v2.2.0 Patchnote
Author: Thomas Goblinz,
published 2 years ago,
Hello everyone! Here's a patchnote of the version 2.2!
Just a quick precision, some Korean translation might still be missing and will come soon, and we're going to have language patch coming too!
Now, here's the list of what's changed! :
[h3]FEATURES[/h3]
[*]Special weeks - each week will have a name and a lot of them will have a special effect
[*]Settings for random/standard maps, random/standard town layouts and to allow special weeks
[*]Several new unit abilities added, meant for future units. These can already now be used for mods
[*]New Undead unit ability for undead units
[*]15 new artifacts
[*]A new artifact set bonus: Extracter
[*]Skill tooltips and Unit tooltips now by default shows an abbreviated tooltip text, which can be expanded by pressing Shift
[h3]NODEMAP AND TILEMAP EDITORS
[/h3][*]Improvements to switching between playing and editing Nodemaps and Tilemaps
[*]Nodemaps and Tilemaps now show their description the same way that normal maps do
[*]Node map editor now works in resolutions from 720p to 1080p
[*]Several improvements to the Tilemap interface
[*]Enabling selecting modded faction towns and Delirium and Pillar towns in the tilemap editor
[*]Enabling placing Neutral heroes incl. modded neutral heroes in tilemaps
[*]Node map editor now has access to Obelisks, Palaces, Monuments, Portals, Shrines and Redwood
[*]Node map editor now has toggle-able generation of sea resources etc
[*]Node maps and custom maps can now be removed from the map selection screen by using a Delete button. The map file will be renamed so it can still be restored later
[*]Tilemaps now can place user-made graphics on the maps
[*]New invisible obstacle for tilemaps
[*]Changed the base tilemap to have less glitches and also start with two starting spots and a bit of terrain
[h3]NEW MODDING CAPABILITIES
[/h3][*]Town screens for modded factions
[*]Default town screen background (14 new backgrounds) or user-made
[*]Automatic building sprites, selected building sprites or user-made
[*]2 slots for unique buildings per faction
[*]Custom scripting system for implementing new mechanics
[*]Unit abilities
[*]Artifact sets
[*]Custom artifact effects
[*]Hero skills
[*]Spells
[*]Unit skins
[h3]CHANGES[/h3]
[*]Town structure grids are now static by default, meaning that each time you play as e.g. Order, buildings will have the same requirements. There's an option in advanced map settings to randomise town grids
[*]Camping now increases mana regeneration by 50%
[*]Fleeing now makes the hero lose their first aid tent and ballista
[*]Reworked town generation system to be more flexible. Some building placements have been altered
[*]Positive morale now gives a chance to resist terror, while negative morale gives a chance for units to flee. The chance scales the higher / lower morale is
[*]Inert unit ability renamed to Mechanical
[*]The power threshold for the unit ability Swallow can now be set more exactly using new modding abilities Swallow1 and Swallow+
[*]Hexed units (units turned into frogs) will now retain the damage taken while being a frog
[*]The resource panel in the top left now resizes when you have extra special resources, such as Pearls or Gems
[*]Caravans now avoid going to camped heroes
[*]The post-battle summary screen now shows how much gold was gained via Plunder / Midas Touch
[*]While playing Hotseat, a new Surrender option appears in the main menu
[*]Picking up gold created from plunder / midas touch no longer costs movement
[*]The buttons to open various town menus now show tooltips
[*]Updated town tooltip to graphically show what units can be created
[*]The stat bar in the hero screen has been updated to make the stats clearer to read
[*]Spellpower tooltip now displays info on various spellpower boosts
[*]Portals are now coloured on the minimap
[*]Aro Nei's mastery now applies to Dragonworms
[h3]BALANCE[/h3]
[*]Increased the range of buff from Rallying hero skill
[*]Increased the base rate of Aether gain from Aethermancy hero skill (Rank I now has the power Rank II used to have)
[*]Troglodytes, Trogserker, Gorgon, Ophidian, Mutant Trog, Monster Trog, Fanatics, Possessed, Secretkeeper, Torch Bearer gain a +5% buff
[*]Corpseeater and Tarantula gain a -5% nerf
[*]Fire Stingers and Bloodsuckers gain a +10% buff
[*]Ethn'El gains a +30% buff, Krnok and Bergundie gain a +20% buff
[*]Mercury boost in the Soul Beacon now only converts 25 power worth of units for each Mercury spent
[*]Bane now more easily spreads Curse of Undead
[*]Wild Call now creates two less anima(ls) per use
[h3]BUG FIXES
[/h3][*]Fixed a memory leak in the main menu map selection screen
[*]Fixed a small memory leak related to loading mods
[*]Changed distance to the centre for maps with 4+ players, decreasing the chance of map gen glitch with concentric rings of lands
[*]Transformed units that are turned into frogs turn into the original unit after being defrogged
[*]Faction mods will no longer crash when describing a hero's unit with the name of the upgraded unit instead of the basic unit
[*]Fixed a crash relating to a missing MOD SETTINGS.txt file
[*]Swallow ability will not affect heroes
[*]Fixed a bug relating to generating heroes when MANY faction mods were installed at once
[*]Fixed a bug causing Vaults to generate with upgraded neutral units
[*]Fixed a bug causing a crash when you have 9+ faction mods installed
[*]Fixed a bug that made number of hidden beasts rise exponentially the more hidden beasts were killed
[*]Fixed a bug when the right-side player in combat used the tea that gave Immortality
[*]Fixed a bug that would make some nodemaps glitch, generating concentric rings of lands
[*]Fixed an issue that would make Balance Modifier changes to modded units work wrong sometimes when reloading the mod without restarting the game