Much Quality of Life
Hi,
in this update I'd like to give a few more details regarding the version 0.7 release date and what's coming in it. Although plenty was said in my previous update, there are a few smaller features that made their way into the v0.7 during past weeks. Let's take a look at them.
Hero Clutter has been severely reduced. The drop mechanism now will only drop relevant hero levels compared to your current build, preventing drops of significantly low-level heroes when your current Culture is far more advanced. The odds of getting a hero is reduced whenever fighting a trivial battle. Such low-level crises instead drop Culture points directly.
Due to this change Culture points worth had to be shifted to level-based linear progression (e.g. dismantling a 40level hero will give you 4 times as much resource as dismantling a 10level hero).
You can now set your Heroes as Favorites to make them immune to accidental Dismantle or Reorder.
There's also a new Rare Partial Reroll recipe which allows you to re-roll latter two of the three Rare hero's traits. Despite being powerful, this recipe is unlocked by default giving players a relatively no-brainer option to spend their Culture points.
Also you can now preview and compare Heroes before collecting them and either Dismantle them directly or swap with current heroes.
These new Hero abilities start dropping out from Middle-age levelled heroes, with stronger abilities appearing in later levels. All of these make a new use for your hard-earned gold. While all abilities are available to Purple Heroes, each ability is also supported by one additional Faction.
[h3]Bolster[/h3]

Using Bolster before triggering a Military Unit charge will increase the damage caused by a flat amount. Repeated Bolstering before difficult crises can be a very effective way to defeat your enemy with little units spent. Unlike units, Damage caused by this skill is proportional to Hero level and can be very devastating early on (while also very expensive to use).
[h3]Mercenaries[/h3]

It is no true feudal life without paying others to fall in battle for your land. Mercenaries found their way to the game. Specifically they will be a method of converting money into units. With a small delay, Mercenaries ability can recharge your units almost instantly, boosting your 'War Machine' economy with another option.
[h3]Ferocity[/h3]

To get things done during Crisis requires bold decisions. And many skilled, brave and ruthless people can often be further motivated with money. Ferocity ability lets you spend a large sum of Gold to 'solve' any crisis you currently have. Although this skill cannot replace Military's instant damage, it deals its damage over a period of time, most likely eliminating any Crisis that may seem superior to your defenses.
[h3]Three more...[/h3]
Besides the abilities mentioned above, additional three will be available to your generic Heroes. But no more spoilers...
The following are not particularly mind-blowing as they were hinted elsewhere but still worth mentioning.
[h3]New Unique Heroes[/h3]
There's currently 5 new Unique hero candidates to be added to the 0.7 and a few more in the queue to be later added along with small patch updates. I would like to at least double the amount of Unique heroes in the next update eventually and fully cover all the Factions with basic Unique hero builds. Part of this will be overall Unique hero re-balancing which will happen in the next couple of weeks.
[h3]More ways to speed up Quests[/h3]
Part of the new hero traits is also a multitude of quest speedup builds. Some will require a specific unique hero, though some will be available early on.
[h3]New Trading Post Map improvement[/h3]
A new method of increasing gold input. Barbarian villages can now be converted to trading posts instead of villages (also making villages more rare)
[h3]Hanging Gardens, Colossus and Great Library[/h3]
Three new wonders are coming to the game. Each unlocked by its own ascension, the new wonders provide new abilities increasing your build and combat options.
With most of the build almost done, it it quite clear that the Experimental branch can be opened to public in the beginning of February. Depending how beta goes, the actual release could happen in the second half of February. Keep an eye on the Community, I'll post instructions how to get to the Beta as soon as the branch is up.
Have a nice day,
Ondrej
in this update I'd like to give a few more details regarding the version 0.7 release date and what's coming in it. Although plenty was said in my previous update, there are a few smaller features that made their way into the v0.7 during past weeks. Let's take a look at them.
Hero Quality of Life
Hero Clutter has been severely reduced. The drop mechanism now will only drop relevant hero levels compared to your current build, preventing drops of significantly low-level heroes when your current Culture is far more advanced. The odds of getting a hero is reduced whenever fighting a trivial battle. Such low-level crises instead drop Culture points directly.
Due to this change Culture points worth had to be shifted to level-based linear progression (e.g. dismantling a 40level hero will give you 4 times as much resource as dismantling a 10level hero).

There's also a new Rare Partial Reroll recipe which allows you to re-roll latter two of the three Rare hero's traits. Despite being powerful, this recipe is unlocked by default giving players a relatively no-brainer option to spend their Culture points.

Hero Abilities
These new Hero abilities start dropping out from Middle-age levelled heroes, with stronger abilities appearing in later levels. All of these make a new use for your hard-earned gold. While all abilities are available to Purple Heroes, each ability is also supported by one additional Faction.
[h3]Bolster[/h3]

Using Bolster before triggering a Military Unit charge will increase the damage caused by a flat amount. Repeated Bolstering before difficult crises can be a very effective way to defeat your enemy with little units spent. Unlike units, Damage caused by this skill is proportional to Hero level and can be very devastating early on (while also very expensive to use).
[h3]Mercenaries[/h3]

It is no true feudal life without paying others to fall in battle for your land. Mercenaries found their way to the game. Specifically they will be a method of converting money into units. With a small delay, Mercenaries ability can recharge your units almost instantly, boosting your 'War Machine' economy with another option.
[h3]Ferocity[/h3]

To get things done during Crisis requires bold decisions. And many skilled, brave and ruthless people can often be further motivated with money. Ferocity ability lets you spend a large sum of Gold to 'solve' any crisis you currently have. Although this skill cannot replace Military's instant damage, it deals its damage over a period of time, most likely eliminating any Crisis that may seem superior to your defenses.
[h3]Three more...[/h3]
Besides the abilities mentioned above, additional three will be available to your generic Heroes. But no more spoilers...
Other minor changes
The following are not particularly mind-blowing as they were hinted elsewhere but still worth mentioning.
[h3]New Unique Heroes[/h3]
There's currently 5 new Unique hero candidates to be added to the 0.7 and a few more in the queue to be later added along with small patch updates. I would like to at least double the amount of Unique heroes in the next update eventually and fully cover all the Factions with basic Unique hero builds. Part of this will be overall Unique hero re-balancing which will happen in the next couple of weeks.
[h3]More ways to speed up Quests[/h3]
Part of the new hero traits is also a multitude of quest speedup builds. Some will require a specific unique hero, though some will be available early on.
[h3]New Trading Post Map improvement[/h3]
A new method of increasing gold input. Barbarian villages can now be converted to trading posts instead of villages (also making villages more rare)
[h3]Hanging Gardens, Colossus and Great Library[/h3]
Three new wonders are coming to the game. Each unlocked by its own ascension, the new wonders provide new abilities increasing your build and combat options.
Experimental Branch & v0.7 release in February
With most of the build almost done, it it quite clear that the Experimental branch can be opened to public in the beginning of February. Depending how beta goes, the actual release could happen in the second half of February. Keep an eye on the Community, I'll post instructions how to get to the Beta as soon as the branch is up.
Have a nice day,
Ondrej