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Lessaria News

Major Update with Critical Fixes. Build 1199

[p]Hello everyone![/p][p]You haven’t heard from us for a while, but we weren’t on vacation or resting after the release. We ran into an unexpected issue that introduced a lot of bugs into the game, and we’ve been dealing with it this whole time.[/p][p][/p][p]In the previous patch, we released a new hero navigation system. It was meant to prevent heroes from getting stuck and to make their movement across the map more logical. We happily released the update - and a lot of things in the game broke.[/p][p][/p][p]After that, we urgently jumped into fixing, changing, and repairing everything. All this time we were working on a new update, and honestly, it was painful to watch you encounter new bugs and errors in the game.[/p][p][/p][p]But today - finally - we’re releasing a major patch. We’ve fixed the navigation system: it now works correctly and no longer creates new issues.[/p][p][/p][p]On top of that, we’ve resolved many other problems. This is a fairly substantial patch focused on fixes and improvements. The game should now feel much more comfortable to play, with a minimal number of errors.[/p][p][/p][p]If anything else comes up, we promise to fix it as quickly as possible.[/p][p][/p][p]We’re sorry this took time and that you had to deal with bugs again.[/p][p][/p][p]And now - on to the full list of patch changes:[/p]
  • [p]Heroes now try to avoid danger flag zones instead of rushing straight through them.[/p]
  • [p]Danger flags now block portal circles and guild shelters.[/p]
  • [p]Thieves and Possessed units have been slightly buffed.[/p]
  • [p]Fixed an issue where hero passive skills stopped working correctly after reloading a level.[/p]
  • [p]Fixed camera shaking on character portraits.[/p]
  • [p]Added hotkeys for the build menu (B) and the spell panel (Ctrl).[/p]
  • [p]Fixed flickering of visual effects at ground level.[/p]
  • [p]Fixed an issue where progress on map 7 could be blocked if the main demon was killed before reaching the pentagram.[/p]
  • [p]Fixed an issue where monsters of the wrong type could spawn in monster lairs.[/p]
  • [p]Fixed an issue where barbarians and orcs on map 3 would immediately switch to the player’s side upon receiving the related quest.[/p]
  • [p]Fixed an issue with quest item spawning.[/p]
  • [p]Fixed an issue where builders would go to repair buildings they were not supposed to repair.[/p]
  • [p]Fixed an issue where heroes could access locked areas earlier than intended by the story.[/p]
  • [p]Added impassable areas to sufficiently large objects.[/p]
  • [p]Fixed issues related to incorrect tree behavior after loading as well as loading the wrong tree types.[/p]
  • [p]Fixed an issue where trees could visually duplicate.[/p]
  • [p]Added missing or corrected incorrect icons for some buildings.[/p]
  • [p]Fixed an issue where level 2 upgrades were replaced by the upgrade itself in the progress panel.[/p]
  • [p]Fixed an issue where units could calculate paths incorrectly and fail to fully rotate.[/p]
  • [p]Fixed an issue where resource gatherers could select an invalid interaction point with a resource.[/p]
  • [p]Fixed an issue where buildings could load with incomplete health.[/p]
  • [p]Fixed an issue where the timer could load incorrectly.[/p]
  • [p]Fixed an issue where after loading enemy units could chase heroes without distance limits from their lair.[/p]
  • [p]Fixed an issue where heroes could attempt to attack enemy buildings in unreachable areas.[/p]
  • [p]Fixed an issue where heroes could ignore a royal decree.[/p]
  • [p]Fixed an issue where the reward for upgrading a hero to level 8 on map 7 could be granted multiple times.[/p]
  • [p]Fixed an issue where heroes with healing abilities could stand idle while waiting for skill cooldowns.[/p]
  • [p]Added smoother turning for heroes.[/p]
  • [p]Updated level geometry to improve clarity of impassable areas.[/p]

Hotfix. Build 1111

Updated the Unity version.
Completely revamped the character navigation system. Characters should now calculate their paths more accurately resulting in improved game performance.
Fixed a bug with quest items not spawning correctly on Map 5.
Fixed an issue where the caravan would not save properly after upgrading a building.

New Patch & Apologies for being silent

[h3]Hi everyone![/h3][p]We haven't been in touch for a very long time and haven't released any patch notes. Sorry about that. We had serious technical issues with servers. The team worked non-stop to restore everything and make the game stable again.[/p][p][/p][p]Now it's all behind us, the game works as it should.[/p][p][/p][p]And a patch was released that includes:[/p]
  • [p]Fixed the materials bug (pink squares)[/p]
  • [p]Fully activated and polished the 14th map[/p]
  • [p]Tons of fixes for the final mission walkthrough[/p]
  • [p]Removed heroes getting stuck at different ends of the map[/p]
  • [p]Fixed the glitch if Lich King dies early[/p]
[p][/p][p]Also, in the next patch we'll fully rework character navigation![/p][p][/p][p]Thank you for waiting and sticking with us. We really appreciate your support and promise not to vanish like that again[/p][p]
[/p]

New Update. Final Mission Rework and Other Fixes

[p]Hey everyone![/p][p]Since the very first days we’ve been getting feedback, that the final mission was too difficult and frustrating. So, we reworked it. Here’s what we’ve done:[/p][p]* Removed the global ritual timer and added timers for the Lich King’s attack waves, so players can prepare and plan their actions.[/p][p]* Changed the mission flow and added more hints.[/p][p]* Rebalanced the undead waves.[/p][p]* Fixed unit behavior on the map.[/p][p]* Fixed the fog issue near the city gates.[/p][p]* Strengthening the port’s defenses now costs 500 gold.[/p][p]But besides the map changes, we also fixed several other issues you’ve encountered. Here’s the list of main fixes:[/p][p]* Fixed overflow of protection and fear flag timers.[/p][p]* Fixed an issue where heroes who missed the tournament stayed in the training camp until the next one.[/p][p]* Fixed a bug that caused duplicated hero icons in the tavern after resurrection.[/p][p]* Reworked the saving system for learned items in the forge and magic shop.[/p][p]* Fixed a major issue where players were getting heavily reduced scores on map 14 due to lost buildings.[/p][p]* Fixed a bug where resource collectors were generating resources instead of gathering them.[/p][p]* Fixed an issue where it was impossible to place an attack flag on an enemy warrior guild.[/p][p]We’re still actively working on bug fixes. Our plan is to release patches weekly - each one will include a batch of fixes and gameplay improvements.[/p][p]The Sandbox mode and new maps are in development, but they won’t be released very soon - expect them this winter, possibly toward the end of the season. We can’t give an exact date yet.[/p][p]Huge thanks to everyone for your kind words and support. It really helps us keep going. We’d be working on the game anyway, but with your encouragement it feels much better :)[/p]

Hotfix. Build 1068

[p]Hey everyone![/p][p]We haven’t released anything for a week - we’ve been preparing this big patch. We gathered most of the known bugs and issues and tried our best to fix them - and it looks like we did it :) Jump back into the game check it out and if you still encounter any bugs - please send us your reports. We’ll fix everything.[/p][p]Below is the list of main changes but first - let’s talk about the big features we’re working on right now.[/p][p]Sandbox mode![/p][p]Yes that’s right - the sandbox is coming. This will be a place where you can spend countless hours playing Lessaria under different conditions and with various types of enemies. We’re currently creating an AI system for the enemy that will also be able to build a base place hero flags and more.[/p][p]The sandbox will feature different maps a variety of enemy numbers and special settings so you can adjust the game to your liking.[/p][p]We can’t share the exact release date yet - everything is still in development and we plan to release it this winter.[/p][p]Two new campaign maps[/p][p]We had two maps that were originally cut from the campaign. At the time we thought there were already enough maps :) Later we realized there weren’t - so we decided to bring them back.[/p][p]We’ll finish them add them to the campaign and if you’ve already completed it - the new maps will be immediately available to play. If you haven’t finished yet they’ll appear midway through your progress.[/p][p]Once we release the sandbox and new maps fix remaining bugs and add a bunch of quality-of-life improvements - we’ll start working on the DLC with a brand new campaign.[/p][p]Now to the list of patch changes:[/p][p]* Fixed several crashes and freeze issues on the loading screen[/p][p]* Fixed a bug where unfinished buildings could still produce workers after loading[/p][p]* Fixed cases where the timer or enemy wave didn’t appear[/p][p]* Fixed incorrect display of some environment models[/p][p]* Cursor is now locked while rotating the character in preview[/p][p]* Adjusted minimap on map 2 - added details and improved color balance[/p][p]* Fixed issue preventing players from earning stars on map 14[/p][p]* Build button now opens level 1 of the construction menu[/p][p]* Reduced narrator icon delay - now depends on time acceleration or pause[/p][p]* Fixed merchant freeze on map 14 - also fixed cart shaking and flying issues[/p][p]* Fixed rare achievement issues after loading[/p][p]* Fixed trading post breaking after loading[/p][p]* Fixed ability to build all allied guilds at once[/p][p]* Adjusted fair selling prices for buildings[/p][p]* New model for Paladin hero[/p][p]* Rebalanced wave strength on map 7[/p][p]* Added a story achievement for map 7[/p][p]* Changed required hero level for succubus quest on map 7[/p][p]* Fixed goblin wave timer display on map 4[/p][p]* Added VFX for tournament winner - victory effect is now permanent for the hero[/p][p]* Expanded tooltip descriptions for most in-game elements[/p]