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Symphony of War upcoming Version 1.11 Patch Preview

We are hard at work on the sequel, but the original has certainly not left our hearts and we continue to support it. No release date yet but this version should be ready to go soon!

SoW1 Patch 1.11 Notes preview **FEATURES: **

  • Drag and Drop in the squad builder

  • Speed up enemy turns (maybe)

  • Change how enemy canto works so they follow similar rules as the player and choose a place to move away (maybe)

  • Implement the blank tome (maybe)

GAME AUDIO:

  • Several UI interaction sound effects have been replaced with new sounds, decreased in volume, or eliminated

CLASS BALANCE CHANGES:

  • Green/Red Dragons attacks are 5% stronger

  • Blue Dragons attacks now have a chance to inflict a 1 turn stun

  • Silver Dragons Max HP and Armor increased

  • Knight +5 STR and resistance to Archery attacks increased to 50% and STR class up requirement reduced from 45 to 40

  • Cavalier resistance to Archery attacks increased to 33%

  • Crossbowman +5 Armor, no longer loses 50 MAG

  • Arbalest +15 Armor, no longer loses 50 MAG, resistance to Archery and Firearm attacks increased to 50%

  • Gunner and Dragoon now begin with 2 shots per battle

  • Archer +5 STR

  • Warbow +10 STR

  • Assassin +10 SKL

  • Hussar +5 STR, +5 SKL

  • Siege Cannon +20 Weapon Power

  • Samurai +5 STR and STR class up requirement reduced from 45 to 38, Samurai Archery attacks now benefit from +shot at range from the - - Advanced Archery Technique

  • Zweihander STR class up requirement reduced from 42 to 38

  • Champion STR class up requirement reduced from 47 to 42

  • Centurion STR class up requirement reduced from 45 to 40

  • Oracles generate about 10% less shielding

OTHER BALANCE CHANGES:

  • Minor stat buffs to various artifacts: Heartseeker, Obsidian Arquebus, Blood Staff, Appprentice Spellbook, Grandmaster Spellbook, Essence of Embor, Emperor’s Missive

  • Zones of Control is now unlocked for the enemy faction in all chapters

  • Musketeering Tech changed: Overkilling a target will result in a target behind the primary target being hit at 50% attack power

  • Magician’s Initiative Tech changed: On defense, magicians attack before the enemy offense takes their 2nd round of attacks

  • Green allies in Chapter 9 are now 5 levels higher

  • Starting from Chapter 24 through Chapter 28, enemy Max HP and Weapon Power increased on Ludicrous difficulty

  • Uncap end of chapter penalty for taking too many turns

  • Rank penalty for losing squads in normal missions not just arena

  • LDR gain has been smoothed out and slightly adjusted to lengthen the progression curve and put a slight curb on death ball squads appearing by mid-game

**BUG FIXES: **

  • Fixed a bug when some battles did not properly display the terrain of the defending squad in the battle scene

  • Phalanx bug fix: Benefits now properly confer to the non-phalanx units

  • Fixed a SKL related check that resulted in mid-low accuracy units dealing slightly more damage than intended

  • Heavy classes will be targeted more with a comparable damage prediction and Rangers Sniper ability bypassing ability increased to compensate

  • Fixed Lucky

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