【奇跡時(shí)代4】觀察者更新2023.7.20開放測試變更內(nèi)容

官網(wǎng)鏈接:https://forum.paradoxplaza.com/forum/threads/open-beta-update-20-7-2023.1594172/

大家好!
自開始開放測試以來又過去了一周,反饋信息仍源源不斷。我們很高興地看到,最近的大部分改動(dòng)都得到了很好的反饋,我們可以對一些更細(xì)微的地方進(jìn)行改進(jìn)。在介紹今天更新補(bǔ)丁的改動(dòng)之前,請注意到:
如上周所述,我們正在完成觀察者更新的開發(fā)。這意味著:
我們不會再更改游戲文本,發(fā)布前所有更改都盡可能少
我們?nèi)匀挥袝r(shí)間修復(fù)崩潰bug,進(jìn)行平衡更改和其他調(diào)整
改動(dòng)較大的變更會放到未來的更新(下平衡個(gè)補(bǔ)丁:魔像更新)
當(dāng)前的更新主要用于修復(fù)已識別的錯(cuò)誤和剩余的小平衡問題。我們還有一個(gè)星期的時(shí)間才能鎖定所有內(nèi)容,因此即使我們現(xiàn)在無法實(shí)施您的建議,我們?nèi)匀豢梢詫⑺鼈兗{入將來的更新。請記住,我們在 Steam 上有一個(gè)子論壇,用于提供開放測試版反饋。
關(guān)于更新本身,今天的主要話題是外交和世界地圖AI。
在上周的更新中,我們對威脅系統(tǒng)進(jìn)行了幾次更新,以調(diào)整AI對玩家施加的壓力。本周,我們通過調(diào)整幾個(gè)修飾符來繼續(xù)這項(xiàng)工作,以減少它們活躍時(shí)可能發(fā)生的激進(jìn)擺動(dòng)。我們還在開發(fā)一個(gè)總體系統(tǒng),以更好地管理來自人工智能的威脅和壓力。
在世界地圖上,我們將優(yōu)劣勢系統(tǒng)納入了難度級別。設(shè)置為“困難”/“野蠻”難度的AI勢力將在戰(zhàn)斗中獲得次要優(yōu)勢/主要優(yōu)勢。我們希望這意味著難度更高的AI現(xiàn)在能夠更好地對抗侵?jǐn)_和古代奇跡,這會使它們在競爭中處于更好的排名,對玩家構(gòu)成更大的威脅。
我們?nèi)匀辉诮鉀QAI在世界地圖上發(fā)動(dòng)攻擊時(shí)自動(dòng)逃跑的問題,如果你有這樣的游戲存檔,當(dāng)你按下回合結(jié)束時(shí),你覺得AI應(yīng)該會攻擊時(shí)它卻逃跑了,請你通過電子郵件發(fā)送給我們?logs@triumphstudios.com。
再次感謝您的所有反饋,感謝大家,觀察者更新正在很好地形成!游戲版本: V1.004.0000.81627

一、觀察者更新補(bǔ)丁2023.7.20變更內(nèi)容
【通用部分】
封建
堅(jiān)守陣線:在每場戰(zhàn)斗中,每個(gè)單位只能被施放一次。
巨龍領(lǐng)主
星辰樣態(tài)從+2魔抗改為+4魔抗
將 "發(fā)布 "更名為 "構(gòu)建",因?yàn)樗m合按下此按鈕時(shí)發(fā)生的過程。
【AI】
增加了AI手動(dòng)發(fā)出戰(zhàn)爭號召的冷卻時(shí)間,即在與被號召參戰(zhàn)的玩家的外交狀態(tài)發(fā)生變化后至少等待 2 個(gè)回合。
更新了計(jì)算戰(zhàn)斗所需兵力時(shí)的AI侵略性
正確添加了以獨(dú)立國家為目標(biāo)時(shí)的AI任務(wù)軍力計(jì)算
根據(jù)難度設(shè)置為 AI 實(shí)施了戰(zhàn)斗優(yōu)勢系統(tǒng)
困難難度 AI 將獲得次要優(yōu)勢
野蠻難度的 AI 將獲得主要優(yōu)勢
實(shí)施了新的自由城市擴(kuò)張規(guī)則,當(dāng)完全獨(dú)立時(shí),它們將以循環(huán)模式擴(kuò)張,當(dāng)它們是附庸時(shí),它們將默認(rèn)重新選擇最高值
對AI威脅系統(tǒng)進(jìn)行了多項(xiàng)調(diào)整:
減少了 "需要朋友 "和 "需要盟友 "修飾符對軍閥和孤立主義 AI 玩家的影響。
現(xiàn)在,"需要盟友 "修改器只適用于關(guān)系的任何一方發(fā)生戰(zhàn)爭的情況,以確保 AI 不會從根本上改變觀點(diǎn)(轉(zhuǎn)為正面)。
系統(tǒng)現(xiàn)在會更多地考慮防御性盟約,不再等到完全結(jié)盟后才應(yīng)用某些因素。
某些?AI 玩家的威脅等級現(xiàn)在會傾向于確保較高或較低的威脅
【外交】
如果聯(lián)盟或防御條約結(jié)束/被破壞,友誼宣言現(xiàn)在將自動(dòng)結(jié)束。
AI 現(xiàn)在將等待幾個(gè)回合,然后在聲明最近結(jié)束后嘗試新聲明。
現(xiàn)在,如果玩家的兩個(gè)盟友相互開戰(zhàn),就會發(fā)送自動(dòng)戰(zhàn)爭召喚。
下放城邦為附庸的帝權(quán)成本降低如下:
下放第1個(gè)附庸:?免費(fèi)
下放第2個(gè)附庸:?25帝權(quán)(上次更新是75帝權(quán))
下放第3個(gè)附庸:?50帝權(quán)
下放第4個(gè)附庸:?75帝權(quán)
下放第5個(gè)及更多附庸:?100帝權(quán)(上次更新是300帝權(quán))
【戰(zhàn)斗】
現(xiàn)在即使戰(zhàn)場召喚物和攻城引擎沒潰逃,也會彈出“所有敵人都已潰逃”對話框。按戰(zhàn)斗規(guī)則你不需要?dú)⑺肋@些單位就能贏。
戰(zhàn)斗AI現(xiàn)在更傾向于優(yōu)先使用解除防御和解除反擊能力。
<不幸>造成的失手概率從10%改為15%
【經(jīng)濟(jì)】
強(qiáng)化透鏡的傷害從 +20 降低至 +10
自然支撐矩陣治療加成從 +20 降低至 +10
強(qiáng)化透鏡不再需要來自相同理念的支撐矩陣。相反,它們需要任意一個(gè)支撐矩陣,無論理念類型如何。
【多人游戲】
在游戲內(nèi)菜單中添加了還原選項(xiàng)
添加了在特定實(shí)例中運(yùn)行的自動(dòng)重新加載
解決了初始地圖設(shè)置期間可能發(fā)生的幾個(gè)不同步問題
解決了導(dǎo)致會話中斷的幾個(gè)不同步問題
解決了會話顯示為凍結(jié)/卡住的問題
【魔典】
強(qiáng)化魔典
強(qiáng)化箭矢:從+4電傷-2物傷改為+2電傷-1物傷
冰凍魔典
寒霜箭矢:(上次更新版本的)+2冰傷-1物傷改回為+4冰傷-2物傷
【世界地圖】
如果(釋放古代奇觀)會導(dǎo)致其他行省與所屬城邦連接斷開,那該古代奇觀就不能被釋放(轉(zhuǎn)移給其他城邦)
添加了地下通道位于自有領(lǐng)土內(nèi)時(shí)的世界地圖視覺效果
地下可挖掘的行省現(xiàn)在有一個(gè)特殊的特效來隱藏里面包含的建筑或資源節(jié)點(diǎn)
【BUG修復(fù)】
戰(zhàn)斗
Taunted units can now correctly be dispelled of the effect.
Fixed an issue that meant Draconic Rage and Berserker’s Rage didn’t work in auto combat. This bug would also lead to an Out of Sync when watching the replay of the combat.
Fixed issue where Bolstered Resistance from the Industrious Bolstering Trait would not correctly remove Sundered Resistance
人機(jī)接口
Fixed issue where the diplomatic state changed notification will not be invalidated if the diplomatic state had changed again.
Fixed teams not working in multiplayer when the setting is enabled after posting the session.
法術(shù)
Dormant Enchantment (High Culture) was still giving the Awaken Ability to Battle Mages, this has been fixed.
Shadow Amplifier Lens no longer wrongly applies its debuff effect on direct damage spells.
Final Ultimatum is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Order Amplifier Lens.
Devolve is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Nature Amplifier Lens.
Exalted Champion is now a buff spell instead of a damage spell so it can benefit from the Order Bolstering Matrix and it will no longer be wrongly displayed that it will deal damage to the unit.
Rotting Explosion is now a Damage and Debuff Spell so it can benefit from both of the Shadow Amplifier Lens bonuses.
Ice Coffin is now correctly benefiting from being a Damage spell for the Amplifier Lens.
Devouring Void is now a Combat Enchantment instead of a Damage spell, so it is clear that it cannot benefit from the damage bonus of the Shadow Amplifier Lens.
Fulmination is now a Damage/Debuff spell so it benefits from both Astral Amplifier Lens bonuses.
Seismic Shock is now correctly displayed as a Damage/Debuff spell.
Crushing Earth is now correctly just a Damage spell so it no longer benefits from the Materium Amplifier Lens debuff bonus.
Parting Gifts is now a Combat Enchantment Spell, so it is clear it cannot benefit from the extra Healing of the Nature Bolstering Matrix.
Abducting Cyclone is now an untyped Combat Spell, to make it clear it cannot benefit from the debuff bonus from the Materium Amplifier Lens.
Awaken Instincts is now correctly a Nature Affinity spell, so it can benefit from the healing bonus of the Nature Bolstering Matrix.
Demonic Onslaught now correctly allows Extra Unit Effects so the Chaos Bolstering Matrix can apply its extra buffs.
Time Stop is no longer a Buff spell, so it does not display that it will give buffs to affected units from the Astral Bolstering Matrix.
Exhilarating Pollen now correctly heals allies and weakens enemies.
Disruption Wave now correctly only buffs allies and debuffs enemies.
魔典
Fixed an issue where the Tome of Subjugation did not have the correct Affinity Requirements.
世界地圖
Fixed an issue where you would not lose Empire Affinity after unassigning a governor that gives Empire Affinity.
Fixed an issue where the Order Bolstering Matrix could not be built.
Fixed the Bolstering Matrixes and Amplifier lenses wrongly giving Imperium income when they were re-enabled.
Fixed the Bolstering Matrixes not correctly being mutually exclusive.
Fixed the Amplifier Lenses not correctly being mutually exclusive.
Fixed issue where Bolstered Resistance from the Industrious Bolstering Trait would not correctly remove Sundered Resistance
Fixed Bind Gold Ancient Wonder spell canceling if the outpost that the ancient wonder is annexed to is upgraded to a city.
Fixed an issue where units would be lost after attacking from the water, directly onto land.
Fixed an issue where excavations weren't interrupted when the leader was teleported away from the province.
Fixed crash when clicking on a starved sector that was getting replaced with another structure.
Fixed wrong hero count when a free city that has multiple heroes is integrated.
Fixed wrong hero count when a hero dies to a strategic spell.
Fixed potential crash in old saves that had an Age of Affinity spell running.
Fixed teleporters non-functional after repair.

二、觀察者更新補(bǔ)丁目前(三周合并版本)完整說明
【譯者注】這部分不專門翻譯了,后面可能還有改動(dòng),感興趣的可以看前兩周的更新內(nèi)容:


Research Scaling
The way knowledge costs are determined for skills in Tomes has changed. Instead of the tier of the skill determining the cost, the knowledge cost is now based on the amount of Tomes you have collected so far. Every new Tome you unlock will have increased knowledge cost of skills compared to the Tome before, regardless of what Tier the Tome or the skill is.
The general knowledge cost of tome skills is increased, especially near the mid and late game Tomes.
The base knowledge cost of skills for tomes are as follows:
1st Tome, general research and cultural research: 250
2nd Tome: 400
3rd Tome: 600
4th Tome: 800
5th Tome: 1100
6th Tome: 1500
7th Tome: 1900
8th Tome: 2400
9th Tome: 3000
10th Tome: 3600
11th Tome: 4300
12th Tome: 5000
Every Tome afterwards has an additional +1000 knowledge cost per skill.
Individual skills in a Tome now have a skill level (Adept, Intermediate or Expert). This adds a modifier on the knowledge cost. Different skills inside of a tome can still differ in cost as they did previously.
Changed Tome Tier unlocking. Instead of needing 2 tomes of the previous tier, you just need a certain number of tomes of any tier. This means that players can choose more lower level tomes without slowing down their progress towards higher level tomes.
Tier II - 2 Tomes of any Tier
Tier III - 4 Tomes of any Tier
Tier IV - 6 Tomes of any Tier
Tier V - 8 Tomes of any Tier
Tier 3 tomes now require 3 affinity points to be unlocked.
Magic Victory Rework
The new Magic Victory Rework focuses on the binding of Golden Ancient Wonders to eventually cast the Age of Affinity Spells. By using Ancient Wonders the Victory Condition becomes more active and makes it different from the Expansion Victory.
Upon selecting your first tier 3 tome, a new global research skill appears "Bind Gold Ancient Wonder"
It's a sustained strategic spell that must target an annexed golden ancient wonder in your empire.
While bound, provides research bonus, but more important of all, a number of them are needed to cast the Age of Affinity spell.
The Age of Affinity spell appears when you first unlock your Tier 5 tome, in the same place as the Binding spell.
You can channel it while having enough bindings, but if you lose enough bindings during channeling the spell will be canceled.
You lose a binding when your wonder or the city it's attached to gets occupied or changes ownership.
Global Spells are a separate Research pick, not part of the three randomly drawn ones and can be started/paused at any time once it becomes available.
The amount of Golden Ancient Wonders required scales based on the size of the map
Summon & Casting Changes
We've added a system to limit how many spells can be actually launched each turn, as well as tightened the rules about where units can be summoned.
Summoning Spells can now only be targeted on cells next to your City, your Ruler or your Heroes.(previously they could be targeted on any visible hex)
Added a Spell Slot system that limits the number of spells that the player can prepare without actually casting them. This prevents the player from banking up a lot of spells, only to cast them all at once.
Starting Casting Points increased from 30 to 45.
Changed Casting Point cost of Combat spells to make it easier to cast higher tier spells and have casting points left for other spells and to make it so casting many low tier spells less free. Mana costs have stayed the same.
Tier 0: Increased from 5 to 10
Tier 1: Increased from 10 to 15
Tier 2: Increased from 15 to 20
Tier 3: Increased from 20 to 25
Tier 4: Stays at 30
Tier 5: Decreased from 40 to 35
Tier 6: Decreased from 50 to 40
Tier 7: Decreased from 60 to 50
Tier 8: Decreased from 80 to 65
Tier 9: Decreased from 100 to 80
Several World Map spells have been made more consistent. They have their damage or other effectiveness increased while being slightly harder to cast repeatedly. Making for fewer but more impactful actions.
Map Improvements
We’re tackling several elements of the Map Generation that we’ve seen the community provide feedback on. The focus for these improvements will be on the Underground Experience, but we’ve touched up the overall Map Generation as well.
Reworked Map Generation
Renamed Player Distance to Relative Map Size
Added a new Very Large setting which has increased distance between players and larger total map size.
Changed the Continents generation to allow for more varied maps, and small islands to form in the water.
Cities can now annex Provinces on the opposite layer through Underground Passages. This is possible when provinces on both sides of a Underground Passage are annexed.
Excavating no longer spawns a roaming stack of monsters that follow you. You can now uncover infestations and guarded nodes instead.
Improved player placement in the underground to better take into account the positions on the surface
【通用部分】
Renamed?Publish?to?Build?as it’s more fitting for the process that happens when you press this button.
Traits from race council events now give +2 of their respective racial affinity points (was +1).
Added Wizard Tower Affinity City upgrades:
Unlocks at Wizard Tower: Apex & Bolstering Matrix
Adds additional Damage to Affinity Damage Spells
Adds additional effects to Affinity Debuff Spells
Unlocks at Wizard Tower: Level 2
Adds additional effects to Affinity Buff & Healing Spells
Bolstering Matrix
Amplifier Lens
【AI】
Rebalance
Removed unit upkeep and unit cost discount from normal difficulty
Removed unit cost discount from hard and very hard difficulty
Reduced unit upkeep discount from 33% to 15% on hard difficulty
Reduced unit upkeep discount from 50% to 30% on very hard difficulty
Removed stat bonus for units on very hard difficulty
Changed Unit Production logic. The AI will no longer always produce units but tries to keep up with the strongest human player. They try to have at least X% more army power than the human player
Easy 5%
Normal 20%
Hard 30%
Very hard 40%
Changed Defense Logic:
Cities with walls no longer have always defend flag ( this opens up additional units for the AI to use)
When under threat the AI will defend accordingly towards the threat
Throne Cities under Siege will become a forced defense
Changed how the AI takes Siege Durations into account when attacking and defending
Changed Disbanding units logic:
They will no longer disband units on cities and victory condition structures that are under threat
Never disband units on cities that are under siege
Improvements to AI summon logic:
Removed rule that the AI can only summon units when there is a combat nearby. Now the AI will summon units as soon they are primed
The AI no longer needs to have a standing threat near their leader or cities to start summoning units
Increased the research priority of units and summons
Increased the priorities of each summon spell by the tier of units they would summon
Increased the mission distance range to generate more things for the AI to do at a longer range
Economic focus changes. The AI should no longer replace gold, mana and resource improvements, providing a stronger economy
Changed rule regarding clearing Ancient Wonders. The AI will now clear them when they are in annex range to Cities or Outposts
Changed empire development rule, ruleset now includes taking into account free cities that could be integrated instead of only new cities
AI update for making declarations:
The amount of declarations that will be made on a player by the AI is now more balanced.
The AI should no longer abundantly declare friendships on a player, unless that player declares a friendship on them.
Isolationists no longer declare friendships unless it is declared on them.
An issue was fixed where the influence of ranking on declarations was inverted.
AI Update for the Threat system:
The threat system has been expanded to look at several new factors and has been tweaked to achieve more competition with nearby rulers and rulers that are competing in overall ranking.
The impact of the “need a friend” and “need an ally” modifiers is reduced for warlord and isolationist AI players.
The “need an ally” modifier now only applies if either side of the relation has a war, to make sure the AI doesn’t radically shift opinion (to positive).
The system now takes Defensive Pacts into account more and no longer waits for a Full Alliance before applying certain factors.
Some AI players will now have a predisposition in their threat level towards higher / lower threat
Generally AI rulers should initially act more threatened and hostile.
Added support for the AI to save up imperium in the late game to buy the city cap empire tree skill
Added a cooldown to the AI manually sending a call to war to wait at least 2 turns after the diplomatic state with the player they call into a war has changed.
Updated the AI aggression when calculating the army powers required to fight
Correctly added the AI mission army calculation when targeting independents
Implemented the combat advantage system for the AI per difficulty settings
Hard AI will get the normal advantage
Very Hard AI will get the large advantage
Implemented new free city expansion rules, when fully independent they will expand in a circular pattern, when they are a vassal they will default to pick the highest value again
【藝術(shù)】
Environment Art
Added drips pfx to the underground stalagmites on WM
Added pointlights to the underground lava WM
Added pointlights to the underground water WM
Texture pass on the underground mushroom forest
Texture pass on the underground digable walls
Fixed vertex snap issue with wizard tower city structure
Unit Art
New siegecraft icon
New Bind Ancient Wonder PFX
【戰(zhàn)斗】
The “All enemies have routed” dialog will now popup even if temporary summons and siege engines are not routing. This mirrors the rules for winning battle, which does not require those units to be killed.
Combat AI is now more likely to use guard breaking and retaliation canceling abilities.
Tactical combat AI will now choose more varied spells
Modified the XP gain cap so that dragons and rulers soloing battles earn less XP - a solo unit will now only earn 25% of the battle’s total XP (previously it was 50%)
Added a small wait time in between turns to make turn transitions less jarring.
Buffs/Debuffs
Slowed - In addition to slowing movement also disables Retaliation Attacks
Fortune and Misfortune - Reduced stacking from 5 to 3.
Misfortune now applies 15% fumble chance instead of 10%
Evasion effects now correctly only work on Physical Ranged and Magic attacks.
【文化】
Feudal
Defender - Heavy Shield also gives +1 resistance.
Bannerman - Reduce defense by 1. Reduce damage of Banner Smite by 2.
Knight - Now has Giant Slayer, and does an additional 30% damage to large targets
Hold the Line: Units can now only get steadfast from this spell once per combat.
High
Seeker Missiles:
Renamed to Seeking Arrows
No longer increases accuracy.
Awakened now grants +3 Spirit damage instead of +4.
Dawn Defender - Gained +5 HP
Daylight Spear - Gained +1 Resistance
Awakener - Dormant Trait: Seeker Missiles Replaced with Dormant Trait: Blinding Radiance
Battle Mages now get?Dormant: Radiant Light?instead of?Dormant: Seeking Missiles?from the High Enchantment.
Hero Skill “Coordinated Strike” is now an Expert skill (from Adept) and Marked now has a 60% chance to apply rather than being guaranteed.
Industrious
Steelshaper: Grant defense becomes a free action, cooldown to 2
Industrious Bastion
Now has defensive masters, so it always enters defense mode at end of its turn
Inspired Defense is now a free action on a 2 turn cooldown
Mystic
Arcanist - Reduce resistance to 1
Soother now has Star Blades
【外交】
The trade value for equipment is back to the original item value and extra limits have been added to make sure the AI will not ask for/offer resources in return that deviate too far from the original value.
The costs for starting a declaration (of friendship or rivalry) are now fixed at 100 gold instead of scaling over time.
The costs for boosting the allegiance of a free city during negotiations are now shown on the button directly.
Declaration of Rivalry now has a new effect where it generates “Rival Justification” over time, this allows the player to ignore part of the opposing ruler’s grievance points when they declare war on that ruler.
Declarations of Friendship will now automatically end if an Alliance or Defensive Pact ends / is broken.
The AI will now wait several turns before attempting a new declaration after a declaration has recently ended.
Automated Calls to War will now be sent if two of the Player’s allies go to war against each other.
Made some text adjustments to better explain how the impact of war justification works on imperium when involved in multiple wars.
Changed Moderate Justified war Imperium gain from +10% Imperium to +10 Imperium.
Changed Extremely Justified war Imperium gain from +20% Imperium to +20 Imperium.
Removed the Imperium gained when releasing a city as a vassal.
Added an Imperium cost for releasing cities as your own vassals. This cost increases as you release more cities.
1st city: Free
2nd city: 25 Imperium
3rd city: 50 Imperium
4th city: 75 Imperium
5th city and up: 100 Imperium
Sustained City Spells that grant economic bonuses no longer work on Vassals.
AI rulers will now mention the Magic Victory when they declare war on the player.
【帝國】
Advanced Scrying, Forced March and Siege Project Slot are unlocked earlier.
Advanced Scrying now also increases vision range by 2.
Skilled Raiders now gives 20% as the description implies instead of 25%
Philosopher soldiers now explains the amounts gained for each rank in its description.
Ingredient Experimentation knowledge bonus decreased from +15 to +10.
New Empire Skill Added: Advanced Logistics. It has the following effects:
Move Point cost of roads outside of the enemy domain is reduced to 3 instead of 5.
Units gain Fast Embark and when embarked, they have Very fast Movement speed.
【派系】
Gave Shira Snowblood the White Wolf trait properly
Elaborated what the Form Adaptations do mechanically. The different Walk properties also state what the movement costs are before and after the property.
Fixed various minor issues with traits not displaying correct values and text
Body Trait
Quick Reflexes: Reduced evasion from 30% to 25%
Defensive Tactics now gives 10% evasion on top of +1 defense and resistance
Mind Trait
Water Adaptation has been renamed to Swamp adaptation.
Swamp Adaptation now also gives River Walk.
Underground Adaptation now grants +1 annex range on cities in the underground of this race.
Society Traits
Society Trait: Chosen Destroyers: Now has access to city structures that can increase Hero Cap. One can be built every City Tier of the Throne City.
Origins
Wizard King: Overchannel starts on a 1 turn cooldown.
Wizard King: Now only gains +5 casting points every other level instead of every level
Champion leaders now gain +20 draft on their throne city, providing a faster way for them to rally troops in the early game.
Dragon Lords: Astral Aspect now grants +4 Resistance instead of +2
【英雄】
The first hero over the cap costs 30 gold and 5 imperium. Each additional hero over the cap costs 30 gold and 5 imperium more per turn than the previous one.
Reworked the needed amounts of experience for heroes to level up. They now get their first level slightly faster and after that it should feel about the same until level 6. After that it starts getting slower.
Implemented a limbo system for hero items. When you unequip them it takes x turns to:
Become available for other heroes to equip
Can not be traded with other players
Can not be sold
Does not count towards arsenal effects (like hoard mechanics)
Hero Background traits
Affinity Adept hero background traits now grant +2 empire affinity instead of 3,
Distracting now has 60% chance to inflict distracted rather than 90%
Hero Skills
Precision Training no longer gives Critical Chance.
Lightning Evoker - Increased damage from 10 to 14.
Endurance Training - Reduce HP from 15 to 10.
Weaver - Can refresh all abilities. Is now a single action. Places hero on defense mode.
Channel Power - Is now a free action that gives a 50% damage boost to magic attacks for the current turn only.
Summon Elemental - Now works in water maps
Comet Breath:
Is now a full action
Had its range increased to 5 from 4
Rebalanced Dragon Auras
Now no longer gives Regeneration to the Dragon Lord itself
Now gives Decaying to adjacent enemies
Now gives Slowed and Weakened to adjacent enemies
Now has a 60% chance to freeze adjacent enemies
Now gives Burning to adjacent enemies
Now has a 90%chance to proc a random negative status effect on random enemies
Now gives a random buff to adjacent allies
Order Aura, Materium Aura and Astral Aura no longer gives bonuses to the Dragon Lord itself
Chaos Aura redesigned:
Shadow Aura redesigned
Nature Aura
【人機(jī)接口】
In the army panel, you can now see predictions of HP your units (as well as allies and enemies) will regenerate in the next turn. This is a yellow section in the healthbar on each unit slot.
Added notes to status effects to explain which status effects counter other status effects
Added a notification when finishing excavating a province.
When a unit gains a benefit from Pack Hunter, Animal Kinship, Defensive Tactics or Overwhelm Tactics, this is now displayed
Removed inspect option in reward screen for units
Removed the casting cost in strategic transformation screen
Locked the camera zoom layer when annexing provinces
Enabled the Launch Now button for tactical spells that have no specific target
Moved the ‘Center View on Selected Object’ to the correct keybinding category
Custom Realms with DLC traits will now gray out if the DLC is not owned or not enabled.
Allied victory checkbox now grays out when teams are enabled.
Now remembers the position of the scrollbar after inspecting a unit in the unit production list in the city interface.
The about pages are now the same size, so buttons to click next align with each other.
Improved the annexation flow on controller using LB/RB for cycling between provinces.
【多人游戲】
Added the Revert Option to the In-Game Menu
Added an Automatic Reload that runs in specific instances
Addressed several Out-of-Syncs that could occur during the initial Map Setup
Addressed several Out-of-Syncs that result in broken Sessions
Addressed an issue where a Session would appear Frozen/Stuck
Multiple out of sync issues fixed
Stability fixes mostly related to Tactical Combat
【萬神殿】
Added a “Blocked Underground” misc Realm trait.
Megacities Trait: Now gives all players access to city structures that can increase Hero Cap. One can be built every City Tier of the Throne City. (Does not stack with Chosen Destroyers)
Ashen war Realm trait now no longer gives its quest and event in team games.
The Wonderous Past realm trait now increases Ancient Wonders of all tiers, but does so less extremely. Before this it would place too many extra Gold Ancient Wonders in the map.
【游戲教程】
Updated Magic Victory tutorial
Combat tutorials are now properly hyperlinked
【魔典】
Tomes always give +5 Casting Points, regardless of their tier. Previously T3 and T4 Tomes gave +10 and T5 tomes gave +15.
Astral
Evocation:
Lightning Blades: Removed the chance to electrify. Now deals +20% against Electrified units.
Lightning Weapons Hero Skill: Now applies Electrified at 30% chance.
Lightning Torrent: Damage increased to 20 from 10. Now applies -3 Lightning Weakness instead of 2. Cost increased from 40 mana and casting points to 80 each.
Scrying:
Summon Watcher - Increased Mana cost from 100 to 150 Mana
Amplification:
Damage reduced to +2 Shock and -1 Physical from +4 Shock and -2 Physical
Now grants +50% damage increase for tactical summons
Has Static Charge, dealing 6 lightning damage to melee attackers with a 30% chance to Stun them.
Amplification Pylon no longer has Blight Immunity
Amplification Pylon:
Amplified Arrows:
Summoning
Conjure Astral Keeper - Now works in water maps
Chaos
Horde
Spawnkin - Now gives 10% evasion to heroes instead of extra damage (non-heroes still get 20% damage)
Blaze of the Horde - Now does 20 damage to a single target, with an extra 4 damage for each adjacent friendly unit
Fury of the Horde - Now costs 20 mana and 20 casting points
Battle Seeker Training - Now gives 1 defense, 1 resistance, 1 status resist and 5hp to tier 1 units (instead of 20% damage)
Pyromancy
Fiery Arrows: Damage Reduced to +2 Fire and decreased the Physical damage penalty to -1.
Fiery Weapons Hero Skill: Now applies Burning at 30% chance instead of dealing +20% damage against Burning targets
Demon Gate
Abyssal Flames damage increased to 20 from 10.
Abyssal Flames cost increased to 150 mana/CP from 120.
Materium
Rock:
Is now a Shield Unit;
Reduced main attack's damage by 2;
Reduced Spirit Weakness from -6 from -3;
Reduced Fire Resistance from 4 to 2
Reduced Blight Resistance from 6 to 3
Unit has +5 Max HP
Like the Stone Spirit it now has Earthen Fury on its main attack (+20% dmg vs Slowed or Immobilized units)
Reduced Spirit Weakness from -6 from -3;
Reduced Fire Resistance from 4 to 2
Reduced Blight Resistance from 6 to 3
Can now retaliate when in Defense Mode
Gargoyle:
Lesser Stone Elemental:
Artificer:
Artisan Blades: No longer applies to Ranged Units.
Winds
Zephyr Shot damage reduced from 34 to 30.
No longer has Slippery
Zephyr Archer:
Terramancy
Is now a Shield Unit;
Reduced main attack's damage by 2;
Reduced Spirit Weakness from -6 from -3;
Reduced Fire Resistance from 4 to 2
Reduced Blight Resistance from 6 to 3
Immobilizing Phase now deals 8 damage (was 6)
Quake is now on a 1 turn cooldown rather than once per battle;
Quake and Immobilizing Phase chance to Immobilize increased to 50% from 30%;
Unit has +10 Max HP
Earth Shatter damage increased to 20 from 10.
Earth Shatter cost increased to 100 mana/CP from 80.
Stone Elemental:
Crucible
Meteor Arrows extra damage reduced from 5 to 4.
Pyroclastic Eruption damage increased to 20 from 15.
Pyroclastic Eruption cost decreased to 100 mana/CP from 150.
Golden Realm
Added +10 Gold income on the Reagent Refinery.
Nature
Beasts
Removing the Hunter Spider
Added Vampire and Dread Spider Hatchlings to replace it
Summon Wild Animal now has a chance to spawn a wyvern hatchling or a slither hatchling when used over temperate terrain (requires the Dragon Lord DLC)
Wildlife Sanctuary:
Roots:
Now evolves into a Entwined Protector
Its main attack applies poison at a 60% chance
Its Poison Needle attack applies poison at a 90% chance (from 60%)
Now deals +20 damage against Poisoned units.
Now also applies the +20% damage on units with Decaying.
Poison Blades: Renamed to Blight Blades. No longer applies Poisoned.
Poison Arrows: Damage Reduced to +2 Blight and decreased the Physical damage penalty to -1.
Entwined Thrall:
Glades
Glade Runner - Applies 2 Marked and 1 Sundered Defense
Create Forest cost reduced to 30 mana/CP from 45.
Fertility
Restore the Land cost reduced to 30 mana/CP from 45.
Cycles:
Projectiles of Decay: Reduce the chance of applying Decaying from 90% to 60%
Vigor
Summon Greater Animal now has a chance to summon a Slither or an adult Wyvern, depending on the location summoned to (Dragon Lord DLC is required, except for the Fire and Frost Wyverns)
Nature’s Wrath
Destructive Regrowth damage increased to 20 from 10.
Destructive Regrowth cost decreased to 100 mana/CP from 120.
Order
Zeal:
Legion of Zeal now affects Ranged Units
Faith
Army Heal now heals 25 Hit Points instead of 20.
Army Heal cost increased to 80 mana/CP from 60.
Beacon
Removed the +5 Imperium income on the Covenant of the Faith spell.
Added +10 Gold income on the Covenant of the Faith spell.
Inquisition:
Renamed to Inquisitor's Mark
No longer grants Zeal and Accuracy
Grants:
Upkeep cost increased.
Base 30% for base attacks to apply Condemned.
Base 30% for base attacks to apply Weakened
Base 30% for base attacks to apply Slowed
Inquisitor’s Zeal:
Burden of Guilt damage increased to 20 from 10.
Burden of Guilt cost increased to 80 mana/CP from 60.
Sanctuary
Sanctuary no longer functions as a spelljammer.
Increased mana income of the Sanctuary Special Province Improvement from +10 to +15.Sanctuary Province Improvement now increases pillage time by 2 turns and decreases pillaging yields by -30% instead of blocking pillaging entirely.
Supremacy
Condemn Army Condemned status effect increased from 5 from 3 strategic turns.
Condemn Army cost decreased to 80 mana/CP from 120.
Exaltation
Reduced Imperium income on the Statue of the Leader from +5 to +3.
Shrine of Smiting - Divine Vengeance no longer ignores Faithful units and only hits enemies.
Shadow
Cryomancy:
Frost Arrows: Now applies Slowed at a 30% chance.
Frost Weapons Hero Skill: Now applies slowed at 30% chance instead of dealing +20% damage against Slowed or Frozen targets
Blizzard: Damage increased to 20 from 10. Now applies -3 Status Vulnerability instead of 2. Cost increased from 40 mana and casting points to 80 each.
Doomherald
Prelude of Doom now inflicts 3 Demoralized instead of 2.
Prelude of Doom cost increased to 80 mana/CP from 60.
Cold Dark
Flash Freeze damage increased to 20 from 10.
Flash Freeze cost increased to 100 mana/CP from 80.
Oblivion
Fog of Insanity chance to inflict Insanity increased to 20% from 10%.
Reaper
The Reapers Finger of Death now summons a decaying zombie, not a normal zombie
The Harvest Population spell from the Tome of the Reaper now is a sustained city spell, while active, the city’s food income is blocked (including from converting draft to food), it loses -20 stability, but gains +10 souls income.
Evolution
Youthful Regeneration - Now grants Resurgence to Evolve units.
Rapid Evolution Enchantment - Grants Tier 1 and 2 Units Slip Away rather than Resurgence
Draconic Vitality - Now caps at level 5 when giving a bonus to heroes.
【單位】
Ranged Units Legendary Rank no longer grants accuracy
Decaying Zombies will no longer apple morale penalties to their allies when they’re killed
Went through the various spells and abilities that summon zombies. All those that summon a zombie from a corpse now give the zombie 3AP when it appears. Those that spawn a zombie when a target is killed by an ability are unchanged.
Cavalry and Giant Slayer now appear on the ability tooltips.
Dragons now display a High Maintenance tag in their stat sheet that explains they cost more upkeep than normal (they always had the upkeep modifier, but it was invisible before)
Plague and Stormscale Serpent’s Elusive ability renamed to Fleeting to not clash with the Elusive racial mind trait
Wyverns and Birds move faster.
Wildlife
Dread Spider Hatchling
Now has +5 maximum Hit Points and +1 Resistance.
Dread Spider Matriarch
Now has 8 blight resistance instead of blight immunity
Dire Penguin
Now correctly has faster movement in Swamps due to Amphibious ability
Bone Wyvern
Now has a 30% chance to apply poisoned with its attacks
Now has 40 move points
Fire Wyvern
Now has a 60% chance to apply burning with its attacks
Now does 9 physical, 6 fire damage with attacks
Now has 40 move points
Young Fire Dragon
Now has a 60% chance to apply burning with its attacks
Now does 12 physical, 5 fire damage with attacks
Now has fire resistance and frost weakness
Frost Wyvern
Is now a Skirmisher
Now has the Freezing Burst ability
Now has a 60% chance to apply slow with its attacks
Now has 40 move points
Young Frost Dragon
Now has a 60% chance to apply slow with its attacks
Now does 12 physical, 5 frost damage with attacks
Now has frost resistance and fire weakness
Frost Dragon
Now applies slow with its attacks
Obsidian Wyvern
Now does 9 physical, 6 lightning damage
Now has 40 move points
Young Obsidian Dragon
Now has a 60% chance to apply electrified with its attacks
Now does 12 physical, 5 electricity damage with attacks
Now has lighting resistance and spirit weakness
Gold Wyvern
Now has a 30% chance to apply distracted with its attacks
Now has 40 move points
Young Gold Dragon
Now has a 30% chance to apply distracted with its attacks
Now does 12 physical, 5 spirit damage with attacks
Now has spirit resistance and blight weakness
Gold Dragon
Now has a 60% chance to apply distracted with its attacks
Tide Spirits and Lesser Tide Spirits are now permanently wet, and have had their damage resistances adjusted to compensate for being Wet, so they are no longer weaker compared to other spirits.
Kraken Spawn now does 12 damage
Increased time of the Living Vines summoned by the Horned God from 1 to 2 so they don’t immediately die at the end of the turn.
【世界地圖】
Moving through a vassal city’s domain will now provide the friendly domain movement cost modifier.
You can now view move paths for enemy stacks to see how long it would take them to move to a particular location
Move paths and max move distance lines are now hidden if you select an independent stack that will never move
Starvation now destroys the province improvement
Exploring an Underground Passage gives you vision on both sides
Added a world map visual for when an underground passage is in an owned territory.
Excavatable provinces in the Underground now have a special FX to show that a structure or node is hidden underneath.
Magic ingredients are now split between the surface and underground, where Ores are only able to spawn in the underground.
Ancient Wonders
The overal distribution of Ancient Wonders, especially Golden ones, has been adjusted to go hand in hand with the revamped magic victory system. Roughly 1.5 golden Ancient Wonders will spawn in a realm. And underground now has a lot less Gold Ancient Wonders and more bronze and silver ones.
Ancient Wonders can now be transferred between different cities and/or outposts of the same empire
Capturing Ancient Wonders now takes 3 turns
Wizard Tower no longer functions as a spelljammer.
Magic Materials
Increased Imperial Essence Imperium income from +10 to +15.
Removed the +5 Imperium income from the Rainbow Clover.
Added +10 Food income on the Rainbow Clover.
Astral Dew - Lowered World Map Casting Points from +20 to +15.
Archon Blood - Lowered Combat Casting Points from +20 to +15.
Cosmoflux Elixir Collection bonus - Lowered Knowledge and Mana Bonus per Mana Node from +10 to +5.
【BUG修復(fù)】
AI
Fixed issue where the AI would wait in certain moment for reinforcements while they have enough units to attack
Fixed AI city target values
Fixed AI victory condition target values
Fixed issue where the AI would move to the ancient wonders understrength
Fixed small issue where the AI would would target unprotected nodes in a hostile domain
Fixed issue where the AI would not use siege projects
Fixed issue where the AI would see less priority to build a wall for a city that has no walls while at war.
Combat
Taunted units can now correctly be dispelled of the effect.
Fixed an issue that meant Draconic Rage and Berserker’s Rage didn’t work in auto combat. This bug would also lead to an Out of Sync when watching the replay of the combat.
Fixed issue where Bolstered Resistance from the Industrious Bolstering Trait would not correctly remove Sundered Resistance
Fixed an issue where mind controlling a unit wouldn’t update the buffs/debuffs it got from adjacent units
Fixed an issue where resurgence would give units full HP after combat instead of half HP.
Diplomacy
Fixed issue where becoming another ruler’s vassal would cause your vassal cities to declare war on you.
Fixed issue where the Show Ruler button in Diplomacy for declarations would show a non-functional hyperlink on the button itself.
Fixed a crash that would happen on assigning a whispering stone to a Free City if the allegiance per turn would then become 0.
Fixed issue where the AI could send an insult or compliment to the player on the same turn they met.
Fixed issue where the AI would not end their declarations of Rivalry and Friendship when the relation had changed.
Fixed issue where trade options with Free Cities would be disabled when the player had negative income even if the cost per turn was free.
Economy
Industry Compound no longer also buffs the Draft to Food conversion ratio.
Empire Development
Added conditions to several rites to prevent these from being activated while you don’t own a city.
Wild Expansion now only triggers on province annexation through building an improvement.
Spoils of Destruction and Destined Conquerors now both only trigger on razing conquered cities, not your own
Events
Crimson Caldera
Fixed recruited rulers in story realm 3 still being governor of their throne city after being defeated.
Fixed recruited rulers in story realm 3 still auto picking skills after being recruited
Fixed multiple issues that would occur if you recruited a dead ruler in act 3.
Eternal Court:
Fixed issue where declaring war to Melenis or Meandor through an event would lead to the war being unjustified and unfairly penalizing the player
Fixed issue where Sundren would sometimes respawn on a different side than the player’s after being defeated in combat
When viewing a Race Council event, the characters of your race now have the appropriate transformations applied.
When you choose a peaceful resolution for an army-engage event, the army now doesn’t play their death animations anymore, but they simply fade out.
Fixed an issue that the “Mark of the Otter” destiny trait gave 1 Chaos Affinity instead of 1 Nature Affinity.
Interface
Fixed issue where the pantheon bar would overlap the faction creation
Fixed crash when deleting an empty save slot with controller
Fixed issue where the pantheon fold out menu could not be opened with controller
Fixed crash when trying to unequip an item with a controller in the hero screen while not having a slot selected
Fixed issue where the ‘Toggle Hex Grid’ and ‘Toggle Army Banners’ keybindings would not work after exiting combat.
Fixed issue when having a fullscreen interface open while winning the game at the same time, graphical issues would occur.
Fixed issue where the turn count would be displayed in the encyclopedia entries of structures.
Fixed issue where sometimes selecting multiple hero skills to level up would accidentally pick the wrong skill.
Fixed issue where the mouse would be unresponsive in the tome selection of the faction creator.
Fixed wizard kings having their race transformations marked as conflicting where it was the same transformation as is being cast.
Fixed a bug where duplicates of already equipped items would not show in the equipment list.
Fixed rulers in the pantheon overview not showing the right amount of affinities
Fixed a crash when button mashing in the sector selection screen for special province improvements
There is now a distinction between “Domains” and “Infestations” in the Legend on the Overview Map. Originally, “Domains” also filtered out the domain area of an Infestation. This has been moved to the actual “Infestation” checkbox.
Fixed Artifact Hoarders income breakdown correctly display what item tier the income is coming from.
Fixed an issue where some combat UIs would not properly refresh when a “Unit gets a buff/debuff when adjacent to another unit” effect was applied
Fixed empty entry of magic materials in the casting point breakdown
Fixed the spell list tab header upkeep cost to the correct upkeep cost, considering discounts etc.
Removed experience required for next rank in the unit rank tooltip when unit is max rank.
Dismantle Ruins operation now correctly displays why it cannot be activated if conditions aren't met.
Lord of War now correctly mentions its buffs world map regeneration instead of healing after combat.
Fixed Reaper upkeep cost in the spell list tooltip
Removed the duplicate hero level in the hero level tooltip
Fixed issue where the quest failed notification would be empty (only applies to quests that fail with the new fix in place).
Fixed issue where the buttons of the Free City interface would not refresh when opening another interface (e.g. Empire Development) and then closing that back to the Free City interface.
Fixed the informational text strings at the bottom of ability tooltips to have line endings when needed.
Souls Tome: Soul Overflow buff now correctly displays that the unit has +20hp
Fixed issue where the diplomatic state changed notification will not be invalidated if the diplomatic state had changed again.
Fixed teams not working in multiplayer when the setting is enabled after posting the session.
Controller
Fixed issue where tome skill slots selection would reset when reshuffling the research.
Localisation
Multiple language quality and grammar fixes for Polish & Russian languages.
Fixed a flow where hero last names would not resolve in a proper way and kept showing grammar syntax
Veil of Shadows now has proper description
Fixed the Reagent Refinery having the wrong tooltip.
Eyebrow customization slider header in leader customization is now properly localized
Fixed missing description on the Warding Bond Tooltip.
Research
Fixed an issue where the game was presenting players with the wrong skills when a game started
Spells
Lightning Torrent and Blizzard now correctly say they deal 10 damage (was displaying 20)
Arcane Bond no longer ignores a target’s Status Resistance
Consecrate Domain now displays the name of the Morale Modifier correctly when in battle.
Primal Mark now gives the correct version of Primal Strike
Fixed Burden of Guilt from stacking the movepoint loss, making armies unable to move by the second casting.
Final Ultimatum is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Order Amplifier Lens.
Devolve is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Nature Amplifier Lens.
Exalted Champion is now a buff spell instead of a damage spell so it can benefit from the Order Bolstering Matrix and it will no longer be wrongly displayed that it will deal damage to the unit.
Rotting Explosion is now a Damage and Debuff Spell so it can benefit from both of the Shadow Amplifier Lens bonuses.
Ice Coffin is now correctly benefiting from being a Damage spell for the Amplifier Lens.
Devouring Void is now a Combat Enchantment instead of a Damage spell, so it is clear that it cannot benefit from the damage bonus of the Shadow Amplifier Lens.
Fulmination is now a Damage/Debuff spell so it benefits from both Astral Amplifier Lens bonuses.
Seismic Shock is now correctly displayed as a Damage/Debuff spell.
Crushing Earth is now correctly just a Damage spell so it no longer benefits from the Materium Amplifier Lens debuff bonus.
Parting Gifts is now a Combat Enchantment Spell, so it is clear it cannot benefit from the extra Healing of the Nature Bolstering Matrix.
Abducting Cyclone is now an untyped Combat Spell, to make it clear it cannot benefit from the debuff bonus from the Materium Amplifier Lens.
Awaken Instincts is now correctly a Nature Affinity spell, so it can benefit from the healing bonus of the Nature Bolstering Matrix.
Demonic Onslaught now correctly allows Extra Unit Effects so the Chaos Bolstering Matrix can apply its extra buffs.
Time Stop is no longer a Buff spell, so it does not display that it will give buffs to affected units from the Astral Bolstering Matrix.
Exhilarating Pollen now correctly heals allies and weakens enemies.
Disruption Wave now correctly only buffs allies and debuffs enemies.
Units
Fixed an issue that Stand Together didn’t work with feudal heroes and racial leaders
Eagle Rider now correctly gets their ranks from effects that grant bonus ranks to Shield Units.
Fixed Nature dragons with the Nature Major transformation not being able to properly heal allies (and have their breath not damage allies)
World Map
When embarking; transitions from land to water (and vice-versa) on the Strategic map should now animate a lot smoother.
Outpost Watchtower is now removed upon converting the outpost to a city. As you cannot have a watchtower in your city except for the Wizard Tower.
Improved performance on the start of a new round
Fixed issue where an enemy can take over your siege weapons if they attack within one round of you capturing the city.
Fixed endlessly looping dust effect after migrating a city.
Fixed a crash when a riot is started on a building that is being replaced.
Improved the animation blending during movement animations and in ability transitions. The blending should be a lot smoother, whereas it was very jittery initially.
Reduced the amount of animation “sliding” when units stop running
Combat Summons are now correctly free when used in owned domain with the Summoning Well Special Province Improvement.
Fixed an issue that prevented multi stack battles on all cave entrances. Now multi stack battles are only prevented when you attack THROUGH the cave entrance
Fixed rare crash in saves if a city was razed after the player lost their throne city.
When multiple items are queued for dismantling they will no longer complete in a single turn.
Fixed edge cases where rioting and starvation could disconnect ancient wonders from the city.
Fixed crash when a pillaged province starves.
Fixed issue where you could not teleport to a Vassal City’s Teleporter, Chrono Gate or Demon Gate province.
Fixed issue where having vision on any location inside the domain of a free city would not trigger meeting them, only having vision on a structure or army would trigger a meet.
Fixed crash that could occur on vassalizing a (conquered) city due to properties not being assigned to the correct side.
Fixed an issue where units would be lost after attacking from the water, directly onto land.
Fixed an issue where excavations weren't interrupted when the leader was teleported away from the province.
Fixed crash when clicking on a starved sector that was getting replaced with another structure.
Fixed wrong hero count when a free city that has multiple heroes is integrated.
Fixed wrong hero count when a hero dies to a strategic spell.
Fixed teleporters non-functional after repair.