
Build 2 Patch Notes:
I haven't tested this thoroughly on existing save files. The temple changes should take place the day after, item changes should be applied after taking the item on and off or swapping in the case of armor. Monarch spawn chances and weapon drops should be applied after loading into a new mission. Please let me know how it goes.
Gameplay Tweaks:
- The multiplier for warrior purchases has been lowered. Level 1 recruits cost 200, down from 500. The multiplier for increased levels is level x 200 instead of 500.
- EXP rates have been increased by 50%. This may result in a lot of battle report "spam" since you'll be gaining quite a lot of levels now. In the future, I'll have to update the battle report UI, but UI reworks are time intensive. Balance is tricky, there may be better solutions, but let's see what happens.
- Movement in combat no longer costs "Stamina". The unique effect of the desert biome still remains though. Movement in the desert biome still has a 50% chance of applying "Desert Heat" when moving to or across tiles. That said, the effect has been reduced from -5 Stamina to -2 Stamina.
- Temple has been reworked. You now start with 5 charges for healing and repairing at level 0. Each subsequent level grants +2 charges for a total of 25 charges. The line at the temple that has been building up for the past weeks can finally dissipate.
- Reworked how the Monarchs (bosses) are spawned. Monarchs no longer spawn during the first 90 weeks. Then, starting from week 91, the chance for Monarchs to spawn gradually increases up to the maximum spawn chance at week 300+. The lead up to the 300th week around week 240 will result in a sharp increase in spawn chance. I am interested in seeing whether the EXP increase is enough. With enough planning, it is possible to take down a Monarch at around level 50 though.
- Monarchs now have 0 (excluding minor bonus) Focus, making them effectively unable to counter attack. Should make melee engagements slightly more viable. Attack is now capped at 100 (excluding minor bonus), bringing in a shield should be more viable for tanking Monarchs.
- In addition to the changes to the Monarchs listed above, Monarchs can never spawn on a level 1 mission in any biome and will never spawn if the player has 3 or less warriors in the active party.
- Weapon tiers up to tier 5 have no level requirement. Weapon drops will now drop in accordance to the levels of the monsters. Rusty and Sturdy will drop as soon as the game starts. Complex (old req 20) will start dropping when the monsters are level 11+. So even if the level requirements have been removed, you can't normally get access to higher tier weapons early on. Since weapon drops are scaled to monster levels it essentially means that weapon drops are scaled over time, as monster levels increase every 30 weeks in line with sieges. However, if you upgrade your workshop you can still access higher tier weapons at least up to tier 5 but that would require a significant investment. Either that, or you buy from the marketplace. It also means that as you progress further into the game, losing a high level character isn't as debilitating as you can at least equip low level characters with weapons up to tier 5 if you have access to them. This should hopefully resolve the issue of doing a level 7 mission early on and getting a high level weapon that you have no real use for.
- Workshop upgrade costs have been increased to offset the removal of level restrictions from tier 2-5 weapons. The Workshop should have a lot more value now (reason to defend it) as well as the Vault, since drops have been increased.
- Rings have been buffed, +5, 10, 15, 20, 25 for primary stats. Up from +2, 4, 6, 8, 10. The power of the ring cannot be underestimated.
- A small amount of resources for crafting and upgrading buildings now has a chance of appearing on the marketplace.
- The Vampire Footman's ability, "Heart Drain" has been nerfed. No longer is it 100% hit chance. Hit chance uses standard hit chance formula. Strength drain is changed to -5 instead of -10.
- Light armor no longer gives diminishing Stamina stats. Light helmets no longer grant bonus Stamina.
- Medium/heavy armor no longer has a Stamina penalty. However in the next build I will be making it so that the abilities themselves cost more Stamina if you wear medium/heavy armor. So instead of directly reducing the Stamina stat itself, I will be increasing the amount of Stamina that that the abilities require. This can also open up new perks for the future perks system. This also opens up some very interesting effects for famed/legendary armor, IE an armor that doesn't apply extra Stamina cost for using X weapon.
- Medium/heavy helmets no longer reduce the Attack stat directly. I will look into this in the next build and I might make it so that the hit chance itself is directly affected.
- Characters will no longer gain 0 stat gains on level up. There is now also a chance that a stat can increase by +3. (Please report any instances of 0 stat gains, I should have eliminated all the instances.)
- Characters will now start with a minimum of 5 Strength, a slight breeze will no longer kill them. (Please report any instances of starting with only 1 Strength.) Characters of an existing save file may still have 1 Strength.
- The starting resources for upgrading buildings have been slightly increased. It is now possible to start up to x25 of any given material.
- The value of metal materials (used for crafting equipment) has been reduced.
- Marketplace sell value has been reworked. At level 0, you sell at 50%. At level 1 you sell at 100%, then moving up to 110, 120, 130, 140, 150, 160, 170, 185 and 200% at max level. This means you can craft items in the workshop and make a tidy profit.
- The new equipment that appears on the marketplace has been adjusted to be in line with monster level scaling.
- The amount of resources (fir) required to upgrade the Marketplace has been increased.
- There is now a 100% chance of 25 food appearing on the marketplace.
- The max item stack has been decreased to 25, previously used to be 100.
- The amount of starting inventory space has been increased and inventory space upgrades coming from the vault has been reworked. +25 per level going up to 350 at max level.
UI Updates:
- Added in a toggle called "Extended Markers". This basically toggles on and off the boxes that appear with the combat markers when selecting a tile to move, attacking a valid target or when selecting/hovering over a character. You can access this option in the game options menu while in town.
- Added in attack range radius. IE when an ability becomes valid, when selecting a target you can also see which tiles you can hit.
- Tooltips for tile descriptions have been updated since it no longer costs Stamina to move unless in the desert biome.
- Temple building description has been updated to reflect the new changes.
- Tutorials updated to mention the changes to Monarchs.
- Updated weapon tooltip descriptions to clarify which weapons couldn't attack diagonally and to clarify that ranged weapons have a minimum range of 2 tiles.
- You can now access the glossary/bestiary while in combat. Press "G" to bring it up, ESC or click the exit button to close it. You can only view it while it is your phase/turn.
- Updated character biographies to show which two stats the character is proficient in based on the character's background.
- Updated "gem" description tooltips to note that they are not affected by trade modifiers from the marketplace and are sold at full price regardless of marketplace level.
- Fixed a typo with the "Venerable Sword".
Bug Fixes:
- The above fixes to the armor should have fixed the issue of medium/heavy armors/helmets giving negative stats and glitching the stats up.
- The Beast Skinner's ability, "Flayed Alive" has been fixed. It should now only trigger once instead of spamming multiple times and locking the game up.
- All monster ranged attacks (break helmet/armor too) now cost 12 AP, instead of 6AP. Was an oversight on my behalf. Basically, ranged monsters should not be as ridiculous now.
- Rodent Soldier's "Shield Smash" sound effect (volume) has been slightly reduced.
- The issue with "Defense" not restoring after battle due to combat abilities, should have been resolved.
