculation
Fixed issue with balancing troops when taking from map entities
Improved situation where AI previously would stop building on its towns
AI Battle
Fixed abandoning its current position for an inferior one due to not treating it as a valid candidate
Fixed ranged units using the movement logic for melee units
Fixed ranged units not evaluating damage done to enemy units correctly if an attack was preceded by a move
No longer makes sub-optimal moves after a good one due to still having movement left
Better at adapting to current situation compared to blindly going for its long term target
Ranged units locked in a zone of control now consider a melee attack
Ranged units less interested in moving to within deadly range as part of an attack to encourage attacking without moving and without penalty
Removed threat from positions an ranged enemy unit could target only by moving
Increased value of high ground when evaluating potential positions
Audio
Added sound when Sim turn is locked
Rework and update turn timer sound effect
Bug fixes
Fixed “You can go back and level up later” mini tutorial showing up at wrong times
Fixed auto-equipping “Any Hand” artifacts replacing main hand weapon even if the Wielder has no artifact equipped in off hand
Fixed bug where camera panned to wielders teleporting in fog
Fixed many instances of sounds and VFX playing for entities that where covered by fog-of-war
Fixed artistic color tints showing up as interactable in-game
Solved at least some cases of players getting stuck on loading screen when other players disconnect during loading
Fixed issue with Bandit Hideout battle map causing exceptions and soft locks when humans or AI attacked them on maps where they had their default defenders changed
Optimizations
Adventure AI optimizations with focus on larger maps
e162e41ef866d9fa71a4983534ee6c2b616ceb92 (2022-12-19)Additions
Battlegrounds can now be played hotseat
Added Buildings and Research to Codex
Added ability for Sappers and Artificers to select which adjacent hex they want to place their palisades/mines on Notable bugfixes
Fixed issues with animations and positioning on troops hit by Faey Fire ability
Fixed threat level calculations often vastly overestimating a Wielder’s spell casting ability
Fixed confirm popup position when disbanding troops with large HUD
Fixed issue that caused modded random map blueprints to throw an exception
Fixed issue causing exception on some dialogue triggers
Fixed issue when multiple players in a simultaneous turns game tried to initiate battle at the same time Gameplay changes
Dead wielders now drop a chest containing all their lost equipment instead of each piece of equipment separately Map editor
Map editor has seen a major update in UX and UI
Map editor will be localized to all available languages, however that work is still in progress UI
Added (dead) suffix to dead player names in team queue HUD
Show spell name and icon in battle when opponents cast spell
Hide leave lobby button while game hosting is in progress
Show troop income in town tooltip even if current amount in pool is 0
Show “out of movement” notification if trying to pillage without any moves left
Added new centered notification type used for major notifications, such as when player enter/exit battle in simturns
Updated world color when an opponent is in battle during simturns
Random events can now be closed with ESC
Added info about rounds left for a construction in town tooltips
Enabled double click on skill buttons in level up menu
Validate if spells have valid targets and update button state and tooltip
Allow loading saves from within battles
Move occupy details into a tooltip instead of the mini menu
Added cost to troop tooltips in build menu
Codex main navigation bar has been changed from text to icons to accommodate more options
Update minimap (and the ping) to be more responsive when enemy wielders are walking
Fixed graphical glitch causing the furthest battle water to look weird Multiplayer
Once again allow a single computer to join multiple teams in online games
Fixed online game being softlocked if a player disconnects while fighting an AI team on the AI’s turn Battle
Fixed graphical glitch causing the furthest battle water to look weird AI Adventure
Fix underlying check for troop inventory that made the AI think it had room for troops when it did not
Generic fix for AI to avoid broken portals AI Battle
Fixed AI troops too often choosing to use the Aim ability over shooting
Fixed AI troops not attacking and clearing blocking map entities
Made Hellroar cannons more likely to attack rather than wait for better opportunities Random Map Generator
Fixed spawn issue for regions resulting in players being isolated from each other
Win conditions can now be specified in layouts using eg. “win_conditions” : [“Beacons”]
Win and lose texts can now be specified in layouts using “win_text” and “lose_text”
ca01991b590417907661c87503979fed073c0dbc (2023-03-08)
Fixed bug reporting
baa2c89db62a7a630efb3f3de463aa72192b853d (2022-11-24)
Fixed portals becoming unusable after playing on one map that has portals and then loading a save on another map with portals
Fixed Rana Guards having a Max Troop Size of 20, changed to 30
b92c094b68ec94aba59042ea7660802b17231409 (2022-10-17)
Additions
Added deployment to Battlegrounds
Added turn timer to Battlegrounds
Time allowed per turn is normally 2 minutes
If you time out, you will only have 10 seconds to perform your next turn
Any time you end a turn yourself, you are back to having 2 minutes per turn
Added option to scale up HUD (“Large HUD” in Video options)
Added additional tooltips to show currently equipped artifact next to inspected artifact
Added three skirmish maps
Small map, 2 players “Calm Before the Storm”
Small map, 2 players “Small Beginnings”
XL map, 8 player “Hate for Eight”
Gameplay changes
Improved death animation curve for Spectres and Seneschals
Lower intensity of Entangle effect light
Remove notifications older than 5 rounds
Bug fixes
Restores HUD when closing inventory using UI button
Closes purchasing menus when attacked during a simultaneous turns online game
Fixed bug where game could end up soft-locked in battle when the last troops on one side where killed by Chain Lightning
Fixed bug where ability sounds were not played for opponents in multiplayer battle
Fixed bug where two players could init battle at the same time in a simultaneous turns online game
Trigger main menu music if returning to battlegrounds army select after battle
Hide pause menu, codex and kingdom menus if attacked in multiplayer
Fixed songs “Fear No Foe”, “Stoutheart Shall Stand” and “The Coin In My Hand” not applying all of their buffs to friendly troops
Battlegrounds
Fixed bug in Army Creator when dropping a troop on an already occupied troop slot the previous troop value is refunded correctly
Fixed bug in Army Creator when setting troop size to 0 did not delete the troop on cancel
UI
Added clearer selected state to Kingdom Overview menus (Building overview, Troop overview, Research and Marketplace)
Hid locked troop slots in Trading menu
Increased font size for the smallest text areas
Reworked town list tooltips and construction UX. Construction animation is now shown when the town is working at max capacity instead of when one building is being constructed in case the player has researched the option to build multiple buildings at the same time.
AI
Changed explore/map entity scoring to increase chance of claiming resource generators
Added dynamic data caches to most adventure related calculations the AI makes per think loop
Tweaked the Battle AI Target selection to be less predictable and more balanced
Optimizations
Major improvements to performance when wielders move around
Known Issues
Sim-turns is at version 0.1
Co-Op (Teams) is at version 0.1
Balance changes are upcoming
All traits and abilities for troops are not yet implemented
Camera in adventure is not working as intended
Battle AI Ranged troop movement is suboptimal
b52b99a658f190a6322623c8940db2dddfaa9db7 (2023-02-06)Additions
Artifact market added
Added gates on adventure map plus garrison when buying town walls
New skirmish maps
Triad Pass, Divided, Proving Grounds
Option to enable End turn confirmation popup. This will be shown if any non defending wielder has lots of moves left
7 new random events for Rana faction Notable bugfixes
Fixed several issues with troop auras
Fixed bug where pause menu could become bugged if left open while exiting battle
Fixed a bug where buttons could become unresponsive in the pre-battle screen
Fixed a bug where artifact inventory could get full and cause index-out-of-range exception Adventure
Fixed dialogue bug where game couldn’t find nearby enemy wielder that was in a town Battle
Ranged units that are reloading can now still perform melee attacks
Repel spell now continues pushing the target even if it triggers mines, attacks of opportunity, etc
Acid Cloud spell now deals damage on each step
If turn timers are active, show the time left for your opponent when it’s their turn UI
Add small entry transition to kingdom menus
In all game lobbies, human players now default to a randomly selected faction, while AI players default to “unknown random faction”
Fixed exception when deleting numbers using backspace when editing turn timer settings
Missing trait bonuses in research codex should now appear
Missing info for garrison in building codex should now appear
Prevent host migration popups after player has reached win/lose screen
Allow double clicking rewards in “select one menu”
Added a convenience button for upgrading vanilla troops within the troop pool in the troop purchase menu
Added upgrade button in wielder interaction header for troops where whole stack can be upgraded
Beacons of Power indicator on player banner in queue in Adventure (shown only if Beacons of Power is a part of the map objectives)
Threat level colors has been reviewed and updated
Visual update on the partnership-picker (teams/co-op) in lobby
Added faction based backgrounds to menus where wielder is interacting with an owned map entity (town, troop producing entities, rally points)
Added Spell Damage Power attribute to Wielder sheet, Level up menu and trading menu when it has modifications (is not zero)
Added wielder class label to each wielder in Codex
Added Win condition to map select menu
Re-layout of wielder trading menu
Fixed issue with rally point menu endlessly switching towns Multiplayer
Added map settings option for affecting initial size of neutral hostile enemies
Fixed issue with online save games and host migration that could lead to exceptions later on because of ID collisions on entities in the game
Fixed issue with gamestate checksum mismatches after host migration
Fixed bug in hotseat where it was possible to see names of items that should be hidden under fog on parts of the map explored by other players
Fixed bug where a team might lose a round of progress in construction of their buildings when simultaneous turns was turned on AI - Adventure
Fixed a bug that made the AI think that going through a teleport is always closer than just walking
Fixed bug related to using the wrong distance, in some cases, when comparing length/cost between two positions to target.
Fixed issue with creating too many recruitment options for the same cities/settlements
Fixed bug where the retreat option was scored unreasonably low, making it not selected as often as it should
Added prototype improvement for hostile/choke detection
Improved usage of pathing to create more efficient traversal
Improved interaction logic resulting in more consistent behavior when interacting the with adventure map
Added support for Artifact Market interaction
Added budget system to enable a thrifty AI Audio
Fixed missing battle troop buff sound effect Random Map Generator
Added wide connections for layouts. Used by adding “wide” : true to a connection node.
Added guard tier for layout and blueprint. Current tier levels are Random (default), Low, Medium and High.
Added guard tier settings for layouts. Used by adding “guardTier” : “Random” to a connection or child node.
Added guard tier settings for blueprints. Used by adding “guardTier” : “Random” to an entry in the blueprint.
Added guard chance for entries in blueprint. Used by adding “guardChance” : 0.5 to an entry in the blueprint. Any value between 0 and 1 is valid.
Fixed guards in groups not having the same gold value
Fixed static objects spawning inside of towns and settlements resulting in blocked paths Misc
Updated and reviewed all tutorials
Added tutorials for Visiting town
Added tutorials for Rally point
Removed lowest terrain quality setting
a391ed077dc895f270bde85671d640728bec7ef2 (2022-12-20)
Fixed error that could occur when venomous troops attacked non-troop targets (barrels, palisades, etc), which would stop the game progressing (could happen in quick battle as well, stopping progress in adventure mode)
Fixed error when you remove all digits in fields for turn timer settings in game lobby
Fixed the double and overlapping scrollbars in option menu dropdowns
945b30055c990c8797c045bbcfadb2aa37866bb2 (2023-05-15)Notable additions
Added Loth campaign
New neutral units added: Poacher, Cut-throat, Silvermane, and Outlaw.
Added new large skirmish map: Shattered Sky Adventure
Added ignore selection behavior on some some adventure smoke effects to avoid selection markers
Added "Interact" as bottom instruction in tooltips when hovering hostile towns far away
Fixed team colors in campaign screen
Added quickload/save hotkeys to pause menu
Added toggle for the autoselect build site feature in build menu
Updated resource trading menu for coop
Updated tooltips for ally wielders and towns
Broken things now give a proper interaction message again
Hideout updated with new neutral units
Coral now has starting skill March
Roderick now has starting skill Guard
Updated tooltips for Beacons and Teleports with an input instruction
Trigger tutorial for Beacons when claiming first Beacon
Allow for more text in purchase wielder stats header text area
Thousands of Sappers were recruited to go through all maps to fill in all the black holes that sometimes appeared near cliffs
Remove exception triggered when opening inventory when another player is in battle during simturns
Made sure that both themed and stand-alone decorations are removed when building walls Battle
Prevent being able to use Blessed Bones’ ability when the stack size is 1
Fixed issue with troop auto-attacking the same target it attacked at the end of the previous round if it is also the first troop to act in the new round (usually after having used the Wait ability)
Fixed issue with not being able to attack after moving into enemy zone of control
Adjust the kill camera angle to provide a less pixely look Map editor
Fixed issue where if you pressed override on Agnostic Town´s Force Faction and set it to None, the editor would crash.
Towns and Settlements now have area, pre- and post-battle triggers
Towns and Settlements can now have an initial defending army
Many objects can now be set as broken in the map editor and fixed using triggers (or vice versa)
Raider’s Market can now have a limit of how powerful artifacts it will stock
Ai Behavior in Wielder Spawn points are now localized
Most components in entities now have an explaining text under the tab buttons
Improve camera storytelling experience by enabling gradual camera panning during story moments using the Camera Focus Points.
Add camera angle between Far and Close call Near to Camera Focus Points.
Add a new trigger type called “Fade to Black” which allows you to fade the camera to or from black to create a dramatic effect or hide actions. Multiplayer
Co-op is no longer considered an experimental feature and no longer needs to be enabled in the options menu
Fixed lose/defeat menu not showing up when last local hotseat player loses
In order to win by holding a majority of Beacons of Power on the map you now need to hold them for three consecutive rounds
Many fixes for win/lose conditions when playing co-op
Show names of all players in the team that won on defeat screen
Misc fixes for notifications relating to the capturing of Beacons of Power
Prevent showing pings on minimap when co-op partner’s wielders move around
Fixed issue with AI not acting when playing co-op plus simultaneous turns and letting the AI take over for a disconnected team mate
Fixed issue with co-op team membership numbers not being shown correctly in the lobby when loading an online save
Fix issues with host migration AI - Adventure
Integrated understanding of Magic gates and enabled AI to plan routes using them
Improved objective scoring overall, i.e playing Beacon maps
Improved reasoning when it comes to purchasing research
Map movement/interaction improvements all over the place
Will stop saving certain resources when estimated expense has been reached AI - Battle
Changed Burst of Strength spell to be used a bit more conservatively for non-aggressors
Changed Protection spell to only be cast on non-aggressive troops if they are already in melee range of an enemy
Changed Ethereal Scales spell to used a bit more conservatively for non-aggressors
Fixed Ethereal Scales spell not being spammed when there were no desired targets
Fixed Entangle spell being cast on enemies already in attack range
Fixed Entangle spell being stacked multiple times on the same enemy target
Fixed AI trying to place several Acid Cloud spells on top of each other Audio
Major mixing pass on whole game Optimizations
Reduce packet sizes in online in order to combat disconnects Misc
Adventure dialogue should now auto type from top to bottom instead of being centered in the middle of the dialogue box
Fixed issue where in the post-game-stats you would see a skull if you lost the quickbattle, but won the manual battle.
Three roads now require you to take all three Beacons again
There is a tutorial for teleporting with Beacons
Portal Colors were resetted to “Default” in the last build, but if you open up your map in the map editor and re-save it the colors should change back
Custom wielders will now show up on the wielder purchase screen if you have access to them
Column headers in map select menu can now be clicked to sort maps
794468fe8bb35f5fde3a4269e099a9f20ac2b404 (2023-06-29)
Misc fixes to reduce online disconnects
Fix boot issue when launching directly from executable (GOG)
Fix issue with AI wielders not always choosing skills correctly
Fix issue with custom mods not being loaded into the game properly
4993a5fbec882d8eaf5be3ef303889e7f465ed74 (2022-11-28)
Fixed issue with The Lion's Den map which caused AI to get stuck and softlock the game
3d8083d604e6bf6cc359f9ee25d34642fb0537f5 (2022-12-06)
Fixed bug reporting
Fixed AI troops stopping in battle when triggering mines/entering gas clouds/etc and potentially softlocking the game
2f9faaca9125954716b6bb9de415403144a4ee70 (2023-05-31)Notable additions
New traits and abilities added to many units
Balance pass
New siege maps with gates
Ranged attacks can now be “blocked” (-50% damage) by walls and other high intervening terrain
Cost changes to many buildings
Threat level overhaul reimplemented, meaning hostile difficulties are calculated differently and have new labels. The difficulties labeled “worthy” and “challenging” still exist, but they will be slightly more forgiving compared to before.
Updated filters are added to lobby map selection menu
New random map menu added to lobby
Added functionality to cast spells in battle queue
Added logic to determine which troop to select when hovering overlapping troops in battle
Each troop now only has one “attack of opportunity” per turn (similar to retaliation attacks) Notable bug fixes
Fixed bug where Aurelia’s dialogue was missing at the end Loth 3 on hard
Fixed bug where AI melee troops would move to high ground despite not being able to attack from it.
Fixed bug where a troop in battle could become untargetable/unselectable if obscured by sprites of other troops.
Fixed bug that would cause immediate exception when loading into skirmish with the first player slot empty
Fixed bug that would cause immediate exception when loading an old save
Fixed bug where an exception would occur after enemy attacks your town Adventure
Prevent HUD toggle on opponent turn
Increased text speed in dialogues and letterbox cutscenes
Movement buffs and Initiative buffs to artifacts lowered or rebalanced
Changed the second tier of Eager from giving 30 initiative to 15 initiative
Changed the second tier of Speed of winds from giving 20 initiative to 10
Upped bonuses from impressive tier 2 from 15 to 20 and tier 3 from 20 to 30
Upped bonuses from raider tier 1 from 200 to 250 and tier 2 400 to 500
Modified campaign maps to fit with new siege style
Slightly increased rewards for old urns, wooden idol and abandoned cart
Fixed pathfinding bug that didn't allow interaction with certain hostiles in narrow terrain
Prevent “Enemy siege was aborted” message from being shown when claiming some neutral towns/settlements
Changed marketplace prices, making exotics more valuable and stone/wood slightly better to sell
Prices of many buildings changed in all factions
Arleon
Peasant Hut now costs 1000 gold, 5 wood was 1200 gold 4 wood
Peasant hut upgrade cost increased by 1 wood
Tavern now costs 1000 gold 2 stone 2 wood was
Tavern upgrade cost switch, adding 2 stone, removing 1 ancient amber
Unlocking rangers in Barracks cost reduced by 500 gold
Castle cost reduced by 500 gold
Loth
Rat warren now costs 800 gold, 5 stone, was 1000 gold 4 stone, upgrade now costs 2 stone, 2 glimmerweave and 3 celestial ore, was 4 stone and 4 glimmerweave
Crypt now costs 1200 gold, 2 stone and 2 wood was 1000 gold, 2 stone and 2 ancient amber
Aurelian sanctums price reduced by 500 gold, upgrade cost increased by 1 celestial ore
Laboratory cost reduced by 500 gold, upgrade cost reduced by 1 glimmerweave
Barya
Piper’s Post cost reduced by 200 gold, upgrade increased by 2 wood
Dreath den costs 1 stone less and 1 wood more, upgrade now costs 4 stone, 4 wood, 2 glimmerweave, 3 ancient ambter. Was 2 wood, 3 glimmerweave, 3 ancient amber
Mercenary quarters upgrade costs changed to 5 stone, 5 wood. Quarters upgrade cost reduced by 2 ancient amber
Fortalice upgrade cost changed, reducing cost by 5 wood and adding cost of 5 stone
Reducing recruitment unlock of sassanids by 500 gold
Reducing cost of workshop by 5 stone and 500 gold
Reducing upgrade cost of workshop by 1 ancient amber
Reducing cost of factory by 1000 gold
Increasing cost of upgraded factory by 5 celestial ore and 5 ancient amber
Rana
reduced cost of lean to by 400 gold , reduced upgrade cost with 1 stone, 1 glimmerweave and 1 celestial ore
Shaman Tent cost reduced by 2 stone and 200 gold
upgrade cost reduced by 2 stone, 2 glimmerweave and 2 ancient amber
Mud huts upgrade cost changed from 10 stone, 3 glimmerweave, 2 celestial or to 5 stone, 5 wood, 10 glimmerweave and 5 celestial ore
Beast corral cost increased by 1 glimmerweave
Beast corral upgrade changed from 3 glimmerweave and 2 celestial ore to 5 stone and 5 glimmerweave
Chelun’s sanctuary cost reduced by 5 wood and 3 glimmerweave and increased by 5 stone and 3 celestial ore
Smoldering cave tier 2 now costs 5000 gold, 10 stone, 10 wood, 15 glimmerweave and 15 ancient amber, was 10 glimmer weave and 20 ancient amber Battle
Fixed issues with the amount of damage that Faey Fire was dealing
Fixed issue with next troop in queue losing modifiers if current troop died while having the same modifiers
Fixed show-all-enemy-range getting stuck when using Alt+Tab
Take retaliation first into account when creating attack preview
Reworked how troops are initially placed in pre-battle
Guard towers no longer always generate 2 units per turn but instead growth is based on the unit generated
Guard towers stack sizes are increased when it levels up
Ballistae damage increased to 40-60, was 15-30
Ballistae hp increased to 50, was 40
Psychic Spear, Justice and Rupture can now be cast on your own troops (now consistent with other direct damage spells)
New traits and abilities
Queen’s Guard has Essence fighter trait, increasing their essence by 1 for every time they attack (to a maximum of 6)
Faey Rager now has the Magic Immunity ability making them untargetable by magic
Faey rager was also granted the Disrupt Essence trait, removing all essence from adjacent enemy troops
Faey fire’s damage was changed from magic to normal and every missile now does 40% instead of 30%
Oathbound and Legionnaires now have the trait Guard
Cultists and Oathsinger’s songs now grant spell damage bonus instead of troop buffs
Toxicologists and Banes now have the trait Mobile, removing their penalty from moving and shooting
Banes now have the trait Stealthy
Seneschal now has the trait Drain Essence, where they drain the essence from all nearby hostile troops, giving it to their Wielder. They no longer have strengthen
Legion now has the trait Shielded
Dire Dreath now has Bolster, activating gives them a battle long buff of 5 offense, defense and initiative
Scarred Brute no longer has intimidating but instread has Front Line Fighter, giving them 10 offense, defense and initiative for every enemy troop adjacent
Hellroar no longer has wait but instead has bombard, selecting a big area to deal 50% damage to.
Protector no longer have the ability protect but now has Bull Rush, running forward until they hit either an object or a troop.
Adult crawler now has the ability Burrow instead of wait, burrowing underground and emerging anywhere on the battlefield. The place to emerge is picked when burrowing and when they emerge their movement is set to 0. If the tile selected for emerging in is occupied the troops instead emerges where they burrowed.
Dragons no longer has wait but instead has Menacing Roar, reducing initiative by 10 and movement by 2 to every enemy within 2 hexes
Balance pass on units
Minstrels health is now 10, was 9
Troubadours max dmg is 6, was 5
Faey Nobles health is 70 was 85, cost reduced by 200 gold
Faey Queen’s health is now 100, was 120
Oathbound health is now 15, cost is 150, was 14 and 140
Legionnaire’s cost is now 270 was 260
Cultist’s health is now 14 was 11
Oathsinger’s health is now 25, was 22
Toxicoligist’s health is now 15, was 12, max dmg lowered by 1 to 3
Bane’s health is now 25, was 20, damage lowered to 3-6 from 4-8
Necromancer’s health lowered to 50 from 60, damage increased by 2
Scarred Brute’s initiative lowered by 1
Tinkerer min dmg increased by 1
Artificer’s min dmg increased by 1
Hellbreath’s initiative decreased by 10, hp decreased by 20, dmg decreased by 5, price reduced by 300 gold
Hellroar’s initiative decreased by 10, hp decreased by 20, min dmg decreased by 10, cost decreased by 200 gold. 1 additional destruction essence added.
Shaman max dmg increased by 1, price increased by 10
Sage price lowered from 340 to 300
Protector max dmg lowered from 8 to 7, cost increased from 450 to 500
Adult crawler’s dmg changed from 12-16 to 10-15
Eth’dra max dmg increased by 2
Dragons and Elder dragons lose 1 arcana and gain 1 destruction
Dragons initiative lowered by 9 to 38, health reduced from 180 to 160
Elder Dragons initiative lowered by 9 to 39, health reduced from 240 to 200 Battlegrounds
Changed some dev armies to fit with new prices of troops
Updated skills of Cecilia and Ravenfayre Map editor
Fix issue where setting “Start with Walls” on a Town did not produce any gates or garrisons when starting the level. AI - Battle
AI can now use Bull Rush ability
AI can now use Burrow ability
AI can now use Bolster ability
AI can now use Magic Immunity ability
AI can now use Drain Essence ability
AI can now use Menacing Roar ability
Changed Faey Fire ability to always be used if troop is locked in dangerous melee combat
AI without a wielder now realizes when a battle is lost and acts a little less careful after that
Fixed AI thinking it blocks ranged enemy troops on ground with too much elevation difference
Fixed AI not considering that a first strike would kill it when trying to pick a long-term target
Fixed AI not trying to pick another target if best target would kill it with first strike Misc
Hotseat game saves now have a separate folder, just like online games
Added “Load Hotseat Game” under Multiplayer in main menu
23a59ebcd6c84b9c86d5e4c2dccd340b9702ee66_2 (2023-06-27)Version 0.86.1 Changelog Notable additions
Player Settings - In the game lobby it is now possible to tweak settings for each individual player to balance the game difficulty. Our previously hardcoded AI “handicaps” have now been moved to this system and are set as each AI difficulty's default values.
Income multiplier - Applied to the player’s total per-turn resource income
Troop production multiplier - Applied per town/settlement to that town’s per-turn troop production
Start with marketplace - If checked, the game will count this player as having one more marketplace than they actually have for purposes of trade prices and being able to trade
XP bonus multiplier - Applied to all normal wielder XP gains
Notable bug fixes
Fixed players not receiving Risen correctly after winning battles during other player’s turns
Fixed being able to see too much info in enemy town tooltips when it’s not your turn
Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
Fixed the issue with not counting garrison troops when checking threat
Adventure
The camera now only follows ally wielders when it’s not your turn
Fixed that “deactivated” things on map (opened chests, magic gates that were turned off, etc) became invisible on game load
Added cost/sell value to artifact tooltips in the artifact market
Hide win conditions from campaign map details text
Added troop cost to non-purchasable troop tooltip in the purchase menu
Fixed issue with inconsistent lighting between different locations on the map and during different weather conditions
Prevent moving camera when right-clicking minimap
Fixed exception when selling last marketplace while having the marketplace menu open
Fixed being able to see too much info in enemy town tooltips when it’s not your turn
Fixed artifacts in backpack being reordered when transferring wielders between campaign maps
Battle
Added gameplay option to add extra delays during AI turns
Added info about quicken in attack preview
Added accept/decline options to fight for the hostile popup and a 10 sec countdown before enabling AI
Lowered attack preview in battle on wide aspect ratios where it could end up outside the screen
Added new color to battle grid used for ranged troops when they cannot use ranged attacks due to reloading or nearby enemy
Fixed tooltips for Aurelia Eternal and Of Glories Gone song abilities saying that it is friendly troops that receive a buff to spell damage power (it is rather the wielder that gets the buff)
Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
Fix bug where end turn confirm popup was shown during simturns when resuming turn
Common
Added some UI improvements to better support ultra-wide aspect ratios
Add player settings to the lobby to customize player handicaps (cheats)
Map Editor
The order of map entities in the toolbox has been changed to be more natural with how we usually work in the editor.
Fixed issue with delayed triggers sometimes not triggering after the correct amount of turns.
Fixed issue with zero delay auto triggers not always triggering at the start of the game
Reassigned default hotkeys for save and save as
Multiplayer
Many miscellaneous changes in order to reduce online disconnects
Online
Added so that the game will automatically try and reconnect after an unexpected disconnect
Misc. fixes to reduce disconnects
AI - Adventure
Made AI better at taking distance into account when selecting regions to move to
Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
Fixed bug where large map entities straddling more than one region was only registered in one
Tweaked down AI’s preference of going after edge or pocket regions
Made the budgeting less strict to allow for better usage of resources
Fixed multiple bugs related to recruiting
Fixed troop transfer logic
Fixed issue with not counting garrison troops when checking threat
Update threat assessment in long-distance pathing to yield more path options
Fixed serialization issue in the budget system
Audio
Add movement sounds to elder dragon
Add sounds to battle gate
Random Map Generator
Added faction synced troop dwellings for player regions
Update layouts for 2,4,6 and 8 player to include troop dwellings
Update layouts for 6 and 8 player to be better balanced
Added increased variation of factions for hostile
Added extended logic to prevent decorations to block paths
Added restrictions to settlement areas to prevent hostiles from spawning near building sites
Fixed bug causing hostiles only have min or max of difficulty value, should now properly pick a value in range
Fixed issue causing grouped regions to sometimes be unbalanced in terms of resources, this should now be vastly improved
Reworked difficulty modifier in layouts to only affect hostiles spawned from the blueprint
Misc
Made it possible to opt out of sending game statistics from the options menu
Update Mod.IO plugin used for community maps
Fixed issue where starting areas on large random maps were too empty
23a59ebcd6c84b9c86d5e4c2dccd340b9702ee66 (2023-06-27)Version 0.86.1 Changelog Notable additions
Player Settings - In the game lobby it is now possible to tweak settings for each individual player to balance the game difficulty. Our previously hardcoded AI “handicaps” have now been moved to this system and are set as each AI difficulty's default values.
Income multiplier - Applied to the player’s total per-turn resource income
Troop production multiplier - Applied per town/settlement to that town’s per-turn troop production
Start with marketplace - If checked, the game will count this player as having one more marketplace than they actually have for purposes of trade prices and being able to trade
XP bonus multiplier - Applied to all normal wielder XP gains
Notable bug fixes
Fixed players not receiving Risen correctly after winning battles during other player’s turns
Fixed being able to see too much info in enemy town tooltips when it’s not your turn
Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
Fixed the issue with not counting garrison troops when checking threat
Adventure
The camera now only follows ally wielders when it’s not your turn
Fixed that “deactivated” things on map (opened chests, magic gates that were turned off, etc) became invisible on game load
Added cost/sell value to artifact tooltips in the artifact market
Hide win conditions from campaign map details text
Added troop cost to non-purchasable troop tooltip in the purchase menu
Fixed issue with inconsistent lighting between different locations on the map and during different weather conditions
Prevent moving camera when right-clicking minimap
Fixed exception when selling last marketplace while having the marketplace menu open
Fixed being able to see too much info in enemy town tooltips when it’s not your turn
Fixed artifacts in backpack being reordered when transferring wielders between campaign maps
Battle
Added gameplay option to add extra delays during AI turns
Added info about quicken in attack preview
Added accept/decline options to fight for the hostile popup and a 10 sec countdown before enabling AI
Lowered attack preview in battle on wide aspect ratios where it could end up outside the screen
Added new color to battle grid used for ranged troops when they cannot use ranged attacks due to reloading or nearby enemy
Fixed tooltips for Aurelia Eternal and Of Glories Gone song abilities saying that it is friendly troops that receive a buff to spell damage power (it is rather the wielder that gets the buff)
Fixed bug causing ranged attack impacts and animation timings to look incorrect when using rapid fire
Fix bug where end turn confirm popup was shown during simturns when resuming turn
Common
Added some UI improvements to better support ultra-wide aspect ratios
Add player settings to the lobby to customize player handicaps (cheats)
Map Editor
The order of map entities in the toolbox has been changed to be more natural with how we usually work in the editor.
Fixed issue with delayed triggers sometimes not triggering after the correct amount of turns.
Fixed issue with zero delay auto triggers not always triggering at the start of the game
Reassigned default hotkeys for save and save as
Multiplayer
Many miscellaneous changes in order to reduce online disconnects
Online
Added so that the game will automatically try and reconnect after an unexpected disconnect
Misc. fixes to reduce disconnects
AI - Adventure
Made AI better at taking distance into account when selecting regions to move to
Fixed a bug where AI sometimes didn’t clear its selected region even though it was empty
Fixed bug where large map entities straddling more than one region was only registered in one
Tweaked down AI’s preference of going after edge or pocket regions
Made the budgeting less strict to allow for better usage of resources
Fixed multiple bugs related to recruiting
Fixed troop transfer logic
Fixed issue with not counting garrison troops when checking threat
Update threat assessment in long-distance pathing to yield more path options
Fixed serialization issue in the budget system
Audio
Add movement sounds to elder dragon
Add sounds to battle gate
Random Map Generator
Added faction synced troop dwellings for player regions
Update layouts for 2,4,6 and 8 player to include troop dwellings
Update layouts for 6 and 8 player to be better balanced
Added increased variation of factions for hostile
Added extended logic to prevent decorations to block paths
Added restrictions to settlement areas to prevent hostiles from spawning near building sites
Fixed bug causing hostiles only have min or max of difficulty value, should now properly pick a value in range
Fixed issue causing grouped regions to sometimes be unbalanced in terms of resources, this should now be vastly improved
Reworked difficulty modifier in layouts to only affect hostiles spawned from the blueprint
Misc
Made it possible to opt out of sending game statistics from the options menu
Update Mod.IO plugin used for community maps
Fixed issue where starting areas on large random maps were too empty
1.7.2_7a64b26088_3693 (2025-10-27)Notable additions
Can now spectate allies’ battles
Can now see position of allies’ mouse cursor
Can now gift towns and settlements to allies, and request towns and settlements from AI partners
Can now trade troops and artifacts between allied wielders (subject to map settings for mixed factions and taking from human allies)
Can now claim map entities owned by allies (subject to map setting for taking from human allies)
Can now request resources from AI allies (within limits)
Can now see what resources allies have
Can now recruit troops (from your own towns/settlements) using allied rally points
Added new 2-vs-2 co-op map: Shared Goals
Added new random map layouts intended for co-op play Notable bug fixes
Hopefully fixed most cases of random maps being generated with stuff blocking passages between regions
Fixed the problem on Good Neighbours map where UI for Upgrade Settlement would get stuck on screen
Fixed issue on Mac that would sometimes ignore single clicks and require double-click
Fixed issue that would allow changing game settings on Tales maps
Fixed bug that could cause AI to get stuck while stashed in town and having a nearby enemy wielder at a specific range Adventure
Fixed issue that made the blocking area of Aurelian Sanctum building too big for its size
Updated Termite Nest to give consistent rewards for each wielder per spawned instant of exotics
Flipped deployment screen troop portraits for the attacking player so that their troops are facing their enemies
Fixed sometimes not receiving "necromancy" (Loth/Roots) troops when winning a battle on other player's turns
Fixed issue where no troops would be given as a reward from a map entity if they didn't all fit
Fixed issue where story camera would not move to the intended spot Battle
Troops that provide the Mother’s Embrace effect will no longer absorb more damage than could be dealt to the original target
Fixed Seed/Root of the Mother “regaining” health during complicated series of events when a friendly Heart/Pulse within range of Mother’s Embrace would shoot it in the back after taking damage from certain spells
Fixed Hearts/Pulses sometimes playing their death animation when taking damage from explosive barrels
Fixed Hearts/Pulses movement reduction from damage-induced attacks only lasting during the current round. It now affects them until the end of their next turn
Fixed defenders in town siege battles not being able to move onto the gate hex
Fixed gate in town siege battles swinging the wrong way
Fixed troops having their movement interrupted due to dead troops that had used Ambush ability UI
Enabled auto-rearrange of wielder inventory via middle-click or right stick
Added more fine grained control over options sliders when using a gamepad
(Hopefully) Fixed Mac-only bug that required all clicks to be double clicks Map changes
Removed a faulty ban of Arleon research on the map Portal Corners - now all research is allowed on that map
Updated map Woods and Walls to block of area of terrain that shouldn’t have been passable
Removed Beacon that was mistakenly placed in A Hot Deal map
Fixed some minor/trivial bugs in maps Three Roads, the Plateau, and Proving Grounds AI - Adventure
Fixed AI spending too much movement (going too far out of its way) to interact with some map entities added in the Vanir and Roots DLC
Fixed rare edge case where an AI wielder would endlessly enter and exit a town or settlement because of a specific circumstance of threat range and map regions AI - Battle
Improved AI use of Onslaught spell regarding troops with Quick trait Map Editor
Fixed bacteria added in DLCs not being available to use in map editor
Fixed a bug that prevented guarded map entities from using any custom battle map Misc
Fixed towns and settlements in random maps sometimes not setting their faction type on the region they are in
1.7.2_7a64b26088_3399 (2025-10-27)Notable additions
Can now spectate allies’ battles
Can now see position of allies’ mouse cursor
Can now gift towns and settlements to allies, and request towns and settlements from AI partners
Can now trade troops and artifacts between allied wielders (subject to map settings for mixed factions and taking from human allies)
Can now claim map entities owned by allies (subject to map setting for taking from human allies)
Can now request resources from AI allies (within limits)
Can now see what resources allies have
Can now recruit troops (from your own towns/settlements) using allied rally points
Added new 2-vs-2 co-op map: Shared Goals
Added new random map layouts intended for co-op play Notable bug fixes
Hopefully fixed most cases of random maps being generated with stuff blocking passages between regions
Fixed the problem on
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4.4(599)
Desarrollador
- Coffee Stain Publishing
- Seguidores: 0
- Plataformas: Android Juegos (10) iOS Juegos (12) macOS Juegos (2) Windows Juegos (16) Steam Juegos (40) GOG Juegos (10) Epic Juegos (10) Xbox Juegos (17)
- Descuentos: 20
- Listas: 49 + 26
- Puntos: 90 + 2,162,941 ¡
- Clasificaciones: 5 (2)
- Comentarios: 0
- Vídeos: 77
- RSS: Suscribirse
Listas (1)
- Songs of Conquest
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Resumen
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- GOG Store
En AppAgg puedes seguir «Songs of Conquest», un juego de Coffee Stain Publishing para GOG en la categoría Juegos de rol. Evaluación AppAgg: 114,000 (Leyenda). Puntos de AppAgg del juego — confirmados: 0; indirectos: 599. Listas públicas que incluyen el juego: 1. Usuarios que lo han guardado en listas privadas: 0. Los usuarios de AppAgg aún no han valorado este juego. Los puntos confirmados registran las visitas a la tienda de usuarios con sesión iniciada en AppAgg; los indirectos se basan en datos de las tiendas. Los dos contadores muestran las listas públicas y los usuarios que han guardado la aplicación o el juego en listas privadas. El juego se publicó por primera vez el . La última actualización del juego fue el . El juego costaba antes $29.99; ahora cuesta $7.49 (75% de descuento). El precio más bajo registrado del juego fue $7.49 (); el más alto fue $29.99 (). Valoración actual del juego en GOG Store: 4.4. Número de votos: 599. El juego admite estas funciones: Achievements, Cloud saves, Co-op, Fantasy, Multi-player, Overlay, Role-playing, Single-player, Strategy. El juego está disponible en estos idiomas: Deutsch, English, Português do Brasil, Türkçe, español, français, italiano, polski, yкраїнська, русский, 中文, 日本語, 한국어. Consulta el historial de precios, añade el juego a una lista o sigue a su desarrollador. Sigue las próximas ofertas y actualizaciones del juego a través de su Fuente RSS. AppAgg no aloja ni distribuye este juego. Todas las marcas comerciales, logotipos y capturas de pantalla relacionados con el juego pertenecen a sus respectivos propietarios.
