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1.2.2 patch note

[p]Hello everyone!
[/p][p]This patch continues with the balance changes, mostly focusing on opening up more strategies per region, equipment point changes for armors, and a few bug fixes.[/p][p][/p][h2]Balance changes:[/h2]
  • [p]Regions have been rebalanced with the idea of having more "standard" resource income, opening up alternative build paths. In addition, "standard" soldier and gold income have been slightly increased:[/p]
    • [p]Deepmarsh base gold income increased (80 -> 90).[/p]
    • [p]Frostwall smith base income increased (3->5). Base gold income increased (60->70).[/p]
    • [p]Hammerfal scholar base income increased (3->5). Base gold income increased (60->70).[/p]
    • [p]Mizumori soldier base income increased (6->9).[/p]
    • [p]Zephyria soldier base income increased (6->9). Base gold income decreased (105->100).[/p]
    • [p]Winterbless base gold income increased (45->70).[/p]
    • [p]Overall base gold income has increased by 95, thanks to these changes.[/p]
  • [p]Black market cost has been drastically reduced (250 -> 50), but building time increased to 30 days (up from 20). Building them now is more of an investment of time rather than upfront money.[/p]
  • [p]Scrying room costs have been further reduced (gold 350 -> 200, dust 20 -> 10).[/p]
  • [p]Increased the black market supply per month early game goal threshold (480 -> 560).[/p]
  • [p]Reduced the soldiers per month early game goal threshold (40 -> 36).[/p]
  • [p]Tier 2 and Tier 3 equipment projects' gold requirement has been slightly reduced, similarly to how it was done for Tier 1 in the 1.2.0 patch.[/p]
  • [p]Medium armor equipment point cost have been increased (tier1: 2 -> 3 tier2: 3 -> 5 tier3: 4 -> 7)[/p]
  • [p]Heavy armor equipment point cost have been increased (tier1: 4 -> 6 tier2: 6 -> 9 tier3: 8 -> 12)[/p]
  • [p]Starting rosters have been adjusted to take into account the armor equipment point changes.[/p]
  • [p]Distraction missions are still harder to do in time, even with the audio clue, so the time for the bonus dust has been increased by 1. In addition, this mission type gets harder compared to the other ones with more enemies, so on advanced and master difficulty, this timer will increase by another 1.[/p]
  • [p]Reduced starting research points of the invaders on Advanced (60 -> 0) and Masters (60 -> 20). This should give a bit more breathing room for the early game.[/p]
[h2]Bugfixes:[/h2]
  • [p]Fixed Dark Elf blade dancer having 2 expert stealth skills. Replaced one with a pass by skill.[/p]
  • [p]Fixed expert stealth skill not properly providing concealed condition for enemies that are not visible to the player.[/p]
  • [p]Fixed saves with active slow condition, removing an extra action point when reloading.[/p]
  • [p]Fixed saves with active haste condition, adding an extra action point when reloading.[/p]
  • [p]Fixed relentless offensive condition counters being lost on reload.[/p]
  • [p]Fixed for the horde condition counters being lost on reload.[/p]
  • [p]Fixed missing skills for units on the memorial. (Only works on the newly fallen.)[/p]
  • [p]Fixed Artisan equipment wrongly provided the best of the best bonus when achieved.[/p]