Greetings, commanders,
Version 0.614 changes how you recruit and how often you can deploy, reworks armour weight, and gives scouts a better chance.
Recruitment
- Recruits now have an affinity that limits each zodiac sign can recruit them.
- Each month brings 2 new candidates of the month sign's element and 2 of its modality.
- Taurus, Aries, Cancer and Leo now have a higher chance of starting with a man-at-arms in roster
Campaign
- You can now only launch 2 missions per month. The mission dialog shows how many are left.
- The forge now allows 3 armour upgrades per month (was 2).
- Researching a bundle without owning its book now costs double.
- Fixes to failed map generation that could result in auto defeat
Armour weight
- Heavy encumbrance penalty reworked: starts one point earlier, but now only costs 1 Movement. Overloaded costs 2 Movement and 1 Melee and Ranged Skill.
- The warning before you deploy only lists Overloaded knights.
Scouts and archers
- Scouts start with Craft 3, and every scout starts with one of Field Medic, Reveal, Backstab, Ambush or Runner.
- Scouts and archers have more health at every class level.
- Three new perks. Ambush: bonuses against enemies that did not see you coming, or that are Distracted. Runner: more Movement and sprint when not Heavy. Anticipation (also for archers): better ranged defence against long shots.
- Scouts and archers in older saves are brought up to the new values.
Battles
- Enemy assassination target won't be used by their escort as "meat shield" anymore
- Fix to spotting vision being inconsistent at night
- Fix to The battle map's fog sometimes reapparing on discovered tiles.
Fixes
- Level-ups no longer show the same stat, perk or skill in all three offers.
- Fixed new class level erasing a sign bonus to health.
- Your settings, including AI thinking, are now kept across updates.
May the stars watch over you.
