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Patch notes · published by the developer

Nov 12 Patch 2 - Soft cap att+def, save formations, performance, less variants..

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This patch adds a soft cap to MAtk, MDef, RAtk and RDef. Before with the way scaling works in this game, extremely high value units would be either impossible to hit or they would never miss. This will work like initiative soft cap, where any point over 75 are only 70% effective while points over 100 are only 40% effective. This means most lower level units will see no impact while units with 100 MAtk would be like 91 MAtk and with 130 MAtk it would be 103 MAtk. Doesn't seem like a lot but it really promotes not having a 150 MAtk unit and to spread around stats a little more. This impacts enemies as well so some of those impossible to hit units will be easier to hit now.

In addition there is a big performance optimization for larger battles. They were starting to get laggy.

It also dials back the number of variants (Elites, Champions and Corrupted) a lot prior to company level 6 except the map edges. They are meant to be more in numbers when your units are dramatically over powered

Finally a tweak to upkeep significantly increases upkeep levels 6+ (x2-x4) and lots of little tweaks and fixes.

Oh, and you can now save up to 5 formations in battle.

Balance:
- Soft cap for MAtk, MDef, RAtk and RDef - any point over 75 are only 70% effective while points over 100 are only 40% effective
- A lot less variants and chance for higher tier variants under company level 6
- Upkeep of units changed to x1.25/level. Pretty much no change to current costs until around level 6. Then rare races end up being a lot more expensive. However by then most companies have large buckets of gold
- Lutes now give -4 init and -2 willpower instead of +2 init and +3 willpower
- Tunnel scenario in sieges have 50% less enemies that ultimately spawn
- Ratkin tunnels follow new tunnelling leading to more enemies and random locations
- In Hold The Line scenario, enemy waves come every 2 turns and not 3 turns. It is ok to fall back to buy time until your reinforcements arrive
- Enemy mages have HP and RDef similar to archers
- Goblin AI logic should make better use of their mobility skills and be harder fights
- Undead and golems are tireless. They don't lose stamina when attacking

Performance:
- Performance optimization for larger battles

Usability:
- You can now save up to 5 formations in battle to make swapping positions easier

Graphics & UI:
- Better support for ultrawide monitors that are using windows scaling

Tweaks:
- Remove Skip when choosing a new skill as it ended up in player losing a skill choice. Later is still left as players can click Later to look at stats before choosing the skill
- Healing spells/abilities should only be castable on injured units. Ones that have secondary effects can still be cast on healthy units
- Wandering merchants not have double click to buy not just click to buy

Fixes:
- Veteran start now starts with enough XP for a couple levels and then players get to make their own picks
- Fix for hover over for accessories doesn't work in the equipment stash
- Fix rare issue where hover over for one unit wouldn't work in battle
- With custom characters it shouldn't watch to archer or bard by mistake

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