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Songs of Conquest News

Small bugfix patch for 0.76.1

  • Fixed issue where you could recruit endless amount of troops from defence tab if you had lots of research
  • Fixed memory leak when you where hovering over objects in adventure mode
  • Fixed issue where mini map could not be opened in the level editor
  • Misc localization updates
  • Fixed issue with wielders moving too far when a building was built or when an artifact was dropped


We also released a small patch on friday the 8th of July, that we forgot to post the changelog for. The changes of that patch were:
  • Fix null reference exception in GetRoundsUntilRevival (usually after battle)
  • Fix null reference exception in Upgrade Troops (exception after battle)
  • Fix issue where listeners weren't cleaned up in TroopManagementMenu (exception after battle)
  • Fix issue with AutoSaves no longer working
  • Fix issue where you sometimes couldn't start a loaded online game from the lobby

Update notes 0.76.1

Hello everyone!

We've just updated the game with a bigger update. It's been on the Public Test Realm for a while now where we ironed out a bunch of bugs, but now it's ready for everyone!

[h2]Notable fixes and additions[/h2]
  • Added difficulty levels normal and hard to From the Ashes campaign
  • Added the ability to control the hostiles in battle when your opponent attacks them in multiplayer as an experimental feature.
  • Added Chinese (Traditional) as a choosable language
  • Added Korean as a choosable language in options

[h3]Simultaneous Turns in multiplayer as an experimental feature[/h3]
  • All humans play at the same time and the AI players each have their own turn after the humans are done
  • If one player enters battle, the other non-battling players will not be able to move or interact until the battle is over (this is because of a technical limitation that we want to remove in the future). However, the “locked” players can still purchase buildings, buy troops etc

[h3]New map settings when setting up a game[/h3]
  • Force quick battles (disables manual battles) - Always or against neutral team only
  • Disable random events


[h2]Gameplay changes[/h2]
  • Scarred Brutes Hp increased to 70 (was 65) Price increased to 1000 gold and 1 ancient amber (was 900 gold and 1 ancient amber)
  • Stoutheart shall Stand ability now also grants 10% spell damage reduction
  • Fear no Foe ability now also grants 5% spell damage reduction
  • Defend changed from granting 30 defense to 25 defense and 25% spell damage reduction
  • Protect now also grants 25% spell damage reduction
  • Made sure you can build town walls and still exit the town in map Valley Low
  • Moved a pouch of gold in Death to Diplomacy (so it can be picked up)
  • Skill pools re-worked
  • Levy bonus increased to 40%/80% (was 30%/60% )
  • Increase ballista damage to 25-35 for all factions (was 20-30) (Baryas ballista previously did less damage than the other factions, this was wrong)
  • Change the amount of beacons needed to 70% of available, rounded up to win (was 60%)
  • Increase Wielder cost to 3000 gold (was 2500)


[h3]Change how disbanding wielders work:[/h3]
  • All artifacts carried by the wielder are dropped on the ground
  • All troops are destroyed
  • Wielder is then “killed”, as if it just lost a battle
  • Can be revived later as per normal rules for defeated wielders

[h3]Spell changes:[/h3]
  • Earth block tier 2 now spawns 1 block at 30 hp, tier 3 spawns 2 earth blocks at 30 hp
  • Protection now also grants spell damage reduction
  • Rally now also grants spell damage reduction
  • Psychic Spears damage changed to 15/25/35 and cost raised to 5 (was 10/20/30 and costing 4)
  • Ice bolt t1 damage increased to 30 (was 25)
  • Rupture damage increased to 50/100/150 and cost was reduced to 6+6 (was 40/80/120 costing 7+7)
  • Breath of the Phoenix damage increased to 50/90/130 (was 40/70/100)
  • Insect swarms damage lowered to 5/10/15 (was 6/12/18)
  • Boiling blood’s damage changed to 10/15/20 (was 8/16/24)
  • Arcane storm’s damage changed to 30/50/70 and cost to 16 (was 25/50/75)
  • Invigorate’s cost changed to 4/4 (was 5/5)


[h3]Added trait “Magic Resistance”[/h3]
  • Grants the troop 50% resistance to magic-based damage.
  • Added to the following troops: Crawler, Adult Crawler, Brute, Scarred Brute, Scavenged Bones, Blessed Bones


[h2]Gameplay bug fixes[/h2]
  • Fix bug where, after using the Barya Pipers’ song ability, the next active troop might not be the one with the highest initiative
  • Fix Essence Burst skill giving the essence income one extra time at the start of the second battle round. It now applies only once, as intended
  • Fix scenario where the enemy team would receive multiple “momentum” buffs when a troop with multiple damage dealing effects (for example Poison) on it died
  • Fix not receiving troops when buying troops for town defense that have max stack size increased by research
  • Fix artifacts becoming unequipped on wielders transferred between campaign levels
  • Fix issue where you could press Q to pick up objects even if it was guarded by hostiles without fighting them
  • Fixed issue where you could not cast spells sometimes
  • Fix a problem where sometimes troops would get an extra essence from Occupy rewards instead of the Wielder


[h2]UI[/h2]
  • Spellbook: Visual update to clarify spell tiers
  • Spellbook: Only show spells that are available based on Wielder’s essence in Adventure mode. Tooltip now shows approximation of first battle round spell will be available to cast
  • Don’t list starting troops for wielders that have died and can be revived
  • Show the numbers involved when showing the “Offense versus Defense” damage multiplier in extend attack previews
  • Stop towns from changing name when razed or converted
  • Fix descriptions of the “Backstabber”, “Helpless”, “Persistent” and “Venomous” troop traits
  • Add ping notification to minimap when hostile wielder enters visible area
  • Select correct build site size when switching tabs in build menu
  • Allow build menu on not your turn by pressing build hotkey (X if default settings)


[h2]AI[/h2]
  • Fix bug where AI could get stuck in endless loop by claimable map entities being partially covered by enemies’ zone of control


[h2]Map Editor[/h2]
  • Fix NullReferenceException when trying to load a map that was corrupt when entering the map editor.


[h2]Multiplayer[/h2]
[h3]Lobby/online games list improvements[/h3]
  • Option to choose random faction for teams
  • Continuously update list of online games in selected region (“Refresh” button is gone)
  • Fix always showing zero as the number of connected players
  • List games that are currently in progress
  • Prevent players from joining online games when they are running different versions


[h2]Misc[/h2]
  • Change default sorting in community maps section to “updated” instead of “popular”
  • Change the order of the statistics graphs regarding resources to correspond with the adventure ui
  • Update gets turn VFX


[h2]Known issues[/h2]
  • If your internet connection is slow/choppy, you might experience disconnects (especially in sim-turns). We are working on solutions on how to fix this
  • In rare cases, the game starts to leak memory until you restart the game. This is being investigated and will be solved in the future.

Roadmap reveal

Hello friends! We are happy to be back with a huge development update. This time we are doing a traditional written blog post, just to make sure that it can be translated to all the various languages the game is available in.

Team Lavapotion, at our offices (and elsewhere), celebrating the start of the Early Access period!

First and foremost, the whole team wants to send out a big thank you to our players! Your comments, ideas and feedback means the world to us. We have received so many cool suggestions and just general support. Keep in mind, we already spent over five years developing this game and we are planning to spend a few more to get it just right! To finally have a community to share the game with is just an awesome privilege for our small team.

With that said, it’s now finally time to look forward to what the future holds for Songs of Conquest and you players!

Please click the image for a better view of the roadmap. You can also find it on www.songsofconquest.com/roadmap

We have tried to listen to the whole community and strike a balance between features that cater to both multiplayer and singleplayer experiences. Simultaneous turns is a huge addition that is currently released on the Public Test Realm. So you can jump right in and try it out at this moment, but don’t expect it to be perfect, just yet! The same goes for difficulty options in the campaigns, which is something many of you wanted! Normal is a little bit easier than before and Hard is a bit tougher.

The random map generator is something many have asked for, to give the game more longevity, and we have heard you all. That is why we are placing it high on our prioritization list. The same goes for more campaigns, so you’ll get one for each of the four factions!

A lot has happened in the last five years. This is how the adventure map used to look five years ago, and how it looks right now!

There is lots more good stuff to come. First and foremost, the AI will continue to be worked on during the full Early Access period and beyond. It is at the core of the singleplayer experience and it is super important for us to keep improving it. The same of course goes for general quality of life improvements, bug fixing and optimization.

New factions are also highly requested, and something we've always thought about adding more of. But they are very time-consuming to produce. We want to do it, and we will do it, but we don’t know when.

Keep in mind that the roadmap is a living document. We will always need to weigh in new ideas and general improvements to every planned feature, but this is how our plan looks right now. We will always strive to create the best game possible at each given moment.

The combat screen has also undergone a lot of iterations in the last five years. Makes you wonder how it will look after a few more years in development!

Thanks to the success of the Early Access launch we are also expanding and looking for more team members. If you want to work with us as either Community Manager or Lead Artist, check out the job postings on www.lavapotion.com/jobs.

And finally, thank you to everyone who has decided to take this journey together with us. Please know that the whole team is pretty much going on vacation during July (the Swedish summer is short but sweet!) and we won’t be communicating or developing new features. We’ll be back in action early to mid August, so that’s when you should expect to see updates again!

This song is best sung together!

/Team Lavapotion

The summer sale is here!

[h2]Lots of great news this week![/h2]
[h3]We are soon, either tomorrow or on Thursday, releasing the roadmap for the Early Access period.[/h3]

➜ To celebrate it, Songs of Conquest is now on a 25% discount! 🥳
➜ Tell your friends there is no reason to wait anymore! ❤️

https://store.steampowered.com/app/867210/Songs_of_Conquest/

Last but not least: Sim turns just got released on the Public Test Realm! Please test the system and let us know what you think.

/Team Lavapotion ❤

Devblog #45

[h2]Sim turns and more![/h2]
We just finished a development sprint and here are the highlights from the sprint review! Of course many many more things happened, but these are the most important ones in our opinion. Check out the video and leave a comment if there is anything you want to ask or suggest!

[previewyoutube][/previewyoutube]

For anyone not having the time to watch the video, here a quick overview:
  • We're hiring (Community Manager, Lead Artist). If you're interested, please visit our website for more info!
  • The roadmap will be revealed next week!

What we were working on:
  • Balance (troop stats, minor spell changes, more troops with magic resistance, etc)
  • Campaigns will have difficulty modes! "Normal" & "Hard" for now; "Easy" & "Very Hard" will maybe added later down the road.
  • New 4-player Skirmish map "Good Neighbours"
  • Added option to start with a random faction.
  • Added option to disable random events.
  • Lobbies should now be correctly displayed in the lobby browser.
  • Sim turns will hopefully be added to Public Test Realm soon! Host can switch between normal and sim turns.
  • Some Ui improvements (e.g. frames added to spells for more visible differentiation) and additions (e.g. buttons to switch between normal and sim turns).
  • In MP, when another player is fighting against neutral units, you might randomly get the chance to take control of the neutral units.


These changes will soon be available, some of them only on Public Test Realm - Stay tuned for updates!

Remember, next week will be exciting as we are getting ready to share our roadmap!

/Magnus