Update 0.11.0.3
Author: business,
published 3 weeks ago,
Hello everybody! No need to introduce myself anymore.
[b]Changelog[/b]:
[list]
[*] Enemy army info added to combat prep:
[list]
[*] By default, you'll get vague details.
[*] With the military specialist, you'll see squadron details and unit numbers.
[*] Full squadron breakdowns and the enemy’s next-round picks are now available with additional upgrades.
[/list]
[*] New upgrade for the military specialist: a military tactics book that lets you view enemy army details before the fight begins.
[*] Dead squadrons are no longer marked as available for deployment (some lingering bugs may still occur).
[*] Improved enemy AI: it now deploys squadrons more aggressively.
[*] Smarter squadrons: they’re better at detecting high-priority threats while chasing targets.
[*] Smoother first strikes between squadrons (we’re planning to add a charge mechanic for infantry soon).
[*] Squadron retreat mechanics: when squadrons leave the battlefield, they’ll try to return to the center. If they fail, they’ll be considered as having fled and will be removed from combat.
[*] Unconscious units in the army window now change color in both list and card views.
[*] Faction starting funds reduced by 3x.
[*] Region state and unit health now save properly when you leave and return to a biome.
[/list]
[b]Known issues[/b]:
[list]
[*] Archers don’t switch to melee when in danger.
[*] Cavalry is still buggy and requires a complete rework.
[*] Entity text glitches when asking about objectives after completing one.
[*] Event characters sometimes fail to appear.
[*] Artillery deals too much damage, and units hit fall forward without death animations.
[*] Shops in events don’t save, so they change every time you load a save (same with generated armies).
[/list]
That’s all for today’s patch! [b]Thanks for playing Holy Grain![/b] [i]This update will reset the progress of your active run.[/i]