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Wyrmsun 2.7.2 is here! Along with many other changes, this patch adds Caravans and Minecarts to the game. Caravans are built at the Market and can be used to trade with the markets of other factions, generating copper. Minecarts function as mine gatherers, and can only move over railroads. These new pathways not only allow minecarts to move, but they also provide the same speed bonus to other units that roads do; they do cost substantially more than roads to build, however. See the full changelog below. ----------------------------------------------------------------------- - 2.7.2 Changelog ----------------------------------------------------------------------- * AI - Improved the AI attack back code. - The AI is now better capable of conducting naval assaults. * Buildings - Fixed issue with burning building graphics not appearing. - Workers can now build Railroads (which require the Engineering upgrade). Railroads are necessary for minecarts to move on, and provide the same speed bonus as roads to units. * Factions - Added the dwarven Oinling Clan (+5% Copper Processing). * Heroes - Added a few new wyrm heroes (without specific portraits), recruitable at kobold mercenary camps. - Fixed issue which made recruitable fauna heroes' stats to not appear properly when hovering over their buttons. - Vindalf can no longer upgrade to a dwarven Explorer. * Items - Added the Elixir of Dexterity, Elixir of Intelligence, Elixir of Strength and Elixir of Vitality items. These elixirs give small permanent bonuses to the unit which drinks them. Each elixir may be consumed once per unit/hero. - Cheese and Carrots are no longer sold at farms, being instead randomly added to the pool of items for sale in markets. * Miscellaneous - Minor pathfinding performance improvement. - Fixed crash which could happen when a transport ship was destroyed while a unit with a level-up point was inside. - Fixed a number of SDL rendering issues. - Fixed a save game loading crash cause. - Units are now categorized by civilization in the encyclopedia. * Quests - Added a new side-quest for the Haimdala's Progeny scenario, "Slay the Wild Folk at Hlesey". - Added a new side-quest for the The First Dwarves scenario, "Andvari's Gold". * Scenarios - The scenario maps now contain tree stumps. - Objectives in the Scenario mode are now categorized according to the quest they belong to. * Terrain - Fixed issue with pine tree and mud tiles appearing black on the minimap under SDL rendering. - Added Desert Sand tiles (by Jinn). * Units - Caravans can now be built at Markets, allowing trade with foreign markets. - Fixed issue which caused transporters to unload all units inside if a transporter unit's button was clicked while the transporter wasn't on a coast. - Fixed issue with corpse sight being greater than it should be. - A worker who is carrying resources will now return them to a stronghold upon right-clicking on it, instead of garrisoning in it. - A worker will now repair damaged garrisonable structures when right-clicking on them, isntead of garrisoning in them. - Units now only auto-attack while following another unit if already close to them. - Siege engines now require the Engineering upgrade to be produced. - Added Minecart, which can gather metals with greater carrying capacity than a normal worker. Minecarts can only move on railroads, and require the Engineering upgrade. - Added Kobold Slasher (upgrade of the Kobold Footpad, icon by Exidelo). - Added Kobold Champion (upgrade of the Kobold Slasher, icon by Exidelo). * Upgrades - Added Engineering upgrade (icon by Exidelo) at the Smithy, which allows siege engines, railroads and minecarts. - Alchemy is now researched at the Smithy.
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