Update log
Full Crown of Greed update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Fixes
- Balance
- UI and audio
- Maps
Greetings, Rulers!
Update 1.1.1 is now rolling out across Rodovia! This patch brings a massive wave of bug fixes, addressing numerous community reports regarding scenario progression, AI behavior, and save/load stability.
Hotfix 1.1.1 Notes
AI & Hero Behavior
- Party Attack FlagsFixed a major AI issue where only the party leader would respond to Attack Flags.
- City Loop FixFixed an issue where party members would wander into the city while the party leader remained permanently stuck waiting for them to return.
- Skill PurchasingFixed a bug where Druids would completely ignore the Tornado skill and fail to purchase it despite having enough gold and experience.
- GuardsFixed an issue where a guard would remain permanently frozen in place if their Guard Tower was destroyed.
Gameplay, Buildings & Balance
- SpawnersFixed a critical bug where certain enemy spawners would fail to summon any units.
- Marketplace WorkersFixed an issue where some worker points around the Marketplace were inaccessible, causing workers to fail their tasks.
- SewersFixed a bug that allowed Sewer entrances to be improperly built and stacked on top of one another.
Save/Load Stability
- Critical Soft LocksFixed a major save/load soft lock that caused a wall of internal errors and incorrectly triggered the tutorial (even if it was disabled).
- Missing Building ErrorsFixed internal errors related to object IDs occurring upon loading saves (frequently encountered in Burning Grove ).
- Untargetable MonstersFixed a rare bug where saving and loading at the exact moment a monster died would leave it stuck in an untargetable idle animation.
- SewersFixed a bug where saving and loading the game would alter rat nest positions and drastically (and incorrectly) increase rat respawn rates.
Audio & Visuals
Added missing damage and impact visual effects (VFX) to several newly added buildings.
Fixed some visual effects not disappearing properly
Scenario-Specific Fixes
PRICE OF GOLD
Fixed an issue where completing part of a quest before officially unlocking it would fail to register retroactively.
Fixed a save/load issue causing already defeated enemies to respawn.
NIGHT OF THE FANGS
- Mercenary Mission BalanceSignificantly improved the mercenary side quest to make it more rewarding.
Fixed an issue where saving and loading during the "Defeat the pack" phase caused the Lord of Fangs to lose his damage resistance on subsequent spawns.
Fixed the invulnerability visual effect incorrectly remaining on the Lord of Fangs after the silver caravan arrives.
Fixed an issue where the dialog regarding the swamp artifact played its audio, but the text box failed to appear.
LOST IN THE FOG
Fixed an issue where the vampire attack timer displayed placeholder text values after a save/load.
BURNING GROVE
Fixed the final enemy waves spawning from only one location instead of the intended four indicated by map pings.
Fixed an issue where enemies would ignore and not attack the player's Dryad towers.
Fixed a save/load issue occurring after destroying swamp habitats that resulted in console errors and respawning already defeated enemies.
SINS OF THE ANCESTORS
Fixed an issue where the Advisor would incorrectly speak the Berserker's lines if the game was saved and loaded at the very beginning of the scenario.
Removed an incorrect undead counter from the "Light the ritual bonfire" objective UI.
Fixed internal errors occurring when the player's castle is destroyed.
THE CREAKING HUT
Fixed an issue where performing a save/load at the start of the scenario caused Baba Yaga's house to lose its buffs.
CULT OF SHADOWS
Fixed an issue where the "Forbidden Forest" quest remained in the quest log after completion and failed to register
Source
