Where the sun reigns eternal, burned to cinders and reborn from ash, fire shall lead the way once again.
Read all about it in next week’s announcement!
Update 1.3.0.25
Changelog for 1.3.0.25
Changed 'Permanent Destruction' setting to be disabled by default when starting a new campaign as to better reflect the setting prefered by the majority of players.
Fixed issue when continuing to play a campaign with DLC that was started without DLC.
Fixed named Pikes missing as potential loot for locations.
Fixed some minor issues such as typos.
Alp Rework
We’re back from vacation with a rework of everyone’s favorite opponent, the Alp.
Why do a makeover? The intention is to have Alps provide unique encounters and challenges with a puzzle-esque element that is solved differently each time, unlike with the first iteration of Alps, while also be fun and without the tedium that now plagues the second iteration of Alps. All while staying true to their lore.
What’s changed? Alps now work like this: They no longer spawn any shadows. Instead, they attack themselves at medium range. They get a unique passive ability as well as two familiar spells, each with two tiles range, and any combination of the two can be cast per turn.
Their ‘Sleep’ spell will inflict the ‘Sleeping’ status effect, which works similarly to ‘Stunned’ in that a sleeping character is unable to act. However, sleeping characters can be woken by adjacent allies, just like you can free adjacent allies from webs, and using the ‘Rally’ skill wakes up every ally within 4 tiles as well. The effect of the spell can also be resisted in the first place with a successful Resolve check. Finally, after 2 turns (or 1 with the ‘Resilient’ perk), characters wake up on their own again.
The ‘Nightmare’ spell of Alps can only be cast on targets with the ‘Sleeping’ status effect. It inflicts damage that scales inversely with the Resolve of the target (like attacks from shadows did), but can not be resisted entirely. Once a target receives damage like this, it wakes up and loses the ‘Sleeping’ status effect.
Unique among all opponents in the game is the new passive ability of Alps, which works like this: Each time any Alp receives damage, all Alps on the battlefield, with the exception of those stunned or rooted, shuffle to a different position within 2 tiles range of your men. In other words, each attack on an Alp will change the look of the battlefield and will have you reevaluate your priorities, which mirrors how they’re besieging your mind in the lore.
What does all of that mean? Fighting Alps is now much quicker, it’s different each time, and there’s much less incentive to strip everyone naked before each fight because fatigue is not the deciding factor. The strength of Alps also scales less with their numbers, which makes them viable opponents from the early game until the late game. They’re not the most dangerous opponent in the game, but they can and probably will kill some of your men.
Changelog for 1.3.0.24
Changed mechanics of Alp. See above for details.
Fixed characters unable to move out of a zone of control when their opponent is armed with a three-headed flail.
Fixed exploit that allowed the player to lose effective fatigue by switching to items on the ground.
Fixed various minor issues such as typos.
Update 1.3.0.22
Changelog for 1.3.0.22
Changed meta data enumeration of saves so that mods that create invalid saves can no longer break the game for players even after they've been removed.
Changed cultist conversion events to also allow for converting all characters with brain damage.
Fixed various minor issues.
Update 1.3.0.21
Changelog for 1.3.0.21
Changed monetary value of named weapons to be more consistent.
Changed Schrats to be more susceptible to being taunted.
Changed some minor things to further improve AI behavior.
Fixed incorrect cost of 'Spearwall' skill for named Spetum.
Fixed fights involving cultist opponents not loading.
Fixed issue with lone player character fighting against a high tier Nachzehrer.
Fixed potentially incorrect text at the end of Barbarian King contract.
Fixed event after beating the Icy Cave not firing in rare cases.
Fixed various minor issues.
Update 1.3.0.20
Changelog for 1.3.0.20
Fixed some incorrect tooltip numbers.
Fixed quest marker icon not clearing when aborting 'Armed Courier' contract during a twist where thieves steal the item you are to transport.
Fixed casualty being listed twice in the combat result screen when losing as a single character against a Hexe by being forced to commit suicide.
Fixed armor attachments on corpses not always showing.
Fixed issue with world map generator introduced with last update.
Fixed various minor issues.
Update 1.3.0.19
Changelog for 1.3.0.19
Changed named item stat generation numbers slightly to create higher quality named items in general, and better light and medium armors in particular. Only applies to items generated after this update.
Changed value of most beast trophies to be higher.
Fixed potentially wrong starting XP of characters in 'Deserter' origin.
Fixed 'Gash' skill used for attacks of opportunity instead of 'Slash' skill.
Fixed visual glitch when a disarmed character's shield is hit.
Fixed world map generator failing on some rare map seeds that result in little water.
Fixed issue with 'Lone Wolf' origin when having two hedge knights in the roster and no other backgrounds.
Fixed various minor issues.
Update 1.3.0.18
Changelog for 1.3.0.18
Changed Swordmaster champions to perform better against heavily armored characters, as to make them a threat more equal to other kinds of human champions.
Fixed duel twist of 'Drive off barbarians' contract not working properly if the opponent happens to be a champion.
Fixed some legendary locations not being placable on some rare map seeds.
Fixed reminder event after satisfying prerequisites for entering the Goblin City potentially firing after the city has already been destroyed.
Fixed potential issue with crossbowman with the 'Hex' effect killing both himself and a Hexe that is to act next.
Fixed potentially wrong daily wage cost displayed in tooltip when starting a new campaign until equipment was changed once or you entered your first battle.
Fixed various minor things.
Update 1.3.0.17
Changelog for 1.3.0.17
Changed barbarian named armor and helmet base stats to be based on regular items, and no longer the heavier barbarian items, as to make for named loot of higher quality. Only applies to items generated after this update.
Fixed named Khopesh not working with Double Grip.
Fixed main menu components getting in the way of buttons with very low resolutions.
Fixed tooltip of opponents sometimes incorrectly displaying "Turn done" when in fact that opponent is merely waiting to act again later this turn.
Fixed issue with barbarian AI getting stuck under specific circumstances.
Fixed potentially incorrect button labels with 'Cultists' origin sacrifice event.
Fixed Antidote item not curing all stacks of poison.
Fixed various minor issues.
Update 1.3.0.16
Changelog for 1.3.0.16
Changed main menu to nudge new players towards picking the right difficulty and origin for their first time playing the game.
Changed minimum contract reward irrespective of renown to be slightly higher.
Changed chance for additional beast trophies with 'Beast Slayers' origin to 50%, up from 25%. The chance to get an additional trophy from the Kraken is increased to 100%.
Changed 'Beast Slayer' background to have higher resolve.
Fixed locations sometimes changing their garrison between reading their tooltip and attacking them.