One of the Native's quests should now be easier to complete - any victory in New Feygrim should now complete this.
Spotted a bug in the weather determination - this should now be a bit more diverse.
v2.02.04 is now live
Fixed a memory leak that caused crashes on long gaming sessions. Thanks to everyone who helped with this!
General tidy up of installation
v2.02.03 is now live
Allies - If any allies (Militia, for example, that may have joined you on a mission) die in combat before the mission is complete, they will now be removed at the end of the battle, as you might have expected. If you lose a battle or flee, all allies will be lost...
Centre mode - toggle this on/off with the "C" hot key on the strategic map. The camera will follow your band as they move about the map.
Increased the availability of experienced recruits later in the game - also increased the maximum level of new recruits to 5.
Sailing back home after Humanity has been destroyed? You will now land at the ruins of Greyhaven instead of the game locking...
One very perceptive gamer noticed that the effects of Perception on missile fire is actually quite significant, despite what the Perception tooltip said. Rather than change anything at this point, I have updated the relevant tooltips.
Druid re-balancing - Increased bonuses for taking the Skill multiple levels, and expanded the tooltip to tell what the effects of multiple levels actually are. Allowed some magic items to affect your scores in Beast form. (e.g. if you have an item of Strength, this will boost your beast form Strength too. If you have a sword of rending, that will still not work.) Also allowed some of the rare magical Traits to work - Yes, you can now be a possessed vampiric ethereal bear!
v2.02.02 is now live!
Mainly I've made adjustments to the town events. They should now have quite an impact, and there is a new one. Expect stock levels to vary considerably more in future, and you should find it easier to find magic items for sale - if you look in the right places...
Fixes
Prevented further magic items being generated named: 's sword, etc
Formation screen - aligned the portraits correctly when you swap the order of your crew.
v2.02.01 is now live
Features
Cantrips! There are 6 new cantrips for wizards. They should be allocated to your existing party on Load Game. They are low power, but cost just 40 AP and 1 mana. You can't take them as skills, you just auto learn them, depending upon your chosen career.
New Fast Hands skill. Everyone can take it. Halves the AP cost to swap weapons.
4 new dungeon events! They are very rare, but will allow either an unusual combat or allow one of your characters to obtain a new and rather unusual trait. They also feature some amazing accompanying art.
New crisis! Featuring a totally new troop type and a new special character - who is recruitable too under certain conditions. She is a crossover for my next project... :)
If you are resting and there is a message, your rest will now be stopped. Nothing to stop you resting some more of course if you decide the message unworthy of action.
6 new adventurers added to the pool of recruits!
Sight radius now shown on strategic map - there is a new option added also that will let you alter the opacity.
Fixes
Blocked F2 screen in combat (can't rebuild combat screen after this)
Level up skill confirm screen - if the text is too big, the window will expand to cope.
I've added a mask on the "minion bar" (bottom left) so extreme hair styles don't overlap the next adventurer.
On the Formation screen, when you swap the order of the adventurers, the tooltips are swapped too.
Caravan rewards are now linked to distance as the caravan crawls, rather than distance as the crow flies.
Post combat injury and healing now removes any "@" symbols and correctly replaces with a new line where appropriate.
Tweaked dungeon event rarity - you might see some rare ones a little more often.
v2.01.01 is now live
Fixes
Fixed a CTD where noble calls for aid
If you save the game on the mission intro screen then reload, the link between the current combat and the strategic map counter was lost. (e.g if you are fighting some bandits and win, the bandits will still be there if you saved and reloaded)
Some special attacks could be used on an empty space (Hook, Decapitate, etc)
Tidied up some skill descriptions (a couple said they were passive skills twice)
V2.01.00 is now live!
Great Deeds!
There are now 12 secret great deeds that can be performed. Some dealing with exceptional performance in a single battle, some with career stats. Completing one will give an adventurer a small but permanent bonus! Look for the trophy icon on the view adventurer screen...
Others
New option to use a much smaller info box in combat, allowing you to see more of the battlefield. This is off by default, you will need to go into the options screen and select it.
Exotic startup - fixed bug that mean everyone started with Flail skill.
All skills in combat are now mapped to the keys 0-9. This is shown on the tooltips.
Expanded skill descriptions to include "Active skill" or "Passive skill" to make this a little clearer, and added the mana cost to all spell descriptions.
Reduced the difficulty at the higher levels a little - especially early on in the run.
Stopped "Alt Gr" being treated as if it was ctrl. (led to some unfortunate ctrl click invasions)
Fixed bug that let you end the AI's turn by clicking the end turn icon...
v2 is now live!
Rebranding
Game name changed to Leman!
New cover art!
Balance
Everyone gets a 50% Hit Point boost. This makes the battles a bit longer and smooths out the luck somewhat. Also makes arrows and ranged attacks a little worse. (you are more likely to be able to charge across the battlefield before dying) All bonus and penalties to health (e.g Tough skill, Broad trait) get 50% bonus too. On loading an old save game, HP will be adjusted.
Some traits are now visible on the hiring screen. Every trait has a secret score that shows how obvious it is - e.g. Tall/Short is very obvious - Kind/Bully is much less so. As traits and skills are now generated along with the name and profession of the potential recruit, it will no longer be possible to reload until you get someone super...
Evened out the RNG in starting positions. All your starting guys will be neither exceptional, nor total rubbish.
It is now much harder to shoot through enemy troops, protecting those mages at the back a bit more. If the front-ranker is in Defensive Mode, it is very hard indeed to shoot past him...
Bears - increased in points (you will face fewer of them) and blocked from missions untl at least day 50.
If you have many Hit Points, you heal a little faster.
It's slightly easier to regain stamina in combat.
Halved the unskilled bow use penalty again.
A little more protection for small/under strength parties. (Enemy numbers were already reduced against small parties, but now more so)
Enemies on strategic map a bit more aggressive. (Bandits weren't very keen to attack unless you were very weak)
Bugs fixed
Clear square properly on a death, in combat. (Affected leap and a few other skills)
You can no longer control Beasts and Allies after they have moved.
Fix to Druid - on reverting back to mansize, can now fire his bow if he was carrying one.
Stop invisible units (imps mainly) stacking on the same square. (Yes, they can see each other now!)
Road no longer occasionally blocks missiles
Big hands on death bug fixed, when using direct damage spells like Drain Life
Misc
Sounds of pain on injury - now scale to damage done. e.g. just a grunt if they only lost a HP or two.
Animated some icons
You can now see the "bought for" price on trade goods.
Escape on the strategic map no longer takes you back to the main menu - people kept thinking they had lost their game when this happened.
Save game right at the start.
v1.07.02 is now live
Based on player feedback:
Weather volume now has it own setting on the Options screen
Sort inventory button added on Shop screen
Graphical effect added to show time of day. You will see the sky darken as dusk approaches. Night is still skipped completely - it is too dark to do anything in Leman at night. Then the sky will begin to lighten once more as dawn breaks. Cosmetic only, but useful in showing the current time.
Changes to some of the town events like Festivals, Magician's Guild, Refugees... These events all make it more likely adventurers will appear - and in some cases, the town's stock will increase too. The problem was that this effect happened over time - so if you arrived on day 1 of the festival, nothing much had happened yet! Changed this to provide an influx of adventurers/stock as soon as the event fires - although I've kept the daily increase too.