Godking: Master of Rituals

Godking: Master of Rituals Godking: Master of Rituals - Patch April 28th

Version
Godking: Master of Rituals - Patch April 28th
Version Date
April 28, 2020
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Patch Notes

Godking: Master of Rituals - Patch April 28th

After a little over a week of development, we are back with another update to Godking and with news about our next playable faction.

We are encouraged and grateful for all the positive feedback, and seeing that many are already getting into 50+ hours played is amazing. We will keep building Godking as fast as we can.

The Imperatus - a faction of hyper-aggressive scavenging ratlings that specialize in plaguecraft, necromancy, fear and nest burrowing - are coming to Eliador very soon, most likely next week. We have had them in development for a while and we are excited to introduce them as our seventh playable Godking faction.

In the meantime, here are the patch notes for todays build:


General
  • Added a hotly requested feature: multi-tile and multi-turn movement to the game. This has been mentioned by many, and we heard you. It works really well and it feels great to get it added to the game. Right click anywhere already explored to calculate and set a path, then right click again (or press space) to start moving there. We currently only display one pathing indicator color, but will upgrade this with turn specific coloring soon, so that you have more movement information available before you make decisions. Moving has been added to the Order UI cycle, so clicking that or pressing SPACE to progress movement works great.
  • Left or right clicking the mouse outside UI such as Unit Inspect UI or Manage Armies UI will now close the window. This makes it easier to play the game with a mouse only.
  • Added UI buttons to close battlemaps and combat summaries with mouse only.
  • AI now understands how to use ritual spells to transmute units into stronger units. This has in particular helped Khaoset and Mercian AI players perform better.
  • AI will now use faction commanders more actively on the map, often bringing them with their main armies. This improves their overall ability to replenish armies out in the field instead of having to go back to the HQ constantly. As a result most AI factions now expand faster, often outperforming veteran players early game.
  • AI will now actively pick up treasure chests. Before we felt it was more fun to mostly save them for players. This almost always put the AI behind after a while, so we felt it was more fair if they got an equal chance at chests as the player. As a result some AI factions can pull significantly ahead now, if they happen to get a particularly lucky starting position.

As far as AI goes, we feel we have only scratched the surface and we have big plans. We are working on upgraded awareness and strategic layers for the AI, and these will be introduced in small steps over the coming weeks. Savour this happy to just expand and act relatively peaceful AI - it is getting smarter and more aggressive every patch.

Fixes
  • Fixed an issue where playing with mouse only and clicking the Order UI manually instead of pressing the SPACE shortcut, would sometimes cause the wrong order information to be displayed. The correct order would be performed, but not displaying the right text
  • Fixed an issue where spam-right clicking certain resource generating ritual spells (to set auto-cast), would let the ritual be cast as often as you could bother to click it, generating resources every time. This was a semi-exploit only, as the unit would still correctly be charged action points for each cast, essentially sending it into crippling time-depth
  • Fixed an issue causing flying units to stand directly on top of other units on the battlefield, instead of hovering over them in the air. It’s a cool feature that fliers can share a tile with a ground unit, and now it looks as you’d expect too
  • Fixed an issue causing spell effects to show up for a split second as you load into a battle. This was leftover effects from AI battles happening elsewhere, just before your battle started
  • Fixed an issue causing movement cost to be displayed on tooltip for a tile, even if your active selection could not enter it
  • Fixed an issue where it was possible to switch artifacts between units in battle
  • Fixed an issue where an immortal unit dying in battle, would not correctly play its death animation
  • Fixed an issue where treasure chest beams were a bit too intense on the world map

In addition to this we performed a number of little art micro-improvements all across the game, lifting us a tiny bit closer to the ultimate vision for Godking.

We will be back with more soon. Thanks again for all the support, and look out for incoming ratlings!


Team Sensiga