Update 1.3.14

A Legionary's Life

A Legionary's Life lets you play as a Roman soldier during the years of the Second Punic War and beyond. Rise up through the ranks and win prestigious awards or just focus on making it home in one piece; it's up to you.

It is almost a year since the game came out of early access and was released in its first complete form. I want to thank once again all of you players who have spent words of support and appreciation here on Steam and elsewhere. Today's update offers a description for each enemy type, a few little improvements that should help new players get their bearings faster and a couple of minor balance adjustments. [h3]Changes[/h3] [list] [*] I have added a brief description to over 40 enemy types. The description can be seen in the [i]details [/i]screen of each enemy, below the name. It should provide more background information to players who are not familiar with the time period, and also add more depth to the encounters. Special thanks to [i]flori2412[/i], who once again offered to translate all the new content into German for free. [*] Fights against enemies who have the terrain advantage are preceded by an alert that explains the situation and its consequences. The icon indicating this condition and your Stance circle are highlighted for a brief moment. High ground is a crucial factor in combat and it was commonly overlooked by players. This change should make it less elusive. [*] When fighters enter the fray, a tip will remind you that you can click on their avatar to see detailed information about them. If you find this feature annoying, you can turn it off in the [i]Combat[/i] options. [*] Every time you adjust your Attitude (and you should do it very often), a basic tip will appear next to the slider to show whether your Attack and Defense are being affected positively or negatively. This should help new players figure out as early as possible how Attitude affects their performance, and its extreme importance in combat. [*] Libyan spearmen now spawn in the second campaign with exactly the same range of possible stats they have in the first. Before this change, it was possible that they spawned with slightly higher skills. This made no sense from a historical or logical point of view. In general, I have a strong disliking for any form of level scaling in RPGs. This was the only thing in the game that resembled level scaling, so I'm happy to get rid of it. [*] If your missing Health is less than 10% of its maximum value (for example, if your current Health is 46/50), you won't lose Morale when you spend turns during the camp phase. If the missing portion is 10% or more, the behavior will be the same as before. [/list]