Patch # 12 - Getting Ready for the Summer - is Live!
Time for another patch! While our team is hard at work on guild alliances, pathfinding and other updates, we decided to release another patch fixing a variety of smaller issues across the board to get the game into better shape. This patch addresses a number of bugs and balance issues reported by players including the 100% defense problem and the imbalance of Dwarven units among other things. Stay tuned for an update regarding our Summer plans, including the upcoming free Siegeworks expansion.
Patch # 12
:::::Major Fixes and Additions:::::
-Fixed walls getting damaged by arrows
-Fixed the major 100% unit resistance issue
-NPC siege and Quest AI units now auto-spend skill points when they level up
-Fixed common crash for Orcish players related to Marauder unit
-Fixed various issues with text lines getting cut incorrectly
-Improved Cntrl+V performance, to allow single click text pasting
:::::Minor Fixes and Additions:::::
-Removed formation button from units that can`t change formations
-Removed various unused lines from Log files
-Improved skill reset and upgrade system
-Improved Combat Sounds and unit responses volume
-First town assault quest made easier with target without walls
-Fixed Sound and Music volume settings resetting when switching levels
-Fixed unit GUI showing stats on wrong lines
-Fixed regional bonuses and national trait bonuses not effecting unit training price
-Fixed common issue with sentries tackle ability breaking their future attacks
-Fixed issue with peasants sometimes not gathering from certain mills
-Fixed wall construction sometimes not starting, but crowns still getting deducted
-Fixed Darrsen Livestock cow selling exploit
-Fixed minor issues with Trebuchets/Stone Tipper construction
-Fixed removal of left over battalions in the other camp during NPC siege
-Fixed issue with various timers staying on screen after logging out
-Decreased Gold Decay to 250 max for 450,000
-Max gold storage at 500,000 with 60,000 gold decay starting at that limit
-Removing more levels from dying heroes and dragons. lvl 1-10 removes 3 levels, lvl 11-20 removes 6 e.t.c
-Royal Dragon hp+3000 +100 stamina -30 strenght +30 slash +30 crush dmg +60 fire dmg -2 pop value
-Red Dragon hp+4000 +100 stamina -30 strenght +30 slash dmg +30 crush dmg +50 fire dmg -2 pop value
-Green Dragon +3000hp +100 stamina -25 strenght +50 slash dmg +50 crush dmg +40 fire dmg -1 pop value
-Haunter Dragon +2000hp +100 stamina -30 strenght +50 slash dmg +50 crush dmg +50 fire dmg -2 pop value
-Ice Dragon +3000hp +100 stamina -30 strenght +5 cold dmg -4 pop value
-Dwarf axeman +3 strenght = 9
-Dwarf rifleman +3 strenght= 9
-Dwarf battler +2 strenght = 10
-Dwarf Miner -9 strength = 1
-Dwarven Riflemen range decreased by 150 to 500
-Crossbowmen damage reduces from 160 to 110
Why does the Royal Dragon get only +3000 HP and the Red Dragon gets +4000 HP???
Does the Royal Dragon not cost more crowns on the market? Kinda silly
And so this patch doesnt have alliances???
Ok and what about the alliances? are they in this patch or what?
no they arent if u read what they said you would know its just fixes not a update
All stats are messy..
All units' all stats are messy.. especially Hp regeneration doesnt work.
Now I'm confused what is Right stats and what is Bugged stats.
Looks like we let in few minor bugs with the last patch - we are working on releasing a hot-fix for these later tonight. This includes all issues related to unit stats, as well as the entering quest issue.
Sorry guys, we screwed up:(
Thank you, Konstantin :-)
Thank you Kon, for such a fast response to the bugs, I am sure the community will be very pleased with this. I know i am.
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