Full notes
Full Gods of the Fallen Land update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Events
- UI and audio
- Balance
- Performance
Gods of the Fallen Land changes
New Content and Features
A new leader character, unlockable through using a certain item in a specific place in new games.
Salvageable objects are now scattered around maps, followers can be assigned to break these down over time and claim different resources from them.
”Aether Mine” buildable and upgrade added to Forgemaster
”Chapel Barracks” building added to Sage, allows the assignment of Paladins
Sage upgrade "Take up arms!" replaced with new upgrade, “Advanced Tactics”
Tips added to loading screen
Improved and expandable minimap, points of interest will now remain marked on your map once you’ve seen them once, even if they’re out of view.
Added severe weather: Thunderstorms and Blizzards
Added Command that can designate rocks for destruction to clear space
Added Command that cancels all Excavation work
Item Catalog added to Codex menu
Displays all previously collected items, their descriptions, and additional info
Manually destroying unfinished buildings now refunds the building resources
New Items added
New Enemy Gear added
Idol offering rewards added and modified
Rare Follower Traits added
Map type can now be manually selected from the new game menu
Guide tab added to Info Log
This Guide will give you suggested actions for the first few in game days.
Reworked Hard Mode,
Removed faster threat scaling
Added new enemy abilities
Key rebinding added to options menu
4K display support(Untested)
Gameplay
Sage charged attack will now auto fire when fully charged.
Digging speed for haulable objects now scales based on its weight.
Gather rate slowed for Harvesters and Auto-Harvesters
Gatherers now move slower when carrying Materials
Build speed slowed for most buildings
Selecting a unit will now clear the ‘Panic’ effect
Combat followers idle or assigned to a rally point will now much more effectively share their targets, this should stop units from charging out into groups of enemies on their own
Combat followers idle or assigned to a rally point now have hard limit to how far they’ll go chasing a target before coming back.
Selecting or calling a unit will now cancel fleeing behavior
Units will now prioritize targets near the center of an attack order when its issued, ignoring enemies closer to them.
Excavators will now automatically collect nearby haulable objects around the area they were assigned, this is marked with a flag.
Healers will no longer wander far from their idle/rally point chasing heal targets
Unit spawn speed for Forge buildings slowed significantly
Aether costs for building upgrades raised
Aether Spikes can no longer be repaired in combat unless ‘Aether Overcharge’ is active
HP of upgraded Iron Troops increased significantly
HP of upgraded Clay Soldiers increased
Skirm Hound enemy attack animation slowed
Skirm Hound enemy direct damage lowered
Skirm Hound enemy will be stunned and slowed if they take damage while attacking
Skirm Hound enemy can now only use 1 Firebomb per unit on Normal, down from 2
Golems can now be repaired by Settlers and Gearchanters when out of combat
Skeleton Archer’s arrows are now slightly less accurate
Lowered chance of weather specific enemies spawning at low threat levels
Map generation tuned to provide a more consistently stable starting point
’Lifeglass Cross’ item changed from consumable item to cooldown based item, existing versions of this item in save files will remain consumables.
Added building cap to walls and gates
When pathing to buildings followers will now check the closest side first, this should prevent cases where followers run outside the walls to repair them
Item drop rate lowered for many basic enemies
Idol dormant period removed
Addon buildings now lose their functionality when disconnected from their corresponding building
Shade spawn patterns improved
Graphics
Skeleton walk animation updated
Aether Spikes no longer emit smoke when damaged
Shield buff visuals tweaked
Snow map background altered for visibility
Optimized ‘Adv Shadows’ Setting
Certain animations now scale with speed/slow effects
Resolution option added for game scaling with 4k displays (Untested)
Resolution can now be manually changed in fullscreen mode, however this is not recommended for most users
Particle density for smaller objects lowered, should help visibility and performance when many objects are on the field
Improved consistency of weather effects while moving
Added new title screens
Other improvements
UI
Changed icon displayed over Harvest marker
Harvestable materials are now highlighted when placing a Harvest marker or Material collection building
When selecting the location for an addon building the nearest building it can be connected to is now outlined
All Status Effects now display icons
Status effect icons are now colored based on whether they are positive or negative, and whether they are applied to allies or enemies.
Added informational text when the mouse is hovering over an assignable object
Items are now color coded based on rarity
Gate rotate key changed to ‘V’ by default.
All units that can not change jobs will now display a lock icon next to their job on the Follower Info menu
Added a limited Options menu to pause screen, full options menu must be accessed from the title screen
Other general improvements
Bugs
Fixed ‘Jittering’ of some in-field UI elements
Fixed several in-field UI elements being rendered incorrectly at night, improves visibility of some UI elements at night.
General Optimizations
Fixed issue where assignment reticle would not disappear when hovering over non-assignable buildings
Fixed issue where Monster Den guards weren’t being loaded properly causing excess spawning when loading a game
Fixed building job assignment bar showing when units following can not change jobs
Fixed several buggy menu interactions when objects were selected for use
Fixed issue where Skirm Hound enemy attack animation would complete instantly
Fixed building outlines showing while a building destruction animation played
Fixed incorrect text displaying if the the crystal was destroyed in certain events
Fixed several objects generating outside map boundaries
Fixed issue where boss enemies could become stuck
Fixed Bishops assigning themselves to the wrong building if their home building is destroyed
Fixed other minor issues
Source
Changelog.gg summarizes and formats this update. How we read updates.
