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Songs of Conquest News

Patch Notes v0.75.5

Gameplay
  • Prevent using troop abilities that spawn troops or map entities if the target position is not totally empty (prevents stacking of Tinkerer mines)
  • Using an ability now removes the effects of the “Mist” spell
  • Make income generating artifacts apply their income correctly when auto-equipped after winning a battle
  • Fix not being able to select more than two targets for higher tier spells that allows for three targets
  • Fix claimable things on the map erroneously showing “(Visited)” although never visited or claimed by the player
  • Fix exploit where endless troops could be gained by splitting of small amounts from stack while keeping it above "max" stack size
  • Set a maximum value of 6 to each of the five Essence stats that troops have
UI
  • Lobby: Fix lobby client not able to see active Wielder choice of AI players
  • Lobby: Make sure Cancel Ready button is removed and replaced with buffer animation when multiplayer game is starting
  • Lobby: Fix visual bug where Starting Wielder changed (visually only) when host started game
  • Lobby: Fix wrong player names being shown in chat
  • Fix bug in kingdom overview that didn’t evaluate state of buttons on new turn
  • Fix bug in purchase UI that caused upgraded Rana Tremors to show (they don’t exist)
  • Add ability to drop and destroy artifacts in the inventory
  • Fix “auto battle” button being shown for opponent when playing hotseat battles
AI
  • Make Easy AI even easier
  • Speculative fix for “KeyNotFoundException: Could not find a key for SongsOfConquest.Common.Ai.PoolableUtilityCalculation”
Map Editor
  • Fix issue with kill team trigger that made it impossible to select what team to kill
  • Fix issue with game softlocking setting buildings to upgraded that didn’t have an upgrade available.
Multiplayer
  • Fixed issue where joining players were able to change the faction and starting wielder of an AI team
Misc
  • Community maps are now sorted by Popularity rather than newest in the browser
  • Enable authenticating mod.io through a steam account.

One week into Early Access: Status update!

[h2]It’s time for a new blog post![/h2]

But this time it isn’t Magnus who is writing but me, Johannes. So first off, a small introduction to who I am. I’m originally one of the Coffee Stain founders. I had the pleasure of meeting the small team of Lavapotion back in 2017 when they pitched us the idea of making a modern take on old classics like HOMM. This is something we had considered ourselves for many years so we fell in love with the idea straight away. Since then I’ve been working closely with the peeps from Lavapotion to make sure we deliver a product you can enjoy and we can be proud of! Which we absolutely are!

Steam were kind enough to feature our game on release.

The reason why I’m writing this now is that Magnus is kind of swamped with work already and I thought it was important for us to deliver a message for you all. It’s been a week since launch after all!
First off, we are absolutely blown away with the amount of people that have bought the game so far. We always knew that we had a gem on our hands, but were afraid it might be too niche for a broader audience. The feedback has been overwhelming, but rest assured that we read every review, every reddit-thread, and all the suggestions and feedback on Discord, Steam, GOG and wherever. It has been a huge help laying the path for us ahead.

The newly launched Feature Upvote system helps us evaluate the community requests better!

We never thought Multiplayer was going to be so popular as it has been. We’ve always thought of it as a single-player first game. But we are painfully aware now of how many of you would have wanted a better MP-session. This is something we’re working on already to try to have a few quick fixes that will improve it. A bigger and more stable system will have to wait a bit, since it’s quite time consuming to change the whole system. And yes, I’m of course thinking about simultaneous turns for multiplayer games.

This map, called Romeo and Juliet was created with the map editor by our Discord user "Token".

And regarding random map generator, we opted to ship the game with a level editor and mod-support instead. We’ve understood now that this is still a feature that many of you want, and it’s definitely moved up on our todo-list :)

Speaking of todo-list, we’ve started to lay the groundwork for our roadmap as well. Since we wanted to wait and see what your feedback was before we started on it, we don’t have one finished yet. We still have some bugs to catch and a lot of ideas on small changes that will improve the overall experience. We’ve already sent out a few patches to address campaign difficulty and fixed a bunch of bugs you’ve helped us locate already!

We will however start working on it ASAP and come back to you as soon as we can with a proper one. We’ve always enjoyed an open communication with our players and we intend to keep that communication two-ways, honest and open.

We have big plans for Songs of Conquest ourselves, and we are really looking forward to share our thoughts as well.

/Johannes

Patch 0.75.4 is out!

[h2]Patch 0.75.4 is out![/h2]
Hello everyone!

Today, we have another patch for you!

And in case you missed it: The format we've had for feature requests and votes became quite unmanageable very quickly just due to the sheer amount of great suggestions.

Therefore we decided to create a board on Feature Upvote! - So for the future, please make sure to post suggestions (and vote for the ones you like) over on our Feature Upvote:
➜ https://songsofconquest.featureupvote.com/

Thank you all for the feedback you are giving us, it helps a lot!

/Team Lavapotion ❤
[hr][/hr]
[h2]Changelog[/h2]
Notable fixes
  • Potentially fixed when buildings became invisible (Please report if this still occurs)
Additions
  • All spells can now be reviewed and studied in the Codex
  • Mini-tutorial describing the “Momentum” battle mechanic
  • “Restart mission” button to “Defeat” screen and Game Menu when playing campaign missions
Gameplay
  • Fix exception in battle resulting from rare timing issues with “song” type troop abilities
  • Update mission 3 in From the Ashes campaign so that you can't have two P’cha in the mission
  • Lower difficulty of Song of Stoutheart mission 3 and 4
  • Garrison troops supplied by Guard towers doubled
UI
  • Clarify locked state on Faction, Color, Wielder options in the lobby. Some options that can be locked in the map design are now visualized with a padlock on the non-interactable option button
  • Display “Unknown” state on opponents Wielder option in multiplayer lobby
  • Don’t show the auto battle button for enemy human teams. Also disable it when it is not the current player’s turn
  • Fix bug that caused ESC button to stop working in defense menu after viewing purchase troops menu
  • Add confirmation popup to “Reset campaign progress” button in the options menu
  • Make sure Codex content area scroll position is reset when changing content
AI
  • Make Easy AI easier
  • Possibly fixed AITerrain exception
Localization
  • Misc language updates
  • Fix issue with Codex categories not changing translations when changing language in options
Map Editor
  • Fix issue where drawing a lot of roads caused exceptions
Multiplayer
  • Fix issue where hosting an loading a save game in multiplayer often selected Europe
Audio
  • Fix “double” music playing on Main menu after Credits
  • Enable looping of music on Main menu
Misc
  • Fix issue where NPC animals sometimes would get an mesh out of range exception
  • Fix issue where the artwork of build sites would be spawned under buildings when loading a game or returning from battle
  • Fix potential issues with invalid troops being stored in towns and settlements that would cause an exception when attacking them
  • Fix null reference when an artifact was dropped on the ground
  • Fix issue where temporary wielders would pick up artifacts if there was not enough space for them on the ground. This would often cause exceptions when being defeated after attacking a town or settlement
  • Remove some redundant network traffic in battles
  • Fix crash bug when one or more of the save files are corrupt

Patch 0.75.3 is out!

[h2]Patch 0.75.3 is out![/h2]
Hello everyone!

The patch (0.75.3) is now available for everyone, and the Public Test Realm branch is disabled since it's the same version now.

Thank you all for testing and have a great weekend!

/Team Lavapotion ❤
[hr][/hr]
[h2]Changelog[/h2]
Gameplay
  • Fix game not creating the right kind of autosaves after completing a campaign map (fix being able to load into a campaign map after it was completed)
  • Change the size indicators of the wielders flags to small 0-15k, medium 15k-30k and large 30k+
  • Move a gallows so you can use the road in Tight for Three
  • Add more space for friendly wielders around the egg in Rana mission 3
  • Make sure Red Reed Flats is auto claimed in first verse of From the Ashes
  • Move a Tribute of Creation in the third verse of Song of Stoutheart
  • Make sure the initial treasure can be reached on the map Haven
  • Changed many atmosphere nodes to affect camera and actor instead of just actor in the campaign maps
  • Slightly lowered amount of troops in many enemy wielders in mission 3 and 4 of Song of Stoutheart campaign (Arleon)
  • Slightly lowered amount of starting troops for Unseen Society in Rana mission 2
  • The AI now auto equips stronger artifacts
  • Fix issues with wielders set to spawn with artifacts ended up having them unequipped in their inventory. They will now automatically equip the strongest ones.
  • Fix error in special AI spell casting scenario
  • The battle will now continue if the current troop is killed by an attack initiated by Blind Hatred
  • Fix issues that could happen when purchasing troops with a Wielder with maximum Command skill and artifacts that granted additional Command bonuses
  • Grammar fixes in campaign dialogue
UI
  • Update tutorial pagination buttons to make it clearer that some tutorials have multiple pages
  • Remove timer from story texts, player will need to click to continue
  • Battle health bars are set to green instead of team color
  • Remove superfluous and possibly misleading Essence information from Wielder tooltips
  • Remove listing a Wielder’s troops in their tooltips
  • Add current movement and total movement to Movement indicator tooltip
  • Improve hit area for troop markers in troop deployment
Misc
  • Fix occasional crashes entering skirmish regarding DynamicPanels
  • Fix issue with duplicate mod maps crashed the game
  • Fix issue with FinalizeBattleUtility trying to get statistics for a troop that didn't exist
  • Fix bug that caused exception when pressing ESC after loading a save
  • Language/localisation changes