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View Full Version : Patch # 1.4.1 - One Patch til Steam!


Konstantin Fomenko
02-19-2013, 02:13 PM
Another great patch today - adding awesome new features across the board. And we are happy to say our server upgrade is complete and we are ready for Steam with just one major patch left to finish. Our 1.4.1 patch continue to add great social features - like sending resources to players, or viewing other player profiles. In addition we went ahead with boosting the gore levels and added long requested ability to mark homeland units as garrison - although it won`t properly save until the next patch. Once again we would like to thank you for all your support and we look forward to releasing Dawn of Fantasy on Steam together with you in just over a week.

Patch # 1.4.1

:::::Major Fixes and Additions:::::
-Server Upgrade that resolves server crash issues we had from day one
-Ability to view other player profiles - available from the Social Window
-Ability to send resources to other players - available from the Social Window - Friends tab
-Players can now designate units as the homeland garrison, however it`s not saved yet
-Gore updates - blood on impact, blood mist from corpses, large blood spill from corpses
-Gore updates - damaged units show bloody texture
-Fixed major issue with Water on high visual settings - fixed odd lights at night, and performance boost
-Fixed a crash issues related to PvP and using chat for a long time
-Fixed issues with missing influence or units caused by server upgrades

:::::Minor Fixes and Additions:::::
-Left click and double left click select a unit, right click reorganizes.
-Added warning for new players not to play Kingdom Wars before Online Kingdom
-Added two new advises for new players on using and gaining Influence resource
-Updated human buildings winter set art
-New art for some interface windows - Buy Crowns, Send Resources, Social Add Player
-Friend notifications now involves successfully laying siege to NPC towns
-NPC town siege screen shows real value of NPC town garrison strength
-World map PvP pay out window changed to show resources icons
-New art for Oil Pitch ground texture
-Invisible elven units can no longer be attacked by other players until they de-cloak
-Capital towns of the realm start with Trade diplomacy status - to aid in Market Trading quest
-Online and Friend lists are now sorted alphabetically
-Added F8 key hiding and showing game GUI - for screenshots and videos
-Disabled Army camp ability in Sssilistra region
-Fixed issue with World chat not working while in a PvP game
-Fixed last issue with units going missing if player would crash during a quest
-Fixed issue with profile window not working or showing empty profile window
-Fixed issue with Quest Window overlapping Social Window
-Fixed issue with Great Hut spawning Laborers on reload, instead of Marauders
-Fixed Crossbowman attack on large range hitting the ground
-Fixed an error in Elven quest - The Trail Continues
-Fixed Orc Grand Hut spawning laborers
-Fixed NPC town sieges removing player camp gates, and stronghold palisade gates
-Fixed quest VS AI homeland - with player unable to attack AI gates
-Fixed winter texture on building in Singleplayer skirmish mode.
-Fixed building hit points going over the limit
-Fixed exploit with selling Oil Cart at NPC markets
-Fixed visual bugs with NPC town siege screen

:::::Balance Adjustments:::::
-Changed Self-Healing - increased speed 4X, but only Idle units will heal
-Increased palisade hitpoints and gates hitpoints. Orc palisade is now taller
-Decreased battering Rams hit points, but increased attack. Greatly improved Dwarven Ram
-Reduced the price of buying army slots to 60 crowns
-Palisade walls are more resistant to fire, but can still be burned down

miklos1
02-20-2013, 08:33 AM
So no fix on archers?

Sunleader
02-20-2013, 09:06 AM
Chill Matey
its just an minor in between patch anyways.
Importand thing for now is to get Steam going.

The one thing that this Game needs right now are Players after all.
Anything else can come after that.

Konstantin Fomenko
02-20-2013, 10:04 AM
Guys - how bad to you think archers really are? Yes they can`t hit all units on the walls - but this is somewhat planned, as I said we`ll make it a bit better, but not by much. The game mechanics are just changing to make ranged units on the walls more realistic, and push players towards using Siege Towers, ladders and infantry on walls.

miklos1
02-20-2013, 10:30 AM
I believe there useless. I mean who rushes a wall without thinning those archers out. you get 60 units to siege a castle you would have to take alot of siege eq to breach those walls. i can hold anyone off before now i doubt anyone can get in. Archers on a wall already had an advantage with hording and towers. That gave them range and protection. Maybe up their protection on a wall but to make it where you cant kill them is not good. If you are shooting for realistic then unkillable archers is far from it. For example on sieges since the change i send my archers in but it only kills 1 out of 4-5 you dont know which one it kills and i guess it dont matter but to set for 20 min and not kill anything cause its on a wall is nuts.

miklos1
02-20-2013, 10:36 AM
Sunleader i agree we need the players. An i doubt anyone can say im not a huge supporter of the game i normally play 30-40 hrs a week and get every friend i can to play. However and im not complaining about the game love it to death but when siege a castle with archers that can not be killed is nuts. What historic war was ever fought were they send foot soldiers and siege without cover fire. Also it gives elves a hugh advantage their bolt throwers are best and even if you get elven enchanters as merc's you dont get to summon bolt thorwers.

GPS51
02-20-2013, 11:15 AM
I agree that using archers that are below archers on a wall/tower is now not very useful, I don't mind as I like being pushed to use trebuchets/siege ladders/towers/ attack infantry/dragons. I watched an archer duel between xbows on an inner (higher) wall and the outer wall (my) archers won because they were elven archers lobbing arrows onto crossbowmen. But it took 10 or 20 minutes. It was not very fast and that's fine. I think the reign of the archer is coming to an end in Dof :D

Konstantin Fomenko
02-20-2013, 11:59 AM
Miklos - good point, and as I mentioned we will improve things a little bit - fixing the issue where arrows just don`t hit archers on walls, instead we`ll keep the defense bonus. However the archer on wall should have a 6vs1 advantage. You will be able to minimize this advantage by hiding your attacking archers behind siege tower, and in the near future the siege shield. That should bring it to something like 2.5vs1.

Archers will become much more effecting in the field combat though, but as far as sieges go, in historical sieges an archer or crossbowman on the wall could take out a dozen of units without any danger to himself.

And do give ladders and towers a try. One infantry unit on the walls can clear out 2-3 archer battalions, and once we make arrows useless at short range in March, one melee unit could clear out entire wall of archers.

miklos1
02-20-2013, 12:09 PM
i agree that they should be more dangerous on the wall just saying if i got 15 lvl 15 archers against lvl 1 archers they should not destroy me lol. all cause they dont die

Konstantin Fomenko
02-20-2013, 12:55 PM
Yeah agreed. Level 15 is = 3 level 1 battalions. And 2 level 15 archers should be equally matched with 1 level 1 archers on the walls. Unless you hide your arches behind a siege tower. Although if you are talking about NPC town siege, I think they are level 10 there...

Konstantin Fomenko
02-20-2013, 01:08 PM
We just released a small follow up patch, added items to the top post, here`s a recap:

- Left click and double left click select a unit, right click reorganizes.
- Added warning for new players not to play Kingdom Wars before Online Kingdom

- Fixed issue with World chat not working while in a PvP game
- Fixed last issue with units going missing if player would crash during a quest
- Fixed issue with profile window not working or showing empty profile window
- Fixed issue with Quest Window overlapping Social Window
- Fixed issue with Great Hut spawning Laborers on reload, instead of Marauders

- Changed Self Healing - increased speed 4X, but only Idle units will heal
- Increased palisade hitpoints and gates hitpoints. Orc palisade is now taller
- Decreased battering Rams hit points, but increased attack. Greatly improved Dwarven Ram

miklos1
02-20-2013, 02:00 PM
So a grp of 60 lvl 1 would be equal to 10 lvl 1s, so would this mean they all take damage or would it be that only some would take damage like now. or would they all take damage. that would work if we could send in waves like a wave of 3 first wave of archers then a 2nd wave of archers and siege then a wave of foot. if that is possible?

Konstantin Fomenko
02-20-2013, 03:26 PM
Right now 90% of arrows get stuck at the top of the wall without hitting archers behind it, we`ll make it so around 50% of arrows would get stuck there. And the next update would see archers be useless at point-blank range. So for example, if defender has 10 level 1 archer battalions, you would either need 60 level 1 archer battalions, or 20 archers battalions behind a few siege towers. Or you could send a siege tower or two, with several swordsman battalion and completely clear the walls

Also keep in mind - even now if you manually careful position your archers, you can make them hit higher number of units on the walls.

Blaine
02-21-2013, 02:00 AM
Hey guys, great patch. I have one point to add to this Archer discussion actually - can we make it so that destroyed walls block either none or a massively reduced amount of arrows? I had arrows constantly getting stuck in the air when firing at units behind walls that I completely reduced to 1 health.

I really like how we can select individual units now and I'm looking forward to more updates.

miklos1
02-21-2013, 07:42 AM
ok how does hoarding factor in now?

Zeikon
02-21-2013, 11:34 AM
on the arrow issue ive noticed that on my human i attacked a human stronghold and i could hit units on walls and towers. but with my elf attacking orc i couldnt hit orc at all

buddhist23
02-21-2013, 03:28 PM
o0o0o0o00o0 gore