- fixed: several chariot race AI and framerate issues are now resolved. (sorry about how janky they've been!)
- fixed: excessive splatter and damage sounds being too loud (was caused by arm/leg armor being allowed to show splatter damage in previous patches.)
- new: ai is a bit smarter about chains - will only concentrate on them if not currently threatened by opponents nearby
- fixed: faber could be fired/rehired and auto-upgrade would still function even if it wasnt trained.
- balancing: magistrate slaves agility/strength levels scale up with game progress rather than starting at super high levels
- balancing: greater chance that player will be allowed a larger number of gladiators to fight against a smaller number of opponents (so a higher level enemy can be defeated by an aggragate of lower skilled dudes)
From v1.1.34 BETA
new: ai for net throwing has been rewritten so gladiators will throw nets/alternate weapons more effectively.
new: ai gladiators will not evade a net-trapped opponent with excessive rolls - they will detect entrapment and become more aggro
balancing: murmillo dual weilding stunlock timeout has been reduced so that dual weilding attacks can actually hit more than once per attack.
balancing: reduced battle-won training level increases, scaled with game options > difficulty (more difficult modes result in fewer rewards)
new: gladiators tethered with ropes (easy to break), chains (same as they were), or serious chains (difficult to break) depending on host favour.
balancing: increased chances of lions in battles even for happy hosts because hahahahaah LIONSSSS RAWAWWWRRRR
fixed: occasional invincible gladiators with low hp (they would actually try to surrender, but if that particular battle config prohibited it, it could potentially leave them in a strange twilight zone, unable to take damage, but unable to die. UNABLE TO DIE, YET POWERLESS TO STOP THE PUNISHMENT. ..... the horror.)
fixed: hits on legs/arms didnt launch any sparks so it was hard to tell if the hit was registering damage on that armor.
new: agent can steal horses/chariots
new: lions added to a few behemoth fights and championship game
fixed: lol yer not going to believe this - the dudes who run up into the corner cause they cant find a weapon even though theres a WEAPON RIGHT FCKN THERE... ya... figured that one out haha. hahahahahaahah.aahahahaaahahahahahahaaha. ahhhhhhhhhhhhhhhhhhhhhhhhhhhh.
balancing: exhibition matches no longer reward jupiters blessings
balancing: exhibition matches allow user to pick both opponents instead of the host auto-selecting them.
fixed: gladiator appeal / events could spawn at the same time as a domina/champion challenge and could break the game
fixed: ridiculous green dot that re-appeared on iron spear from early alpha build. wtf.
v1.1.34 BETA
new: ai for net throwing has been rewritten so gladiators will throw nets/alternate weapons more effectively.
new: ai gladiators will not evade a net-trapped opponent with excessive rolls - they will detect entrapment and become more aggro
balancing: murmillo dual weilding stunlock timeout has been reduced so that dual weilding attacks can actually hit more than once per attack.
balancing: reduced battle-won training level increases, scaled with game options > difficulty (more difficult modes result in fewer rewards)
new: gladiators tethered with ropes (easy to break), chains (same as they were), or serious chains (difficult to break) depending on host favour.
balancing: increased chances of lions in battles even for happy hosts because hahahahaah LIONSSSS RAWAWWWRRRR
fixed: occasional invincible gladiators with low hp (they would actually try to surrender, but if that particular battle config prohibited it, it could potentially leave them in a strange twilight zone, unable to take damage, but unable to die. UNABLE TO DIE, YET POWERLESS TO STOP THE PUNISHMENT. ..... the horror.)
fixed: hits on legs/arms didnt launch any sparks so it was hard to tell if the hit was registering damage on that armor.
new: agent can now steal horses/chariots
new: lions added to a few behemoth fights and championship game
fixed: lol yer not going to believe this - the dudes who run up into the corner cause they cant find a weapon even though theres a WEAPON RIGHT FCKN THERE... ya... figured that one out haha. hahahahahaahah.aahahahaaahahahahahahaaha. ahhhhhhhhhhhhhhhhhhhhhhhhhhhh.
balancing: exhibition matches no longer reward jupiters blessings
balancing: exhibition matches allow user to pick both opponents instead of the host auto-selecting them.
fixed - gladiator appeal / events could spawn at the same time as a domina/champion challenge and could break the game
fixed - ridiculous green dot that re-appeared on iron spear from early alpha build. wtf.
v1.1.33c
v1.1.33
- fixed for real this time: regional championships were bugged when loading old save states. let me know (on the forum) if you run into this issue any more.
- fixed: faber could still call an update on horses/chariots and gladiators with default loadout, if they were the only ones in the ludus. this would lead to possible weird memory errors hahahaahahahahahahaahahah. ffffffffff
- NEW: Max HP displayed on equipment upgrade/downgrade viewer (and green/red backgrounds restored to indicate possible/impossible upgrades)
EDIT: v1.1.33a
- horses/behemoth/chariot UI issue should be fixed.
- still working on downgraded equipment bug, but save files that are that badly corrupted may unfortunately be lost. no excuses, i fucked up. maintaining 9 previous file formats for loading has turned into a nightmare. i'm not going to stop backwards compatibility, i just want you to know that its not a trivial thing to work around and i'm trying my best. hopefully some new content to release soon that may take some of the sting away from losing you saved data.
EDIT: v1.1.33b
-fixed: gladiator position should save now also.
EDIT: v1.1.33c
-fixed: equipment downgrade bug appears to be fixed as long as users did not load/save the game in a bugged state. plz post on forum if you still run into bugs with loading.
___________________________________________
please dont post new support issues here - start a new topic on the forum or email contact@dolphinbarn.com
v1.1.32 / v1.1.32a
- fixed: equipment memory leak when playing multiple games over a long period of time (hopefully fixed cause haha i'm a professional.)
- fixed: auto-healing lock when returning from battle (medicus would attempt to start healing, over and over, essentially stopping the healing from actually progressing. have I mentioned that i'm a professional?)
- fixed: dead/dying gladiators could still be selected with prev/next buttons in info screen. (i know what i'm doing. trust me.)
- fixed: 2nd instance of stacked jupiter blessing would sometimes draw SUPER SIZED
- fixed: if stacked jupiter blessings were drawn, not all empty slots would be shown even though an extra card could still be mounted.
- fixed: dead/dying gladiators in ludus might spawn dropped weapons in battle if they died JUST before a battle started
- fixed: current research strings for employees were truncated on save/load
- fixed: autohealing was b0rked during battles (remember when i claimed to be a professional? i take it back.)
- balancing: proximity bonuses nerfed 50% for thraex
- balancing: proximity bonuses are more pronounced with greater AI skill
- balancing: aggro/evasive temperaments now have soft limits based on weapon range rather than trying to just "get as close as possible" or "get away from enemy after attacking"
- fixed: steam stats/achievements were bugged AF. most achievements were being unlocked way earlier than they ought to have been. I'm sorry about this and its embarrassing it took so long to figure out the very simple cause of this bug. at any rate, i'm still not sure how to handle existing achievements/stats now that its been fixed.
- we could reset everyone's stats/achievements (which seems fair, at least, since everyone's stats/achievements *are* broken)
- or we could allow each user to decide to reset them if they want (which seems like a decent approach for us to avoid getting supreme levels of hate for resetting ill-gotten achievements, since it was through no fault of the user.)
rock and a hard place. feedback in comments?
EDIT:
1.1.32a
- fixed: loading previous game didn't count championship matches as having been done, making it impossible to reach final match. (was caused by 'fixing' the steam stats/achevement bug which we probably have not seen the last of.... tenacious bugger, that one...)
v1.1.31
- improved tutorial (sorry it took so long)
- new: game options > Show Damage HP Losses to show/hide the text indicators that pop up over a gladiator's head when a gladiator is hurt
- new: game options > Blink on Damage to show/hide red blinking overlay when a gladiator is hurt
- new: game options > Double Size Cursor
- balancing: default gladiator AI training nerfed for starting gladiators and legate/magistrate slaves (for some reason the last few builds have had it maxed at 100 by default?)
FROM 1.1.30 BETA
- brutal fights are more brutal - longer matches and more bloodshed, you bloodthirsty monsters :)
- balancing: max agility / max attack speed have been nerfed slightly to allow for user-controlled fights to be possible at higher levels (still ridiculously hard, but you have a fighting chance now!)
- fixed: list of selected gladiators for battle did not scroll correctly after 8+ gladiators were listed.
- new: stalemate outcome is now possible instead of defeat if your gladiators run out the clock. for most battles this is still considered a loss, but for some special battles you may still receive rewards for surviving...
- fixed: jupiters blessings were sometimes not rewarded after 300-400 days (ran out of memory for total blessings active in game)
- new: endless mode: surviving domina challenge results in reward of surviving attackers as new gladiators for the ludus
- new: domina can now defend (instead of just attack/run/roll)
- fixed: gladiator defense would sometimes bug out and let a hit fall through a shield even though the guy clearly blocked the strike. (and by 'sometimes' I mean 'like maybe half the time, if the strikes came in really fast') (yeah, thats an embarassing one, sorry.) (maybe if i didn't live off hot dogs for two years, my brain would be operating at peak performance and i would have caught it earlier. probably not tho. dont blame hot dogs. delicious hot dogs. i know, i've seen them made. dont @ me.)
- balancing: behemoth attack damage increased
- fixed: behemoth AI re-balanced so they roll/defend more often and act like bumbling idiots slightly less often.
- fixed: horses/chariots given as rewards after battle sometimes spawned on top of a dead/dying gladiator's memory and looked like the horse/chariot died during battle (doh!)
FROM 1.1.29 BETA
- fixed: champion challenges occur less often
- new: ludus champion can be protected from challenges if he has a private room
- new: champion challenge only picks a gladiator with 5+ victories
- new: champion challenge only occurs if you have 3+ gladiators in the ludus
- domina challenges are slightly easier now
- domina and champion challenges scale slightly with game options > difficulty setting
- opponent's minimum ai/training/equipment on final battles now scales more closely with game options > difficulty
FROM 1.1.28 BETA
- new: surrendered gladiators lives now depend on how pleased the crowd was (blood spilled, attacks launched/landed, and the gladiators reputation (victories/losses))
- final battle: enemy equipment loadout and training increased, and additional 0-3 gladiators generated. (if you can still beat this with one beefy dude, let me know because I'm calling bs on that strat ;)
1.1.30 BETA
- brutal fights are more brutal - longer matches and more bloodshed, you bloodthirsty monsters :)
- balancing: max agility / max attack speed have been nerfed slightly to allow for user-controlled fights to still be possible at higher levels (still ridiculously hard, but you have a fighting chance now!)
- fixed: list of selected gladiators for battle did not scroll correctly after 8+ gladiators were listed.
- new: stalemate outcome is now possible instead of defeat if your gladiators run out the clock.
- fixed: jupiters blessings not rewarded after 300-400 days (ran out of memory for total blessings active in game)
- new: endless mode: surviving domina challenge results in reward of surviving attackers as new gladiators
- new: domina can now defend (instead of just attack/run/roll)
- fixed: gladiator defense would sometimes bug out and let an attack fall through a shield even though the guy clearly blocked the strike. (and by 'sometimes' I mean 'like maybe half the time, if the strikes came in really really fast, so like, any time you're fighting a real dickhead') (yeah, sorry.) (maybe if i didn't live off hot dogs for two and a half years, my brain would be operating at peak performance and i would have caught it earlier. probably not tho. dont blame the hot dogs. delicious hot dogs. i know, i've seen them made. dont @ me. at least its fixed now. in fact, it may be because i *switched* from chicken hot dogs to red hots? i'm no wiener scientist but maybe.)
- balancing: behemoth attack damage increased
- fixed: behemoth AI re-worked so they roll/defend more often
- fixed: horses/chariots spawned as rewards during battle sometimes spawned on top of a gladiator's memory position and it looked like the horse/chariot you just got as a reward had actually died during battle (doh!)
1.1.29 BETA
- champion challenges occur less often
- ludus champion can be protected from challenges if he has a private room
- challenge only picks a gladiator with 5+ victories
- challenge only occurs if you have 3+ gladiators in the ludus
- domina challenges are slightly easier now
- domina and champion challenges scale slightly with game options > difficulty setting
- opponent's minimum ai/training/equipment on final battles now scales more closely with game options > difficulty