News Liste Beneath the Mountain

Patch 1.2.6 Notes
Beneath the Mountain
12.03.23 18:10 Community Announcements
Geomancers - This new unit harnesses earth magic to strengthen allies and defeat foes. - Earthen Assault: baseline ability for Geomancers that lets them throw additional stones for each spell cast. - Soften Rock: baseline ability for Geomancers that lets them reduce the hardness of stone cubes permanently. - Earth Shield: baseline ability for Geomancers that offers sustain and mana regen. Geomancer's Sanctum - This new building allows you to train up to 4 Geomancers. - Earthcaster's Amulet: grants critical strike and buffs their base ability. - Manacrystal Band: grants mana regeneration to both Geomancer's and Runepriests. - Runes of Roknir: grants cooldown reduction and makes Earth Shield better. - Earthbreaker's Staff: grants crit and gives Soften Rock a chance to reset itself. - Obsidian Geostave: gives a way to apply consistent area based damage on the Geomancer's base ability. Alchemist's Lab - The new Alchemist's Lab lets you research potions and explosives. - Health Potions: grants a small heal over time consumable to Dwarf Warriors and Axeguards. - Ragefire Flask: grants Berserkers a way to buff themselves at the cost of significant health loss. - Potion of Strength: gives Clanspear and Longbeards access to powerful attack-damage buff. - Stoneskin Potion: grants Axeguard and Ironguard access to Stoneskin on-demand. - Manastones: when a mana potion is consumed, gain some mana immediately. - Manabrew Mastery: doubles the effectiveness of mana potions. - Advanced Health Potions: when a health potion is consumed, gain some health immediately. - Health Potion Mastery: doubles the effectiveness of health potions. - Glowby Petals: gives some small healing on mana potion consumption. - Bogstool Spores: creates synergy with mushroom farms and increases research rate at the alchemist's lab. - Runic Convergence: creates synergy with magic builds and alchemy. - Elderleaf Satchel: gives some experience whenever a unit uses a potion. - Advanced Alchemy: a requirement tech that unlocks better tech. - Gunpowder: unlocks other gunpowder-related tech. - Blasting Charges: gives a small explosive to miners and ironguard. Runeforge Talents (King) - Earthwarden's Runestone: - Lead by Example: XP gain increased from 20% to 50% and threat buffed to 100%. - The Mountain Walks: threat buffed from 50% to 100%. - Dire Repercussions: reworked (again). Now does more consistent damage and has more threat. - Ferocious Assault: now gives additional attack range, which helps the king immensely in large fights. Runeforge Talents (Buildings) - Alchemical Mastery: makes various potions available to new unit types in addition to the standard ones. Runeforge Talents (Infantry) - Aimed Shot: gives Tunnel Scouts a powerful cooldown-based damaging ability. - Shrapnel Clusters: offers a way to get Shrapnel Bombs early and make the ability much more powerful. - Tenacity: absorb value increased from 10% to 12%. - Tenacious Defense: cdr increased to 3 seconds and buff duration increased to 15 seconds. - Headshot!: now gives 10% crit up from 5% crit. - One-Handed Axe Specialization: now gives 7% crit up from 5%. - Unbowed and Unbroken: now gives block/crit instead of block/threat. Runeforge Talents (Magic) - Stonemending: converts shield effects to heal-over-time effects. - Stoneskin: gives physical damage reduction to a nearby ally. - Earthspikes: grants a strong area-based damaging ability and ties in with bleed builds. - Earthshards: grants armor penetration and greatly increases their baseline ability damage. - Kinship Pendant: makes Earth Shield free to cast and lets the Geomancer cast it on allies as well. - Forgefire Enchantment: allows Geomancer's to buff nearby melee units. - Auric Extraction: grants Geomancer's a way to extract gold when casting Soften Rock. - Stonemender's Geode: ties in a number of benefits to other talents (Stoneskin, Stonemending, Earth Shield). - Battlepriest's Pendant: now also gives access to health potions. - Summon Earth Elemental: summons an Earth Elemental to aid you for 30 seconds. Can be manually cast. - Nullward Aura: provides a very strong anti-magic option for Runepriests. - Rune of High Order: now applies to both Runepriests and Geomancers. Blacksmith - Nullification Shielding: gives some early-game magic resist options for all infantry units. - Lesser Warding Bracers: is a rework of some older tech. It now gives magic resist instead of fire resist. - Runesteel Armor Crafting: another tech rework. Different name and icon, same stat buff. - Reinforced Gauntlets: the last tech rework, granting reduced damage from melee attacks. - Masterwork Tools: now applies to both the Blacksmith and Masterwork Blacksmith. - Masterwork Anvil: now applies to both the Blacksmith and Masterwork Blacksmith. Workshop - Shrapnel Bomb: a powerful explosive that also applies bleed in an area. Mining Camp - Masterwork Mining Carts: now costs less and takes less time to research. Temple - Ring of Protection: now applies to both Runepriests and Geomancers. Mana - All magic using units (dwarven and hostile), now have mana bars and use mana as a resource. Map Generation - The entrance can now be from any direction (North, South, East, West). - The starting room is more likely to be away from the entrance. - Caves on floors -1 and -2 and more likely to be circular and are larger to accommodate larger enemy counts. UI - Combat Status Indicators - Notifications in the top left are now limited to a maximum of 15 at a given time. - It's now possible to see how much time is left for a unit to train or for tech to be researched. AI Improvements - AI for all units (player and hostile) has been improved significantly. - AI is more efficient and runs more smoothly. - AI is more advanced and considers more factors than before. - Units that are out of combat are now able to eat immediately without any additional delay. Unit Caps - Runepriests are now capped at 4 per Temple. - Geomancers are now capped at 4 per Geomancer's Sanctum. - Berserkers are now capped at 10 per Berserker Hall. Engineers - Well There's Your Problem: gives Engineers a way avoid combat while punishing those that do enter combat. Poison and Bleed Immune Creatures - Creatures that are spectral, undead, or elemental are now immune to poison and bleed effects. Unit Audio - When units hit buildings, additional combat/fighting/impact sounds are now played. Bug Fixes - It is now possible to tell units to stand in a position that is blocked (visually) by a rock cube. - Fixed several issues with hostile creature line-of-sight checks which allowed them to cast abilities through rock cubes and buildings. - Unit-on-unit collisions are handled better when one of the units is idle (better unit pushing). - Improvements to path rounding which caused units to get stuck going around corners. - Fixed an issue where control groups didn't work after initially setting them.