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Steam News15 April 20206y ago

Godking: Master of Rituals - Major Content Update #1

This is our first significant content update since early access launch one week ago. We want to keep a high tempo and continue building the game as fast as we can. We will keep these content boosters coming.

Full notes

Full Godking: Master of Rituals update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions8 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
  • Maps
addedEarly Saturday there will be a new patch with bug fixes, new features, optimizations and ui improvements to the game.
changedAI combat spell decision making has been improved for caster units, with better target picking. Spellcasters are now less likely to pick targets outside their range (thus needing to move), and less likely to hit allies with friendly fire aoe spells. It is always risky to bring area of effect damage spells to a fight, but now slightly less so. This update makes spellcasters very effective in performing their various roles in battle.
addedAdded new ritual spell Summon Wolven Fenrir - the Wolven Fenrir is a strong close combat werewolf commander with the Undying trait, so as long as you win the battle you get him back even if he dies. The ideal friend for the High Shaman to roam around in werewolf form with
changedSummon Wolven Guard ritual spell sacred herb cost reduced from 16 to 10 - summoning lesser werewolves was not an effective use of limited resources. This will help make the spell see more use
changedAncestral Wereform ritual spell sacred herb cost reduced from 24 to 18 - turning into a werewolf and running around terrorizing the countryside feels very rewarding. We are making it cheaper, so the High Shaman can jump between human and werewolf form more often
changedCall Animal Allies summoning ritual results slightly improved, making it overall more valuable to cast
Summon Wolven Guard ritual spell sacred herb cost1610Summon Wolven Guard ritual spell sacred herb cost decreased, nerfAncestral Wereform ritual spell sacred herb cost2418Ancestral Wereform ritual spell sacred herb cost decreased, nerfSummon Lesser Stone Golem cost reduced from sacred herb2220Summon Lesser Stone Golem cost reduced from sacred herb decreased, nerf

Godking: Master of Rituals changes

addedEarly Saturday there will be a new patch with bug fixes, new features, optimizations and ui improvements to the game.
changedAI combat spell decision making has been improved for caster units, with better target picking. Spellcasters are now less likely to pick targets outside their range (thus needing to move), and less likely to hit allies with friendly fire aoe spells. It is always risky to bring area of effect damage spells to a fight, but now slightly less so. This update makes spellcasters very effective in performing their various roles in battle.
addedAdded new ritual spell Summon Wolven Fenrir - the Wolven Fenrir is a strong close combat werewolf commander with the Undying trait, so as long as you win the battle you get him back even if he dies. The ideal friend for the High Shaman to roam around in werewolf form with
changedSummon Wolven Guard ritual spell sacred herb cost reduced from 16 to 10 - summoning lesser werewolves was not an effective use of limited resources. This will help make the spell see more use
changedAncestral Wereform ritual spell sacred herb cost reduced from 24 to 18 - turning into a werewolf and running around terrorizing the countryside feels very rewarding. We are making it cheaper, so the High Shaman can jump between human and werewolf form more often

This is our first significant content update since early access launch one week ago.

We want to keep a high tempo and continue building the game as fast as we can. We will keep these content boosters coming.

We are experimenting with extensive patch notes this time. It’s a lot to read and some may prefer to find these changes and additions on their own by exploring the game, instead of getting it spoiled here.

Early Saturday there will be a new patch with bug fixes, new features, optimizations and ui improvements to the game.

Thanks and hope you are enjoying the game!

General Updates

  • AI combat spell decision making has been improved for caster units, with better target picking. Spellcasters are now less likely to pick targets outside their range (thus needing to move), and less likely to hit allies with friendly fire aoe spells. It is always risky to bring area of effect damage spells to a fight, but now slightly less so. This update makes spellcasters very effective in performing their various roles in battle.

Incarnations

High Shaman

  • Added new ritual spell Summon Wolven Fenrir - the Wolven Fenrir is a strong close combat werewolf commander with the Undying trait, so as long as you win the battle you get him back even if he dies. The ideal friend for the High Shaman to roam around in werewolf form with

  • Summon Wolven Guard ritual spell sacred herb cost reduced from 16 to 10 - summoning lesser werewolves was not an effective use of limited resources. This will help make the spell see more use

  • Ancestral Wereform ritual spell sacred herb cost reduced from 24 to 18 - turning into a werewolf and running around terrorizing the countryside feels very rewarding. We are making it cheaper, so the High Shaman can jump between human and werewolf form more often

Older Earthmother

  • Call Animal Allies summoning ritual results slightly improved, making it overall more valuable to cast

  • Summon Lesser Stone Golem cost reduced from sacred herb 22 to 20

The Older Earthmother is currently considered one of the weaker Incarnations by our community. We are planning more help for her, but these changes make her a better strategic summoner and overall slightly stronger.

Wraith Lord

  • Wraith Lord got updated model visuals - from wearing old dirty rags to having a more epic look fitting an undead Godking candidate

Harbinger of Chaos

  • Both Reaver ritual spell summons have been given humanoid (full) item slots. This makes using artifacts with his self made armies easier. It also makes him stronger as a direct result

Player Factions

Mercia

  • Added new unit Mercian Hellfire Warhulk - an elite siege unit that can move faster on the world map than most other siege units Mercia has access to

  • Mercian Heavy Cavalry got +1 armor to be more comparable to other human heavy cavalry

We feel Mercia is in a really good place. They have no apparent weakness and they are resistant to even an especially unlucky start. They have a large range of units and viable options, and we feel Mercia is the faction all other factions need to measure against. Right now they stand as a class of their own.

Blackbog Goblins

  • Added new unit Blackbog Spiderknight - a fast forest goblin mercenary riding a spider and armed with lance and shield. It is unlocked by the Spider Catching upgrade

  • Gather Slave

Source

Steam News / 15 April 2020

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