Deity Empires Patch Notes — May 14, 2019
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
We've published an update to the game tonight. The update moves two months of beta updates into the live build.
Some of the highlights include:
• Added dungeon levels to the game. You can descend down into a dungeon to get greater treasure, but must face more powerful creatures.
• Added lesser heroes to the game.
• Added heal and mana potions to the game.
• Added “Zone of Control” to all units in combat. This will be the default mechanic, but can be turned on/off via game options.
• Added 15 additional music tracks to the game.
Here are the complete update notes since the last update:
1.1.44
• (2019-05-12)
• Added “Reset to Defaults” button to the setup options and game options screens.
• Fixed a crash that occurred when adjusting potions sliders on the Unit Info Screen during battles.
• When an army is overstacked after a battle, the weakest units will be deleted first.
• AI will properly use potions it has in inventory.
• Units in lairs have a chance to spawn with potions.
1.1.43
• (2019-05-10)
• In the Load Game screen, you can now right click on a file to view info about that save game. You can also rename the save game file by clicking on its name when viewing info about the save game.
• Some spells with limited range can now have their range increased by increasing a units magic level. Spells affected are Harm, Blinding Trap, Net Trap, Explosive Trap, Ogre Leap, Leaping Rock Smash, Explosive Mine.
• Added Random Option during opponent deity creation to obscure the exact deities you will play against.
• Added abililty to mod hero names similar to city names, using the file heronames.txt
• Added “Zone of Control' game options, giving every unit a zone of control. When a unit moves into an enemies zone of control, it uses up all of its remaining movement points.
• Added a game option to cap the Spellcasting range of units.
• When a unit casts a spell during battle which requires a target, range crosshairs will appear showing the range of the spell (similar to the crosshairs icon for ranged attacks).
• Added heal and mana potions to the game. These will appear in dungeons with treasure, and can be produced in cities.
• Decreased the number of treasure piles per dungeon.
• Accelerated the rate at which dungeon levels become more difficult.
• Added deity ability Necromancer, which reduces the mana upkeep costs of undead units by 20% plus 1% per death magic skill level.
• Updated the setup options to use sliders and checkboxes.
• Fixed a bug with lair spawns.
1.1.41
• (2019-05-01)
• Added random lesser heroes. These lesser heroes are the same unit type as current units in the game, but have random rolled health and weapon stats (slightly stronger than their base unit type), and only 1 figure. They typically can utilize additional item slots. Currently these random heroes only make themselves available as random mercenaries available for hire in cities.
• Changed overland battle maps to have considerable grassland through the middle.
• Fixed bug not awarding loot after overland battles.
• Fixed bug with Extend Battle not carrying over between dungeon levels.
• Fixed bug: losing a battle in a dungeon after dungeon level 1 would cause a crash during the Creature AI turn.
• Treasure and staircases in dungeons now remain visible once they are discovered.
• Fixed a bug with the game crashing when Windows cannot load XAudio2_7.DLL.
1.1.40
• (2019-04-28)
• Added dungeon levels. Once all enemies are defeated in a dungeon, you can descend down a staircase to the next dungeon level, where new and unknown enemies await. Once you descend, treasure on the previous level will be lost forever. Enemies will get progressively harder and more numerous as you proceed further down dungeon levels.
• Cursors can now be modded.
• Right clicking a unit in battle no longer brings up the Unit Info Screen. To see the info for a unit, double right+click on the unit.
• Changed how the Magic Summoning Circle functions. Every deity will always have a Magic Summoning Circle in one of its cities (the first city). You can change this city by building the Magic Summoning Circle in another city.
• Added Mana Conduit empire unique building, giving +20 mana per turn. This will replace the Magic Summoning Circle building in previous save games.
1.1.39
• (2019-04-22)
• Thorns, Spiked Shield and Spiked Armor damage are no longer reduced by armor.
• Greatly increased the effects of giving gifts to other deities. Allying with same-aligned deities will be much easier as a result, and appeasing (ie delaying war with) different aligned deities via gifts should now be a feasible strategy.
• The effects on deity relations from all sources has been reduced as relations get further away from 0. It will now be difficult for deity relations to get to extreme values.
• Perceived aggression no longer increases when enslaving cities.
• Enslaved cities don't count when determining how slow settlers are automatically produced.
• Changed the interface in Game Options screen to use checkboxes/sliders.
• Added unit Mud Goblin Stone Slinger. Removed level 5 available attack option Stone Sling from Mud Goblin Stone Thrower, and made the Mud Goblin Stone Slinger an evolve choice for the Stone Thrower.
• Added 3 additional music tracks for the overland/world map theme. Added 7 classical music tracks (optional to play in game options). Ctrl+TAB will skip to the next song.
• Added game option: dungeons are no longer visible until explored.
• Added game option to change the dungeon size.
• Added treasures to dungeons. When this game option is turned on, dungeons must be explored (creatures will not seek you out). The loot from dungeons when this option is turned on is considerably higher than with the option turned off, and increases as the dungeon size increases. However, the loot will be lost if you do not pick it up before the battle ends.
• Added additional options for choosing random enemies when starting a new game.
• Doubled the rate at which deities gain magic skill. Added “magic_skill_gain_multiplier” to game_settings.txt to allow altering the rate of magic skill gain (caps at 1000, which is 10 times the default rate).
• Added new terrain improvements: Civic Research Facility and Magic Research Library.
• Changed the Training Grounds improvement to award XP to all units on the tile. The max level it can train units to is training_grounds_level*(1+road_level).
• Viewing an item in the Item Info Screen (right click on an item in the Item List Screen or the Create Item screen) will show all units that can equip that item.
1.1.38
• (2019-03-24)
• Fixed bug: if an etherealized deity cast the Earth Cataclysm spell, the game would crash to desktop.
• Garrison units will no longer spawn on the world map. Instead they will spawn during city battles, similar to Defense Towers.
• Reduced Earth Cataclysm spell damage by 50%.
• Fixed bug: deity armies were able travel over empty cities of deities they weren't at war with, on their way to another destination. This would cause the city to be razed/destroyed without war being declared.
• Defend and Pray now give buffs, with images and sounds.
• Left and Right arrows have been added as hotkeys for most Prev/Next buttons.
• Added additional evolve choices to a number of non-city units. See the Unit Compendium in game for details on which additional units can evolve, and to what.
1.1.37
• (2019-03-21)
• When you conquer a different aligned enemy city, you can now choose between Razing the city, or Enslaving the city/population. Razing the city will completely destroy the city (which is what currently happens). Enslaving the city will cause all buildings in the city to be destroyed, and the population will have extremely high dissent. Enslaved cities can only build a minimal number of buildings, and cannot produce units. Enslaved cities are useful for producing some gold/resources, and for holding valuable land areas until same-aligned settlers are available (at which time enslaved cities can be migrated).
• Changed some building prerequisites to better streamline gold as a building objective. Note that this may result in save games having buildings built without the prereqs.
• Changed the position of some buildings in the Building Tree. This may affect mods (modded buildings may overlap). You can press Ctrl+E while in the Building Tree to help mod building positions.
• Empty cities will now spawn a weak unit when attacked, although the unit will likely die from fright almost immediately. This means defense towers will now defend empty cities.
• Changed City Screen for owned cities to show City Specialization in the lower left panel, replacing built buildings. When viewing other deities cities, you will see the Built Buildings in that city.
• Fixed bug: when a unit evolved during a dungeon battle, and it was the only unit in its army, all visibility would be lost in the dungeon.
• Increased the evolve level requirements of dragons and imps.
• Added additional evolve choices to a number of non-city units. See the Unit Compendium in game for details on which additional units can evolve, and to what.
• Added additional worldmap F5 option to show Available city build spots.
• Fixed bug: food and resources should now transfer properly to evolved units when they evolve outside of battle.
• Added unit Poison Elemental. Added spell Summon Poison Elemental.
• Added ability “Fatigues” to Centaur Archers, causing Centaur Archer to lose half-movement points after battle round 25.
• Added 8 additional item slot types: Spellbook, Gloves, Leggings, Cloak, Belt, Ring3, Ring4, Amulet2. All deity units can utilize these new items/slots (future heroes will also be able to utilize these items/slots).
• Summon Ghoul is now a level 6 spell (formerly level 4).
• You can now Double-click to load a saved game.
• Fixed bug: when the chosen starting race and chosen starting deity were of different races, and materialized was chosen as a deity ability, the starting settler was of the race of the starting deity, rather than the chosen starting race.
• Fixed bug with no gold being received from lair loot.