New build available - 0.85.24

For the last weeks, we have done quite some work and added tons of new content and updates into the game!

So let's summarize the main points:
- Ironmode
- New difficulty setting: Desolation
- 2 new beast classes
- Mutators absorptions
- New quests and battle objectives
- 3rd zone removed (we want to make the game more compact for now, and will add a new zone when we add new faction)


added new feature: Mutators absorption - after x battles, a equipped mutator might get absorbed into character and become a permanent part of him.
in villages, when player attacking, sort the player spawns to be near the enemy
removed boiling oil from villages
Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns)
small fix (scav.spearman had 'fire xbow' overfocus)
Discord - now sending crash logs only at 1 file at a rate of 30s.
leg.items - trait levels now range 4-10.

Bounty hunters - the spawn rate now is based on days elapsed and battles fought.
balance - cultis archer wont snipe by default, only on max-focus
fix: we cant merge leg. mutators (aka relics)

Hard diff. scaling overhaul

set Max Mutators absorptions count for each class. Most human classes have 3. Revenants have 0. The others range 1-2.
Blood Strength - bonus damage is now calculated based on current attack instead of MAX HP. Flesh eater - bonus damage is now calculated based on current attack instead of MAX HP.
mutator absorptions - added tracking and limiting abs. to max 2 mutators.
balance diff, for diff. at hard.: no level is shown in the unit info UI. Instead just "???".
balance diff, villages threshold next zone is now 50% (66%)
bounty hunters count reduced globally
"StrongVS Armour" is replacing "StongVS below"
barrel thrower: min range 6->3

Mutators absorption - now you get a proper UI prompt asking if you want to accept or reject given mutator.

small bugfix (mut. abs. crashing game)

easy/normal diff. settings balances (less enemies, lvl better scale)

bounty hunters - slightly increased the spawn timer
calamities - tuned down enemy numbers (relic, plague, escaped creatures)
hard/norml diff. scale updates/fixes for zone2+

Ram now ignores Stalwart

Introducing new game mechanics - "projectiles blocking".
it's a kind of 'ranged counter'.

1 .when a enemy character with shield (or a special trait) stands between your archer and target, the hit-chance is reduced by 90% and the blocking (guardian) enemy is most likely hit (90% as you can see)
2. any character wielding shield reduces damage of projectiles by 33%.
with this mechanic we can use the guardian, spearman and footman (who also acts as 'projectiles blocker') as a wall for blocking incoming projectiles.

small fix crashing the game when battle starts

integrated ironman UI into start game screen;

added 'stunlock' preventer: if a characters gets pushed back in timeline too much (with slow/stun/..) within short time, it gets a 'stun recovery' for 1 turn which prevents him to be further slowed (thus prevents stunlock).

worshippers bugfix - now the numbers are normalized around 13 (before 20+)

added new 'Scout' mission

Vampire transf. - add only traits which fullfill gear requirements (i.e. 'stunning blow' trait won't transfer to a billhook vamp)
barrel thrower not firing at neutral obj.
balancing (hard diff.), levelup XP increased for later levels + aprx. 50%
increased BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 50 -> 75. I.e. you need more speed bonus to act sooner.
added new fortress map
hard diff. - reduced the diff. scaling
maybe a bugfix for crashing game in ironman on closing rewards UI
added new siege map, small fixes
balance, 2 new siege maps


increased armour value scaling at higher tier levels
Drafting prisoner calamity - prisoner's lvl scaled to player's lvl

new Battle Quest added, minor bugfix
char. initial speed is now (0,10) random chosen when ent.gets created for its class. The drawn turn-order in deploy phase should reflect more accurate. Also added 'display turn-order' when holding ALT key in battles.

added new Game Difficulty - "The Desolation". It's the hardest.
'Desolation' difficulty:
. healing -40%
. stamina -20%
. enemy dmg +25%
. focus gain -25%
. no last stand from beginning
. injury recovery duration x1.5
. medicine cost +100%

village map generation updates (slightly more variety), beast won't have catapult.
min stamina is now 40 (was 50)
added the possibility to manage party members (equip gear, ..) while in deployment phase.
balances; new BattleQuest in works

small fixes, gx updates
added new beast class - "Rhino", AI now can use 'flip'

battlefield camera - allowed to scroll more to left
final battle - no terramorph calam.allowed

added strongVS traits to unlockable start chars (vampires, werebeasts, ???)
minor bugfix (missions)

added more variety to village battles
added new battle quest - Traders on boiling oil
when you bring into battle underleveled character (at least 2 levels below party lvl) - he will gain massive extra XP to cach up with others
injured: -33% max hp on desol.diff.
xp gain slightly reduced
armour protection raised at later levels
hard diff. balances

removed third zone from game. Now we have a total of 3 zones.
XP numbers showing in battles are now disabled by default. Will add a setting option to turn it on.

villagers in villages should not be attacked by enemy too often
werebeast axeman is projectile blocker
minor updates, tweaks and balancing

desolation diff. - foc gain -25% -> -30%
desolation diff. - removed the stamina penalty (-20%).

reduced villages count by 25% per zone.
added new beast class "porcupine"
Improved spawns for parties respecting the melee ratio
Grab - you can grab target on a landing with death pit; Flip - added better info about not being able to flip
villagers in villages: have low dmg

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Please update the game to the latest version. thx

Awesome game!

Don't you use steam?

I will update, but the latest build will break saves unfortunatelly.

Thank you very much!