Demo 1.4.4 patch note

Slaves of Magic

Humanity has been invaded by otherworldly forces using magic. Can you lead the resistance against the oppressors in this fantasy turn-based tactical strategy game to save humanity from becoming the Slaves of Magic?

Hello everyone! This patch besides the usual bugfixes, focuses on reducing the "grindiness" of the demo. Resource costs have been rebalanced, the starting gold amount has been increased, and XP gains have been improved to provide a faster progression for the player. Combat maps got some attention as well, we felt that too much time was spent searching for the enemies, so the map sizes have been reduced by around 30%. Balance changes: - Increased the Redeemed health by +2. The reason for that is they are the first enemy type the player meets, and while it is intended to be easy to defeat, previously any hit would guarantee kill it. This change means 1 handed weapon and bows do not guarantee 1-hit kill them, so the players are properly rewarded when they learn and use one of the many ways that increases damage against them. This hopefully better prepares them for the harder enemies, lessening the gap between the Redeemed and other enemies. - Increased the goblin's health by +2 for similar reasons. - Improved the our-of-combat AI to prioritize player units to engage, which it already saw. This avoids the unlucky situations, that when the AI is closer to the player's not yet seen unit's spawn location than their actual units, they will go towards that, instead of the player. This should eliminate the end-game hide-and-seek that sometimes happened previously. - Reduced the map size by about 30% for the same reason as above. - Modified the Mizumori starting roster, as the previous one was a bit weak. - Increased player's starting gold to 1000 (up from 600). - Rebalanced resource costs of most projects and research (mostly reduced the etherglow costs). - Reduced the time until the player's units healed after returning from a mission with an injury. - Increased the amount of XP the player unit earns. In addition, there is a small bonus XP for successfully completing the mission, and a bit bigger one for completing it in time. - The invader's main base generates 75 science (up from 25). The smaller bases still generate only 25 science per month. Ui changes: - Added 2 arrows to the unit description while setting up a team for a mission. Those arrows make it possible to change units without needing to close the unit description. Units can be changed with the arrows + A-D keyboard keys as well; Bugfixes: - Fixed a crash that occurs in certain situations on the inventory screen when no utility items are available. - Fixed leaving a random skill in a unit's skill bar if ESC was being used to close the skill selection. - Fixed the tooltip of the Combat maneuver skill not mentioning it only works with melee weapons. - Fixed multiple typos in the base building screen.