RISE OF THE VAMPYR The Mustering of Talabhiem 1.7 Patch Notes ETA: Sunday 11/10/2015 NEW CONTENT + BALANCE - New playable Faction: Talabhiem City Guard lead by the Archer Captain hero: Harald Kopeman with a range of new abilities. This player has been designed with both RTS and RP elements. - Teal player can type -info to check their tax and upgrade levels like everyone else. - The refugees will now flock to Talabhiem city and if they safey reach it walls they will hide there. Every 2 minutes player teal will receach tax income based on how many refugees he has claiming sanctuary within his walls. The Vampires may also slaughter these when they siege the city to damage teals income (this feature makes the refugees much more important). - Teal may harvest lumber using his villagers and trade this for gold to buy upgrades, armies or bolster his citys defenses. (This adds an element of resource managment to Teals gameplay) - Labourers brought by Teal will automaticaly attempt to Harvest nearby lumber. - Talabhiem city upgrades will only work if brought from the King, the cost has been increased from 150 to 300, they also cost lumber. If Teal attempts to upgrade via the Emissary he will get his gold refunded. - The King now has the Flare Ability. - The Archer Captain hero can Grant Rank and Standings to an allied Vampire Hunter. - If the Archer Captain dies he can be revived by his allies via the usual way. GENERAL - Vampire Hunters increase food supply item has been removed and thier max army size is caped at 5. (Teal will be able to provide large armies). - Piercing damage does 10% more to large armour type. - Errand Boys movement speed has been greatly increased. - The Seekers Blade Archon spell uses a different model and now has a ranged attack as well as a new Archon form ability. - The Warrior Priests ultimate has changed from a Roar ability to Ressution this still summons reincforcements from Talabhiem. - Vampire Hunters can buy and sell Lumber at the local Goods Vendor. - There are some small changes which may not have bene included in this list. - When a Hunter turns into a Vampire all surviving hunters gain +5 standing and 500 gold to help balance it out. - Knights now have some team colour. - Healers Sanctuary spell now also increases mana regeneration. - The damage of Vampire hunters later level hero abilities has been increased. - Colision size of most troops has been decreased. - All Talabhiem soldiers and troops are now as powerful as the hired variants (this has buffed them). - Most AOE hero spells now also damage tentacles and wards. - Riflemans Bash or ensnare ability no longer works on enemy heroes. - Armour granted per hero agility point has been removed but strength hp bonus has been increased slightly (this stops agility heroes becoming huge tanks). - The Warrior Priests Smite ability has been redone and now deals more damage. - Some of the Summoned Creeps have bene made alot harder. - The Priestess has the White Shoulderpads attachment that she had in Zombie Rising. VAMPIRES - Feasters and Blood Knights now also turn to dust when day breaks. - Minions now have +100 mana stores. - Skeletal Archers can be evolved to Summoners, these can be used to summon Skeletal Warriors and can be useful when your lacking Vampire Minions. Riased Skeletons are faster and stronger than Zombies but can only be raised once, they also degrade faster during the day and can not be healed by the Vampire Minions Bind spell. - Summoners can also summon corpses for you to raise. - Summoned Skeletons can be evolved into a more powerful variant: Grave Guards. - Time taken to travel to underworld on the Altar Summon spell has been reduced. - The Varghiests raise skeletal archer spell CD has been increased from 1 second to 3. - The Vampire Lords presence within the Old Church will awaken the nearby dead. - Varghiests and Monstrosities no longer require Nightfal. - The Vampire Lord can reward his allied minions by granting them a level and gold. 10 minute cooldown. - Converted Vampire Minions can not backstab the Vampire Lord by attacking the Altar of Power. - Vampire Minion heroes have all had their HP increased. - XP gained from killing Rot Pustules have been decreased. - Empowered versions of the Vampires Dark staff of corpses and the Black stone are available in the underworld shops. - CD of Blink spell on Vampire Wife has been increased from 4 to 15 seconds. - Monstrosities and Vargheists can now be evolved during daytime. - Varghiests feedback effect has been halved when used against heroes. - The Vampire Lord has a new support building: This building can issue evolution commands designed to reduce the amount of repetive orders the Vampire Lord player has to do. Currently this can: 1) Issue auto evolve, 2) Evolve all units, 3) Purge army of lesser minions. ITEMS - Tentacles no longer drop items. - Chance to drop an item from creeps has been reduced by 20% - There is a very small chance random creeps will drop a level 4 item. - Monks now sell Potions of Rejuvination. - The Scholar now also sells Gems of Power. - Most level 3-5 items have been rebalanced based on Illusioners suggestions: http://www.brigandshaven.net/threads/rise-of-the-vampyr-1-3-patch-notes.2425/page-4 BUGS - Village help requests will only sound if the Village bastion is still alive. - Bugged Runes of Shock item ahs been removed. - Rare items drops list was incomplete.