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1.3.2 patch note

[p]Hello everyone!

Another small patch to address a few bugs that surfaced, and some balance changes further tweaking the campaign progression.[/p][p][/p][h2]Balance changes:[/h2]
  • [p]Added a malleable recruits second-wave option, which lets the player choose any school at the first level-up.[/p]
  • [p]Units now have 2 starting schools to increase player choice at their first level-up.[/p]
  • [p]Reduced the time/gold cost of smith projects except the ones that provide bonus equipment points. [/p]
  • [p]Magic Focus utility item: Reduced equipment point costs to 2 (down from 4). Increased magic skill stamina reduction to 2 (up from 1). Removed magic resist penetration.[/p]
  • [p]Greater magic focus utility item: Reduced equipment cost to 4 (down from 6). Increased magic skill stamina reduction to 4 (up from 2). Decreased magic resist penetration to 2 (down from 4).[/p]
  • [p]Staff/focus magic skill stamina reduction now affects passive magic skills as well, countering the maximum stamina reduction caused by them.[/p]
  • [p]Reduced all magic staff equipment cost by 1.[/p]
  • [p]Increased the bonus melee damage provided by the enlarged condition to 6 (up from 3).[/p]
  • [p]Mastery of the mind: Removed the +1 stamina at the start of the turn. The warrior school already has skills to offset the higher stamina consumption of the additional action point usage.[/p]
[p][/p][h2]Bugfixes:[/h2]
  • [p]Fixed a crash that could occur when the invaders try to reinforce an army while they already have 2 size-5 army.[/p]
  • [p]Fixed units regaining stamina when rotating while they had 1 action point.[/p]
  • [p]Fixed that a unit could rarely end their turn prematurely after an action that left it on 1 stamina.[/p]
  • [p]Fixed rune cloth armor(Tier 3 light armor) smith project not unlocking with rune item creations research, as advertised.[/p]
  • [p]Fixed missing descriptions that the trainings that provide passive XP gains reduced units' retrain costs as well.[/p]