This path side tracked my work on the beta branch, but I think these are important fixes and changes, and absolutely worth postponing the beta branch update by a day or two. I will also add more options like the Golem Workshop in the coming days - for other types of Units. They may not all be buildings, but I want to add more ways to recruit magic units away from the Tower.
- New City Building: Golem Workshop. Allows recruiting Custom Constructs and units with the Golem tag in the City. Requires Artifice 4+ or the Golems trait in the city in order to build. Also gives +0.25 Learning and +0.5 Industry.
- Dragons have been significantly buffed with more Hit Points, Armor, Toughness and Resistance.
- Loss of Effectiveness during Battles has been tweaked and the mechanics expanded. Monsters and units with a low default unit size (members) have a cap on how much effectiveness can be reduced. If the battle drags on for a very long time, this cap will gradually disappear.
- Outnumbering now has less of an extreme effect on morale and effectiveness - especially for Monsters. All units will now be less likely to suffer morale checks based on outnumbering if they're not suffering a lot losses and are also not fatigued. Strong units were too likely to retreat even when winning if they were outnumbered.
- AoE attacks will now apply multiple hits based on their type and the size of the involved units. Breath Attacks will hit more targets based on attacker size. Line Attacks will hit more targets based on target unit depth/quantity. Circle Attacks will hit more targets based on target unit physical size.
- Physical Size has been specified for all Unit Types, as it is now important for an additional mechanic. It also fixed some issues with high-HP Units which did not have actual large physical size (HP was used as a fallback when size was not specified to estimate size).
- Fixed Flying not correctly giving units the ability to use melee attacks when pursuing (evasive) non-Flyers.
- Fixed a bug where expected income was not correctly considered when predicting if there will be unpaid upkeep. This led to annoying warnings, for example when having full resource caps.
- Fixed a bug where the number of attacks made when using ranged attacks at close range was incorrect (could be absurdly high for small units).
- Fixed a bug where the distance of ranged attacks was incorrectly calculated in some situations, leading to unintended to-hit penalties.
Changed files in this update