Fixed possible crash on quickload during mp coop games Fixed possible hanging in loading screen at 100% after level change in mp coop games Fixed broken interaction on some level objects Fixed creatures clipping through prison cell door (and other thin obstacles) Fixed player not being able to split item stacks in trade window Fixed details for replay files not being displayed in replay menu Fixed items remaining visible on characters even if they no longer fullfilled the requirements for using them (e.g. Fixed caret being displayed in incorrect position in empty input fields and password fields It's now possible to see directly (via color/tooltip) whether a blueprint is already unlocked Added quests to help track collection of artefact parts and materials for Isgrimm's armor Greatly reduced time to switch savegames in multiplayer coop campaign menu Campaign: The Eye Prison of Mind, rts gameplay improved on all difficulties Campaign: Iskander Wilds, Myrah mission, rts gameplay improved on all difficulties Fixed multiplayer trader accidentally selling a few debug items Fixed some possible issues with saving/loading of the players' selections and control groups in multiplayer/coop Fixed a possible crash when a hero leaves the player's hero party Fixed a possible issue that led to the player not being able to travel to Monastery Ruins Brought back missing artefact pieces from the void that were still not willing to show up at the appropriate place and time "Create Resource"-Abilities (Ultimate Abilities of Leadership tree) can now correctly only be cast on Sector Centers Fixed control of the player's base always being passed to a Human AI instead of the player's chosen race during The Impenetrable Cage quest Elven Barracks cost reduced from 30 to 20 Planks Elven Capital II new cost: 22 Planks / 10 Brick / 10 Food Elven Outpost III new cost: 20 Planks / 20 Brick / 15 Food Elven Outpost II new cost: 20 Planks / 10 Brick Elven Capital upgrade population cap increase reduced by 20/30 respectively Elven Economic Outposts now increase population cap: 15/25/45 Elven Defensive Outposts no longer increase population cap Elves now have stoneworks on Tech Level 1 again Capital III upgrade time increased from 75 to 120 Capital II upgrade time increased from 30 to 45 The following changes are adressed to giving Elves a more active economy. While Elves are a very strong faction at Tech Level 1, their economic power falls off in the later stages of the game. Human Soldier: Upgraded health regeneration per hit increased from 4 to 8 Human Helbardier: Health reduced from 384 to 322 Human Helbardier: Upgraded range reduced from 28 to 24 Decreased the Elven movement speed bonus in enemy and neutral territories reduced from 30% to 10% ![]() Units will no longer be slowed down in combat to improve their micro potential AI will now ignore spawning zombies while they are still invulnerableĪs with the heroes we are also adjusting the powerlevels of the RTS units to make them more significant in combat. Judgement: No longer is a damage-over-time ability, instead deals moderate damage at once and applies impaired for 3 seconds Kiss Of Tiara: Cooldown increased from 10 to 20 ![]() ![]() Kiss Of Tiara: Level 3 Shield increased from 30 to 60 Fire totem: Now damages every 4 seconds instead of 2, while dealing 12 damage instead of 6, including Level 3 Protection totem: Level 2 healing effect reduced by 50% Protection totem: resistance increase reduced by 33% Level 3 adds an immunity against debuffs Level 2 adds 10 seconds of strong health regeneration First Aid reworked to be primarily an out-of-combat healing ability: Tear Down on Lv2+ will now deal damage in an area around the target Shadowstep cooldown on Lv2+ increased from 2 to 5 Assassinate irresistible damage when target is bleeding reduced by 50% ![]() Heroes will no longer be slowed down in combat to improve their micro potential We are adjusting the overall power levels of all heroes to enable more different playstyles and hero combinations. To give you more options to specialise your heroes and define your playstyle, but also making your choices more significant, we added new defensive item options, increased the cost and effectiveness of specialized gear and placed more items all around. Units and heroes will no longer be slowed during combat to encourage more active fights The unit AI will now ignore targets that are currently invulnerable Hero leveling speed decreased by about 30% This patch is dedicated to enhance the experience of Skirmish and Multiplayer Matches in SF3
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