Version 2.4 uploaded. There were still a few issues that needed to be addressed, so this update should resolve them.
Change log:
*Self Training — The benefits of self-training have been vastly increased. I made this change because I realized it was not a good deal under the previous system. I thought about the best case scenario for self-training, which is that the player was lucky enough to get both artifact merchant random events, and spent 8 sovereignty points to buff self-training. That’s a lot of SPs; depending on the difficulty level that could be all the SPs a player will earn during the course of the campaign. And what did Aurelia get for those 8 SPs? She got some minor buffs roughly comparable to level 1 unity magic. But if the player had spent those SPs to get unity magic instead, that would apply to the player’s whole army, rather than just one unit, so self-training was just not a competitive choice. Additionally, as the leader, Aurelia is going to spend a lot of time on the player’s keep rather than fighting on the front lines, which further dilutes any value for self training. And, since Aurelia has no traits unlike other units, she is starting out at a lower relative power level when compared to similar units, meaning it will take more buffs to elevate her to the status of a high powered unit. Thus, greatly increasing the self-training values was necessary to make self-training a more attractive choice.
*Fixed a graphical glitch that occurred when using teleport-in animations. A frame of the unit would be fully visible a split second before the animation would play. This is a game engine bug, but I did find a workaround so it hopefully should not appear any more.
*Fixed some spelling and grammar errors.
*Imperial Missionaries — Some text still stated that Kirielle would gain poisoned attacks instead of stun attacks; that has now been fixed.
*Swamp Defense — If Professor Mattison was killed his lackeys were supposed to provide commentary, but due to a bug most of it did not appear. Fixed.
*Last Man Standing —If the player recruited woses into their army from “Mine Assault” some extra dialogue now plays out.
*The Seven Sins of Aurelia — If the player previously completed the “Treasure Hunt” scenario there will be additional flavor text regarding Calliaria’s death.
*Vaan Civil War — The player is now informed of their relevant happiness levels before they decide which faction to support.
*Armageddon — Increased map traversability. Changed the dialogue a bit.
*Treasure Hunt — NPCs that only provide flavor text now don’t speak more than once. NPCs that are part of the quest can still be talked to multiple times.
*Losing to Win—Two turns added, change the terrain a bit to favor the player, fixed an issue where the camera would scroll to the elves even if the player was controlling the dunefolk at the time.
*Oracle at Tezmir — I made some more dialogue choices to address some plot concerns brought up by Krzysztof-H.
*Epilogue — Fixed an issue where Celadine was supposed to appear but did not in some circumstances.
Change log:
*Self Training — The benefits of self-training have been vastly increased. I made this change because I realized it was not a good deal under the previous system. I thought about the best case scenario for self-training, which is that the player was lucky enough to get both artifact merchant random events, and spent 8 sovereignty points to buff self-training. That’s a lot of SPs; depending on the difficulty level that could be all the SPs a player will earn during the course of the campaign. And what did Aurelia get for those 8 SPs? She got some minor buffs roughly comparable to level 1 unity magic. But if the player had spent those SPs to get unity magic instead, that would apply to the player’s whole army, rather than just one unit, so self-training was just not a competitive choice. Additionally, as the leader, Aurelia is going to spend a lot of time on the player’s keep rather than fighting on the front lines, which further dilutes any value for self training. And, since Aurelia has no traits unlike other units, she is starting out at a lower relative power level when compared to similar units, meaning it will take more buffs to elevate her to the status of a high powered unit. Thus, greatly increasing the self-training values was necessary to make self-training a more attractive choice.
*Fixed a graphical glitch that occurred when using teleport-in animations. A frame of the unit would be fully visible a split second before the animation would play. This is a game engine bug, but I did find a workaround so it hopefully should not appear any more.
*Fixed some spelling and grammar errors.
*Imperial Missionaries — Some text still stated that Kirielle would gain poisoned attacks instead of stun attacks; that has now been fixed.
*Swamp Defense — If Professor Mattison was killed his lackeys were supposed to provide commentary, but due to a bug most of it did not appear. Fixed.
*Last Man Standing —If the player recruited woses into their army from “Mine Assault” some extra dialogue now plays out.
*The Seven Sins of Aurelia — If the player previously completed the “Treasure Hunt” scenario there will be additional flavor text regarding Calliaria’s death.
*Vaan Civil War — The player is now informed of their relevant happiness levels before they decide which faction to support.
*Armageddon — Increased map traversability. Changed the dialogue a bit.
*Treasure Hunt — NPCs that only provide flavor text now don’t speak more than once. NPCs that are part of the quest can still be talked to multiple times.
*Losing to Win—Two turns added, change the terrain a bit to favor the player, fixed an issue where the camera would scroll to the elves even if the player was controlling the dunefolk at the time.
*Oracle at Tezmir — I made some more dialogue choices to address some plot concerns brought up by Krzysztof-H.
*Epilogue — Fixed an issue where Celadine was supposed to appear but did not in some circumstances.
Statistics: Posted by SpenceLack — Yesterday, 6:59 pm