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Game Update (0.9.127)
[ 2019-05-04 19:47:54 CET ] [ Original post ]
General
- Added research projects to unlock: Ravenous Zombies, Fetid Zombies, Zombie Stalkers, Succubi Neolates, Succibi Mutilators, Succubi Matrons, Incubi Neolates, Incubi Nightreavers, Incubi Stormcallers.
- New spell: Paving The Way. Creates a road between the tower and another site. Order Mastery 3.
- New spell: Veins of Civilization. Creates a road between a city and another site. Order Mastery 6.
- New unit: Fetid Zombies. Noxious, diseased and slightly less durable than regular zombies.
- Added two new levels of Armor Scraps (Light/Heavy). These have been used to give various Skeleton units a bit of armor.
- Fixed a bug where conditional unit effects would recursively test each other causing an infinite loop. Conditional unit effects are currently based on the world state without applying any other conditional effects.
- Fixed a bug causing empty recruitment pools to not always impact the cost/time of recruiting new units.
- Fixed a bug causing recruitment pool modifiers to not be saved correctly.
- Fixed a number of bugs causing unintended drift of recruitment pools towards 0.
- The Encyclopedia now shows the basic unit type for each race, including a tool with base level stats for the race.
- Fixed a bug preventing the assignment of unit trainers in some situations.
- Added a tooltip to the unit recruitment progress text, making it possible to see what is causing any modifications to the default recruitment time and/or progress.
- The map can be panned by using WASD and/or the Arrow keys.
- Added an action to replace the overseer of an outpost to fortress upgrade, making it possible to resume progress if the initial overseer was unassigned.
- Updated the map graphics for several types of sites, including farms, mines, quarries, logging camps, castles, citadels, pyramids, outposts, and more.
- Tweaked the Action Icon Buttons, adding a transparent black background, to make the text more visible.
- Added a few more culture-specific character titles to draw from during World Generation.
- Added a cap on faction food storage. This is based on the number/size of cities, fortresses, resource sites, tower upgrades, camps and some masteries. The mechanics are not currently displayed anywhere.
- Rebalanced the chance for shields to block ranged attacks. Previously the Discipline attribute was far more important than type of shields.
- Psychic attacks can no longer be blocked with shields.
- Shields can now block melee attacks. Whereas ranged block chance is affected by Discipline, melee block chance is affected by the Melee Skill of the attacker and blocker.
- The log window now shows the number of blocked attacks.
- Reworked the ranged phase: The armies will now close from long range to melee over several turns, displaying the current distance in the log. This makes the maximum range of attacks much more relevant, and potentially allows an army with longer range several additional rounds of ranged attacks.
- Fixed a bug where some attacks that should be blockable were treated as unblockable and vice versa.
- Fixed a bug causing units with multiple ranged attacks to use only one, and sometimes even failing completely to use any of them.
- New option to place Starting Positions on a map. These can be configured to only apply to certain factions: ai, player, wizard, warlord, tribal chief. Priority can be assigned to control the preference if there are more valid starting positions than major factions.
- Added "blob" brush which allows changing the terrain of 7 hexes at once (clicked hex and all adjacent).
- Map dragging can now be disabled via a toggle, which makes it possible to paint map terrain faster by holding these mouse. This was previously (and still is) supported by using left-shift. Adding a toggle should make it easier on your carpal tunnels to create custom maps.
- Fixed a crash bug related to starting a game on a custom map with partial province definitions.
- Fixed a bug causing river data to be drawn incorrectly in some situations.
- Fixed a bug causing river and/or river data to sometimes be corrupted when editing multiple maps in succession.
[ 2019-05-04 19:47:54 CET ] [ Original post ]
Wizards and Warlords
Valravn Games
Developer
Valravn Games
Publisher
2020-09-25
Release
Game News Posts:
169
🎹🖱️Keyboard + Mouse
Very Positive
(239 reviews)
The Game includes VR Support
Public Linux Depots:
- Wizards and Warlords Linux SteamOS [172.73 M]
Available DLCs:
- Wizards and Warlords - Support the Developer & Refreshment Sigils
Please note that the game is currently in Early Access. Please familiarize yourself with the current state of development, and make sure it matches your expectations, before making a purchase. The description below relates to the design vision for the completed game, and game play described may not yet be implemented, may change in nature or even be completely reworked or removed, during the course of Early Access.
Wizards and Warlords is a turn-based strategy game, where you play as a wizard or a warlord in a fully-realized randomly generated fantasy world. Create a customized sovereign or choose from one of many predefined templates.
Blending grand strategy with aspects of the 4X genre, the game offers a plethora of customizable settings and victory conditions. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or perhaps, a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.
Manage your cities and fortresses, increase your power through research and industry, design your own regiments or arcane constructs, recruit armies and heroes, explore and exploit dungeons, ruins, and even alternate planes, experience random events and event chains - this game aims to deliver a depth of gameplay and mechanics beyond what is found in mainstream games.
This depth is combined with comprehensive modding support, which allows the creation of custom scenarios, with user-created maps, cultures, races, dungeons, pantheons, ancient evils, nations and organizations. The editor allows you to create everything from scratch or work from a randomly generated starting point.
Wizards and Warlords is a turn-based strategy game, where you play as a wizard or a warlord in a fully-realized randomly generated fantasy world. Create a customized sovereign or choose from one of many predefined templates.
Blending grand strategy with aspects of the 4X genre, the game offers a plethora of customizable settings and victory conditions. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or perhaps, a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.
Manage your cities and fortresses, increase your power through research and industry, design your own regiments or arcane constructs, recruit armies and heroes, explore and exploit dungeons, ruins, and even alternate planes, experience random events and event chains - this game aims to deliver a depth of gameplay and mechanics beyond what is found in mainstream games.
This depth is combined with comprehensive modding support, which allows the creation of custom scenarios, with user-created maps, cultures, races, dungeons, pantheons, ancient evils, nations and organizations. The editor allows you to create everything from scratch or work from a randomly generated starting point.
MINIMAL SETUP
- OS: Ubuntu 12.04+ or SteamOS+
- Processor: SSE2 instruction set supportMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
- Storage: 512 MB available space
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