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The Random Map Generator is here!

Greetings Wielders! It’s approaching winter here in Sweden and while we are getting chilled by the northern winds, we want to present something that truly warms our hearts: The Random Map Generator. We hope it will bring you endless hours of joy and increase the replayability of the game by a lot.

Interestingly none of the team members at Lavapotion foresaw that the Random Map Generator would be a highly requested feature. We thought that there would be a bigger interest in handcrafted maps. Boy, were we wrong!

The Random Map Generator - Currently the second most requested feature on our Feature Upvote site.

We are happy to present our first iteration of this highly anticipated feature. It will be improved upon further and we want to take your feedback into consideration. So, go on, give it a try and let us know what you think!

The RMG currently supports 2, 4, 6, and 8-player maps, single player vs. AI or multiplayer.

But that’s not all. Oh no, we have lots more content, improvements, and features for you in this update.

Carl has for a long time been working on a big rebalancing of all factions.This means that troop costs have changed, stats have been modified and you will have to reconsider a few tried and tested tactics. The full list of changes is a bit too long to comfortably share in this blog post, but they are included in the patch notes below and we hope to either create a video about it or post a separate blog post later on. I’m sure Carl is excited to get right back to this balance work as soon as we update the game with more unit traits and abilities!

Text, numbers, and all that jazz. These are the tools of the trade for our Game Designer Carl. The actual work of making games fun can look a lot less fun than you would think.

We are also happy to announce that we have extended our AI development team with Niklas, who most recently worked as AI Lead for Paradox Interactive. He and Marcus are now hard at work continuing to improve the AI, so watch out Cyberdyne systems! (It’s a Terminator reference for all you Zoomer strategy gamers out there). If you check out the full patch notes, you’ll see that they have been quite busy and a few highlights include further optimization and adventure and battle behavior improvements.

This, dear reader, is what is referred to as “coder art” and it has a special place in the heart of all game developers. This particular piece of art explains how the AI pathfinding has improved. I’ll expect to see bootlegged NFTs of this masterpiece sooner rather than later.

Our “Look and feel” team which pretty much focuses on the UI and UX of the game have been optimizing and changing how a player (and Wielder) interacts with the town. The whole Defence system and UI have been given a visual overhaul that hopefully makes the user journey much more explanatory and pleasant when you want to stash a Wielder inside a town and defend it.

By changing the placements of buttons and adding visual effects the defend mode has become easier to grasp for new players (and some of the developers).

Another highly requested feature is the multiplayer turn timer. Robin has been working on it to hopefully make it exhaustive and flexible for all your needs. But as with all new features we expect to iterate further upon it if needed. So let us know if it has what you are looking for in a modern turn timer of this day and age.

That’s a lot of settings, you say? Time and experience tell us that most of you players want more settings rather than fewer, that’s why!

We are also adding two more skirmish maps with this update. Eye for an Eye is a tight little map 1v1 PVP style. Get into the action quickly or get wiped out! Lion’s Den is quite the opposite, an extra large map for 8 players. It should give you plenty of time to enjoy the atmosphere and zone out until you get wiped out, at least if you play as I do!

The Battlegrounds have also gotten a few new base armies and Wielders. Expect some of your previous army creations to be void due to the big rebalancing.

And to all of our players from Japan we are happy to say ようこそ! The game is now available in Japanese as well.

We will be back with another update before the year is over. See you all then and have fun trying out the Random Map Generator!

/Lord Querkius and Team Lavapotion

Full Changelog / Patch notes for v0.79:

Additions
  • Random map generator – choose the layout you want to use when selecting map in lobby
  • Added configurable turn timers as a new map settings option for multiplayer games
  • Added a multiplayer settings menu available to the host in multiplayer games
  • Added ability to purchase troops from all owned towns and settlements at once when using a Rally Point
  • Added Japanese translation
  • Added a few more random events for Loth
  • Two new skirmish maps added
    • Eye for an Eye, small 1v1 map
    • Lion’s Den, XL map with 8 players
Gameplay changes Game has had a balance overhaul, there will be more ongoing changes and then another bigger one after all traits and abilities are in place.

Balancing
  • Adjusted research prices for a more standardized price setting across all factions
  • Added +5 initiative to Steampipers song “The Coin in my Hand”
  • Units changes
    • Reworked initiative across all units
    • Increased HP across all units
    • Max researched stack size lowered for Militia, Rats, and Hunters
    • Faey rager now gives Chaos, Chaos, Creation
    • Fist of Order now gives Order, Order, Chaos
    • Fist of Orders max damage increased by 1 to 25
    • Faey Noble and Queen's damage increased to 14-18 and 25-30
    • Toxicologist now costs 250 gold, Bane costs 500
    • Banes damage lowered to 4-8
    • Necromancers now cost 750 gold and 1 Celestial Ore
    • Necromancers max dmg increased to 12
    • Scavenged bones now cost 850, Blessed bones cost 1200
    • Bones stack size increased to 10, with research 15
    • Scavenged Bones damage lowered to 14-16 and Blessed Bones 18-20
    • Legions and High Legions damage increased to 30-35 and 40-50
    • Dreaths max damage increased from 4 to 5 and Dire Dreaths damage increased to 5-7
    • Dire Dreath now gives an additional Chaos
    • Dire Dreath price increased to 300
    • Tinkerers stack size decreased to 15, with research 30
    • Tinkerer now cost 400 and artificers 650
    • Artificers damage lowered to 9-12
    • Scarred Brute now costs 1200
    • Scarred Brutes damage increased to 20-24
    • Shadow now costs 1000 and 1 Glimmerweave
    • Sassanid researched stack size lowered from 25 to 20
    • Sassanid damage increased to 15-20
    • Shadows minimum damage lowered by 1 to 25
    • Hellbreath and Hellroars damage increased to 25-35 and 40-50
    • Hellbreath price increased to 1600 and 1 Celestial Ore
    • Hellroar price increased to 2200 and 2 Celestial Ore
    • Guard stack size increased to 30, 50 with research
    • Guard and Protectors max damage increased by 1
    • Guard cost increased to 250
    • Crawlers damage increased to 8-10
    • Crawlers cost increased to 450
    • Adult Crawlers damage increased to 12-16
    • Adult Crawlers cost increased to 700
    • Chelun damage lowered to 12-14
    • Chelun Elders damage lowered to 16-20
    • Dragons damage increased to 40-50
    • Elder Dragons damage lowered to 50-70
    • Dragons cost lowered to 2500 + 2 Ancient amber
    • Elder Dragons cost lowered to 3000 + 4 Ancient Amber
  • Note: Many units still do not have the trait or ability they’re supposed to have, so more changes might come when those arrive in the game.
  • Spell changes
    • Protection cost lowered to 4 Order
    • Aggression cost lowered to 4 Destruction
    • Increased the cost of the following spells: Quicken, Invigorate, Onslaught, Justice, Rapid Fire, Rejuvenation
    • Fireball damage increased to 35/70/100
    • Invigorate now gives +5/10/15 Initiative, +1/2/3 move. Was +10/15/20 Initiative, +1/2/3 move
  • Building prices and prereqs reworked across the board to be a bit more synergistic and adjusted to troop income worth
  • Wielder changes
    • Starting troops adjusted and changed according to new prices
    • Starting skills changed and adjusted in some cases
    • Specialties changed and adjusted here and there
  • Skill changes
    • Positioning now gives 15 ranged resistance, then 30 and the final tier gives +1 move first round
    • Prepared now gives +10 initiative and +1 move first round at tier 3
    • Impressive now gives 10/15/20% more chance of hostiles either fleeing or joining
    • Raider tier 3 now gives 400 bonus gold and +1 movement and +1 view radius
  • Skirmish and campaign maps updated with some different army values and pickups based on the balance changes
Battlegrounds
  • Fixed wrong team color on defender in post battle menu
  • Disabled turn timers when playing Battlegrounds by friend invite
  • Twelve more wielders added for use in Battlegrounds
  • Old battlegrounds armies may now be invalid because of price changes
UI
  • Rework wielder/building interaction menus into 3 separate menus (town interaction, rally point and troop building menus)
  • Updated New Round/Your turn popup
  • Minor additions to purchase wielder menu (Better Barya portrait positioning, more info on owned wielders, always show command skill, hide purchase button on owned wielders)
  • Show town name instead of "city" in pre battle menu if no wielder is present
  • Added specific beacon icon to notification HUD
  • Removed positions that are under fog of war from a wielder’s movement outline
AI Adventure
  • Performance optimisation
  • Fixed bug that stopped the AI from claiming certain neutral faction buildings
  • Fixed an issue where AI could not sell buildings
  • Made long distance pathing be more precise
  • Fixed issue with valuable items not being cleared from cache after interaction, creating what appeared to be pathing issues
  • Fixed issue with distance-to-item penalty calculation
  • Fixed issue with balancing troops when taking from map entities
  • Improved situation where AI previously would stop building on its towns
AI Battle
  • Fixed abandoning its current position for an inferior one due to not treating it as a valid candidate
  • Fixed ranged units using the movement logic for melee units
  • Fixed ranged units not evaluating damage done to enemy units correctly if an attack was preceded by a move
  • No longer makes sub-optimal moves after a good one due to still having movement left
  • Better at adapting to current situation compared to blindly going for its long term target
  • Ranged units locked in a zone of control now consider a melee attack
  • Ranged units less interested in moving to within deadly range as part of an attack to encourage attacking without moving and without penalty
  • Removed threat from positions an ranged enemy unit could target only by moving
  • Increased value of high ground when evaluating potential positions
Audio
  • Added sound when Sim turn is locked
  • Rework and update turn timer sound effect
Bug fixes
  • Fixed “You can go back and level up later” mini tutorial showing up at wrong times
  • Fixed auto-equipping “Any Hand” artifacts replacing main hand weapon even if the Wielder has no artifact equipped in off hand
  • Fixed bug where camera panned to wielders teleporting in fog
  • Fixed many instances of sounds and VFX playing for entities that where covered by fog-of-war
  • Fixed artistic color tints showing up as interactable in-game
  • Solved at least some cases of players getting stuck on loading screen when other players disconnect during loading
  • Fixed issue with Bandit Hideout battle map causing exceptions and soft locks when humans or AI attacked them on maps where they had their default defenders changed
Optimizations
  • Adventure AI optimizations with focus on larger maps
Known Issues
  • Threat level indicator sometimes gives wrong threat assessment - be wary!
  • Sim-turns is at version 0.1
  • Co-Op (Teams) is at version 0.1
  • All traits and abilities for troops are not yet implemented

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If you want to get in on the action I suggest you sign up. Furthermore, signing up will give you the following rewards:
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We’ll also take you on a tour across the world of Aerbor. Expect us to show up in your inbox shortly after you have signed up!

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Team Lavapotion

Development update

[previewyoutube][/previewyoutube]

See the video for a quick summary of the most important new features. But you can also read the full pacth notes below! Overall the sprint has been good and we are happy to give you three brand new official maps to play. There have also been a lot of quality of life improvements for the Battlegrounds mode (turn timer, I'm looking at you!) as well as AI-improvements.

Overall, good stuff, and much more to come. Please leave a comment and say hi to the team, ask a question or just leave praise, if that is your thing!

Take care and see you in about a month!

/Lord Querkius and Team Lavapotion

CHANGELOG V0.78.4 – OCTOBER 17, 2022

Additions
  • Added deployment to Battlegrounds

  • Added turn timer to Battlegrounds
  • Time allowed per turn is normally 2 minutes. If you time out, you will only have 10 seconds to perform your next turn. Any time you end a turn yourself, you are back to having 2 minutes per turn

  • Added option to scale up HUD (“Large HUD” in Video options)

  • Added additional tooltips to show currently equipped artifact next to inspected artifact

  • Added three skirmish maps
  • Small map, 2 players “Calm Before the Storm”
  • Small map, 2 players “Small Beginnings”
  • XL map, 8 player “Hate for Eight”


Gameplay changes
  • Improved death animation curve for Spectres and Seneschals

  • Lower intensity of Entangle effect light

  • Remove notifications older than 5 rounds


Bug fixes
  • Restores HUD when closing inventory using UI button

  • Closes purchasing menus when attacked during a simultaneous turns online game

  • Fixed bug where game could end up soft-locked in battle when the last troops on one side where killed by Chain Lightning

  • Fixed bug where ability sounds were not played for opponents in multiplayer battle

  • Fixed bug where two players could init battle at the same time in a simultaneous turns online game

  • Trigger main menu music if returning to battlegrounds army select after battle

  • Hide pause menu, codex and kingdom menus if attacked in multiplayer

  • Fixed songs “Fear No Foe”, “Stoutheart Shall Stand” and “The Coin In My Hand” not applying all of their buffs to friendly troops


Battlegrounds
  • Fixed bug in Army Creator when dropping a troop on an already occupied troop slot the previous troop value is refunded correctly

  • Fixed bug in Army Creator when setting troop size to 0 did not delete the troop on cancel


UI
  • Added clearer selected state to Kingdom Overview menus (Building overview, Troop overview, Research and Marketplace)

  • Hid locked troop slots in Trading menu

  • Increased font size for the smallest text areas

  • Reworked town list tooltips and construction UX. Construction animation is now shown when the town is working at max capacity instead of when one building is being constructed in case the player has researched the option to build multiple buildings at the same time.

AI
  • Changed explore/map entity scoring to increase chance of claiming resource generators

  • Added dynamic data caches to most adventure related calculations the AI makes per think loop

  • Tweaked the Battle AI Target selection to be less predictable and more balanced


Optimizations
  • Major improvements to performance when wielders move around


Known Issues
  • Sim-turns is at version 0.1

  • Co-Op (Teams) is at version 0.1

  • Balance changes are upcoming

  • All traits and abilities for troops are not yet implemented

  • Camera in adventure is not working as intended

  • Battle AI Ranged troop movement is suboptimal

To battle!

Greetings Wielders! We are proud to be back with our first big update for the fall. The biggest news we bring you is the Battlegrounds mode!

In this game mode – accessible directly from the main menu – you can jump straight into a battle without having to set up an Adventure game. Just pick an army created by us or create one yourself in the Army Creator and start battling in Quickplay. With the Army Creator, you can build an army based on predefined Wielders and the troops of your choice. Start battling against random opponents online, tackle the AI, or invite a friend to a match – see you in the Battlegrounds!

Army Creator and VS-screen

Trying our cunning battle skills against the Lavabrain AI

We are also releasing a new map called Bad Neighbors. No need to play nicely, this one is all about victory, no matter the cost! The campaigns have also gotten an “Easy” setting, so you can make it all the way to the end without breaking too much of a sweat!

The hot seat mode is also now much more clearly communicated and easily accessible from the Multiplayer section of the Main menu.

Sneak peek of the new map, Bad Neighbors, released with this update!

As for gameplay changes, there are a few ones of extra noteworthyness! Dead Wielders now count towards the total number of Wielders the player can have, and Wielders can no longer be disbanded. However: Dead Wielders can always be revived, even if it brings the total number of living Wielders above the current limit. Disband and Wielder limits weren’t working as we intended and hopefully, these changes will remedy that!

Of course, we have been doing a lot of small and big bug fixes, but if you want to go into the nitty-gritty details of those, I suggest you check out the latest changelog as this is supposed to be a lighthearted and easy to grasp update, not a tech log!

Do you dare to challenge nerds of this level?

To celebrate the release we are inviting YOU to play against us, the developers, between 19:00 to 20:00 CET (That’s 12PM to 1PM CST for you Americans!) each day from the 22nd of September to the 26th of September. And not only that, to bring more people into the fringe, we have decided to celebrate the Battlegrounds release with a sale during the same time. So grab your friends who haven't got the game yet and tell them that now is a great time! (The sale starts at 10AM Pacific Time / 7PM CET/CEST) - So the same time as you can challenge the developers in the Battlegrounds!

As of a few days back we are working on a new sprint where we primarily optimize the game performance, explore and implement UI-scaling and improve the simultaneous multiplayer turns experience. Work has also started on a general balance pass across the board.
Expect more updates to follow around every fourth week up until our next vacation period around Christmas. Until then, we hope to see you all in the Battlegrounds!

Team Lavapotion


CHANGELOG V0.77.7 – SEPTEMBER 21, 2022

Notable additions
  • New multiplayer mode: BATTLEGROUNDS. You can now play Battle only matches against friends, AI or random people online. Just pick an army created by the developers or create one yourself in the Army Creator.
  • Add Easy setting to campaigns
  • Add Turkish language option


Additions
  • Large skirmish map Bad Neighbours added
  • Add notifications and updated round text for maps with a round limit
  • Add video option to limit framerate
  • Add Hotseat link to Multiplayer section of Main Menu


Gameplay changes
  • Dead Wielders count towards the total number of Wielders the player can have
  • Wielders can no longer be disbanded
  • Dead Wielders can always be revived, even if it brings the total number of living Wielders above the current limit
  • Pre-requirement for march skill updated for Awakened


Gameplay bug fixes
  • Fix not receiving gold incomes from occupied towns when continuing on a saved game
  • Fix rare movement edge case where AI could get stuck in an endless loop
  • Fix battle AI not being able to handle casting several spells on higher tiers when they can be cast on more than one troop
  • Fix Wielders sometimes moving because of newly constructed buildings even when it wasn’t necessary
  • Fix issue where battle maps with forest and mountain themes were not selected as often as they should be
  • Fix buff/nerf tooltips in battle showing spell descriptions instead of spell effects


UI
  • Add better camera zoom values in battle to support wider screen resolutions
  • Fix no visible level up button in the wielder list
  • Fix incorrect attack action in tooltip for towns
  • Fix guard tower upgrade tooltip
  • Fix mouse instructions hidden in tooltips when not your turn
  • Fix memory leak when hovering the mouse cursor over selectable things on the map


AI
  • AI upgrading and also switching out (weaker) troops when entering towns/settlements has been made more likely to happen.
  • Recruitment has gotten a overhaul in general, promoting more sensible recruiting
  • Skill selection scoring has been changed, in some ways to promote command in situations when it got pushed to the bottom.
  • Add more decision inputs for when deciding what to build
  • More diverse and flexible ways of building has been added
  • AI concept of handing out roles specific roles to its wielders
  • Pathing/tracing nearby items for pickup/claiming has been fundamentally changed
  • An improved retreat option is in place to make feeding weak wielders to opponents less likely to happen.
  • Fix bug where it inverted treat checks which made Suicide opponents appear as Very Easy, this was particularly nasty.
  • Fix bug where the AI could not "see" some items under hostile zone of control, nor items it was standing next to.
  • More detailed cache invalidation to help speed up think loop times
  • Stop AI from casting Fury spell when it has only ranged troops
  • Added dynamic caching of data in multiple places to help increase performance


Localization
  • Minor fixes on missed localisation
Multiplayer
  • Can now open spellbook during opponent's turn in Battle
Audio
  • Update Piper’s Post sfx
  • Update Merchants Guild sfx
  • Add Barya Workshops sfx
  • Fix Sassanid footsteps
  • Rework and update other Barya sounds
Optimizations
  • Optimize Fog of War update when walking with a wielder
Known issue
Battlegrounds: Army Creator — when dropping a troop on a slot where you already have units the resources will not be refunded correctly. You will need to delete the current troops and add new troops. You can always cancel and redo the army if your resources have been offset.

Update 0.77.7

[h2]Notable additions[/h2]
  • New multiplayer mode: BATTLEGROUNDS. You can now play Battle only matches against friends, AI or random people online. Just pick an army created by the developers or create one yourself in the Army Creator.
  • Add Easy setting to campaigns
  • Add Turkish language option


[h2]Additions[/h2]
  • Large skirmish map Bad Neighbours added
  • Add notifications and updated round text for maps with a round limit
  • Add video option to limit framerate
  • Add Hotseat link to Multiplayer section of Main Menu


[h2]Gameplay changes[/h2]
  • Dead Wielders count towards the total number of Wielders the player can have
  • Wielders can no longer be disbanded
  • Dead Wielders can always be revived, even if it brings the total number of living Wielders above the current limit
  • Pre-requirement for march skill updated for Awakened


[h2]Gameplay bug fixes[/h2]
  • Fix not receiving gold incomes from occupied towns when continuing on a saved game
  • Fix rare movement edge case where AI could get stuck in an endless loop
  • Fix battle AI not being able to handle casting several spells on higher tiers when they can be cast on more than one troop
  • Fix Wielders sometimes moving because of newly constructed buildings even when it wasn’t necessary
  • Fix issue where battle maps with forest and mountain themes were not selected as often as they should be
  • Fix buff/nerf tooltips in battle showing spell descriptions instead of spell effects


[h2]UI[/h2]
  • Add better camera zoom values in battle to support wider screen resolutions
  • Fix no visible level up button in the wielder list
  • Fix incorrect attack action in tooltip for towns
  • Fix guard tower upgrade tooltip
  • Fix mouse instructions hidden in tooltips when not your turn
  • Fix memory leak when hovering the mouse cursor over selectable things on the map


[h2]AI[/h2]
  • AI upgrading and also switching out (weaker) troops when entering towns/settlements has been made more likely to happen.
  • Recruitment has gotten a overhaul in general, promoting more sensible recruiting
  • Skill selection scoring has been changed, in some ways to promote command in situations when it got pushed to the bottom.
  • Add more decision inputs for when deciding what to build
  • More diverse and flexible ways of building has been added
  • AI concept of handing out roles specific roles to its wielders
  • Pathing/tracing nearby items for pickup/claiming has been fundamentally changed
  • An improved retreat option is in place to make feeding weak wielders to opponents less likely to happen.
  • Fix bug where it inverted treat checks which made Suicide opponents appear as Very Easy, this was particularly nasty.
  • Fix bug where the AI could not "see" some items under hostile zone of control, nor items it was standing next to.
  • More detailed cache invalidation to help speed up think loop times
  • Stop AI from casting Fury spell when it has only ranged troops
  • Added dynamic caching of data in multiple places to help increase performance


[h2]Localization[/h2]
  • Minor fixes on missed localisation


[h2]Multiplayer[/h2]
  • Can now open spellbook during opponent's turn in Battle


[h2]Audio[/h2]
  • Update Piper’s Post sfx
  • Update Merchants Guild sfx
  • Add Barya Workshops sfx
  • Fix Sassanid footsteps
  • Rework and update other Barya sounds


[h2]Optimizations[/h2]
  • Optimize Fog of War update when walking with a wielder


[h2]Known issues[/h2]
  • Battlegrounds: Army Creator — when dropping a troop on a slot where you already have units the resources will not be refunded correctly. You will need to delete the current troops and add new troops. You can always cancel and redo the army if your resources have been offset.