Update log
Full Godsworn update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Gameplay
- Maps
- Balance
Since the Act 2 update released, we took a week off to recharge, and returned to working on fixes and updates. This patch comes with a few features that we had on the roadmap, namely - a glyph list, screenshake for abilities and rally on unit.
We also heard the many requests to not have the heroes be locked behind campaign missions. We did not realize that this would be such a pain point for players who enjoy skirmish but who do not want to play campaign, so we have opted to remove the lock on Vakarine and Indraja. As Indraja was derived from campaign, her being a little weird made sense, but now as a hero available for first-time players, she needed to be a bit more polished, so we've made an overhaul to her lineup.
The couple of missing achievement triggers have been fixed, so if you were waiting for those, you should now be able to complete the list!
Here are all the changes in this patch:
Features:
Vakarine and Indraja do not need to be unlocked in campaign to be played in Custom games.
There is now a list for glyphs that shows where you can find them and which heroes have access to which ones. You can access the list by clicking the round game logo button in Skirmish.
Screenshake for abilities to add visual impact. It can be disabled in the options menu if needed.
You can now rally a building's unit production to a unit, such as your hero.
Worshippers that finished repairing a building will now look for additional repairs nearby.
Riders with Grace ability will not leave a dead rider on the ground, only the horse. This is to avoid duplicating the rider by reviving the dead horse. Additionally, a riderless horse can be brought to the stable to get a new rider.
Indraja's Celestial Hold now has a new upgrade for Indraja: Sage Visions, which allows her to get the vision of all units and buildings on the map (requires Enchanted Waters).
Added a new upgrade, Kovas' Raid for Mercenary. When Mercenaries hit enemies, they will drop wealth on death.
Spirit units now slowly decay over time (they stay at 1 HP).
Vakarine gains an upgrade that removes spirit decay.
Indraja will now have Wolf Warriors and Werewolves locked behind Moon Daughter divine skill. Picking this skill will spawn both of the units at the shrine, giving her an option for easier camp clearing in the beginning.
Indraja can now build Rangers from the Silver Temple.
Unique Indraja Ranger upgrade that grants lightning damage, Teliavelis' Sparks, including custom visuals.
Pukis has been replaced by Werewolves in the Witch Cabin for Indraja, as her Wet modifier was making the Pukises kind of useless.
Junda's Bravery mercenary rush animation improved.
When George gets his Ascalon skill, his lance visual will upgrade.
Campaign:
Eclipse should be now easier on all difficulties except Insane.
Increased temporary defense Saule and Vakarine get at the start of Eclipse.
In Eclipse, Solar Stardaughters will no longer start with all upgrades, to stop them from dashing into enemies behind a blocker and be unable to follow you.
Fixed the mercenaries sometimes not joining you in Eclipse if some wolves baited them to run off.
In Eclipse, the Chapel now has a popup with the gold amount you receive.
Fixed Latgalian tribe not counting for the By the Sword achievement in Sword Brothers.
Berry bushes in Founding of Ryga have been put further apart so the allied AI
Source
