Update 0.9.5.1821: Ambushes, weather that turns, and a chronicle of every battle

Clash of Crests · published · build 26372854

New in battle

  • Battle fates: a battle can be dealt a twist or two at muster, so the same field plays differently.
  • The weather can turn mid-fight: rain slackens bowstrings, fog and dusk shorten sight, mud slows the march, and torches and fires light the dark.
  • Ambushes: enemies can lie unseen until you come close, then strike from the flank.
  • Defenders hold doors, bridges and gaps instead of streaming out one at a time.
  • Formation orders: Shield Wall, Wedge and Skirmish Line, each with its own bonuses from the battle rules.
  • Wildlife and villagers live on the battlefield, raiders hunt the villagers, and some battles reward you for saving them.

Between battles

  • Heroes carry scars and grudges from battle to battle, and the fallen are remembered.
  • The world map changes with what you win and what you neglect.
  • Challenge modes: the Daily Battle, Ironman and Hard campaigns.
  • Secrets and rare encounters to find.
  • An after-battle chronicle of your band's deeds, which you can save as an image.

Living seas and painted battle cards (0.9.5.1818)

  • The sea moves: open water rolls with swell, glints and surf on every shore, and the island battles are fought over painted seas.
  • Sea creatures keep to open water: the White Whale and the Kraken turn with the current and never beach themselves.
  • The War Table shows a painting for every battle: 46 more battles have their own card, and campaign battles show their chapter's art.
  • Nameless enemies no longer grow stronger battle after battle, and reinforcements arrive wearing their proper pictures.
  • Dungeons keep everyone in the rooms, and the painted walls of caves and halls no longer look walkable.

Fixes from your reports

  • Long victory and chapter-end parchments no longer show stray formatting marks such as <i> on their later pages.
  • Villagers caught near a battle stay bystanders: soldiers no longer turn on them when their own foe falls, and their cards read Neutral, not Enemy.
  • When an AI-played opponent takes one of your heroes, you are no longer asked to ransom or execute your own man; he stays captive until you ransom him from My Saga.
  • Mule-drawn siege engines move as far as horse-drawn ones.

Thank you for playing. Tell us what you think in the Discussions.

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