Translations for our friends around the world.

Author Topic: Deity Empires  (Read 284 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • *
  • Posts: 17022
Deity Empires
« on: December 24, 2018, 02:13:41 AM »

Deity Empires is a 4X, turn-based strategy game with a powerful “just one more turn” feel! Enter an intricate fantasy world as one of many deities posed to become ruler of the world.

Steam: Here
Forum: Here



Deity Empires is a 4X, turn-based strategy game with a powerful “just one more turn” feel! Enter an intricate fantasy world as one of many deities posed to become ruler of the world. On a backdrop of classic 2D graphics, choose from one of the many playable races, and compete with rival deities as you explore the world. Extract food, natural resources, and valuable minerals from the land, and increase your power as you defeat wild monster lairs and build cities to expand your empire. Defeat rival deity armies in tactical battles, increasing the skill of your units with every victory. Materialize your deity to become a unit with extraordinary powers to lead an army in battle. Or strategically transcend your deity into an etherealized form, casting magical spells throughout the world and in any battle, and growing in power as you research magical spells and increase your magic skills in your quest for world domination.

•   Choose your deity's starting abilities from over 30 deity abilities, and select your starting magic knowledge from 10 different schools of magic. Witness the potency of your deity's spells increase with its magic skill.
•   Explore the world map with over 200 unique units, each with choosable attacks, spells, abilities, and in-depth stats and attributes.
•   Harness more than 250 unique abilities acquirable by units, and over 300 unique spells and enchantments in 10 schools of magic.

•   Random map generator allows full control over the size and type of the map, from full land maps, to one continent maps, to island hopping maps with hundreds of islands.
•   Powerful AI strategy on the world map, and AI tactics on the battle map enhance game play.
•   If you prefer not to manage some aspect of the game, such as controlling your units in battle, managing cities, or managing workers/resources, you may assign any or all tasks to AI control, so you can focus on aspects of the game you prefer. Or manage all aspects of your empire yourself for ultimate control!

•   Find and create powerful magic items for your units, such as weapons, armor, shields, helm, rings, amulet, and boots. Items increase unit attributes, and have special enchantments to further enhance unit abilities (such as Health Regeneration, Dragon Slaying, or Invisibility).
•   Increase unit experience and level as you win battles. As units increase in level, you determine which new spells, attacks, abilities, stats or attributes they learn.
•   Summon powerful magical units to join the ranks of your armies, such as Dragons, Lich Lords, Rock Behemoths, and Shadow Rift Spawns, and lay waste to entire armies of less powerful units.

•   Over 160 unique buildings can be built in each city. Streamlined interface allows quickly choosing building priority queues, so you never get bogged down with micromanagement.
•   Over 200 technologies to research, increasing various aspects of your empire.
•   Hire mercenaries in your cities as they make themselves available based on various factors which you influence.

I stand against Racism, Bigotry and Bullying

Offline Asid

  • *
  • Posts: 17022
Re: Deity Empires
« Reply #1 on: March 17, 2019, 12:23:16 PM »
Deity Empires - Update 1.1.36
17 MAR @ 4:15AM   - TLALOC

We've published an update to the game tonight. The update is a culmination of almost 3 months of updates done to the beta version of the game, with many fantastic ideas coming from the community of players!

Some of the highlights of the changes made include:

• Extensive modding support, fully integrated with Steam Workshop. Some fantastic mods have already been created!
• Added 1 additional playable race, the Lizardmen.
• Added over 25 additional units, 25+ additional spells, enchantments and unit abilities.
• Added city specializations, giving subtle bonuses to the city related to the area of specialization.
• Over 15 music tracks added to the game.

Note that the full list of updates notes are available in game. Here are the complete notes for updates done in March:

• Changed ability “Slow Out of Water” to “Fast in Water”, and reduced the movement points of Kraken units to 3.
• You can now view Learnable Abilities and Learnable Spells in the Unit Info Screen.
• Updated the Unit Compendium and Help File to show Learnable Abilities, Spells, Attacks, Evolves To, by level.
• Fixed a bug which prevented the Artificer's Warehouse from being built.
• Added ability to give units descriptions, which will appear in the Unit Info Screen.

• (2019-03-10)
• Units can now evolve. Units evolve as a level up option. Dragons have been chained to evolve: Baby->Young->(Adult)->Ancient. Imps evolve: Lesser Imp->Imp->Greater Imp.
• The “Submerge in Water” ability now supersedes the revealed buff.
• Enemy units in dungeons should no longer spawn near attackers.
• Added Mana Wells city specialization.
• Summon Lesser Imp is now a world summon, in addition to a battle summon.
• Added option “dont_change_music” to game_settings.txt. Set this to 1 and the music will not be themed to the environment (battle/world/city), and will not change until a music track has completed.

• (2019-03-08)
• Units now gain +1 magic level every 5 unit levels (formerly +1 every 2 unit levels), and +1 magic resist every 5 unit levels (formerly 1 per 5 units levels, and 1 per 10 unit levels).
• Added Sea Serpent and Kraken units as random water spawns.
• Added ~15 additional music tracks.

• (2019-03-04)
• Fixed issue with text color on disabled buttons.
• Fix for AI boats avoiding land armies, and vice versa.
• Some preliminary music has been included in this patch. You can adjust the music volume in the game settings, or turn the music off by setting the music volume to 0.

• (2019-03-03)
• Increased chance that the AI prefers to build and keep ranged units to defend in cities with walls.
• Fixed a bug in games with a large stack size setting: the AI wanted to stack cities with too many units too early in the game. Also tweaked the AI code to make the AI less likely to stack as many units in the early game.
• AI armies should now seek to (somewhat) avoid more powerful enemy armies when travelling.
• Added columns to the Unit Compendium, showing all abilities, available abilities, spells and attacks. The data in these columns will likely be cut-off in game, but can be viewed in the help_manual.txt file (best viewed in a spreadsheet).
• Fixed a bug which allowed the same deity to exist twice in the same game.
• Reduced the lesser arcane strike charges awarded from the Alchemist's Great Tower to 2 every 5 turns.
• Mountain Dwarves and Northmen are much more likely to be placed on or near their favored terrain type.
• Added a button to the Create Item List screen to toggle which weapons to display (current units/buildable units/same-aligned units/all units).
• Added “Defend” and “Pray” battle actions. Defending gives a unit +5 armor chance and +2 avoidance during the enemies turn, while Praying gives a unit +2 magic resist. Units can only defend or pray if they haven't moved, cast, or attacked. Resting a unit will make it defend if it is eligible to do so.
• Changed “Conscription Center” unique building to reduce production costs by 20% in the city it is built. It no longer has a global effect (formerly reduced costs in all cities by 5%).
• Updated the City Building Tree to show buildings that cannot currently be built, but may be built in the future when certain conditions are met. Added the display of additional requirements for buildings in the Build Tree (Population, Civic reqs).
• Added new flag for modding units: “is_unique”. Unique units can only spawn/appear once in the game if this is set.
• Added new flag for modding units: “hireling_chance”. See the modding forums for details. The old flag “hireling_unit” has been removed (for backwards compatibility it will convert to “hireling_chance=100”).
• Mercenaries of any quality can now appear in cities, but the chance of mercenaries appearing above the Mercenary Quality attribute of a city is greatly reduced. Previously, mercenaries would never appear in a city if their XP Value was above the cities Mercenary Quality attribute.
• The Lizardmen are now available as a playable race.
• New spell: Flame Wall (City Enchant, Level 11, Fire school). Protects a city with a flame wall.
• Added attack Holy Water to Highmen Priests.
• Changed spell Earth Cataclysm to level 10 Alteration spell, target type Battle Map. Previously the spell was only available to Rock Behemoths once they reached level 10.

I stand against Racism, Bigotry and Bullying