The War of Crowns rages on. Knights and brigands run rampant throughout the land, sowing destruction. From your castle base, rise to become the lord who leads the battle against the forces of evil in this turn-based tactics and strategy game.
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Greetings, Lords and Ladies of the Realm,
Please find below the list of improvements applied during today's patch:
[h3][b]Balancing Settings[/b][/h3]
As mentioned in a previous news update, we've added sliders that allow you to customize specific enemy statistics and some general game settings. Here's the current list of customizable settings:
[list]
[*] Secondary Battle Timer
[*] Maximum Number of Wounds for Your Companions
[*] Enemy Health
[*] Enemy Power
[*] Enemy Accuracy
[*] Enemy Reflexes
[*] Enemy Critical Hit Chance
[*] Enemy Willpower
[/list]
These values can range from easier than Squire difficulty to harder than Baron difficulty. For example, the Secondary Battle Timer can be set to Default, +5 turns, +10 turns, or Disabled.
Since these settings are in the difficulty menu, you can change them at any time in your domain, even during your current game, and continue with your new difficulty.
To change your difficulty in your current game, go to the options menu in your domain. There, you'll find the difficulty option and the new customizable settings.
[h3][b]Balancing[/b][/h3]
In addition to allowing you to tailor your experience, we've made some balancing changes that apply to every difficulty setting.
Here are the issues we wanted to address first:
-The enemies’ tankiness
-The enemies’ numbers
-The feeling of being out-leveled by the enemies
Changes include:
[list]
[*] Removed groups of six human enemies in secondary missions from most of the game. They can still appear but only late in the end-game when you’ll have plenty of tools to deal with them. We specified “human enemies” because beastmasters still bring their beasts.
[*] Removed some enemies from the initial groups in early “Capture the Target” missions.
[*] Adjusted enemy scaling so they get harder every 70 days instead of 56, affecting their statistics and group compositions in secondary missions.
[*] Fixed an issue with difficulty scaling that only affected the base HP of enemies and ignored the HP gained by leveling up. This fix makes Squire difficulty easier and Baron difficulty harder.
[*] Reduced the upgrade cost of Unique Weapons.
[*] Reduced the HP of a majority of enemies, depending on the type of enemy and when they appear. Some enemies also had too much HP relative to their armor points.
[*] These changes aim to reduce the feeling of being overwhelmed by too many, too tanky enemies, which created a snowball effect.
[/list]
These changes will take effect in your next battle. If you load a game in the middle of a battle, you’ll see the changes in your next one.
[h2][b]Fixes[/b][/h2]
[h3][b]Crashes & Blocking Issues:[/b][/h3]
[list]
[*] Fixed a crash that could occur after completing a Purge mission.
[*] Fixed a crash that could occur when recruiting a companion.
[*] Fixed multiple cases where enemies would spawn in unattainable places in procedural missions and in the Last Hope mission, leading to uncompletable missions.
[/list]
[h3][b]Domain:[/b][/h3]
[list]
[*] It is now impossible to send a squad to a purge mission through the faction panel when a squad has already been sent to the faction.
[*] When completing a purge mission on a faction, the squad will no longer return to the faction after arriving at the domain.
[*] The time required for a companion to heal in the Domain is now correctly displayed in the Barracks upon arrival from a mission instead of appearing after one day.
[*] The sparkles displayed when buying consumables in the laboratory are now correctly removed when you quit the menu.
[*] The details tab of the domain is now readable when the player is hovering over the prison, which would display the prison tooltip.
[/list]
[h3][b]Combat:[/b][/h3]
[list]
[*] Added an option to quit the battle in the pause menu. Using this will result in a defeat, and all your companions will return to the domain with the health they had in the battle.
[*] The attack tooltip will now display the correct skill when you target an enemy with a different skill than the one used during the attack.
[*] The battle log will now correctly display the damage dealt when the Mace skill “Concussive Strike” is used twice in a row.
[*] Inputs for “pause menu,” “battle log,” and “end turn” are now correctly displayed after a fatality when playing with a controller.
[*] Tooltips that display a unit name and class are now correctly removed when the unit is no longer hovered over.
[*] Damage dealt with the “Caltrops” skill of the Flayer is now correctly displayed in the battle log.
[*] Health bars of enemies are now correctly removed when they die.
[*] The critical hit feedback is now correctly displayed when killing an enemy with a critical hit.
[*] The animation of the skill “Heavy Charge” should now play correctly when the unit is affected by an opportunity attack during its movement.
[/list]
[h3][b]Options:[/b][/h3]
[list]
[*] Auto-saves are now displayed in the Save Game menu.
[/list]
We hope these changes greatly improve your experience with Crown Wars. We will continue to read all your feedback. Thank you for your support!