Ash of Gods: Redemption Patch v1.0.41 Available, Upcoming Updates Detailed
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The new v1.0.41 patch for AurumDust's Ash of Gods: Redemption fixes a good deal of assorted issues and bugs. You can find the full patch notes in this Steam announcement that also brings us up to speed with the team's future update plans and offers some details on how the game determines its dynamic combat difficulty. Check it out:
Hey! Balancing patch for the AI behavior at the Reaping level of 4+ (see details below) is on the way which brings some balance to difficulty level and AI behavior. We also would like to explain a couple of things about how it works.
The difficulty in the game is set by several matrices—the complexity changes smoothly from chapter to chapter due to the increasing coefficients for AI, so at the beginning of the game we weaken enemy's AI, and in the end we strengthen them to keep up with the developed player's units.
The second matrix—regulates the increasing levels of the Reaping, which add up to the parameters of the chapters and, most importantly, changes the key AI settings—its responses to defense, attack, tactical depth of analysis, priority of targets. So, for example, when Harvest level is more than 7, AI attempts to attack units that already have injuries, and on difficulty 2, it almost does not see protection and happily attacks those who would receive no damage.
We constantly collect impersonal combat stats—how many turns and round combat lasts, what units are the most effective, what AI did and how it affected the game. We also constantly read your feedback and recommendations on Steam and Discord and thus we have decided to improve the behavior of AI at levels 5 and above, allowing AI to analyze the field better, respond better to units in defense and counter-attack, better choose its goals.
CHANGELOG:WHAT WE ARE DOING NOW:
- The maximum Reaping level is limited to 10
- Updated localization for the Italian language
- A small update of the Ens faction (sometimes in combat they had difficulties with making tactical decisions and stood in place in a counterattack instead of attacking the player)
- Fixed a bug that allowed to increase the level of Reaping multiple times by quickly clicking on the event pop-up
- Fixed the UI bug on the level up screen (numbers shifted)
- Fixed the UI bug on the level up screen on resolutions less than 1378x768
- Fixed the names of the Reaping for the Italian language
- Multiple corrections of spelling and punctuation in the Russian language (many thanks to all who helps us find them)
- Removed extra scenes from the Steam build
- Fixed a bug with a window that comes up on the first occasion when party doesn't have enough strixes and Gleda is not in the team
- Fixed a bug when Mact "came back to life" in Opakum
- Fixed a bug where the party selection would not save after combat for Thorn's and Pheng's parties
- Fixed incorrect selection of units in the team management in multiplayer
- Fixed the display of the arrows for Friza's military company on the map after 53 days
- Fixed a bug when the Reaper was not visible during the encounter in the forest
- Fixed a bug where icons on the multiplayer screen disappeared when zoomed
- Fixed the inability to give "The Hurricane's Soul" to Assassins
We are not only correcting mistakes. You write a lot to us about what the game lacks in your opinion. We are working now on:We have also started the re-editing of the text in English. You will help us greatly, please, if you point directly, just pictures where the problems are the most obvious - we have performed a full correction of the text by two literary editors in London and New York and all the comments that we sent to this early proofread were often written off to "literary preferences". We are not native speakers, sorry, help us understand where and what is done in particularly poor language.
- Finishing the multiplayer. We are currently testing: getting daily chests, opening combat chests, leveling up for all the 54 units, correcting mistakes. By the end of April, we plan to deliver you "clans" in online battles and the ability to fight versus AI, which will allow us to do everything that we wanted for the multiplayer version.
- We will add a number to represent the degree of morale (now it is not clear how it changes from your choices)
- We are working on a battle log for both singleplayer and multiplayer
- We are working to allow you to see unit's stats and skills during the positioning phase in combat in singleplayer
- We are working to allow you to see unit's stats and skills during the positioning phase in combat and enemy's turn in singleplayer
- Fixed and are testing the incorrect behavior of skills that manipulate rounds
- Fixed and are testing the incorrect behavior of skills that manipulate rounds
- Fixed and are testing the display of targets for random attacks