Travelers of the desert:
We've just launched an update. With this, we've fixed bugs relayed to us in detailed player reports, improved capture mechanics, and adjusted the prices of captured soldiers.
And of course, we'll be taking the opportunity to share our plans for future updates, too.
[h2]V1.1.05 UPDATE LOG:[/h2]
[h3]●Price Changes[/h3]
The Ransom Broker now considers more team factors when presenting a price for captured units. Instead of basing prices solely upon captured units' recruit costs, the team's total number of Captive Squad units remaining will also be taken into account.
[h3]●Captures[/h3]
We've improved the capturing logic, increasing the factors that come into play when deciding a capture's chance to succeed. Examples include the target's rank, and the number of captives your team has.
We're further addressing issues in which some players found they weren't gaining any EXP after combat. If you've experienced this, please try and see if it's fixed for you! Debug information can be found at the end of this update summary.
If these issues persist following the update, please share your save files with us. We need save data from those experiencing problems if we're to solve them once and for all!
[h2]Future Plan[/h2]
We've been listening closely to player opinions on the Captives system, right from the start of V1.1. The previous two issues aside, we'll continue to focus on adjusting the Captives system in future updates to ensure it's balanced. We'll be fine-tuning ransom and release logic, capture and recruit probabilities, and much more.
[h3]●Captive Status & Recruiting[/h3]
You can provide captives with rations and medical treatment following future updates. That said, whether you choose to do so remains up to you. Will you focus on recruiting captives to survive, or will you deny them rations and treatment? Not all captives will readily yield to you if you choose the latter, however, as it may only serve to strengthen their resolve.
[h3]●Captive Escape[/h3]
Your team has a limited capacity for its captives. Once over this limit, they can choose to make a break for it.
[h3]●Captive Release[/h3]
Releasing a captive improves your Favor with their faction. The released captive also leaves you Ironstone and Wood resources, with a chance to grant Soldier EXP Stones. Releasing non-soldier captives grants you a piece of their equipped gear, with a chance to grant Talent Shards and Wisdom Crystals.
[h3]●Talents[/h3]
We're adding a Captives Talents branch, [Priorities], that offers two different routes to develop down. Perhaps you'll seek out and slay soldier elites, or maybe you'd prefer to subdue tons of lower-ranking targets instead.
Stay tuned for future updates to hear about all this in greater detail.
[h2]Bug Fixes[/h2]
●Fixed a bug where Ember Ocher could grind down jewel dust without spending any jewels.
●Fixed a bug where you couldn't return to garrison at the Tribal Hall.
●Fixed a bug where save files created with a hotkey could crash when reloading the game.
●Partly fixed a bug where no EXP is granted from combat.
●Optimized recruitment success rates when the player is the leader.
●Fixed a bug where the Nameless had no Ransom Broker.
●Fixed a bug where enchanting in the Champion of Chaos DLC smithing skill page would cost no equipment.
If you have encountered any issue, please feel free to contact us through our official Discord channel https://discord.gg/xdindie!