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Steam News19 September 20241y ago

v0.74 Update!

New Commander for the Goatmen : Minotaur King Only rolls with a Minotaur retinue and hits like a truck! Frenzy and an activated ability: Blood Rage. Units can now flee as a reaction to being Charged.

In this update3

Full notes

Full SOVL: Fantasy Warfare update

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

What changed

0 fixes7 additions34 changes0 removals
  • Gameplay
  • Balance
  • Maps
addedNew Commander for the Goatmen : Minotaur King Only rolls with a Minotaur retinue and hits like a truck! Frenzy and an activated ability: Blood Rage.
addedUnits can now flee as a reaction to being Charged . It works as a normal action during the charge phase, mouse over a charged unit to activate. The rules for being allowed to flee from a charge is:
changedNo Frenzy
changedEnough Move Speed to get out of charge range.
addedCampaign ChangesOne random unit in Armory is now discounted by 25% . Adds some extra strategy and hopefully variety in unit purchases.
addedCampaign ChangesNew level ups for the Reptilians Jaguar Aspect - +1 Move Speed and ignores difficult terrain. Raptor Aspect - Deadly Attacks (double wounds). Serpent Aspect - Poisoned Attacks Salamander Aspect - Regeneration Eagle Aspect - +5 ranged attack range Turtle Aspect - re-roll 1s on Damage Saves.
Dwarf Bolt Thrower: Points Cost4540Dwarf Bolt Thrower: Points Cost decreased, nerfDwarf Stonethrower: Points Cost5550Dwarf Stonethrower: Points Cost decreased, nerfDwarf Berserkers: Points Cost109Dwarf Berserkers: Points Cost decreased, nerfInferno Cannon: Points Cost7570Inferno Cannon: Points Cost decreased, nerf

SOVL: Fantasy Warfare changes

addedNew Commander for the Goatmen : Minotaur King Only rolls with a Minotaur retinue and hits like a truck! Frenzy and an activated ability: Blood Rage.
addedUnits can now flee as a reaction to being Charged . It works as a normal action during the charge phase, mouse over a charged unit to activate. The rules for being allowed to flee from a charge is:
changedNo Frenzy
changedEnough Move Speed to get out of charge range.
addedOne random unit in Armory is now discounted by 25% . Adds some extra strategy and hopefully variety in unit purchases.

New Commander for the Goatmen

Minotaur King Only rolls with a Minotaur retinue and hits like a truck!

Frenzy and an activated ability

Blood Rage.

Units can now flee as a reaction to being Charged. It works as a normal action during the charge phase, mouse over a charged unit to activate. The rules for being allowed to flee from a charge is:

  • Only charged by one unit.

  • No Frenzy

  • No Reanimated

  • Enough Move Speed to get out of charge range.

Commanders now survive losing their retinue. Overkill wounds on the retinue does carry over. Commanders on solo Mounts like a chariot or dragon still die if the mount dies!

Campaign Changes

There is now a global difficulty unlock level for Campaign. It's based on total amount of difficulties completed between all Commanders/Factions and will gradually unlock up to level 4.

One random unit in Armory is now discounted by 25%. Adds some extra strategy and hopefully variety in unit purchases.

New level ups for the Reptilians Jaguar Aspect - +1 Move Speed and ignores difficult terrain. Raptor Aspect - Deadly Attacks (double wounds). Serpent Aspect - Poisoned Attacks Salamander Aspect - Regeneration Eagle Aspect - +5 ranged attack range Turtle Aspect - re-roll 1s on Damage Saves.

Level ups for Orcs Bloodlust

Activated ability, +1 Attack and fearless for one turn.

Won't stay down

Passive Replenish Bonus. Tough as Nails. Rerolls 1s on Damage Saves.

Level ups for Goblins Strength in Numbers

Model Count +10.

Backstabbers

Re-roll Attack Rolls when attacking Flank/Rear Goblin Greed: +10 loot

Greater Warcry level up for commanders with Warcry. Also give +2 Move Speed to all units.

Frost Ward and Shroud both have upgraded version as well.

New spell added, Shroud. This gives a uni the Cover effect until it's next combat phase, making it harder to hit with ranged weapons.

Balance Changes

Dwarfs

  • Dwarf Bolt ThrowerPoints Cost changed from 45 to 40
  • Dwarf StonethrowerPoints Cost changed from 55 to 50
  • Dwarf BerserkersPoints Cost changed from 10 to 9
  • Inferno CannonPoints Cost changed from 75 to 70

Elven Conclaves

  • Weapon MastersPoints Cost changed from 12 to 11
  • Elf Bolt ThrowerPoints Cost changed from 65 to 60
  • Elf ReaversPoints Cost changed from 19 to 18

Dead Nations

  • Unearthed CatapultPoints Cost changed from 60 to 55
  • Skeleton BowmenPoints Cost changed from 6 to 5
  • Skeleton KnightsPoints Cost changed from 20 to 19
  • Zombie GiantPoints Cost changed from 100 to 80
  • Zombie GiantWounds changed from 8 to 10

Greenskins

  • Orc BrutesPoints Cost changed from 11 to 10

Abyssal Warriors

  • Dragon SpawnPoints Cost changed from 50 to 45
  • Abyssal ChariotPoints Cost changed from 65 to 70

Deepwood Guardians

  • DryadsPoints Cost changed from 15 to 14
  • TreantSkill changed from 3 to 4

Rats

  • Ratkin WarlockPoints Cost changed from 40 to 45
  • Ratkin ChieftainPoints Cost changed from 45 to 50
  • Ratkin FlamersPoints Cost changed from 22 to 20
  • Doom BellPoints Cost changed from 45 to 55

Other

Missing wounds on models are now shown on mouse over.

New Keyword "Poisoned Attacks". Damage saves against poisoned attacks re-roll all sixes.

New keyword "Regeneration". Models with regeneration restore all missing wounds at end of turn. Note that this doesn't restore dead models! This has been added to Greenskins Trolls unit.

Lots of general bug fixes!

Source

Steam News / 19 September 2024

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