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Veterum News

0.9.5.3 Adaptive Difficulty

Adaptive Difficulty has been added to the game settings (the game will determine how challenging the battles are for the player and strengthen or weaken enemies accordingly). By default, Adaptive Difficulty is disabled. When calculating difficulty, the game considers a loss of 50-70% of the player's unit Health to be optimal. If health loss falls outside this range, the adaptive difficulty adjusts. The impact of adaptive difficulty accumulates gradually. Currently, there are 12 levels; at least 5 battles must be fought to progress to the next level.
We recommend enabling Adaptive Difficulty for everyone who finds the battles too easy. If you play with this feature on, please share your feedback.

Other changes:
- fixed Wind Domain (previously it granted too much Mana)
- when refocusing the game in windowed mode, the window size is set to 90% of the screen resolution
- injuries can now only be sustained if a unit's Health drops below 50%
- added the option to increase the UI scale by 1.5x and 2x. Owners of large monitors, please let us know if everything works correctly
- added an additional zoom level for the camera in battle and on the world map
- fixed a couple of typos

We are starting work on a major update: introducing unique unit traits during generation. In parallel, we will be adding new traits.

Roadmap

[p][/p][p]Dear friends![/p][p]Happy upcoming New Year! We would like to express our sincere gratitude for your support. Your activity and engagement have exceeded all our expectations. Every review and every suggestion helps us polish the game and brings us closer to the full release. Thank you for your patience and for believing in Veterum![/p][p][/p][p]Next Steps[/p][p]Our current focus is on:[/p][p]·         Fixing minor bugs;[/p][p]·         Adjusting the game balance;[/p][p]·         Improving and refining game content.[/p][p]Steam Trading Cards will be coming soon.
Additionally, we are introducing adaptive difficulty in the settings — the game will analyze the flow of battles and adjust the strength of your opponents accordingly.[/p][p][/p][p]Content Expansion[/p][p]In future updates, we plan to add:[/p][p]·         New units (including new additions for the Dwarves);[/p][p]·         A new recruitable hero;[/p][p]·         New passive traits for units;[/p][p]·         An expanded set of spells, active skills, and artifacts;[/p][p]·         New points of interest and missions on the global map;[/p][p]·         Additional end-game activities.[/p][p][/p][p]Evolution of Game Systems[/p][p]We are working on several new mechanics:[/p][p]·         Cities will feature a dynamic "Prosperity" stat, which will change based on the player's actions.[/p][p]·         We are working on making units more unique. For example, a regular Swordsman might be born with specific traits like "Sole of Company", +1 Strength or -1 Evasion.[/p][p][/p][p] Modding Support[/p][p]Closer to the release, we plan to integrate Steam Workshop, allowing players to share maps created in the editor with the community.[/p][p] [/p][p]Best regards, Crasleen Games[/p]

0.9.5.2 Several Fixes

Changes:
- Fixed an error that occurred when right-clicking an equipped item on a unit in the Mercenaries section.
- Fixed the "Eagle Eye" trait.
- Fixed (hopefully) the issue with the game regaining focus after the computer wakes up from sleep mode.
- The Duelist main hero can no longer upgrade Mana.
- The Captain received a new trait: Recruiter (one additional mercenary is available in all cities).
- The Elder can now learn the Recruiter trait.
- The unit or object detailed info window now also closes when left-clicking anywhere.
As usual, all changes apply only to newly created units. If a unit is already in your army, nothing will change for them.

Learning Cost Changes:
Sniper: 310 -> 280
Poison Immunity: 230 -> 200
Poison Aura: 150 -> 300
Rain Warrior: 170 -> 120
Charge: 210 -> 250
Double Shot: 250 -> 270
Digging Under: 90 -> 70
Waterlogging: 150 -> 140

0.9.5.1 Musketeers and Dwarf Balance

Changes:
- Musketeers: firing range increased from 7 to 8. Unlike other ranged units, Musketeers no longer suffer a -2 Accuracy penalty for shooting at more than half of their maximum range. Musketeers no longer have the Slow Attack trait. Stealth lowered from 4 to 3. They now have the Swimming trait by default. Yes, the dwarven lobby proved too strong, and the developers gave in.
- Engineer: gained the Stunning trait; now has the Swimming trait by default.
- Clan Warrior: now knows the Timber! skill.
- Dagnars: can no longer learn Caltrops.
- Elder: can no longer learn Stun Immunity, War Cry, Lightning, or Invigorate. Gained the Strong Bone trait and the Howl skill. Can now learn Haste and Earthquake.
- Ents and Talyg: can now learn Rock Throw.
- Banshee: Magic Resistance lowered from 2 to 0.
- Ghost Warrior: Evasion increased from 4 to 6; piercing damage resistance lowered from 2 to 1.
- Short trait: now grants +1 Evasion against ranged attacks.
- Graves: can no longer generate on roads.
- Unit stats: now recalculated immediately after healing from injuries.
- Decorative tiles: improved placement during random map generation.
- Quests: slightly more quests are now available in cities at the very start of the game.
Icons: replaced one icon.

0.9.5.0 Miscellaneous

Changes:
- when renaming a unit or saving the game, the cursor now appears at the end of the name instead of the beginning
- adjusted the rendering depth for bridges
- minor changes to the unit auto-deployment system
- the message stating that all enemies are fleeing no longer appears when control is delegated to the AI
- Kromm will eventually wake up even if the player skips the quest
- the Battle for Talleron can no longer be completed for both sides
- fixed an error that occurred when pressing Enter during the unit deployment phase
- added Russian voiceover for the intro cinematic. Huge thanks to Verus!
- garlic renamed to caltrops