Features
- You can now skip the initial events when starting a new campaign, instantly rewarding and unlocking everything up until your apprentice joins and the Circle tower spawns.
- Crafting recipes now immediately unlock and get remembered once you compiled a valid recipe in the crafting screen! No need to craft them first.
- There is a new optional advanced setting “Randomized Spell Research”, that shuffles the spells on each magic school page. This allows you to bring fresh wind into research by making it more surprising and dynamic. The assigned spells still follow a basic progression, but you can gain access to more powerful spells faster now.
- There is a new optional advanced setting “Second Crafting Profession”, that allows you to purchase a second crafting class a few weeks into the game.
- There is now a rare new soul for Necromancers with a special recipe...
- There is a new ability "Clandestine" available for several, more sneaky, units.
- Circle mages now utilize "Spirewards" to beef up their towers. Each spire they spawn provides one such Ward, greatly buffing defenses and changing the rules of battle. To remove the Ward, the corresponding spire needs to be destroyed. This is only enabled if “Antagonist Progression” difficulty is set to “Stronger” or higher.
- There is now a "Random Mage" option when selecting your archetype, assigning you random crafting and magic schools.
- Zombify and the Zombie Curse now create a new unit "Undead Beasts" out of turned animals.
- A new goblin unit has joined their (disorganized) roster and can also be hired through the Troop Quarters.
- Locations like Hunting Lodges and Border Posts now offer units for hire and replenish every week. They are marked on the overview map by a new icon.
- Slaves can now be sold instead of fired.
Balancing
- The standard setting for World Progression on "Balanced" difficulty is now "Time to Explore".
- Neutral factions (Monsters, Independents, Undead...) do not upgrade their stacks anymore and start with potentially bigger stacks, based on where they spawned. This means their power is locked and you should have an easier time leveling up new stacks and units.
- Tweaked the AI of stacks attacking your tower. They should not abandon their mission so quickly if your tower is surrounded by troops.
- On “Impossible” difficulty, Circle mages use Titans to guard their towers.
- Increased start reputation with Cities all around for a more pleasant start experience.
- Increased the Item Find bonus of "Sky Iron Rune of Cutthroat" from 10% to 30%.
- Increased the Room Crafting speedup from the "Construction table" Workshop extensions from 1 to 3.
- The spell "Prosperity" now affects all your locations instead of just the tower and lodges.
- The "Flight" spell now works on a whole stack for a few days instead of one unit indefinitely.
- Mana conversion rate for "Insight" is now 1:1.
- Shipwrecks now have more thematic loot drops.
- Battlefields drop more artefacts and do so more likely.
- Occultism schools spell "Summoning Circle" has been changed to "Chaos Shrine", a smaller version of the Chaos Altar that allows for early game Demon hiring. Also adapted "Chaos Altar" and "Pandemonium" hiring lists, so Occultists can access the whole cast of Demons.
- The "Sinister Incantations" extension for the Amalgamation Chamber is easier to craft.
- Lore Grimm's Bombs were made stronger, and he gained a new ability.
- For "Demonology DLC" owners an Occult shop now operates in Uram Gor.
- Changed how Philo's Demon-form works.
- The kennel's "Feeding Pit" is harder to craft and there's an alternative extension that is obtainable earlier.
- Raiding tombs now only requires 2 instead of 4 turns.
- Inns, Hamlets, Hives, Construction sites and Grain silos now provide loot the first time you visit them.
- Made the Teleport spell cheaper to research.
- Distilled Aria now triples potion production.
- Added two new week events that can occur.
- Switched Alchemy-recipes of “Sealed Elemental” with “Mindnumbing Elixier” and “Draught of the Giant” with “Dancers Potion”, moving the former up to 3 Thresholds and the latter down to 2 Thresholds.
- “Sky Iron Glyph of Despair” additionally provides +1 Willpower.
- Reduced missile damage of Occultist Apprentices.
- “Sacred Water” deals less damage.
- Doubled the daily magical heal of “Copper Glyph of the Lifegiver”.
- The spell “Instant Castle” cannot be cast into enemy Domains anymore.
- Increased amount of XP gained from harvesting.
- The research to create the Artificer minion now requires flintstones instead of Finon Beer.
- Increased AoE radius of the “Guarding Totem” consumable.
- The “Aggressivenes” difficulty settings now also decide what behaviours the AI can use, with more hostile behaviours being locked behind higher difficulties.
- Selling items now factors in their level (e.g. for demons and levelable artefacts).
- The Demonlord that marks and then turns your apprentice now always spawns in reachable distance to your tower if possible.
- Switched the positions of “Transmute”, “Freeze Water” and “Flight” inside the spellbook.
- Doubled the Proficiency base-income of Landmarks (5 -> 10).
- Increased Allfire base-income of Allfire nodes.
- Improved spawning of the first/closest Apprentice school. Should now always be in reachable range.
- Increased armor of Combat mage apprentices.
- Protector apprentices now start with the "Absorb Pain" skill instead of the additional Shield slot (which they can now learn from leveling up).
- Increased heal value of "Melding Flesh” upgrade for the Undead.
- Changed the Artificer's goal to unlock the Forge to a glyph investment.
- The first Alchemy goal in the spellbook now accepts any Primordial location, not just forests.
- (Demon Scourge) Krahz Al'Guh's present to you allows you to hire Slaves.
Quality of Life
- Gold and mana tooltips now show how much free upkeep remains unused.
- Location Incomes will now display a separate icon for each 5 of the same income to make it easier to read.
- A small number next to a unit’s Artefact/Mind/Glyph-slots now displays how many eligible items you have in your inventory.
- Totem skills now display the totems' ability in their tooltip.
- Colors on shrines now indicate the Buff a visiting stack will receive.
- You can now filter Artificing recipes to display only those that create an artefact.
- You can now display the sell value of items in the tower market/inventory.
- You now get a notification whenever you unlock new units to hire in your tower.
- When hovering over a Room reward in a city, it displays that room's tooltip so you can actually see what that room will do.
- Active Spells now show their effect tooltip for a quick overview of what you are spending your mana on.
- Random generated maps (3D world and overview map) have the extents of the world now clearly marked with a border element.
- The base campaign has the extents of the world marked only in the overview map
- Advanced Settings are now better integrated in the campaign setup flow. Allowing for starting the campaign from within the settings screen (no need to go back again).
- The Hero/Apprentice overview screen now also selects the focused stack/lodge when clicking on them. Selecting a dead apprentice there also allows you to inspect them and even fire them.
- Skillbuttons in Battle now show certain aspects of the skill: how many actions the skill costs, if it ends the units turn, if the skill repeats until all actions are used, and if the skill costs focus.
Bugfixes
- Isgrimm's story does not unintentionally give you the Artificer page anymore.
- Fixed double text in Sword of the Swordmaster.
- Fixed the bug where some battles in adventures would show you a lower combat power than the opponent army than actually had.
- FIxed issue with skills like Harvest/Mine not clearing a saved path, thus the stack wandering off when ending the turn before the harvest is complete.
- Fixed the Coldmark "Mole Race" adventure deducting its entrance fee twice.
- Fixed Firebloom Coating and Flame Armor Potion having no prices.
- Fixed faction-wide spells that do not provide unit bonuses still being displayed in battle.
- Fixed an issue where canceling any active spell would not correctly update your free mana upkeep.
- Fixed an issue where inspecting a unit in shops would show promotions that were replaced by other promotions.
- Fixed a bug in Antagonist AI that caused Antagonists to send only weak attackers or no attackers at all or sometimes multiplying their stacks.
- Battle Enchantments, such as "Volcanic Activity", do not trigger in the first round of combat and now correctly show their warning first.
- Fixed broken combat UI if defender has First Strike but Attacker prevents retaliations.
- The Consume Corpse skill now shows the correct heals for the correct units.
- Reduced volume for "Blinding Powder", "Throw Sand" and "Throw Gunk".
- Fixed the sound for “Meteor” being off target.
- Fixed daily regeneration calculation sometimes being wrong in Health tooltip.
- Fixed bug in crafting if a crafting slot disappears by finishing another crafting -> resulted in possible Exception and refunded the cost of the just finished crafting.
- Fixed the issue where only one Shaper Ruin could be researched from the spell book per campaign. Now every "Shaper Secret" reveals a Shaper Ruin. (Will not reveal them retroactively.)
- Fixed not being able to switch filters via triggers for Demonology Crafting when using Gamepad.
- Fixed stun not stopping the attacks if defender stuns the attacker during melee skill.
- Fixed an issue with Autoresolve, where your only unit would be marked as "could die" although the prediction was a Heroic Victory.
- Fixed an issue where Undead did not spawn if Darkvale was entered after visiting Sevenkeeps - now both the Gate and Sevenkeeps should spawn them and tell you to bring their remains to the gate for a reward.
- Stacks aren’t allowed to move over locations with interactions (e.g. Shops) anymore, which prevents enemies standing on those locations and can’t be attacked.
- Fixed being able to protect the player tower by surrounding it with player owned locations by allowing stacks to move over locations not owned by that stack's faction.
- Fixed Isgrimm employing Human Crossbowmen instead of Dwarven ones.
- Fixed Isgrimm going into Cold War lowering reputation with the trolls.
- Fixed issue where “Tabula Rasa” would not cleanse all the status effects that “Cleanse Ally” does.
- The Crypt of the Revenant Adventure should now show better which adventures to follow to unlock the location.
- Fixed issue where additional spawned units in battle could spawn on tiles which are impassable.
- The toggle buttons in the advanced settings now have hover and click sounds.
- Fixed issue where you would still gain reputation from locations even if they are conflicted.
- Fixed camera not being at the correct position when switching between the world and the overview map.
- Implemented a level up fallback entry, for if somehow a unit would run out of eligible upgrades, to allow you to still gain something and continue leveling up.
- Quickload now checks and displays errors (e.g Missing DLCs).
- Autoresolve can now correctly handle units that are immune to routing.
- Fixed retreats counting as victory for levelable items.
- The icons for special states within unit portraits (like slaves, clandestine, etc.) now correctly update when leveling up/equipping an items that changes this state.
- Stacks with Adventures on them won't repeatable attack a stack and thus trigger an adventure. They stop after the first time.
- Fixed an issue where a retreating stack would sometimes make a weird detour, travelling a substantial distance around a mountain or similar.
- Fixed various ghost units and locations to be visible when overlapping with fog of war.
- Fixes an issue where bonuses for stackmates would not be updated correctly if they gain the required conditions later on. (e.g. Pack Tactics and Puppetmaster)
- Fixed an issue with adventure spawning, where it sometimes overwrote existing ones or wasn’t able to spawn.
- Fixed certain tiles not being valid to summon a location on, that seemed like they should be (e.g. frozen terrain for Instant Castle & Wells).
- Fixed an issue where unit details would retain and show false data from being opened previously.
- Line attacks, such as Fire Breath, are blocked by high obstacles.
- Teleport skills, like Prowl or Burrow, cannot be used while the unit's movement is somehow prohibited (e.g. rooted).
- Fixed an issue where upon loading some unit incomes would be duplicated (e.g. Aristocrat).
- Fixed an issue causing items in additional inventory slots added to units to be returned to the users inventory on load.
- Fixed an issue causing the no file access error message to not appear.
- Fixed an issue where enemy stacks would spawn inside locations they are not allowed into (e.g. shops).
- Fixed the lighting being too bright or weird when inspecting a unit in combat.
- Fixed being able to have two flying tower spells active. They now cancel the old one before applying themselves.
- If you lose an item slot on a unit the equipped item will now be returned to the inventory.
- Fixed an endless loop in Demon lord Azra'Zil’s adventure.
- Fixed an issue where levelups choices are different after restarting the game.
Modding
- Fixed the hardcoded maximum Level in Occultism's Sacrifice spell (affected modding).
- Adapted City/Antagonist reputation levels so they are more easily moddable.
- Extended functionality of WorldSpawnerRule for modding (you can inject and control all kinds of stuff now).
- Tuned down Human_PurityKnight_01 footstep sounds.
- Image Size for all Images can now be queried in the mod developer menu to make it easier to create new images with the correct sizes.
- Changed how .odlo overrides work. All assets in content packages should now be overrideable regardless of how they are loaded.
- Added mod developer menu option to copy the content reference of an asset to the clipboard for easier mod creation.
- You can now import .ogg, .wav and .mp3 files. The extension will be stripped when determining the content path for it. e.g. “sound.clip.ogg” will be addressable as “sound.clip”. Due to some limitations all audio needs to be loaded upon startup so don’t add gigabytes of sounds.
- Fonts can now be imported into the game.
- You can now use the new type PerLanguageFontSettings to override fonts for a specific language. Default Configuration can be found at com.ownedbygravity.sf.base/ DefaultLanguageFonts.asset. Additional Configurations can be added by having an asset with a different name and the ApplicableLanguages property set to your language.
- Exposed more properties to be moddable.
- Stackslots are now defined by a contentReference in the Factiondefinition, so they are easier moddable.
- You are now able to create new unit definitions via modding.