Hello there, we have been working, and during testing this new update, we forgot to add an important fix to stamina rulesets. So this event regards both the update and its hotfix, and here are the list of changes:
- Added: Hotkeys for basic attacks 1-X where X is the count of basic attacks in the shown list, PS: attack list must be visible for the hotkeys to work.
- Added: Units now are generated with different levels of attack and defense proficiencies. If their level is above 1, they get additional proficiency. This changes drastically from unit to unit. This is another step forward to unit development. Combat should be more dynamic and with less misses in general, since proficiencies increase accuracy.
- Added: Floating texts for stamina and morale changes to the player's own units.
- Changed: Critical hit chance is now clamped to the weapon's basic critical hit if the unit's accuracy is not high enough (in a nutshell this means that on extremely low accuracy checks will do less critical hits)
- Changed: When a player performs an attack or uses an ability, the current ability list will not close unless said attack/ability ended the unit's turn.
- Changed: Shortcuts are now disabled when a UI window is open in battle.
- Changed: Selected attack icon should have a better effect now.
- Changed: When attempting to use an unusable attack for the moment, a better message is displayed to reflect the reason.
- Changed: Attack rolls are now displayed with two decimal cases for better readability.
- Fixed: Undeployed units' tiles were unwalkable during battle.
- Fixed: A break causing units to be unable to move when numeric superiority is triggered on battle start.
- Fixed: An error when last throwable weapon is consumed (thrown) preventing the auto switch to melee (if possible) to carry on successfully.
- Fixed: Movement range of units was not being reset for raiding.
- Fixed: Accumulated battle effects on the unit during battle were not cleared in raiding, like endedturn, stunned etc...
- Fixed: Toggling private room toggle would activate/deactivate the room input box.
- Fixed: A strong attack should cost at minimum 2 ACPs unless stated otherwise by the attack and at maximum all the unit's ACPs if it consumed any ACP in that turn.
- Fixed: Opportunity attacks were counted in the attack chain and thus costing high stamina.
- Fixed: Only consumed stamina in the unit's turn is used in stamina regeneration as opposed to unit's turn and enemy's.
- Fixed: Network latency issues and improved multiplayer performance.
Today is testing day, so we invite everyone to join in Majo's Online Challenge, in description here:
https://riseofthefoederati.proboards.com/thread/42/online-challenge-majo-world-14?page=1&scrollTo=171
Have fun.