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Wyrmsun 3.1.0 is now online! The main changes of this patch are: * Added Jewelry as a luxury resource that can be produced at the Smithy and is sold automatically if a Market is present. Jewelry is produced from Copper. * Many buildings now increase in cost according to how many buildings of that type you already have. Mass construction of certain buildings (like Markets) should no longer be as feasible. * Cavalry units now possess a charge bonus of 5%. This means that for every tile they walk through prior to attacking (capped at 10 tiles), cavalry units deal +5% damage in the first attack after moving. * Added the dwarven Runesmith, an experience upgrade of the dwarven Miner. The Runesmith produces Jewelry faster, and can handle its own in combat. For the full changelog, see below. ----------------------------------------------------------------------- - 3.1.0 Changelog ----------------------------------------------------------------------- * Buildings - Barracks, Lumber Mills, Smithies, Mason's Shops, Stables, Temples, Markets, Docks and Universities now have a (cumulative) cost modifier increase of 25% for each building of that type that you construct. - Added encyclopedia entries for roads and railroads, clarifying that railroads' speed bonus apply to all land units, not just rail ones. - Smithies now have "active" graphics, used when resources are being produced in or delivered to them, or when they are researching an upgrade. * Heroes - The dwarven heroes Andvari, Regin, Thursagan now start off as Runemasters. * Items - Added "of Smithing" magic suffix, which increases the worker's jewelry production rate. - Added Runesmith's Hammer item (icon by Jinn). * Maps - The Italy and Southern Baltic maps now support 8 players. - Removed the Scandinavia map, since its area is largely represented in the Southern Baltic map already. * Miscellaneous - Removed the "Units" option for custom maps, since it didn't serve much of a purpose; almost all maps have as default a town hall with five workers, and the other options weren't interesting enough to keep supporting them. Additionally the "squad" unit options could cause issues with maps where players are separated by water. * Resources - Improved how the luxury resource automatic sale system works. * Scenarios - The Goldhoof Clan now starts with the Odin/Hroptatyr major deity in the A Home in the Fields of Sand scenario, so that its starting Witness can actually cast a spell. - Added dialogue between two dwarven workers for the The First Dwarves scenario in which they discuss stone furniture. - Fixed issue with the On the Vanaquisl scenario which could cause the victory dialogue to endlessly repeat. * Units - Cavalry units now have a 5% charge bonus to damage. This means that the damage they deal is increased by 5% for each step the unit took before attacking (the step count is capped at 10). To compensate, cavalry units' damage stat has been reduced. - Gothic cavalry units now have a charge bonus of 7% instead of having extra damage. - Workers can now produce the Jewelry luxury resource from Copper in Smithies. As with other luxury resources, Jewelry is sold automatically if a Market is present. - Dehydration no longer affects units if the desert tile lies within their player's territory. - AI ranged units now try to maintain a certain distance between themselves and slower enemies with smaller range. - Fixed issue which caused units with minimum range (like catapults) to not move away and find a proper place to attack from, if ordered to attack an adjacent unit. - Fixed issue which caused the attack ground command to ignore minimum range. - Ballista bolts now move 50% faster, making them better at hitting units. - Catapults now have a small bonus against buildings, and are slightly less accurate. - Decreased siege engine base damage from 75 to 60. - Shift-clicking a unit training button will now train 5 units of that type. - If the same unit type is queued for training multiple times, it will now show as one icon with the number of trained units on it. - Added the dwarven Runesmith (icon by Jinn, unit graphics by Jinn and b_o), an upgrade of the Miner that produces Jewelry faster and can handle itself in combat. The Runesmith can upgrade to Runemaster and then to Arcanister. * Upgrades - Philosophy now grants +25% research speed instead of +10%.
Wyrmsun 3.1.0 is now online! The main changes of this patch are: * Added Jewelry as a luxury resource that can be produced at the Smithy and is sold automatically if a Market is present. Jewelry is produced from Copper. * Many buildings now increase in cost according to how many buildings of that type you already have. Mass construction of certain buildings (like Markets) should no longer be as feasible. * Cavalry units now possess a charge bonus of 5%. This means that for every tile they walk through prior to attacking (capped at 10 tiles), cavalry units deal +5% damage in the first attack after moving. * Added the dwarven Runesmith, an experience upgrade of the dwarven Miner. The Runesmith produces Jewelry faster, and can handle its own in combat. For the full changelog, see below. ----------------------------------------------------------------------- - 3.1.0 Changelog ----------------------------------------------------------------------- * Buildings - Barracks, Lumber Mills, Smithies, Mason's Shops, Stables, Temples, Markets, Docks and Universities now have a (cumulative) cost modifier increase of 25% for each building of that type that you construct. - Added encyclopedia entries for roads and railroads, clarifying that railroads' speed bonus apply to all land units, not just rail ones. - Smithies now have "active" graphics, used when resources are being produced in or delivered to them, or when they are researching an upgrade. * Heroes - The dwarven heroes Andvari, Regin, Thursagan now start off as Runemasters. * Items - Added "of Smithing" magic suffix, which increases the worker's jewelry production rate. - Added Runesmith's Hammer item (icon by Jinn). * Maps - The Italy and Southern Baltic maps now support 8 players. - Removed the Scandinavia map, since its area is largely represented in the Southern Baltic map already. * Miscellaneous - Removed the "Units" option for custom maps, since it didn't serve much of a purpose; almost all maps have as default a town hall with five workers, and the other options weren't interesting enough to keep supporting them. Additionally the "squad" unit options could cause issues with maps where players are separated by water. * Resources - Improved how the luxury resource automatic sale system works. * Scenarios - The Goldhoof Clan now starts with the Odin/Hroptatyr major deity in the A Home in the Fields of Sand scenario, so that its starting Witness can actually cast a spell. - Added dialogue between two dwarven workers for the The First Dwarves scenario in which they discuss stone furniture. - Fixed issue with the On the Vanaquisl scenario which could cause the victory dialogue to endlessly repeat. * Units - Cavalry units now have a 5% charge bonus to damage. This means that the damage they deal is increased by 5% for each step the unit took before attacking (the step count is capped at 10). To compensate, cavalry units' damage stat has been reduced. - Gothic cavalry units now have a charge bonus of 7% instead of having extra damage. - Workers can now produce the Jewelry luxury resource from Copper in Smithies. As with other luxury resources, Jewelry is sold automatically if a Market is present. - Dehydration no longer affects units if the desert tile lies within their player's territory. - AI ranged units now try to maintain a certain distance between themselves and slower enemies with smaller range. - Fixed issue which caused units with minimum range (like catapults) to not move away and find a proper place to attack from, if ordered to attack an adjacent unit. - Fixed issue which caused the attack ground command to ignore minimum range. - Ballista bolts now move 50% faster, making them better at hitting units. - Catapults now have a small bonus against buildings, and are slightly less accurate. - Decreased siege engine base damage from 75 to 60. - Shift-clicking a unit training button will now train 5 units of that type. - If the same unit type is queued for training multiple times, it will now show as one icon with the number of trained units on it. - Added the dwarven Runesmith (icon by Jinn, unit graphics by Jinn and b_o), an upgrade of the Miner that produces Jewelry faster and can handle itself in combat. The Runesmith can upgrade to Runemaster and then to Arcanister. * Upgrades - Philosophy now grants +25% research speed instead of +10%.
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