What changed
1 fix0 additions0 changes0 removals
fixedThis is a major patch and will not load the saves from v1.26. The game is now in full release mode. Changes: *Added a Samurai character to the tavern in Map 2.The samurai class starts with the cleave skill. *Changed the level up mechanic for units. Each skill now gets a random bonus ( for instance 3 to 7 ) each level, and then you can choose to boost one skill by +5. *Added an initiative bar under the experience bar in combat. Now you can get a rough idea of the turn order by looking at how full the bar is. *Added the Haste spell. It both increases initiative ( turn frequency ) and also increases mobility. Target = 1 hex, however area of effect can be increased with equipment. *Added the Slow spell. It both decreases initiative ( turn frequency ) and also decreases mobility. Target = 1 hex, however area of effect can be increased with equipment. Mobility cannot be reduced under 1 hex. *Added the Cleave skill. This skill lets you attack all surrounding hexes with a melee weapon. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus. *Added the Pierce skill. This skill lets you shoot all enemies in a straight line with a ranged weapon.. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus. *Removed the status effects on Holy, Ice, Fire and Lightning, they now just do damage. *Improved the click-on-map-square animation in map mode *There is now a skill called "Gate" Which lets you warp to any town you've already been to. There are scrolls for this skill in the scroll shops and mages and healers can also learn this skill at higher levels. *Game saves now have a version and won't load saves from a different version. *Lich transformation has been changed. It gives +30 magic + 60 meteor + 30 to sorcery and changes the class to lich. If the unit does not have one of the skills and can't learn a new one then that bonus does not get added. All other skills are carried over to the lich version. *Defending now adds +10% to the bonus chance to counter attack ( adds to final bonus after reflexes and morale ). *Fixed a bug which was preventing counter attacks. *Most damage / healing type spells now have a per hex falloff value in combat. This means there is a loss in power the farther away from the target hex. For some spells this is steeper than others. For earthquake it adds power grows the farther away from the center hex. The values are in the skill descriptions. *Lightning now benefits from extra spell area, however the power falloff from the center hex is 50%. *Fixed a bug where you could hit confirm while dragging a unit in the unit formation phase of combat, causing a graphical glitch. *Fixed a bug with alchemy and using items on the map, also changed the alchemy formula, it increases the power of potions / scrolls by 1% per level *Fixed a bug chest on Map 4 *A level up check now runs every frame so if you get enough experience to level up from a quest you don't have to wait till you fight a battle to get the level up. *All battles now give you a small amount of gold based on the items the enemies were carrying. It is 1/4 the amount you can get by searching after the battle. *Fixed a bug in map mode where the AI was pathfinding when moving to a new square, even if that square was one tile away. This should increase the framerate a bit. *You now can't restore magic to a dead unit in the Church, must revive first. *Added a period to the naming screen. *Changed the AI so it's smarter in combat ( or so I hope ). *Can't un-equip Capt. Winebaud's armor until he shows up in the tavern. *Fixed a bug in the attack animation. *Halved the chance of shop items disappearing over time. *Totally redid the tile engine. Tiles are now made with meshes instead of objects, this increased the frame rate by around 30% *Fixed a long running bug that was making a slight stutter at the end of the player advancing to the next tile. Player movement should now be silky smooth on the map world. *Added the option to enable or disable v-sync in the settings screen. Sometimes unity has some tearing with v-sync on depending on what settings the computer has. Merry Christmas! Okay, as always if you have an issue or bug or comment, feel free to make a post in the forums here: https://steamcommunity.com/app/738440/discussions/
MazeQuest 2 changes
fixedThis is a major patch and will not load the saves from v1.26. The game is now in full release mode. Changes: *Added a Samurai character to the tavern in Map 2.The samurai class starts with the cleave skill. *Changed the level up mechanic for units. Each skill now gets a random bonus ( for instance 3 to 7 ) each level, and then you can choose to boost one skill by +5. *Added an initiative bar under the experience bar in combat. Now you can get a rough idea of the turn order by looking at how full the bar is. *Added the Haste spell. It both increases initiative ( turn frequency ) and also increases mobility. Target = 1 hex, however area of effect can be increased with equipment. *Added the Slow spell. It both decreases initiative ( turn frequency ) and also decreases mobility. Target = 1 hex, however area of effect can be increased with equipment. Mobility cannot be reduced under 1 hex. *Added the Cleave skill. This skill lets you attack all surrounding hexes with a melee weapon. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus. *Added the Pierce skill. This skill lets you shoot all enemies in a straight line with a ranged weapon.. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus. *Removed the status effects on Holy, Ice, Fire and Lightning, they now just do damage. *Improved the click-on-map-square animation in map mode *There is now a skill called "Gate" Which lets you warp to any town you've already been to. There are scrolls for this skill in the scroll shops and mages and healers can also learn this skill at higher levels. *Game saves now have a version and won't load saves from a different version. *Lich transformation has been changed. It gives +30 magic + 60 meteor + 30 to sorcery and changes the class to lich. If the unit does not have one of the skills and can't learn a new one then that bonus does not get added. All other skills are carried over to the lich version. *Defending now adds +10% to the bonus chance to counter attack ( adds to final bonus after reflexes and morale ). *Fixed a bug which was preventing counter attacks. *Most damage / healing type spells now have a per hex falloff value in combat. This means there is a loss in power the farther away from the target hex. For some spells this is steeper than others. For earthquake it adds power grows the farther away from the center hex. The values are in the skill descriptions. *Lightning now benefits from extra spell area, however the power falloff from the center hex is 50%. *Fixed a bug where you could hit confirm while dragging a unit in the unit formation phase of combat, causing a graphical glitch. *Fixed a bug with alchemy and using items on the map, also changed the alchemy formula, it increases the power of potions / scrolls by 1% per level *Fixed a bug chest on Map 4 *A level up check now runs every frame so if you get enough experience to level up from a quest you don't have to wait till you fight a battle to get the level up. *All battles now give you a small amount of gold based on the items the enemies were carrying. It is 1/4 the amount you can get by searching after the battle. *Fixed a bug in map mode where the AI was pathfinding when moving to a new square, even if that square was one tile away. This should increase the framerate a bit. *You now can't restore magic to a dead unit in the Church, must revive first. *Added a period to the naming screen. *Changed the AI so it's smarter in combat ( or so I hope ). *Can't un-equip Capt. Winebaud's armor until he shows up in the tavern. *Fixed a bug in the attack animation. *Halved the chance of shop items disappearing over time. *Totally redid the tile engine. Tiles are now made with meshes instead of objects, this increased the frame rate by around 30% *Fixed a long running bug that was making a slight stutter at the end of the player advancing to the next tile. Player movement should now be silky smooth on the map world. *Added the option to enable or disable v-sync in the settings screen. Sometimes unity has some tearing with v-sync on depending on what settings the computer has. Merry Christmas! Okay, as always if you have an issue or bug or comment, feel free to make a post in the forums here: https://steamcommunity.com/app/738440/discussions/
This is a major patch and will not load the saves from v1.26. The game is now in full release mode. Changes: *Added a Samurai character to the tavern in Map 2.The samurai class starts with the cleave skill. *Changed the level up mechanic for units. Each skill now gets a random bonus ( for instance 3 to 7 ) each level, and then you can choose to boost one skill by +5. *Added an initiative bar under the experience bar in combat. Now you can get a rough idea of the turn order by looking at how full the bar is. *Added the Haste spell. It both increases initiative ( turn frequency ) and also increases mobility. Target = 1 hex, however area of effect can be increased with equipment. *Added the Slow spell. It both decreases initiative ( turn frequency ) and also decreases mobility. Target = 1 hex, however area of effect can be increased with equipment. Mobility cannot be reduced under 1 hex. *Added the Cleave skill. This skill lets you attack all surrounding hexes with a melee weapon. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus. *Added the Pierce skill. This skill lets you shoot all enemies in a straight line with a ranged weapon.. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus. *Removed the status effects on Holy, Ice, Fire and Lightning, they now just do damage. *Improved the click-on-map-square animation in map mode *There is now a skill called "Gate" Which lets you warp to any town you've already been to. There are scrolls for this skill in the scroll shops and mages and healers can also learn this skill at higher levels. *Game saves now have a version and won't load saves from a different version. *Lich transformation has been changed. It gives +30 magic + 60 meteor + 30 to sorcery and changes the class to lich. If the unit does not have one of the skills and can't learn a new one then that bonus does not get added. All other skills are carried over to the lich version. *Defending now adds +10% to the bonus chance to counter attack ( adds to final bonus after reflexes and morale ). *Fixed a bug which was preventing counter attacks. *Most damage / healing type spells now have a per hex falloff value in combat. This means there is a loss in power the farther away from the target hex. For some spells this is steeper than others. For earthquake it adds power grows the farther away from the center hex. The values are in the skill descriptions. *Lightning now benefits from extra spell area, however the power falloff from the center hex is 50%. *Fixed a bug where you could hit confirm while dragging a unit in the unit formation phase of combat, causing a graphical glitch. *Fixed a bug with alchemy and using items on the map, also changed the alchemy formula, it increases the power of potions / scrolls by 1% per level *Fixed a bug chest on Map 4 *A level up check now runs every frame so if you get enough experience to level up from a quest you don't have to wait till you fight a battle to get the level up. *All battles now give you a small amount of gold based on the items the enemies were carrying. It is 1/4 the amount you can get by searching after the battle. *Fixed a bug in map mode where the AI was pathfinding when moving to a new square, even if that square was one tile away. This should increase the framerate a bit. *You now can't restore magic to a dead unit in the Church, must revive first. *Added a period to the naming screen. *Changed the AI so it's smarter in combat ( or so I hope ). *Can't un-equip Capt. Winebaud's armor until he shows up in the tavern. *Fixed a bug in the attack animation. *Halved the chance of shop items disappearing over time. *Totally redid the tile engine. Tiles are now made with meshes instead of objects, this increased the frame rate by around 30% *Fixed a long running bug that was making a slight stutter at the end of the player advancing to the next tile. Player movement should now be silky smooth on the map world. *Added the option to enable or disable v-sync in the settings screen. Sometimes unity has some tearing with v-sync on depending on what settings the computer has. Merry Christmas! Okay, as always if you have an issue or bug or comment, feel free to make a post in the forums here: https://steamcommunity.com/app/738440/discussions/