Sorcerer King 5.5 Beta Released

The v5.5 beta update brings more balance improvements and bug fixes to the game.

Changelog coming soon.


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Reply #1 Top

There’s a ton of bug fixes and some major balance adjustments as well.  Read on for specifics...

UI Improvements & Visual improvements

  • Updated tooltip breakdown for Logistics to further break out the various sources of plusses and minuses

  • outro video plays for victories

  • Update to SK Stronghold graphics and SK Fortress.

  • Update to Arctic Tactical Maps particle effect (took out the sun glows). Updated the tactical map tile selection cursor, making it slightly more opaque. This makes in-world UI elements easier to see during snowy tactical battles

  • Added minor race description tooltips to Rival Setup screen

  • Clicking "equip" button on unit context window opens unit details window to equipment tab

  • Tons of new and updated icons for items, units, and improvements.

  • Update to Kingdom Tactical Maps artwork

    • Update to some of the Kingdom tactical maps assets (particles, non-traversable area texture, and rock props).

    • Update to Swamp City tactical battle map layout.

    • Update to SK Stronghold tactical maps (added 3 more new ones).

    • Update to the Armageddon (shadow world portal) tile design graphics.

    • Tile design for swamp forest tactical maps.

    • Art assets for Kingdom Monster Lair tactical battles.

    • Additional Swamp Tactical battle maps and updates to Swamp Tactical Battle maps graphic

    • Added particle effects to Kingdom tactical maps. Created new Dungeon tactical maps.

  • Centered load game screen

  • New city arrow sfx

  • Added wolf bite animation, and all rival pioneers.

  • Implemented art for Syndicate enforcer and Assassin

  • Added Rival pioneer mule textures.

  • Skin, Primary, and Secondary materials now have their own skymap. Specular intensity raised on Primary and Secondary.

  • Tactical Battles now plays the 'end boss' theme if you're fighting the SK

  • Hooked up other Stronghold maps (game uses world location to randomize these, so every battle at a given stronghold will result in the same map)

  • Toolbox button on Title Window changed visually, and location is lower left.



Balance & Tweaks

  • Enchanting loot balance overhaul

  • Items

    • Adding enchanted versions of lots of items. All items that aren't quest items or consumables should be enchantable.

    • Adding enchanted versions of lots of items

    • Swords, Bows, and Staves stats tweaked

    • Unique sword, Sword of the Sun and Moon magically increases speed of user now does 16 damage but requires level 8 to use now

    • Sword of the Void lowered from 42 attack to 18 attack but no longer snuffs out all XP earned, requires level 10 to use (instead of 12)

    • Most bows now have a level requirement, even if it's a low one

    • Bow weapons lowered in damage they cause

    • Added new weapon recipes

    • Lots of minor tweaking and balancing to weapons

    • Most found weapons now require some level req

    • Replaced old instances of Potion Healing  with Major Healing Potion

    • New item: "Essence Scroll" that adds +1 essence slot to one of your cities.

    • Several new Rare recipes added to the game.

    • Skath Egg replaced with Drake Egg (gives a Drake Cub unit)

    • Darkling Cloak now also unlocks Shadowshift

  • SK army size default increased from 4 to 5

  • Every 150 turns, the SK army size will grow by 1

  • SK higher level armies have fewer super tough monsters and more darklings (fodder).

  • SK threat check based on player city count softened to allow 4 cities before it ensures a threat of 1

  • SK units more likely to form armies (fewer 1 unit darklings)

  • Default number of SK units decreased slightly

  • Rival faction units grow to their calculated size slowly instead of instantly.

  • More fertile tiles to world


  • Quests

    • Changed ranged reward in "The Evil Skull Quest" from Pyre Sword to Short Serrated Sword

    • Changed Refined Crystal to Flawless Crystal for Imperium Trading Quest

    • Changed Refined Crystal to Flawless Crystal for Keepers Post-Alliance reward quest

    • Changed Refined Crystal to Flawless Crystal for Ice Lords Post-Alliance reward quest

    • Hero Quests are now first added to the list of 'Quests to Spawn' (get placed first, in case the map runs out of possible quest tiles)


  • Doomsday countdown changes

    • Revised -2 Doomsday rewards from most quests to be -4 Doomsday

    • Shard being destroyed doomsday penalty reduced from 25 to 20

    • Doomsday reduction from killing a LT increased from 10 to 50.

    • Added -25 Doomsday reward on alliance with a Rival Faction.

    • Courage event reduces doomsday by 2 instead of 10

    • Vomit Inn reduces doomsday by 1 instead of 2

    • Poacher quest reduces doomsday by 2 instead of 5

    • The slow digging option for treasure results in 1 doomsday point (instead of 0)

    • Talk to the skeletons quest reduces doomsday by 1 instead of 10


  • Misc

  • Rival factions will trade with the player through quest interactions

  • The Sorcerer King will trade with the player through quest interactions

  • removed physical attack from LTs (they are likely much easier now)

  • increased unit count in strongholds (they are much harder now)

  • Player starts with the ability to cast two sovereign spells instead of one

  • SK monster QUANTITY isn't affected as much by world conditions as it was before (before it would quadruple, now it increases by less than 2X, the quality of the units remains lethally the same as the doomsday counter goes up).

  • Minor races much better at building armies

  • Fixed enchantment ingredients that didn't show what they provided


  • Sovereigns

    • Guardian gets Restore Land when they get geomancy


  • Units

  • Vetrar can now cast Blizzard

  • Fallen Apprentice no longer had Daze, only uses Life Steal when she needs is, and now has a Dark Spread variant to hit an AOE

  • Harbinger now has a variant of 'Form of Mist'...heals for 3 turns while immune to physical attacks

  • Fire Mage can now cast Flame Dart

  • Enchanter (former Emissary): Weak magic unit that requires Crystal and a new 'Reliquary' Improvement.  Enchanter has Haste (+5 Combat Speed), Reflect (unit Reflects 50% of Incoming Melee Damage), and Arcane Sword (Target gets +5 Attack for duration of battle) abilities

  • Cleric raised  HP from 12 -> 24 (probably still too low for a single group unit)

  • Battle Mage HP raised 16 -> 24 (probably still too low for a single group unit)

  • Removed Divine Shield from Archers


  • Unit abilities

    • Removed the Mana cost from the 'Energizing Aura' ability

    • Arcane Shield: Now gives +3 defense (+1 per caster level)

    • Warriors might does +2 per attack instead of +1


  • Unit Changes

    • Kingdom:

      • Gave the Sentinel "Smite" (a double damage attack) so he's different from the Soldier

      • Add a "Rush" ability to all mounted units (friendly and enemy). The minor move increase they currently have over champions limited their uniqueness in tactical.

      • Increase Soldier & Sentinel moves from 3 to 4 (so Pikeman seem a bit more defensive)

      • Increase Rider moves to 6

      • Kingdom Soldier gets +1 Attack per Level

      • Kingdom Archer (Tier 1) no longer has Divine Shield


    • SK:

      • Umberdroth - Remove "Nightmare"  got used too often instead of his more unique abilities

      • Warg Rider - Remove "unholy howl" got used too often instead of his more unique abilities

      • Vetrar - Remove "Fear" & "Nightmare"  got used too often instead of his more unique abilities

      • Aegethon - Remove "Flying"

    • Monsters & Ruffians:

      • Skeletons  immune to Poison

      • Blue Drake - more HP

      • Red Drake - immune to Fire

      • Fire Mage - immune to Fire, Vulnerable to Cold

      • Wolf - Removed Bleed & Deadly Bite

      • Ogre - added Immune to Poison, added Vulnerable to Lightning

    • Rival Factions:

      • -Wraiths are Immune to lightning instead of vulnerable to it

      • -Glacierlings are Vulnerable to Fire

    • Universal:

      • All Fire/Ice/etc. units have appropriate vulnerabilities and immunity

      • Replaced any "Sensitive to" abilities with "Vulnerable" so elemental damage is worthwhile

  • Monsters

  • Rabid wolves replaced by archers in the wandering monsters

  • More balancing of the # of monsters there should be, tying it to difficulty more

  • Wandering monster delay increased from 12 turns to 30 turns (you kill the wandering monster, you won't see it again for a long time)

  • Fallen apprentice combat speed increased from 15 to 20

  • Troll combat speed increased from 8 to 16

  • SK units generally made to be faster

  • Lowered accuracy on base bandits

  • Increased defense of bandits

  • General nerfing of the attack of monsters but increasing of their critical hit chance

  • General increase in the quantity of monsters in an army while lowering their quality a bit

  • Named monsters power increased


  • Monster Lairs

    • Monster lairs moved somewhat further away from starting locations (however, rare cases will still happen)

    • Turn 66 is the new base value for when monster lairs will tend to upgrade

    • Monster lairs will tend to have more units in them, the second level monster lair will tend to be about as strong as the unit's army (around combat rating 35)

    • More named enemies in uncommon or rare monster lairs

    • Higher level Lairs are buffed

    • Added rare drops to more lair drops

    • Barbarian Lair: reduced attack and HP of Barbarian Units

    • Shard count will be roughly 15 on arena and 30 on huge

    • Number of rivals allowed on arena lowered from 3 to 2

    • Reduced some units to drop the combat rating (16 down from 26)


  • Spells

    • Player starts with the ability to cast two sovereign spells instead of one.

    • Summon ice elemental requires minimum of 100 lore to be spent, costs 15 mana.

    • Summon skeleton no longer has a cooldown

    • Armageddon spells change such that the player gets to control the demon group that comes out.

    • new Priest spell "Heavenly Ward" that lets you use Destiny Favor to keep a trainable unit from dying at the end of a lost battle

    • All players get raise and lower land at the start

    • Raise/lower land no longer works on Shadowlands

    • Haste provides +20 to initiative

    • Raise land is now a 1 tile spell and works on water

    • Cooldowns put on summoning spells

    • Enchantment Summoning Spellbook vols 7 and 8 now do something

    • Transmutation spell now has a description pop-up of the item that just got made.



Bug Fixes

  • SK strongholds won't increase the SK's army limit by nearly as much

  • SK will no longer train Urxens until doomsday reaches 100

  • the SK hasn't contacted the player in at least 18 turns it will contact the player

  • # of shards no longer increase linearly with map size. Most of the shard count will be determined by the shards option in game setup.

  • Fixed the Priest Restore Land ability

  • Minor race trading with you no longer sets the last contact time so that the player can still contact the minor race.

  • Fixed Soulburning ability to work as described, no longer has a formatted text description

  • Added a fix for a loophole where you could get a conversation with a Minor Faction before having the "first contact" conversation.

  • Text tweaks to description of Drogon and Napahaz.

  • Fixed Soulburning ability to work as described, no longer has a formatted text description

  • Tweaked text to remove confusing references to "recruited champions."

  • changed size of minor heal potion icon

  • boots of fire and boots of ice now show up as armor instead of accessories

  • Fixed a few of the minor race Champs not having a move statistic

  • Most of the other sovereigns can now get resource harvesting

  • Fixed a stuck turn situation

  • Fixed bug where wrong tile was sent to function which places lieutenants

  • Added attack, OnHit, Select, Run, Death sfx for Rival Pioneers

  • Updated Core Units and Sound Packs for Rival Pioneers

  • Updated descriptions of the rival factions.

  • Quest ambiances now have music mixed in

  • added spellbook tooltips to spellbook icons/buttons on the Customize Sovereign Window

  • Fixed Unearth Dungeon and Ancient Tomb Portraits

  • 'Reliquary' improvement is unlocked after 'Barracks'

  • Changed end game score calculation.

  • Fixed layout issues with the endgame screen

  • Added Abilities to the Ash Colossus summon, now leaves fire tiles around his spawn point

  • Priest tree now has 'Great Temples' properly coming from 'Shard Temples'

  • Vorpal Weapons now have icons

  • Fixed Swamp tactical battle map that didn't have proper blocked tiles set

  • Ogre Magus portrait hooked up

  • Healing Light formatted text fixed.

  • Guardian's "Volcanic Vengeance" ability now unlocks the Volcano spell.

  • Arcane Arrow ability should increase by # of Shards

  • Fixed 'Flaming Arrow' range issue and missing icon.

  • Shale Strike icon hooked up.

  • Swapped the Frozen Realm and Ice Lord pioneer portraits

  • Summoned units can now go immediately when called into battle

  • Rain of Arrows now ignores friendly unit in the hit radius

  • "Random Quest" tiles on maps and stamps will no longer pick from the 'Champion Statue' quests

  • Added a SMALL MAPS ONLY option for the 3rd Minor Race entry (when playing an Arena map)

  • Hooked up more items to be unlocked from the sovereigns' "Forging" ability

  • Help Menu Fixes

    • New Help Screen topics for: Rival Factions, Tactical Battle Initiative, Tactical Battle Tactics (sovereign casts, swarm, area of control),

    • Tweaked Shard Attacked and Pioneer tutorial popups to clarify certain mechanics

    • Added info on how to reset tutorial popups to tooltip in options

  • Transmutation Sovereign Ability description re-written.

  • Fixed the Dwarf Hero's axe in his left hand.

  • Fixed bug where sometimes a map wouldn't have a hero Statue

  • Fixed: Drogons 'new hero' quest had the wrong internal name

  • Quest Complete window: hooked up Defensive bonus icon

  • Changed to spell unlocked window to one with a shiny border

  • Units stationed in a city, or subunits of an army, now have disabled actions for actions that have no effect in those cases (guard, explore, pass).

  • Changed text for dialog box that comes up when Auto Explore is automatically cancelled due to having no more FOW to clear.

  • Fixed empty loot window when you step onto the abandoned ship

  • Added special "loss by doomsday" text during the endgame screen if that's how you lost

  • Revised text of Galor-SK Trading quest (Threat Level 0 Interaction).

  • Player Placement: added redundancy checks when placing the starting city for NON-LAND tiles and SK OWNED tiles

  • fixes issues with messed up Arena maps

  • Lieutenant Placement: added check for spots that are a bit further from the player.  This fixes issues where the Lieutenants would be creeping about in your starting area.

  • Crafting window popup no longer shows dead units

  • Nerfed to the following roaming encounters

  • Crafting Window lists no longer pop back to top

  • when city levels up, or a resource improvement finishes, city hud is now updated to reflect any change in production has had on the number of turns left on the city's current project

  • addressed GWG issue where gamesave Loading screen is up and picture frame is cleared between games

  • Display HP loss or gain as a quest reward Quest Complete Window. Some quests do this, but it was not being displayed.

  • Champions defending Rivals capital cities are now lvl25

  • Customize Sovereign  window controls are now pre-populated with information from the Sov passed in, so that you can edit what was already set, rather than having to start over every time.

  • Modified formatting on starting tutorial message

  • Fixed typo on sovereign quest

  • Lots of new goodie huts for variety, upgrade into much tougher creatures

  • Goodie huts have a chance to provide a rare item

  • General increase in the # of SK units allowed

  • Minimum spawn level now looks at total turns

  • # of minimum Sk units considers total turns

  • Greatly reduced the # of Urxens (SK pioneers) that spawn

  • There will tend to be a couple turn delay before the Sk confronts you about building a city

  • Rivals won't found cities for the first 30 turns

  • Rivals have less chance of training a pioneer

  • Fixed bug where logistics display would not show the +5 from the Warfare Sovereign trait until something else marked logistics as dirty

  • Changed default movie volume to 50

  • Fixed underlying issue that caused the Sk's sov not to be saved out, and would have to be recreated when the code eventually notices it's missing

  • Small text tweak to dress up a couple options (metals and crystal resources)

  • Fixed Barracks and Armory to unlock the proper things

  • Replaced Archer Increased Range bonus with a free Archer unit for one of the random quests.

  • Fixed: Choose your rivals - Portraits missing on map size change

  • Fixed crash due to running out of suitable starting locations in a tactical battle.

  • Upgraded the spider to an Ancient Black Widow to make it a little more menacing

  • New art assets for the Rival factions settled cities.

  • Fixed: UI unresponsive after after attempting to trigger Varda quest objective

  • Added ogre magus portrait added

  • Tweaked text to make the number of souls less specific so it doesn't imply any changes to population levels.

  • Sovereign - Updated Sovereign Descriptions to make sure gameplay differences are explained.

  • Game does a better job of placing the player on tiles with food yields when no starting points are available.

  • Beaches now take the surrounding tiles into account when determining what kind of beach they should be.

  • Updated intro tutorial text

  • Champion skill tree bg now have a new background image unit details window

  • Fixed: SK stronghold tactical battles show kingdom city

  • Removed SK monster lairs exuding purple ZoC change

  • Maps

    • Small maps now support 3 instead of 2 rivals

    • Medium supports 5 instead of 4 rivals

    • New Stronghold map where the player has 2 fronts to manage

    • Arena map size increased from 5x3 to 5x4

    • Revised Dungeon maps (and others that use dungeon secondary locations) to use a variety of different dungeon tactical maps.

  • Units

    • Scout bug fixed (Stealthy ability now works properly)

    • Falcon unit now retreats to the city (w/no Doom cost) when killed in battle


  • SK

  • Fixed bug where Sk wouldn't interact with player when intended

  • Game will no longer place SK strongholds if there aren't enough starting points (fixes bug where a Stronghold would be placed on the player's starting location)

  • If threat level is >0 and the player has at least 4 shards the SK has a 1% chance of summoning a nasty army and sending it your way

  • If the SK hasn't contacted you by turn 5, he will contact you.

  • No matter what you do, if you have more than 3 cities your Sk threat level will be at least 3.

  • Player trait events won't start until at least turn 20

  • Hooked up difficulty to how fast rivals fall under the thrall of the SK

  • SK challenge quest implemented

  • SK Trade at threat 0 quest implemented

  • SK Trading quests now have unique names









Reply #2 Top

That's a real beaut of a changelog Clark!