It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hello,

I would say a personal sorry about the delay on GOG Update, we wanted to delay the patch because we had an issue with the SDK and achievements. But the devs are still in the issue. So we've decided to release 2.2.3 as a lot of players request it, but please be aware that's the achievements system doesn't work in this version. We are working to fix it as fast as possible.

2.2.3 - Patch notes

IMPROVEMENTS
optimisations to battles with large numbers of units - there should be ~15% less FPS drop
Oligarchy now has a less severe reduction in fieldable army size, especially noticeable for higher ranks

BUG FIXES
fixed a bug relating to War Clowns
fixed the Taunt ability not working correctly
fixed the Skirmishes screen showing wrong numbers
fixed a rare bug related to custom artifacts
fixed an issue with custom script with() function
fixed an issue with custom script unit_transform() function
fixed an issue with custom script unit_skin_pack() function
fixed a bug that made the AI not conquer Palaces
changed the description of the Graveyard vault to be more accurate
fixed a crash relating to using the soul beacon with sound turned off
fixed a bug making it so that tooltips for units during battle displayed outside of the screen for low resolution monitors
fixed a bug affecting the display of tooltips too far to the left of the screen in case their header width was larger than their text width and their original placement would put them above the top of the screen
fixed a crash relating to using mods that added artifacts in non-English
fixed a crash relating to using mods that added artifact sets in non-English
Delirium will no longer always take part in the main menu background battle
heroes can no longer have negative movement
fixed a crash related to bloodwarping and modded neutral humanoid units
fixed a bug that made games started from custom tilemaps not able to save
Rain of Frogs and Frog Torrent spells now create 20% more frogs
fixed a crash bug relating to feared units during naval battle
fixed a camera glitch during naval battles related to unit ability Insensate
units that fall into water now lose immunity and insensate immunity
fixed a bug that caused dead heroes using unit skins to turn invisible
fixed a bug that made using Devour during Week of Invasion give +5 attack
fixed some bugs relating to combat camera in cases where few permanent units are in battle
minor optimisation of combat speed by changing how the combat camera operates
fixed an unknown save corruption bug
fixed a graphical only bug in the options menu in main screen if text is on screen
fixed a bug that allowed you to create units for free at monuments
fixed an issue with the lexicon becoming unaligned after clicking to display a mercenary hero skill tree
fixed AI heroes leaving a boat on land when using town portal to defend their town
fixed unavailable spells being part of the lexicon spellbook and blocking the achievement for collecting 95% of spells

MODDING
neutral modded heroes can now be selected from the hero selection screen
modded faction town build grids now use a seed based on the name of the faction instead of based on load order
modded faction town build grid's seed can now be changed using a number in Seed.txt file in the faction folder
custom projectiles can now be set to fly straight if they have straight as part of their name
faction mods can now put their unit files into a subfolder named Units and hero files into a subfolder named Heroes
neutral heroes which use heroclasses from factions now more accurately work like normal faction heroes
the following new custom scripting functions are added:
- string()
- other()
- saving()
- init()
- variable_exists()
[*] large amounts of neutral modded units now display better in custom skirmishes
In case you've missed it, the 2.2.1 patchnotes:

v2.2.1 changes :
Fixed music quality of several tracks
Fixed a bug related to how the AI hired units, which confused which dwellings were built
Fixed a bug that disallowed AI to recruit the alternate units
Adjusted the number of units given to high level roaming heroes to be less absurd
Fixed a bug related to Hardcore difficulty and end-of-week effects
Fixed Shadowcasting and Shadowcloning being switched
Fixed a bug related to using custom artifact effects
Fixed a bit of English in the translated description of some special weeks
Improved performance (slightly) for people who play without sounds
Allowed for custom spells to change the effective spellpower of its effects
Fixed a bug that made Tainted mines draw twice and on top of the floating crystal


And the 2.2.0:
FEATURES
Special weeks - each week will have a name and a lot of them will have a special effect
Settings for random/standard maps, random/standard town layouts and to allow special weeks
Several new unit abilities added, meant for future units. These can already now be used for mods
New Undead unit ability for undead units
15 new artifacts
A new artifact set bonus: Extracter
Skill tooltips and Unit tooltips now by default shows an abbreviated tooltip text, which can be expanded by pressing Shift

NODEMAP AND TILEMAP EDITORS
Improvements to switching between playing and editing Nodemaps and Tilemaps
Nodemaps and Tilemaps now show their description the same way that normal maps do
Node map editor now works in resolutions from 720p to 1080p
Several improvements to the Tilemap interface
Enabling selecting modded faction towns and Delirium and Pillar towns in the tilemap editor
Enabling placing Neutral heroes incl. modded neutral heroes in tilemaps
Node map editor now has access to Obelisks, Palaces, Monuments, Portals, Shrines and Redwood
Node map editor now has toggle-able generation of sea resources etc
Node maps and custom maps can now be removed from the map selection screen by using a Delete button. The map file will be renamed so it can still be restored later
Tilemaps now can place user-made graphics on the maps
New invisible obstacle for tilemaps
Changed the base tilemap to have less glitches and also start with two starting spots and a bit of terrain

NEW MODDING CAPABILITIES
Town screens for modded factions
Default town screen background (14 new backgrounds) or user-made
Automatic building sprites, selected building sprites or user-made
2 slots for unique buildings per faction
Custom scripting system for implementing new mechanics
Unit abilities
Artifact sets
Custom artifact effects
Hero skills
Spells
Unit skins

CHANGES
Town structure grids are now static by default, meaning that each time you play as e.g. Order, buildings will have the same requirements. There's an option in advanced map settings to randomise town grids
Camping now increases mana regeneration by 50%
Fleeing now makes the hero lose their first aid tent and ballista
Reworked town generation system to be more flexible. Some building placements have been altered
Positive morale now gives a chance to resist terror, while negative morale gives a chance for units to flee. The chance scales the higher / lower morale is
Inert unit ability renamed to Mechanical
The power threshold for the unit ability Swallow can now be set more exactly using new modding abilities Swallow1 and Swallow+
Hexed units (units turned into frogs) will now retain the damage taken while being a frog
The resource panel in the top left now resizes when you have extra special resources, such as Pearls or Gems
Caravans now avoid going to camped heroes
The post-battle summary screen now shows how much gold was gained via Plunder / Midas Touch
While playing Hotseat, a new Surrender option appears in the main menu
Picking up gold created from plunder / midas touch no longer costs movement
The buttons to open various town menus now show tooltips
Updated town tooltip to graphically show what units can be created
The stat bar in the hero screen has been updated to make the stats clearer to read
Spellpower tooltip now displays info on various spellpower boosts
Portals are now coloured on the minimap
Aro Nei's mastery now applies to Dragonworms

BALANCE
Increased the range of buff from Rallying hero skill
Increased the base rate of Aether gain from Aethermancy hero skill (Rank I now has the power Rank II used to have)
Troglodytes, Trogserker, Gorgon, Ophidian, Mutant Trog, Monster Trog, Fanatics, Possessed, Secretkeeper, Torch Bearer gain a +5% buff
Corpseeater and Tarantula gain a -5% nerf
Fire Stingers and Bloodsuckers gain a +10% buff
Ethn'El gains a +30% buff, Krnok and Bergundie gain a +20% buff
Mercury boost in the Soul Beacon now only converts 25 power worth of units for each Mercury spent
Bane now more easily spreads Curse of Undead
Wild Call now creates two less anima(ls) per use

BUG FIXES
Fixed a memory leak in the main menu map selection screen
Fixed a small memory leak related to loading mods
Changed distance to the centre for maps with 4+ players, decreasing the chance of map gen glitch with concentric rings of lands
Transformed units that are turned into frogs turn into the original unit after being defrogged
Faction mods will no longer crash when describing a hero's unit with the name of the upgraded unit instead of the basic unit
Fixed a crash relating to a missing MOD SETTINGS.txt file
Swallow ability will not affect heroes
Fixed a bug relating to generating heroes when MANY faction mods were installed at once
Fixed a bug causing Vaults to generate with upgraded neutral units
Fixed a bug causing a crash when you have 9+ faction mods installed
Fixed a bug that made number of hidden beasts rise exponentially the more hidden beasts were killed
Fixed a bug when the right-side player in combat used the tea that gave Immortality
Fixed a bug that would make some nodemaps glitch, generating concentric rings of lands
[*]Fixed an issue that would make Balance Modifier changes to modded units work wrong sometimes when reloading the mod without restarting the game
Question is, when is the dlc coming out to GOG? It's been out a while on Steam and is even on sale at the moment, it's not good to treat customers of one store front in a worse way than anothers.
My question also, when is Rogue Realms coming out?
Post edited May 10, 2023 by DodoGeo