V 1.0.3 - The Hit Chance Patch. A game changer for those interested in numbers

Swords and Sandals Immortals

Gladiator! Grab your sword, equip your sandals and take on the world in multiplayer Swords and Sandals! Brutal turn-based combat where gladiators can lose limbs, wield guitars and yell so loudly enemy heads will fall off. This is the most fun you'll ever have in the arena!

Hey mighty gladiators! This patch is a pretty big one, and will need some testing by all of us haha! For a long time, people have asked me how hit chances work in the game, and my standard response is, it's just too complicated for me to show you, and you know [i]to be honest[/i], half the time I actually had no idea what was really going on under the hood as it really did get far too complicated to explain even to myself. [b]Until now.[/b] I spent yesterday ( among fixing a ton of other things ) sitting down and documenting all the formulas and modifiers, and making it so they appear in the tooltip. Now what you see on the skill button hit chance is [i]EXACTLY[/i] the hit chance you will need to hit your enemy. All the calculations are done and shown for you in the tooltip. While putting this together, I found a few hit chance things were kind of busted, and a big one - weapon hit chance was not being added to base hit chance , so now dual wielding / two hand penalties properly apply and so on. Like I said, pretty big update for the game but WAY more fair now. If you don't want all that extra info, you can of course turn it off in the Settings Menu. There's a lot of other stuff, including a proper fix for the dual wielding unequip ( finally , again... ) and some fixes for possible multiplayer de-sync issues. With such a big update, no doubt more bugs will arise but I'm right back at the forge ( right after lunch, its 2pm here) and updates / patches will continue through the day and over the next few weeks until the game is in a great place so I can park it until later, (DLC planned for maybe end of year, who knows exactly!) Thanks so much once again for your feedback, bug hunting and enthusiasm for the game. Cheers, Oliver Joyce Whiskeybarrel Studios [b]V 1.0.3.E (March 13 2023):[/b] [i]--- NEW FEATURES ---[/i] • You now see a small D20 Die next to the defender's name once an attack has been made. This roll shows the number your enemy rolled out of 100 ( if it is LOWER than your attack chance, the attack was successful). If the attack was defended, the die is blue, if not, the die is red. • Added a new setting ( ON by default ). "Extra Hit Chance Info"). This adds extra info to tooltips so you can see how the game calculates hit chance for gladiators in combat. This is a big update, not fully tested. • All gladiators in single player mode gain 100 gold a day (in addition to a star) up to day 300 - this is so if you totally run out of money , have to sell your weapons, you can still eventually buy a new one and return to the action. [i]--- MULTIPLAYER CHANGES ---[/i] • Fixed a possibly catastrophic de-sync issue where gladiators without a weapon equipped could enter a battle and really mess up the game. [i]--- BALANCE CHANGES / STAT FIXES ---[/i] • Fixed a bug where Undead Priests never went below the calm spirit level when using Grave Pact • Fixed a bug where you could challenge a player at the same time you were being challenged, leading to weirdness • When Wild Magic procs now, it has the potential to increase damage by 50% instead of x2 ( too powerful) • Improved the stats and changed skills for Emperor Cygnus to make him more of a challenge [i]--- BATTLE CHANGES / FIXES ---[/i] • Improved Hit Chance calculations for battle buttons to more accurately reflect what's actually going on, taking into account terrain, stat bonuses, enemy debuffs etc • Hit Chance now properly includes weapon bonuses / penalties correctly • Fixed a bug where enemy gladiators could use skills in First Blood arenas • In First Blood Arenas, gladiators now start two lengths apart now (like in multiplayer) • Potential fix for Arena Champions on higher difficulties not having boosted stats for their first turn • Fixed a bug where in multiplayer fights vs bots, spirit effects were not randomized • Improved Spirit Break animation for battle poets so it stands out more as a unique effect - many players have been confused as to why battle poets get positive statuses when broken • Changed calculations so clubs only do extra damage on armour properly • Changed calculations so swords only do extra damage on health properly • Fixed a bug where enemy gladiators using Cure Wounds used your healing stats to heal themselves • Increased Cure Wounds cooldown to 6 turns [i]--- MISC FIXES AND CHANGES ---[/i] • FINALLY I think I have a proper fix to the dual wield unequip bug. Fingers crossed. • Moved Tooltips over to the right side of the screen (left side if you are facing the other way ) • Fixed a bug where the To Hell and Back achievement would not trigger • Single player gladiators no longer gain XP if losing a battle. • Reduced Doomtrek Portal entry stars cost by 30% • Improved Portuguese Brazilian and Chinese translations • Fixed a bug where Lantern' Jack's head no longer dropped as a reward item • Cleaned up text on the Settings Screen • Fixed a bug where spam clicking the save button in the Battle Caravan could crash the game