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Steam News17 April 20206y ago

Godking: Master of Rituals - Patch April 17th

We are one day early with our planned weekend patch, but decided there was no point in waiting - so here it is!

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

10 fixes5 additions5 changes0 removals
  • Maps
  • Gameplay
  • UI and audio
  • Performance
  • Balance
  • Fixes
changedImplemented fade in/out effect when armies move on world map - this has reduced a previously noticeable “popping” effect, and gives the game a more polished feel
addedAdded projectile tracers during combat! This makes it clearer and easier to follow the action, and we think it looks pretty fantastic. More combat beautifying and improving on the way
addedCamera center on commander, on move - now default off. Added toggle under general options for those that want it on. This was pointed out and requested by many players, and it is great to finally get it supported
changedWorld map generation tuning: We lowered the overall chance for swamps and forest tiles on the world map. Grasslands and other 1 move cost tiles are now more common. This makes traveling the map faster, and introduces more opportunity for picking optimal paths
addedAccessibility upgrade: Incarnation and starting faction commander are now grouped by default when starting a new game - gentle heads up if you already internalized the old non-grouped setup. By clicking the small white grouping button you can select/deselect grouped commanders
changedCombat summons (temporary units) are now included in the combat summary after a battle, but with unit icon borders in a different color

Godking: Master of Rituals changes

changedImplemented fade in/out effect when armies move on world map - this has reduced a previously noticeable “popping” effect, and gives the game a more polished feel
addedAdded projectile tracers during combat! This makes it clearer and easier to follow the action, and we think it looks pretty fantastic. More combat beautifying and improving on the way
addedCamera center on commander, on move - now default off. Added toggle under general options for those that want it on. This was pointed out and requested by many players, and it is great to finally get it supported
changedWorld map generation tuning: We lowered the overall chance for swamps and forest tiles on the world map. Grasslands and other 1 move cost tiles are now more common. This makes traveling the map faster, and introduces more opportunity for picking optimal paths
addedAccessibility upgrade: Incarnation and starting faction commander are now grouped by default when starting a new game - gentle heads up if you already internalized the old non-grouped setup. By clicking the small white grouping button you can select/deselect grouped commanders

We are one day early with our planned weekend patch, but decided there was no point in waiting - so here it is!

General

  • Implemented fade in/out effect when armies move on world map - this has reduced a previously noticeable “popping” effect, and gives the game a more polished feel

  • Added projectile tracers during combat! This makes it clearer and easier to follow the action, and we think it looks pretty fantastic. More combat beautifying and improving on the way

  • Camera center on commander, on move - now default off. Added toggle under general options for those that want it on. This was pointed out and requested by many players, and it is great to finally get it supported

  • World map generation tuningWe lowered the overall chance for swamps and forest tiles on the world map. Grasslands and other 1 move cost tiles are now more common. This makes traveling the map faster, and introduces more opportunity for picking optimal paths
  • Accessibility upgradeIncarnation and starting faction commander are now grouped by default when starting a new game - gentle heads up if you already internalized the old non-grouped setup. By clicking the small white grouping button you can select/deselect grouped commanders
  • Combat summons (temporary units) are now included in the combat summary after a battle, but with unit icon borders in a different color

  • Added last round of world map LOD optimization round. This will make the game run faster on older hardware

  • Adjusted Commander UI so it is aligned with Active Selection UI. We think this looks a bit nicer and cleaner than before

  • AI world map pathfinding improvement added, making the AI better at maneuvering the world optimally. This overall makes the AI slightly more effective than before

Content

  • Feral Lizardman Stoner summoned by Frozen Tidemancer incarnation and sometimes found wandering out in the wild, has been moved from frontline to front support like the Scaleborne faction version

Fixes

  • Fixed an issue with commander plates and Army Management button pushed off screen if too many commanders on a tile. Now also with slider, if needed

  • Fixed an issue causing units to only regenerate 1 hitpoint between game turns, instead of 10% of its max health. Large health units are very happy about this fix, and will now be ready for action again faster after combat

  • Fixed a tooltip issue where wandering monsters and holding garrisons willing to join you would say “Can join”. Changed to “Will join” as they always join if you walk into their tile

  • Fixed an issue where shortcut to Manage Armies (r) was listed as Transfer Armies under keyboard bindings

  • Fixed an issue where playing in 4K would make world map holdings disappear for some players. We would like to hear back from 4K players if issues persist after this fix

  • Fixed an issue where buying a holding upgrade with lots of units and unlocks, would sometimes overlap itself in the Notification window

  • Fixed an issue where getting eliminated by the AI (losing your HQ and being banished), would sometimes cause an exception

  • Fixed an issue where losing the game would not let you see and inspect the entire map as a consolation prize

  • Fixed an issue where summoning animation during ritual spells, was playing the basic attack of the unit instead of its spell animation

  • Fixed an issue where ingame Credits screen could only be exited with ESC

Source

Steam News / 17 April 2020

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