Hey guys,
Dead Monarchy is 50% off during the Spring Sale, it is the deepest discount as of yet! Build 16 is a major update, a huge balancing pass and introducing a lot of new QoL changes and fixes. One of the major changes are the nerfs done to the Arbalester builds in order to bring them into line with other classes. They are still viable and very powerful however prior to this update, they completely outclassed any other build.
Due to this update, some of the classes listed in the Temporary Player Guide have outdated information, mainly ones related to the Arbalest.
For those that wish to continue playing on Build 15, I have made it available on the beta branch.
Opting In:
- Right click Dead Monarchy.
- Select “Properties”.
- Select “Betas” on the left menu.
- Select “rebuild” from the drop down list.
As for build 16, in order to see all the changes, you will need to start a new playthrough.
New:
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Shortcut abilities can now be swapped with each other on the shortcut bar changing the hotkey, drag and drop to reorder.
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A new difficulty option has been added. "Higher Wages", if enabled wages for advanced military backgrounds will remain at the higher values introduced in the last major update. If disabled, wages will be the same as starting companion wages.
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Items in the crafting menu now display their stat ranges.
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The contract and crafting menu now lists the amount of items you currently have in your inventory where appropriate.
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You can now sort items in the inventory by price. Just click the sorting button and it will cycle between "as added, item type/ID, low to high, high to low".
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The sorting button has now been added to all marketplace menus.
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A new option, "Quick Interaction" can be accessed from the options menu. When it is enabled, you can quickly interact with the tavern, temple and smithy when inside a haven.
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Fast travel is now possible between havens provided you have unlocked the corresponding arena champion tied to the haven. Travelling between havens is done in a linear fashion, you move forward or backwards. There is no money cost because fast travel was never intended nor designed for Dead Monarchy so it is not really possible to fully integrate it into the gameplay. The existence of fast travel alone disrupts gameplay to the point where adding an additional money requirement doesn't really do anything in the long run. Fast travel will make trading contracts far easier than they should be, it will make camping to reduce chances of getting ambushed redundant, getting around in general with no time loss will make general company management easier, etc. This option purely exists for players that wish to have it, unfortunately there is no seamless way to integrate it.
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Added "End Individual Turn" and "End Phase" buttons to the combat HUD. They can be found in the right corner of the main combat HUD which is in the bottom centre of the screen. "End Individual Turn" the red arrow, "End Phase" the green tick.
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Added buttons to cycle forward and backwards between player combatants to the combat HUD. They can be found on the left of the main combat HUD (displaying HP etc).
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Contract cooldowns are now displayed when hovering over a haven in both the local map and world map.
Changes:
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During target selection in combat, you can now cancel your currently selected ability with [ESC]. It will not immediately bring up the exit menu. Only when out of target selection will pressing [ESC] bring up the exit menu.
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The perk Restore Stamina now only costs 7AP, down from 10AP.
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Updated console log to show when marketplaces and shelters have been restocked (each new week).
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Made some adjustments to the simplified overworld HUD when activated, [H].
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You can now organise your party (reorder and move from active to reserve) in the inventory and perk menus. The organise menu will remain as the only menu that can rename and dismiss mercenaries.
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Added a hotkey to call up the camp menu [C].
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You can now cancel an attack during target selection with [RMB], only click it once though as [RMB] is also for grid movement.
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Added in new console log entries to notify the player of when crowns/provisions have been paid and distributed.
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The chance to recover Resolve per turn has been decreased from 50% to 5%. Routing will now be more punishing for both the player and the enemy, as intended.
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Certain perk descriptions have been reworded for more clarity.
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Master level retrieval contract has been changed from collecting all baubles to collecting x3 Imperial and x3 Primordial. This also clears up the text overflow in the quest log.
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Movement penalties for heavy armour have been reversed. The higher quality the armour is, the less the movement penalty becomes.
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Experience multipliers have been reduced to smooth out the levelling progression especially at easier difficulties when having to deal with sudden increases in wages.
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Clarified the tooltip for encampments that spawn during raid contracts that the enemy types are dependent on the initial raid contract difficulty.
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Sharp Senses the perk that granted +5AP on a ranged kill, has been reduced to +1AP. You can still chain up to 3 kills once you have fully invested into the Arbalest skill tree in addition to acquiring this perk but the overall power of arbalesters has been brought in line with other classes. It was fun but they really were too overpowered.
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Adrenaline rush for ranged kills no longer fully restores Stamina but only restores +10 Stamina.
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Stamina costs for ranged standard attacks and abilities have been significantly increased to account for the fact that ranged weapons do not have ammunition or friendly fire penalties.
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Smoothed out the levelling progression, the caves now spawn enemy types appropriate to the region you are currently in. Starting region belonging to House Durant only spawns outlaws in caves and the enemy types gradually get stronger the further north you travel, just like how the enemies in the hostile random events are handled.
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Floating texts that appear in combat now linger on the screen longer, giving you more time to read them.
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There is now an option to disable floating texts during combat. If you are playing on an existing build which is not recommended, you will need to enable this option to show floating texts again.
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The amount of medallions required to access each champion fight has been reduced to 3/6/9/12/15, this means that at most, only one medallion fight is required before fighting the champions of each respective arena.
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The amount of champion insignias required to access the post-game boss fight has been reduced from x25 to x3. As a side note, post-game content will be expanded upon in the free post-release content and will be tied to this boss.
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Updated background skyboxes for haven interior scenes.
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The perk Indomitable Spirit (Battlefield Survival) has now been fixed and updated. It now negates damage from all sources except special abilities, meaning you will take no Vitality/Helmet/Armour damage from melee/ranged standard attacks, counter attacks, wild strike, short strike and quick shot. This means this perk is now more effective on pure tanks and can be used to counter enemies that have heavy wild strikers.
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Due to the initial fixes to Indomitable Spirit that led to a perk update, more changes have been made. AP cost has been reduced from -10 to -3. Cooldown reduced from 10 to 2. Stamina cost is increased from -5 to -10 and no longer restores Stamina. The effect wears off at the end of the next phase as opposed to 5 phases. It is now an ability you want to use more actively, the lowered AP cost means it can be used with Restore Stamina on heavy armour tanks or you can follow up with an attack. It has become a flexible tanking ability without having to directly rely on a specific type of armour.
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You can now enter any arena in any haven regardless of the status of your journal. The arena champion is still tied to the journal though.
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The exact amount of enemy spawns is now listed in all locations.
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Arena rewards have been revamped. Item price has been reduced down to only 5 medallions, some duplicate items have been removed and new mid-tier masterwork items have been added. Each haven will have different rewards so it is worth travelling to all the arenas.
Fixes:
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You can no longer duplicate weapons by dragging a weapon from primary/secondary (1) equipment slot to an empty primary/secondary (2) weapon slot.
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Fixed the issue of the UI breaking if you hire every single possible recruit at the shelters, the menu will now automatically close if there is no one left to hire.
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Fixed the issue of menus such as the inventory locking up when quickly opening and closing them resulting in not being able to fully close the menu.
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Fixed issue of character highlight marker not appearing after finishing an arena fight.
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Fixed the unclickable chest that spawns near Dismal Caves.
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Fixed the issue of the camera zooming in and out during animation sequences in combat if you zoom in and out during the enemy phase.
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Fixed another durability related issue where critical hits would reduce durability from helmet/armour without taking into consideration armour perks such as Nimble Movement or Assured Victory. For example, this would result in the helmet/armor stat being 350/350 but the actual durability value being 250/350, this would make it unable to be repaired despite needing it.
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Fixed the issue of masterwork light armour not applying +1 bonus movement. This also fixes the +1 bonus movement trait not stacking.
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Fixed the issue of the wrong haven names being mentioned as settlement modifiers are improved based on contract completion (Mirstone and Farmont).
Cheers,
Kevin.
Changed files in this update