Hello everybody! No need to introduce myself anymore.
Changelog:
- Enemy army info added to combat prep:
- By default, you'll get vague details.
- With the military specialist, you'll see squadron details and unit numbers.
- Full squadron breakdowns and the enemy’s next-round picks are now available with additional upgrades.
- New upgrade for the military specialist: a military tactics book that lets you view enemy army details before the fight begins.
- Dead squadrons are no longer marked as available for deployment (some lingering bugs may still occur).
- Improved enemy AI: it now deploys squadrons more aggressively.
- Smarter squadrons: they’re better at detecting high-priority threats while chasing targets.
- Smoother first strikes between squadrons (we’re planning to add a charge mechanic for infantry soon).
- Squadron retreat mechanics: when squadrons leave the battlefield, they’ll try to return to the center. If they fail, they’ll be considered as having fled and will be removed from combat.
- Unconscious units in the army window now change color in both list and card views.
- Faction starting funds reduced by 3x.
- Region state and unit health now save properly when you leave and return to a biome.
Known issues:
- Archers don’t switch to melee when in danger.
- Cavalry is still buggy and requires a complete rework.
- Entity text glitches when asking about objectives after completing one.
- Event characters sometimes fail to appear.
- Artillery deals too much damage, and units hit fall forward without death animations.
- Shops in events don’t save, so they change every time you load a save (same with generated armies).
That’s all for today’s patch! Thanks for playing Holy Grain! This update will reset the progress of your active run.