Gods of the Fallen Land - Major Update 1.3
Gods of the Fallen Land » Devlog
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
Get Gods of the Fallen Land
Buy Now$4.99 USD or more
Gods of the Fallen Land
Action-Strategy Base Building
Status | Released |
Author | (TSR) Crow's Key Studios |
Genre | Strategy, Action |
Tags | Management, Pixel Art, Procedural Generation, Real time strategy |
Languages | English |
More posts
- Gods of the Fallen Land - Update 1.2 + SteamJul 29, 2017
Leave a comment
Log in with itch.io to leave a comment.