Gods of the Fallen Land - Major Update 1.3



The development of Update 1.3 is finally complete. This ended up taking much longer than I'd hoped due to a variety of things but its finally done. 1.3 introduces all kinds of new features as well as a great number of improvements to the core gameplay. There are new items, enemy variants, map objects, buildings, challenges, secrets, and even a new leader character to discover and unlock! Take a look at the full patch notes below to get an idea of what this update has to offer.


Version 1.3 Update Notes


 New Content and Features

  • A new leader character, unlockable through using a certain item in a specific place in new games.
  • Salvageable objects are now scattered around maps, followers can be assigned to break these down over time and claim different resources from them.
  • ”Aether Mine” buildable and upgrade added to Forgemaster
  • ”Chapel Barracks” building added to Sage, allows the assignment of Paladins
  • Sage upgrade "Take up arms!" replaced with new upgrade, “Advanced Tactics”
  • Tips added to loading screen
  • Improved and expandable minimap, points of interest will now remain marked on your map once you’ve seen them once, even if they’re out of view.
  • Added severe weather: Thunderstorms and Blizzards
  • Added Command that can designate rocks for destruction to clear space
  • Added Command that cancels all Excavation work
  • Item Catalog added to Codex menu, displays all previously collected items, their descriptions, and additional info
  • Manually destroying unfinished buildings now refunds the building resources
  • New Items added
  • New Enemy Gear added
  • Idol offering rewards added and modified
  • Rare Follower Traits added
  • Map type can now be manually selected from the new game menu
  • Guide tab added to Info Log,  will give you suggested actions for the first few in game days.
  • Reworked Hard Mode, 
  • Removed faster threat scaling
  • Added new enemy abilities
  • Key rebinding added to options menu
  • 4K display support(Untested)

Gameplay

  • Sage charged attack will now auto fire when fully charged.
  • Digging speed for haulable objects now scales based on its weight.
  • Gather rate slowed for Harvesters and Auto-Harvesters
  • Gatherers now move slower when carrying Materials
  • Build speed slowed for most buildings
  • Selecting a unit will now clear the ‘Panic’ effect
  • Combat followers idle or assigned to a rally point will now much more effectively share their targets, this should stop units from charging out into groups of enemies on their own
  • Combat followers idle or assigned to a rally point now have hard limit to how far they’ll go chasing a target before coming back.
  • Selecting or calling a unit will now cancel fleeing behavior
  • Units will now prioritize targets near the center of an attack order when its issued, ignoring enemies closer to them.
  • Excavators will now automatically collect nearby haulable objects around the area they were assigned, this is marked with a flag.
  • Healers will no longer wander far from their idle/rally point chasing heal targets
  • Unit spawn speed for Forge buildings slowed significantly
  • Aether costs for building upgrades raised
  • Aether Spikes can no longer be repaired in combat unless ‘Aether Overcharge’ is active
  • HP of upgraded Iron Troops increased significantly
  • HP of upgraded Clay Soldiers increased
  • Skirm Hound enemy attack animation slowed
  • Skirm Hound enemy direct damage lowered
  • Skirm Hound enemy will be stunned and slowed if they take damage while attacking
  • Skirm Hound enemy can now only use 1 Firebomb per unit on Normal, down from 2
  • Golems can now be repaired by Settlers and Gearchanters when out of combat
  • Skeleton Archer’s arrows are now slightly less accurate
  • Lowered chance of weather specific enemies spawning at low threat levels
  • Map generation tuned to provide a more consistently stable starting point
  • ’Lifeglass Cross’ item changed from consumable item to cooldown based item, existing versions of this item in save files will remain consumables.
  • Added building cap to walls and gates
  • When pathing to buildings followers will now check the closest side first, this should prevent cases where followers run outside the walls to repair them
  • Item drop rate lowered for many basic enemies
  • Idol dormant period removed
  • Addon buildings now lose their functionality when disconnected from their corresponding building
  • Shade spawn patterns improved

Graphics

  • Skeleton walk animation updated
  • Aether Spikes no longer emit smoke when damaged
  • Shield buff visuals tweaked
  • Snow map background altered for visibility
  • Optimized ‘Adv Shadows’ Setting
  • Certain animations now scale with speed/slow effects
  • Resolution option added for game scaling with 4k displays (Untested)
  • Resolution can now be manually changed in fullscreen mode, however this is not recommended for most users
  • Particle density for smaller objects lowered, should help visibility and performance when many objects are on the field
  • Improved consistency of weather effects while moving
  • Added new title screens
  • Other improvements

 UI

  • Changed icon displayed over Harvest marker
  • Harvestable materials are now highlighted when placing a Harvest marker or Material collection building
  • When selecting the location for an addon building the nearest building it can be connected to is now outlined
  • All Status Effects now display icons
  • Status effect icons are now colored based on whether they are positive or negative, and whether they are applied to allies or enemies. 
  • Added informational text when the mouse is hovering over an assignable object
  • Items are now color coded based on rarity
  • Gate rotate key changed to ‘V’ by default.
  • All units that can not change jobs will now display a lock icon next to their job on the Follower Info menu
  • Added a limited Options menu to pause screen, full options menu must be accessed from the title screen
  • Other general improvements

Bugs

  • Fixed ‘Jittering’ of some in-field UI elements
  • Fixed several in-field UI elements being rendered incorrectly at night, improves visibility of some UI elements at night.
  • General Optimizations
  • Fixed issue where assignment reticle would not disappear when hovering over non-assignable buildings
  • Fixed issue where Monster Den guards weren’t being loaded properly causing excess spawning when loading a game
  • Fixed building job assignment bar showing when units following can not change jobs
  • Fixed several buggy menu interactions when objects were selected for use
  • Fixed issue where Skirm Hound enemy attack animation would complete instantly
  • Fixed building outlines showing while a building destruction animation played
  • Fixed incorrect text displaying if the the crystal was destroyed in certain events
  • Fixed several objects generating outside map boundaries
  • Fixed issue where boss enemies could become stuck
  • Fixed Bishops assigning themselves to the wrong building if their home building is destroyed
  • Fixed other minor issues

Files

Gods of the Fallen Land 1.3 61 MB
Jun 20, 2018

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