Sorcerer King got an update:
Patch 1.50 (22nd June 2016)
Scouting Report
Use the 'Scouting Report' to get rumors of adventure in early game.
When the game starts, some unknown points of interest have their FOW revealed, giving players extra info about the surrounding region.
Increased Intelligence of Minor Race Units
Minor Units will no longer clog up roads!
If they don't have a destination (ie. they're not moving) and the tile they're on is a Road, then they will find a nearby non-road tile to move onto.
Late Game Unit Scaling
Units given from quests will join you at a level that matches your progress in the game.
Before, units would join at a fixed value (normally Level 1). In late game, this made them nearly useless, as the first battle they get into they'd get one-shotted. Now, when a unit joins you, they will be given a level of 60% of whatever your strongest hero is (ex. If your best hero is a Lvl10 Tandis, then the new quest unit will start at level 6)
This does not apply to Pioneers. You still need to be careful with them.
Craftable Flagons
Players were getting to points in the game where Flagons weren't dropping any more. Since these are pretty vital to potion-making, we've added some useful recipes unlocked by the Alchemist Improvement.
'Glass Flagon' recipe - Costs 2 Crystal
Crystal Flagon' recipe - Costs 10 Crystal
Improvement Razing
Players can now destroy improvements to rebuild them elsewhere.
Added X button to the 'Built Improvement' icons in City Details to destroy an improvement.
Game will prompt you whether or not you want the building destroyed.
Gameplay / Balance
Fallen Apprentice can now cast Bewilder and Confusion
All Drakes now have the 'Deadly Bite' Ability
Raised the Mana costs of 'Crusade' (Raised Mana cost from 50 -> 130) and 'Destiny's Gift' (100 -> 250)
'Alchemist' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 10 Refined Crystal
'Alchemist' also unlocks recipes for the various types of Flagons
Scribe' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 15 Refined Crystal
'Jeweler' no longer limited to 1 per faction, now gives 4 recipes (from 8) and requires 5 Metal / 5 Refined Crystal
Bugs
Drogon and Xi teleportation abilities now work correctly if those units are stationed in a city.
All Trained Units can now properly equip weapons
Created a changelog thread in the sub forum
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Windward too:
Patch 2016-06-22 (22nd June 2016)
NPCs will no longer crit, making their damage more predictable. This is going to be most noticeable during dragon fights since a single volley crit was doing an insane amount of damage, but you can also expect Pirate King volleys to be much less deadly as well.
Made 10% resist items a much more common drop.
Swapped all resists on dragon essences. For example Fire essence will now protect against frost. This makes more sense as the item would effectively make the opposite dragon’s encounter easier. This will only affect newly dropped essences.
Reduced the damage of dragons in addition to the NPC crit removal.
Added /setZone noRespawns = [true/false] to prevent all players and NPCs from respawning. Useful for events like last player standing free-for-all, for example. Players that die will automatically enter the observer mode.
Added /setZone ffa = [true/false] to enable a free-for-all PvP event (dev build only).
Added /pause command to the dev build to stop NPCs from spawning. Players will still be able to respawn. Using the /pause command the second time will pause all respawns, including players. Using /pause the third time will resume all respawns.
Pirate kings and higher tier bosses are no longer controllable by players, regardless of level.
Going to be testing an alternate version of a dragon fight on the Tasharen server -- 15 players per instance with nothing in it vs a dragon. Players that die remain dead. If all players get defeated, the fight is considered to be lost. Of course the dragon’s HP and damage are going to be scaled down, but resistances are still going to be very important.
Increased the damage-over-time effect from fire essence ammunition to 400% of previous.
Restored player Regeneration effect to how it used to be.
Higher tier bosses will no longer favor sticking to one tough target.
Created a changelog thread in the sub forum as well.
Post edited June 22, 2016 by ElTerprise