Major Changes
- Unlock two additional main storyline missions
- Major economy change: You get a fixed amount of gold from your wizard tower, with very little coming from markets. Markets produce fewer resources for trade per turn, but multiple can be built to stack the benefits. The purpose is to add decision making to what you build and remove the ability to get infinite gold just by building markets
- Load times should be much better now due to not unloading and reloading certain UI scenes every combat.
- Entropy now does AOE damage. This changes it from a convenience spell to break objects to a powerful strategic attack spell, where every breakable object can damage enemies
Minor Changes
- Fix bad location assignment for hordes spawned from spawn lair
- Solo/small group mission quests no longer end immediately when you defeat the boss
- Fix solo/small group mission 3 teleporting the player even without touching substantial water. Also fix enemies killing themselves walking into water
- Reduce how often AI pop on top of objects when trying to walk around them
- Fix skeleton elites not doing damage with their freeze projectiles
- Reduce gold cost of directly buying units
- Increase chance of roaming hordes to attack player city
- Higher level blink spells can be used more often
- Reduce suit of armor magic resistance
- Fix floor trap trigger to trigger off enemy movement
- Enemies will now miss the avatar with ranged weapons if the avatar is dodging
- Enemies no longer play hit reactions from weapons that should not cause hit reactions, such as the player's staff. This was causing it too easy to get enemies to drop shields against mana bolts
- Mana bolts now shoot more accurately when standing still, and much less accurately when running
- Bosses are no longer killed in one hit using thrown objects
- Reduce radius of magic missile shot to require more player aim
- Increase suit of armor shield size
- Increase chance for enemies to dodge ranged attacks
- Show market capacity in trade screen
- Reduce trade cost of spellbooks
- Fix quest generated bosses not having enough health or fall resistance
- Add stairs to section in second level boss dungeon room that makes enemy stuck
- Reduce staff damage by about 25% and bow damage by about 15%. This is to slow down the player time to kill, giving more meaning to allied units
- The mana amulet Fumi's shadow will now eliminate mana burn, rather than increase max mana
- City quests have a longer cooldown
- xxRaIenXX: Upgrading your farm still provides the benefit of the old farm while the upgrade is in progress
- Orgasinator: Zombies now have about half as many hitpoints, but also cost about half as much to recruit. Fixes necromancy too powerful, zombies costing the same as skeleton archers
Upcoming changes
- Next week: Improve overall visual quality of the game with better shaders and environmental effects
- Within about 2 weeks: Marketing should start brining in new players, which should provide more variety for the downloadable city combat feature
- Within about 3 weeks: Each city will have a tournament / challenge. If you beat the challenge you can then court the princess.
- Over the next month: Improved unit sounds
- Within about 2 months: Final mission for the game should be done.
- Ongoing over the next several months: Improved player animations, including a revamped combat system. I might release this gradually instead of all at once. If I can find an animator with more availability this will be a lot faster.
