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Gameplay / Balance Changes
Units
Augre
Now slightly less likely to use the Foundry and slightly more likely to use the Garrison
Juggernaut
Now slightly less likely to use the Foundry and slightly more likely to use the Garrison
Priestess
Updated needs to match the Cutlist
Spirit Worker (Permanent)
Movement speed reduced by 10%
Work speed reduced by 25%
These changes do not affect Spirit Workers created by the Spirit Worker potion
Wizard
Updated needs to match the Witch Doctor
Spells
Volcanic Bridge
Mana cost reduced from 100 to 50
Underlord AI Changes
Underlord AIs can now make use of the Besiege ritual to attack enemy Dungeons
Sloth focussed AIs will now be able to make use of the Infernal Urn to transform Brimstone into Quartz
The AI can now use Hellfire potions
Added 7 New Build Orders
Adjusted a number of existing Build Orders
The Medium Difficulty AI has received a number of tweaks
Now has the ability to drop units near rally flags
The rate at which it can pick up and drop units has been reduced
The rate at which is is allowed to spend sins has been reduced
It will now be slightly more aggressive
The AI will now trigger Sentinels more intelligently
The Master AI is now able to use defence parts to heal existing defences
The AI will now make more intelligent use of Work-A-Lot potions
When using Overcharge the AI will now wait until its Mana is exhausted
before triggering the ritual
The AI is now able to more accurately predict if it needs to return its forces to defend its Dungeon Core
Further optimised the behaviour of the AI on master difficulty
AIs will now hesitate less whilst attacking and will execute their plans more aggressively if they are confident of victory
Bankrupt AIs now wait longer before selling rooms
Level / Campaign Changes
The Under Games
Underlord Shale
Beast spawn rate reduced from 666% to 444%
Defence gold & mana cost increased from 150% to 200%
Visual Improvements
New Animations
Democorn - Receive Pay
Baby Democorn - Receive Pay
Arcane Chunder - Sanctuary work
Visual Tweaks to the Foundry Floor
Improved the possession view of the Firebreather
Adjusted the viewpoint position of the Behemoth in possession
Localisation & UI
European and Chinese localisations now in game for various text edits that were done for 2.0 and 2.0.1:
Various user-interface text improvements, including tooltips and campaign map names
Pre-2.0 Skirmish maps have had their creators’ names added to the end of their descriptions
Fixed various old text style issues such as asterisks being used to show sound effects in subtitles
Lord of the Land unit subtitles (for future use in the Mighty Script Editor) have been tweaked to match chosen audio takes
New Mendechaus voice-over (for future use in the Mighty Script Editor) has had unique text keys added for each unique audio take being used
Miscellaneous Improvements
Debug logs which are generated upon game crashes are now fully GDPR compliant
Bug Fixes
Crashes & Gamebreakers
Fixed a rare issue that prevented some players from opening the Under Games if they had not completed the War for the Overworld campaign
Units
Fixed an issue that would cause units to attempt to walk out of prisons and arenas
Defences
Alchemines should now always load in with their potions after loading a save game
Visual Fixes
Units are now react to the visual height of shrine floors (such as the siege shrine) and can walk on the surface without clipping
AI Fixes
Underlord AI's will no longer ignore the last item in their build order
Fixed an issue where the Underlord AI would not use the Wisdom Juice potion on Vampires
Fixed an issue where the Underlord AI would issue an attack without removing units from it's Peaceband, meaning sometimes attacks were not correctly planned and did not meet AI expectations
Fixed an issue where Workers were not correctly receiving new tasks and thus would revert to older tasks such as nearby reinforce wall tasks over newer claim tile tasks
Fixed an issue where the Underlord AI would be unable to determine an appropriate attack vector on large maps where the enemy is well fortified and defended
Map Editor - General
The Empire Theme selector can now correctly select any theme, even if it is locked
Levels / Campaigns
Fixed an issue where the cutscene which plays after Mandalf is turned to gold in Heart of Gold level 1 could be disrupted if he was mined by workers during the cutscene, preventing the level from ending
Fixed an issue where the VFX on the objective forge on Heart of Gold level 3 would not play correctly
Capturing Pre-Placed rooms in the "Seastead II" skirmish level will now correctly allow units to work in them
Localisation
Fixed an issue where Chinese fonts were not displaying correctly on OS X
UI
Fixed an issue on the Scenario Lobby where the mutators button was not accessible if the map could not be finished
Miscellaneous
Fixed a number of minor issues in the codebase
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