Full notes
Full Clash II update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello! After a long break we bring you fresh update which is changing and upgrading core of the game. The update contains:
What changed
- Gameplay
- Maps
- Performance
- UI and audio
- Events
- Fixes
Clash II changes
Replaced mine structure models with new ones
Replaced castle structure models with new ones
Replaced the foundation structure model with a new one
Corrected structure models on the map
Improved the interpolation of terrain heights
Improved the snowfall system
Changed unit textures
Modified the operation of the Peasant unit; the corresponding population number was automatically added to the nearest castle
Optimized the method of destroying fortifications
Added a system to stop a unit in battle during the active pause menu
Added skills for the units of the Purians
Added player color support to the shader of snowy structures
Refreshed the castle research
Corrected localization keys, descriptions, and translations
Added support for creating new troops for the Wild player's turn
Added an event log
Adjusted VFXs for units
Corrected VFX of bullet impact on the ground
Corrected VFX of Circle of Fire
Corrected model loading during the map discovery event
Corrected the road building system
Corrected the positioning of garrisons on buildings, making it easier to mark
Made changes to the game save system, allowing the use of spaces in the save name and enabling game loading from the castle level
Added destruction VFXs to walls along with SFXs
Altered the operation of the Adept's Glyphic Barrier skill
Altered the operation of the Inquisitor's Circle of Fire skill
Optimized map data processing
Added sounds related to interaction with structures on the map
Added the ability to mark fortifications for viewing statistics
Adjusted battle maps for new structures
Locked the possibility of camera movement at the loading screen
Added display of unit range
Added VFX for large units when walking
Added VFX for large flying units when landing/climbing into the air
Introduced new VFX for projectiles of magic units
Added the ability to enter Watchtowers
Added skills for neutral units with their translations and SFXs
Changed the targeting of large units in battle, allowing targeting between four tiles rather than just one corner tile
Improved Purians skills, adding keys and translations for Purians skills not related to research
Removed resource limitations in mines
Added new SFX for winning and losing
Improved range refresh after using an area skill
Enhanced the coloring of queue elements in the castle
Improved the VFX of artifacts
Fixed a bug that occurred when entering a battle with a peasant in your squad
Resolved a bug related to flashing tooltips
Corrected the loading of asset structures on the map
Rectified issues with the system for awarding rewards in the form of units
Fixed the process of rebuilding a castle after it had been taken over by another player
Addressed resource transfer issues following a castle siege
Repaired textures for Heathens' castles
Corrected fog of war discovery over buildings with garrisons
Fixed the conversion of shrines
Resolved a bug where Heathens Shielder was reinforcing enemy units
Fixed rendering queue for road material and movement range in battle
Improved scenario/map loading and unloading
Corrected targeting of ranged skills by units
Removed the highlighting of tiles at the end of the movement path in battle
Made corrections to translations of new skills
Improved the performance of aura skills
Corrected the event that changed the destruction state of a structure
Added translations for peasant rewards and lack of action points
Source
Changelog.gg summarizes and formats this update. How we read updates.
