Greetings folks,
Before we reach the weekend, we wanted to get a single line hotfix out to address a critical issue that we spotted earlier in the week for new players that are making their way through the Prologue. Hotfix 5.0.1 is now live for all users here on Steam, with other platforms following as soon as we’re able too.
For posterity, here’s the single fix that we’re addressing in this update:
- Fixed a soft-lock occurring in the prologue after Turn 5 when the tutorial was enabled
- [b]A crash can occur when Vampires take a settlement with a Garden of Morr in it[/b] – If you currently experience this issue in your campaign, and don’t want to wait for our next Hotfix, we have found that you can temporarily work around the problem by razing your own Settlement before any Vampires arrive. We’ll be looking to address the issue next week so that you don’t have to do that!
WHAT’S NEXT
Thanks for all of your feedback surrounding the Age of Reckoning system since Update 5.0 and the launch of Thrones of Decay. This has been really helpful to all of us across the teams this week as we’ve looked at some possible adjustments that we’d like to bring into the game as soon as we’re able. Some of these fixes have already been lined up for a future update, and whilst we’re working away on them, here's a sneak peek at what we have in mind:What issues are we looking to address in later updates?
- Grudge Targets scaling out of control as the player meets new factions (specifically as the player meets new factions across the world via things like quest battles and alliances.)
- Players feeling too rushed by the 10 turn cycle
- Players struggling to get out of the lower tier brackets where they would receive debuffs rather than bonuses.
- Some Dwarf factions have easier starts than others when it comes to hitting Grudge Targets.
- The influx of free units and the summoned grudge settler army has a disproportionately massive effect on the early game.
- In the late game, massive stockpiles of grudge settler units build up in the pools of participating factions, causing constant instant and free replenishment for losses.
What are we looking to do to address these issues?
- We are looking to change how we calculate your met factions when determining Grudge Targets to instead look at factions you share a land border with rather than just any met faction. [list]
- This change will still allow Grudge Targets to scale up/down depending on your local situation, but it won't get out of control after simply meeting new factions across the map.
- While we don't want players to always hit the higher rewards each cycle, we also don't want them to struggle to get out of the negative brackets. By making the 2nd stage (Skruff) act more like a neutral stage rather than a second negative one, it will hopefully alleviate the pressure of needing to clear at least 50% each cycle to simply get out of the red.
- By giving players a longer duration we hope it gives them a bit more freedom to take that 2-3 turn movement to a new target that might have more grudges rather than feeling like you always need to rush to the next closest enemy because you don't have enough time.
