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]"This path was never going to be easy, my friends. Look around you. Sand as far as the eye can see. Three weeks straight in the blasted deserts of T'Kash but not one of you has abandoned your fellow knight. Take courage, for over the next dune lies the blessed oasis of Taj Brandhir. There we may quench our burning thirsts and rest our weary souls in the cool glades. Now, pick up the backpack of the soldier next you and carry it. Offer the man to your right the rest of your waterskin. We shall get there ... together." - Sir Belgrave of Drakondier.[/b][/i]
Hey everyone! Patch v1.0.5 has arrived! Not as big a patch as the other patches, but more an accumulation of all the hotfixes I've done over the last week or two to improve and balance the game. Enjoy!
[b]Balances and Improvements[/b]
[list]
[*] Antares stats have now been buffed to make him a tougher end game boss
[*] Antares and Arglaxx now appear larger than other crusaders on the battlefield
[*] Antares' army no longer needs to be paid ( being undead and all ) - this gives his army a significant advantage.
[*] Nerfed the supercolossi wandering monsters health by -500
[*] All Crusaders return to their home castles after tournaments now.
[*] In Conquer the Realm mode, I replaced the little-used 'Permadeath' option with 'Large Starting Areas ON/OFF' to toggle whether Crusaders of higher ranks start with more than one province.
[*] Added the ability to turn leader powers on or off for quick battles
[*] C5 M3 Wolfgang now start with 70 instead of 40 archers, and they are upgraded to make this mission fairer for new players
[*] Leader icons now only 'circle/shake' in auto battle if the two leaders are close to each other - was too confusing before.
[*] Enemy armies now have a chance of completely fleeing the battle if they feel things aren't going in their favour
[*] Enemy soldiers are more likely to break when morale is low
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[b]Bugfixes[/b]
[list]
[*] Fixed a bug where enemy leaders attacking castles would be defeated but still appear in your castle
[*] Added a failsafe where if one army is 'stuck' during combat (eg one or two troops standing there frozen in terror), after a certain amount of time their army will flee the battle. This should happen after about 15 seconds or so.
[*] Fixed a bug where pressing ESC during the game cinematic would break the game
[*] Leaders no longer die from one boulder hit in sieges
[*] Visual - made the wooden platform crusaders stand on in castles larger
[*] Fixed a bug where sometimes clouds did not move in the overworld map
[*] Fixed a bug where colossus fights went on forever
[*] Fixed bug where campaign army would be drawn into battles they weren't supposed to be part of.
[*] Fixed a bug where province highlights appeared off-center in certain resolutions
[*] Fixed a visual bug where the wrong garrison troop picture appeared upon a lost battle
[*] Fixed an exploit where sometimes you could double click on dig and get two results.
[*] Fixed a bug where after garrison battles, your campaign army could be lost
[*] Fixed a bug on C7 M3 where the mission would sometimes freeze if you won all colossus battles
[*] Fixed a bug in C7 M5 where HeChaos would successfully complete the mission raising less than the required 80 soldiers.
[*] Fixed a visual bug where Antares stats were in the wrong place in battle
[*] Fixed a visual bug where too many 'fleeing clouds' and screams could be heard sometimes when an army morale broke
[*] Other small misc bugfixes I have forgotten to mention here! :)
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