Many Fixes & Changes:
Changes:
- Added State: Charmed
- Changed title graphic
- Added some story elements
- Added the ability to trade finished goods at each neighbor castle... provided you are not enemies.
- Added neighbor invasions to the Event rotation... if you are at state: Enemy. These wars are the toughest Event wars in the game, so that's incentive enough to not make any enemies!
- Improved the Interface Skin
- Added the "Castle Peril" event type from the kickstarter stretch goal. Will keep adding "peril types" as we move thru Alpha & Beta. Right now, there are 2 different ones which can happen: Rebels or Goblin Raiders.
- Added in more of the content designed / named by Kickstarter backers.
- JP gain increased slightly. JP bonuses given for defeating bosses.
- Game can be lost if the main character dies or any castle resource is lowered when already at !Low!. Will work on a more informative game over screen as we move along (ie: a Roguelike gameover screen with some stats)
- Set the max level to 20 for any given class for this pass of the game. Expansions will increase this.
- Training now costs 500 JP. But the gold cost on the papers has been reduced.
- Added another level 5 dungeon to the beginning of the game: Orc Camp
- Added Wound curing items to the loot rotation
- Added little side-events which can happen around the world here and there. More to come.
- Added T2 Mage Tower & Elementalist Badge/Class
- Upgrading the Recruitment Hall will increase the amount of XP gained at the training dummy.
Fixes:
- For "immediate battles", coffins are now properly showing right away for party deaths.
- Fixed a problem where the First Event (after the Goblin Camp is beat) would be set to "None"
- A neighbor king will no longer conduct "normal" diplomacy while they have a crisis going on.
- Fixed all Heavy armors to resist wounds in their various body location areas. Slightly lowered their DEF values. (this was a planned change once the Wound system was stable)
- Toned down the difficulty for "Court" battles (especially in the overland) for the beginning of the game.
- Toned down the difficulty of the Level 1 dungeons. Still working to balance the Healing changes made and this should be the last of it!
- Fixed the "event resolution" dialog for a "Resource" crisis event type.
- Plains Orcs now correctly begin the game at "Neutral" instead of "Enemy"
- Correctly charging the 500G to build the Work Site.
- Increased the gold coming in from dungeons
- Tweaked difficulty (down) on: Forest Cave, Old Well, Western Watchtower
- Fixed training papers - you no longer lose them when failing to train someone.
- No longer giving loot or gold rewards for wiped parties.
- Fixed Marksman badge
Changes:
- Added State: Charmed
- Changed title graphic
- Added some story elements
- Added the ability to trade finished goods at each neighbor castle... provided you are not enemies.
- Added neighbor invasions to the Event rotation... if you are at state: Enemy. These wars are the toughest Event wars in the game, so that's incentive enough to not make any enemies!
- Improved the Interface Skin
- Added the "Castle Peril" event type from the kickstarter stretch goal. Will keep adding "peril types" as we move thru Alpha & Beta. Right now, there are 2 different ones which can happen: Rebels or Goblin Raiders.
- Added in more of the content designed / named by Kickstarter backers.
- JP gain increased slightly. JP bonuses given for defeating bosses.
- Game can be lost if the main character dies or any castle resource is lowered when already at !Low!. Will work on a more informative game over screen as we move along (ie: a Roguelike gameover screen with some stats)
- Set the max level to 20 for any given class for this pass of the game. Expansions will increase this.
- Training now costs 500 JP. But the gold cost on the papers has been reduced.
- Added another level 5 dungeon to the beginning of the game: Orc Camp
- Added Wound curing items to the loot rotation
- Added little side-events which can happen around the world here and there. More to come.
- Added T2 Mage Tower & Elementalist Badge/Class
- Upgrading the Recruitment Hall will increase the amount of XP gained at the training dummy.
Fixes:
- For "immediate battles", coffins are now properly showing right away for party deaths.
- Fixed a problem where the First Event (after the Goblin Camp is beat) would be set to "None"
- A neighbor king will no longer conduct "normal" diplomacy while they have a crisis going on.
- Fixed all Heavy armors to resist wounds in their various body location areas. Slightly lowered their DEF values. (this was a planned change once the Wound system was stable)
- Toned down the difficulty for "Court" battles (especially in the overland) for the beginning of the game.
- Toned down the difficulty of the Level 1 dungeons. Still working to balance the Healing changes made and this should be the last of it!
- Fixed the "event resolution" dialog for a "Resource" crisis event type.
- Plains Orcs now correctly begin the game at "Neutral" instead of "Enemy"
- Correctly charging the 500G to build the Work Site.
- Increased the gold coming in from dungeons
- Tweaked difficulty (down) on: Forest Cave, Old Well, Western Watchtower
- Fixed training papers - you no longer lose them when failing to train someone.
- No longer giving loot or gold rewards for wiped parties.
- Fixed Marksman badge