Patch 1.0.4 is live

Swords and Sandals Crusader Redux

The world of Swords and Sandals is at war! Join the Crusade against Emperor Antares! For the first time since 2007, the beloved Swords and Sandals Crusader returns, reforged from the ground up. Fast paced, addictive tactical warfare is back and better than ever!

[i][b]"So your feet hurt. So you are cold. So you miss your home. So, I say to you, go home! I only need those who yearn for hardships, those who yearn to overcome them. They shall stand beside me on the battlefield and enjoy the sweet mead of victory." - Bors the Mighty of Warmhaven.[/b][/i] Patch 1.0.4 isn't as big as the earlier patches but still has some handy improvements, balances and bugfixes to the game - most importantly, I think I've found a solution to the game stalling after sieges ( where it goes to the black screen) ... do let me know if you still encounter this! Thanks for your patience while I work to improve and stabilize the game. This is one of the more complicated beasts I've worked on and it's been a real challenge to iron out all the bugs just because there are so many situations that can arise in the course of a long strategic campaign. As always, if you find any issues, hit me up here or on Discord and I'll try and fix them. Cheers, Oliver Joyce Whiskeybarrel Studios [b]Balance Tweaks + New Features[/b] [list] [*] Rebalanced auto battles to make them fairer. Armies can now flee autobattles and lose, but still keep remaining troops. [*] Troops from armies with low morale more likely to break [*] You now gain 1 GOLDEN SANDAL for taking an enemy's castle (nothing for Auto battle victories). [*] You now gain 3 GOLDEN SANDALS for defeating wandering monsters. [*] You can now click BACK when selecting ranged troops in battle [*] You can now down enemy leaders with arrow fire in the castle phase of a siege. This will win you that phase (gaining entry to the castle), though the leader will return to fight in the courtyard. [*] Enemy leader health is now visible during the siege phase of battle [*] Enemy leaders always appear in the courtyard phase of battle when defending a castle [*] Enemy leaders now upgrade their boulders slowly (unless in Quick Battle ) [*] Removed the retreat option from the defending army during sieges [*] Enemy leaders no longer have random powers (spells) in Quick Battle or Survival modes, only their starting ones. [*] Enemy leaders in Quick Battle and Survival modes powers will scale with their level ( 1 power level per 5 crusader levels ) [*] Antares' morale now shows as IMMUNE on the battle scroll. [*] Wandering monsters (supercolossi) stats have been nerfed so they are a little easier to defeat. [*] Doubled the damage heavy troops do when ramming walls [/list] [b]Bugfixes[/b] [list] [*] Fixed a major bug where sieges would fade to black and not continue with the game [*] Fixed a bug where debris textures from battle stayed on screen after the battle ended. [*] Fixed a bug where enemies you had declared war on stayed allied to you [*] Fixed a bug where you could not buy more than 98 soldiers if you had a colossus. [*]Some small memory optimizations - more work to come on this in future patches. [*] Fixed a bug where fleeing soldiers did not return to the army after the battle. [*] Fixed a graphical glitch where ladders appeared behind the castle's main wall [*] Fixed a bug where players with wizards beside them in battle had 2 powers to use, not 3 [*] Fixed a bug where characters stats continued from campaign to conquer the realm mode [*] Fixed a bug where the player got a free move after picking up a collectable item ( chest/adventure/troops etc) [*] Fixed a bug where wandering monster quests would not respawn after a tournament /battle [/list]