Wizards and Warlords

Wizards and Warlords

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Valravn Games  [developer] May 30, 2021 @ 11:44am
Aggregated Minor Updates: 1.0.1 to 1.0.2
These are the combined patch notes of all patches and updates between 1.0.1 and 1.0.2 (including neither).
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Valravn Games  [developer] May 30, 2021 @ 11:45am 
Units and Unit Types
  • Tweaked the unit unlock logic for Wizard Tower Upgrades so they're guaranteed to unlock at least one unit. Most have also been given an additional unlock per culture - so depending on culture unit variety there can now sometimes be two or more unit types unlocked by an upgrade (on a per-culture basis).
  • Tweaked the unit type name generator to restrict use of the (relatively rare) Light/Heavy adjective. The range of base names it can be applied to is now smaller.
  • Cavalry will now have the Unsettling, Noxious, Terror abilities if the mount type has it (and the unit doesn't have a superior ability from other factors, ie culture/race/unit template).
  • Subterranean cultures are now much less likely to generate a wide variety of cavalry unit types. They will usually have 1 now - but sometimes none, and sometimes more.
  • Some cultures now have a chance to generate chariot unit types even if they don't have the chariot trait. This is more likely to happen for primitive cultures.
  • Slightly reduced the average number of unit types created for cultures.
  • Cultures can now have multiple Mount traits. The Default/Primary Culture Mount is no longer linked to the Mount traits, which fixes a few bugs, and allows for a variety of Mounts.
  • Flying creatures are now much less likely to be assigned as the 'Primary Culture Mount'. Instead when the generator rolls such a mount, it will usually be a (non-primary) Mount Trait, and thus assigned to specialized/elite units.
  • Unit and unit type mounts are now specified (when relevant) in the Army and Military windows.
  • Increased the number of Culture factors affecting Chariot Unit Type generation, creating a greater range of stats (based on the type of unit and culture). Added a chance for Chariot Units to have ranged weapon. Cultures with the Chariots trait will tend to have better Chariot units than those without it.
  • Valkyries and Greater Valkyries now wield Runeglaives. Lesser Valkyries still have Runeblades.
  • Heralds of Discord (Chaos 5): New unit type. Heavy Infantry with a chaos-imbued mallet dealing multiple types of damage (physical, arcane, lightning, true) and having a short-range sonic missile attack from banging their gong-shields.
  • Gremlins (Chaos 2): New unit type. Fragile skirmish/ambush unit with weak attacks, one of which deals increased damage to construct/machine units. In other words, they're pesky little golem saboteurs.
  • Spirit Ravens (Divination 3): New unit type. Weak unit but fast, flying and with a high scouting stat. Useful for exploration and scouting.
  • Smilodons (Beast 5): New unit type. Giant cats with big teeth.
  • Spirit units have been reworked slightly, to create a clean distinction between undead and shamanistic/animistic spirits. The former are now Spectral and Undead. The latter have the Spirit tag, and include the following unit types: Spirit Hounds, Spirit Wolves and the new Spirit Ravens. The unit types previously named Spirit Host and Ancient Spirit Host have been renamed Spectral Host and Ancient Spectral Host.
  • Culture Unit Generator: When generating culture unit types, any Weapon Preference/Mastery traits are processed, and their inclusion guaranteed. Previously it only affected the weapon generation weights on a per-unit basis, which could often lead to the traits not being reflected in any unit type. There is now a culture-wide analysis step making sure this does not happen.
  • Culture Unit Generator: Several Animal Affinity culture traits now have a chance to assign cavalry units a special unit.
  • Culture Unit Generator: Elemental Affinity culture traits can now result in magical attacks or unit stats/abilities. Game settings for world prevalence of magic affects the chance of this. Elite units have a higher chance to roll these bonuses.
  • Unpaid Unit upkeep will now prevent (non-regeneration/healing) replenishment for 1 turn. This also has the effect of fixing the issue where desertion was immediately replenished and made irrelevant.
  • Grand Barracks: New city building which provides an additional progress path to unlock elite units. It is intended to cover the gap between War Academy and Inner Circle Warrior Lodge. Some cultures, even war-like ones, did not fulfill the requirements for either of these, which led to a weird lack of elite units.
  • Beast Handler (Character Trait): New skill-type trait. Gives a stat bonus to beast/monster units when general or unit commander, may enable unit hunt food production. Gives additional beast mastery progress if Wizard's Apprentice.
  • Hunt Food (Unit Special Ability): The food income part of this ability now requires beast 4+, life 7+, or beast handler (scout captain, level 5+ general, level 3+ quartermaster). The upkeep reduction does not have any such requirement.
  • Hunt Food (Unit Special Ability): Being location in a Blighted hex now reduce food produced. A Primal hex increases it. Cities no longer block this ability if the city culture has the Pact with Nature trait.
  • Forage Food (Unit Special Ability): Cities no longer block this ability if the city culture has the Pact with Nature trait.
  • Scavenge Food (Unit Special Ability): If the owner is unable to pay upkeep and the missing upkeep is gold and food only, the unit will not suffer a debuff. If the unpaid upkeep is food only, the unit will not suffer desertion.
  • Army General (Army-wide bonus): Undead units only get bonuses from an undead general or general with Necromancy.
  • Army General (Army-wide bonus): Celestial units only get bonuses from a celestial general.
  • Army General (Army-wide bonus): Demon units only get bonuses from a demon general or general with Occult Lore.
  • Army General (Army-wide bonus): Fae units only get bonuses from a fae general.
  • Army Champion (Army-wide bonus): Removed base +1 Courage, and replaced it with : +1 Courage if Level 6+, +1 Courage if Level 9+. (+1 Courage with Inspire Courage as before).
  • Army General/Scout Captain/Champion: Army-wide unit bonuses no longer apply to mindless units, Train Troops now only affect warrior/soldier/regular units, Incite Frenzy doesn't affect unfeeling/monsters/extra-planar/magical, Inspire Courage doesn't affect unfeeling/monster/limited mind.
  • Changed the mechanics regarding 'split units'. This is in preparation for making it a battle-only option, usable during the pre-battle phase and when creating army battle plan. For now, it is still used from the Army Window, but with a number of significant changes.
  • Split unit are now automatically renamed with a Detachment postfix. They're also marked with an asterisk in most parts of the UI. The unit they were split from is considered their parent unit.
  • Split units can no longer merge with any unit except their parent unit. A parent unit cannot be merged with any unit, until all split units have been merged back into the parent unit.
  • Units which cannot replenish losses can no longer be split. They can still merge with any unit having the same unit type identity. A future patch will include the option to merge two sub-strength units into equally sized units (e.g. 90 + 50 currently gives 100 + 40, but the plan is to make 70 + 70 an option).
  • Splitting a unit from an already split unit will now result in a unit which is considered a split of the original 'master' unit. E.g. Unit B is split from Unit A, then Unit C is split from Unit B - resulting in B and C both being considered split from Unit A.
  • Split units no longer incur a special upkeep penalty. Their upkeep is now purely based on the numerical size of the unit.
  • Split units can no longer be moved to a different army.
  • Randomly generated cultures can now have weapon/shield/armor variants with different (usually better) stats than the basic version. These are given special names based on culture and language - and applied automatically to the unit types of the culture.
  • Unit types generated as part of randomly generated cultures can now have magical weapons. The chance is based on the game settings for magic rarity. Elite and special unit types tend to have these more often. The name of the weapon and the stats/abilities given depend on cultural traits.
  • New unit weapon: Glaive. It's a polearm and a pretty good one.
  • Units with the Hunt special ability now generate Food if the army is not at a City or garrisoned.
  • Units with the Forage and Hunt special abilities now consume less Food for upkeep based on the hex the army is located in.
  • Undead Units now have lower upkeep in Blighted hexes.
  • Darkened hexes now cause armies to have a higher upkeep while in the hex.
  • Added Death Knight Lords, an improved version of Death Knights, at Necromancy 8, and moved Risen Champions to Necromancy 7.
  • Buffed a number of Fae, Beast and Monster unit types by reducing their cost and/or improving their stats.
  • Increased the variety of units Wizards can be given as starting army. These are tied to traits and terrain as usual, improving the chance of thematic starting army.
  • Improved the algorithm which determines cost for randomly generated units so that it gives consideration to additional factors.
  • World and Battle Movement has been separated into two separate stats for Units. This makes balancing the stat easier and it allows for units that are slow on the battlefield but not almost useless in a non-Garrison army. I have reviewed all units and adjusted the new stats, but I'm expecting to adjust further according to player feedback and my own findings with this new system.
  • The Supply Depot and Forced March movement modifiers are now integrated into the effect system, making them less glitchy, and more visible in the relevant parts of the UI.
  • New Unit Types: Greater Blood Beasts, Blood Abominations, Stormlings.
  • Barghasts, Djinni and Efreeti are now unlocked through Mastery Progress rather than requiring a research project.
  • Reduced the upkeep cost for most Demon unit types and buffed several of the unreasonably weak ones.
  • Massively reduced the cost of the 'Mark' line of unit recruitment options. This goes for recruitment and upkeep modifiers both.
  • Garrison army units no longer get an upkeep reduction if they have moved during the turn. This removes the ability to 'garrison-hop' as an unintended way to reduce unit upkeep.
  • Increased Garrison upkeep reduction from 10% to 20% for Gold (Food is unchanged at 20%)
  • Dedicated Garrison: New recruitment modifier. Max 2 per site. Unit will dedicated garrison of the chosen recruitment site. While garrisoned at this site the Food/Gold upkeep is reduced by 50%/75% respectively. If away from the site, the unit has increased Gold upkeep of +50%.
  • Dwarf Units now have the Hardy ability and +1 Melee Shock.
  • Vampire Units can now replenish and have been buffed.
  • Added Celestial Phoenixes. The same three tiers exist as for the other types of Phoenixes.
  • Spirit Wolves: New Unit. Requires Spirit Summoning to research.
  • Buffed a number of Spirit-type units and reduced the upkeep cost of the low tier ones.
  • Added a new axe weapon (Hatchet) which sits between Hand Axe and Battle Axe.
  • Chariot-type units no longer count as Infantry.
  • Dragons have been significantly buffed with more Hit Points, Armor, Toughness and Resistance.
  • Physical Size has been specified for all Unit Types, as it is now important for an additional mechanic. It also fixed some issues with high-HP Units which did not have actual large physical size (HP was used as a fallback when size was not specified to estimate size).
  • Tweaked the cost of Liches to be significantly lower and increased the unit size to 5
  • Increased the Hit Points of Vampire from 8 to 16 and the unit size from 32 to 40
  • Minotaurs now have a charge-only Gore attack (applies to new games only)
  • New Construct Trait: Horns. These give a charge-only Gore attack.
Valravn Games  [developer] May 30, 2021 @ 11:45am 
UI and Graphics
  • The Split Army action now opens the Unit Transfer Window after creating the new army.
  • Dungeons and Minor Sites now have a context-specific action to hide (and un-hide) them from the world map. This is useful to hide empty dungeons and burial sites. The hide/show filters will not override this per-site setting (ie hiding a minor site and then toggling the global minor site filter twice does not re-show that particular minor site).
  • The Text Input Window used for renaming things now responds to the enter key as a short-cut for the OK button.
  • Worker Window: Added a 'Go To' button which focuses on the assignment location.
  • Worker Window: The name part of each element now has tool tip with extended info on culture, race and other relevant attributes not normally listed in the element.
  • Worker Window: Workers can now be renamed via a button in this window. The new name is of course reflected in the outliner and anywhere else the worker is referenced.
  • Unit Icons: Dynamically generated units for Dwarf cultures now have 5 different icons for infantry icons. I intend to expand the variety of 'mundane' unit icons in coming patches, gradually covering more races, and hopefully also finding a way to indicate armament as part of the icon.
  • Character Window: Several prompts for selecting a follower/character are now sorted by Idle status and name (alphabetically). I haven't covered all prompts yet, so more will follow.
  • Added a new Territory Overlay toggle, which shows a colored map overlay using the faction colors. This provides an easier way to quickly get an overview of faction province control.
  • Research Projects now have a short name which is used in the list when browsing projects, removing a lot of repeated text when listing projects from the same category.
  • Several events, notifications and entities have been given new icons replacing the prior generic ones.
  • Army (Unit) Transfer Window: Now has tool tips for units and three different sorting options.
  • The Select Character or Party prompt mode for the Followers window now has a context-specific 'selection' button label. Ie if a character with no party is selected the button will say 'Select Character' - if a character with a party is selected the button will say 'Select Party'.
  • Recruitment Window: Now displays unit size.
  • Improved the 'Plea for Help' prompt to have tool tips and Go To links for the relevant armies/sites.
  • Recruitment (unit) options are now sorted by state and name.
  • Added a toggle for the session-based 'Auto-Resolve All Battles' setting in the Settings Window. This allows reverting the option without re-starting the game. It can be found in a new 'Session' Tab.
  • The 'No Upkeep' effect for Units now shows the projected normal upkeep in the tool tip.
  • A number of lists now support arrow keys for up/down navigation. It's far from all lists in all windows, and some of them don't yet scroll to the new selection if it's out of view. I'll keep expanding the number of lists supporting keyboard navigation in successive patches now that I've added the foundational code for this.
  • Added some missing text to the Assign Task flow. A number of categories had no text at all.
  • Improved the formatting of Deity/Religion tool tips to make the Domains stand out more clearly at a glance.
  • The 'Additional Resources' part of the Resource Info Panel now includes expected income/expenditure in the tool tip.
  • When starting the game with a low resolution, the game will check against reference UI scaling values and prompt about possible issues and present the option to automatically change to a better scale.
  • The Battle UI will now independently scale the UI if necessary for proper display - this is done independently of the general UI Scale setting.
  • New Game Setting - Mine Output: You can choose half, normal or double output for mines and quarries (affects all factions).
  • The E key can now be used to execute the planned movement order for a selected army.
  • Not-yet-unlocked Masteries can now be blocked (and unblocked) from the Mastery Views.
  • Wizard Research Projects are now sorted alphabetically.
  • When unavailable Research Projects are toggled, already researched projects are no longer included.
  • The Base Production shown when previewing hex build options is no longer rounded, but shows accurate amounts including decimals.
  • Rebels will now sometimes execute leaders of cities they liberate.
  • Mana Nodes now show their expected 'payout' time in turns and mastery progress per turn as part of the Bind tooltip.
  • The last unit in an Army can now be disbanded.
  • Spell Ready: The cooldown completion prompt now includes a button to re-cast the spell.
  • A selection-specific 'Cast Spell' action is now available on the World Map when selecting an Army or Site (if any valid spells are available). This will open a list of valid spells to cast from.
  • The Multicast panel in the Magic window now has a spell description panel, so you don't have to hover over the spell name to be reminded of the spell effects.
  • Create Army (from Garrison): Will now only transfer 1 unit (not half), and will also immediately open the Transfer Units window.
  • Outliner now has a Show Outposts toggle
  • Outliner: Now shows number of idle armies and followers for those sections
  • Outliner: Added a link to open the research panel if there is no active research project
  • Outliner: Double-clicking an entry will act as pressing 'Inspect' in the context panel
  • Resource Theft now shows additional information on resolution. Details on any challenge resolved and the discover/danger/success chances are shown.
  • Added more information to the Worker Settlement action result, showing additional calculations/mechanics.
  • City Window: Added tooltip to pops showing breakdown for each category. This is mostly relevant if multiple races/culture inhabit a city. Dedicated UI for inspecting Pops is still work-in-progress.
  • Spell Cooldowns now result in a notification when they finish ticking down.
  • Resource Overview Panel: If the player faction has more resource types than can be shown in the window, a line showing 'additional resources' is now shown. It has a tooltip giving a summary of these resource amounts.
  • Character Inventory Panel: Non-enchanted items now have traits shown in their tooltip
  • Followers Window: Free agent status is now shown.
  • Followers Window: Character relations are now color-coded and grouped if numerous. This grouping will show how many of each type of relation the character has, with a tooltip showing the target characters.
  • Train Workers: When assigning Trainers the skills now have their effects included in the tooltip.
  • Free Agents and characters allowed to make suggestions will no longer get stuck in idle parties. They will leave an idle party and resume normal behavior for their task-mode.
  • Armies with a planned movement path are now placed at the end of the 'N' key army cycle.
  • Armies with a planned path are no longer excluded from the Army Cycle (used by the 'N' button to cycle through player armies).
  • Toggling the display of Handled/Dismissed notifications will now reset the scroll state of the notification list to the start of the list.
  • Added another batch of icons for notifications and events to make it easier to 'read' the notifications at a glance.
  • Character traits now have more detailed tool tip info for ambivalent effects on challenge traits. Instead of the generic (and vague) +-, a breakdown is shown of factors which are buffed and which are penalized.
  • The Encyclopedia entries for Character Traits now include more detailed information on the modifiers to challenges. Rather than the generic + and - from tooltips, the specific modifier type(s) and amount(s) are shown.
  • Army tool tips now shown an approximate power-level. Note that this is an estimate based on individual units and does not consider match-ups against counters / countered unit types and other situation-specific factors.
  • Added proper confirmation/result dialogs to several targeted effects which were resolving 'silently'.
  • When handling a multi-context notifications, the notification will remain in the list until the 'OK' choice has been made or all 'Go To' options have been exhausted.
  • Added a few new notification icons.
  • Added context-info tool tips to a couple of notifications.
  • Enchant Item: When assigning an Enchanted Item on completion of the project, a button is now available to send it to the Vault for future assignment. The effects of the item are also shown in the details panel, for reference, which it wasn't previously.
  • Enchant Item: Characters which are not valid targets for the assignment are no longer excluded from the window. Instead they are greyed-out/invalid and the reason for not being a valid target is shown on selection.
  • Enchanted Items: 12 new Enchanted Items have been added. These are reached through Magic > Projects > Enchant Items. Most of these are taken from the suggestions made by players. I'll continue to add more items with patches and updates - from suggestions and my own creations both. There is a selection of item classes and power levels available, including some which greatly increase character survivability during dungeon expeditions.
  • Army Selection: Previously the hex was highlighted as selected. Now the Army emblem has a selection halo to make it more clear that the Army has been selected and not the hex itself.
  • Rename Units: These can now be renamed from the Army Window. This can be used to give flavor-relevant names to favorite units or to more easily distinguish units of the same type.
  • Recruitment UI: An action has been added to open recruitment for the selected site - filtering available unit types automatically. This mode can also be enabled/disabled directly from the Military Window (picking a site from a dialog) by using a new 'Site Mode' button.
  • Resource Info Panel: Caps are now shown in the tooltip and a * is shown to indicate if the cap has been reached.
  • Character Inventory: Item traits are now shown in the tool tip. As some categories allow only 1 or 2 items this is an important aspect.
  • Follower Window: Traits granted by an Effect are now shown as such in the tool-tip. If a trait is granted by an effect and also inherent to the character, it will not show as caused by the effect (as it will remain if the effect ends).
  • Context Panel: Resource sites being upgraded now have a tool tip on the progress text which shows the reasons for the current rate of progress.
  • The map for the active game can now be exported as a custom map from the menu.
  • When targeting sites additional feedback is now given in many cases regarding why a selection is not valid or and in a few whether there are relevant warnings.
  • Several lists of sites now use the province as a qualifier for sites with the same name. This makes it easier to distinguish outposts and is useful in a number of other cases.
  • Editor now generates thumbnails for custom maps.
  • Editor now allows the user to select which world terrain algorithm to use (classic or alternate).
  • Map panning via mouse-drag is now scaled to pixel values to give a more smooth and consistent speed.
  • Map panning speed can now be configured in the Settings window, decreasing or increasing the default (now) cursor-aligned speed.
  • When saving a Custom maps, a thumbnail image is created with the same name as the map. This will make it the preview image if uploading the map to workshop. You can toggle this export in the Export panel (enabled by default).
  • Armies with an active Siege are now skipped when cycling idle armies (unless they can assault)
  • Sorting improved for numerous character task target selection dialogs
  • Added more info during target selection when assigning Site Leader tasks via the Follower Window
  • Office Request notifications are now only shown for unheld Faction offices and Followers with high Discontent
  • Multicast Panel: Click on a row now has the same effect as clicking on the toggle.
  • Multicast Panel: The grid no is longer reset by every single UI action
  • Added a warning when upkeep costs are expected to be unpaid
  • Added tooltips to the Resource Info window showing the amounts with additional decimals
  • Details on Spells, Masteries and Character Traits are now shown in the Encyclopedia.
  • Improved a few tool tips to better explain the information in them.
  • Quicksave has been implement. Press F5 to save to the quicksave file without having to click through save menus.
  • Quickload has been implement. Press F6 to load the quicksave file. A prompt is shown to avoid accidentally losing your current game.
Valravn Games  [developer] May 30, 2021 @ 11:45am 
Modding
  • Mods can now override unit icons again. Note that this is different than creating new mappings (eg adding a new image for Angels of Hope), it replaces a built-in icon (eg replacing the pikeman image does so for all units using it). The modding guide explains the usage of these two in more detail (UnitGfx vs UnitIcon).
  • Fixed a number of unit type import bugs, where some attributes were not read correctly from the mod xml file.
  • Unit Types which have a Culture and/or Race will no longer 'lose' these if the unit stats are modded.
  • Playing with a Mod which changes unit stats will disable achievements (for the active game). In addition, on saving a game any such mod use will be written to the save file. So even if you disable the mod during subsequent turns, the campaign will still be invalid for achievements.
  • Map terrain graphics can now be modded. The modding guide has a new section on how to use this.
  • The modding guide now has sections on sigil modding and mechanics modding. Some of the other sections have been updated as well.
  • New constants exposed for modding (default value if unmodded): BaseManaCap (800), ChannelingManaCapBonus (250), MasteryProgressSpellWeight (1.0), MasteryProgressUnitWeight (1.0), MasteryProgressManaNodeWeight (1.0), MasteryProgressSpellManaWeight (0.5), MasteryProgressSpellLevelWeight (0.5).
Valravn Games  [developer] May 30, 2021 @ 11:46am 
AI
  • Wizard AI has learned to use Drain Mana Nodes, and will tend to research it early in the game.
  • Wizard AI is now more biased towards recruiting magic units over mundane units - especially in situations where it has a low number of Fortresses/Cities.
  • Wizard AI is now better at picking useful research projects.
  • Independent Realms will now remember if given requested aid during a war, and tend to not declare war on the assisting faction due to aggressive expansion.
  • Independent Nomad AI and raid mechanics have been streamlined and improved. This includes the battle decision and raid movement logic on the AI side. On the mechanics side, the logic for raising new units, raid frequency, raid targets and raid sizes, has been changed. The game settings regarding marauders (frequency/power) will now have a greater impact on all of these.
  • AI rivals will now declare war when attacking Player sites and/or armies. Previously the AI assumed the player would do so (as this happens for AI vs AI interactions). Apart from annoying many players, this could lead to odd situations where the AI forgot about the war if they player didn't declare it.
  • Wizard AI now prioritizes units with low movement and (relative) upkeep for garrison duty and units with high movement for warfare/exploration.
  • Wizard AI now considers resource site opportunities prioritized by the value of expected resource output and no longer tries to spread construction evenly across provinces.
  • Wizard AI is now capable of using unit recruitment options.
  • Rival Wizard AI: Improved the use of recruitment and research. It will now greatly prefer recruiting more powerful units when possible.
  • Rival Wizard AI: Hard and Very Hard difficulty now get a slight reduction in unit recruitment cost. I know this is a kind of cheating, and I intend to make it optional and/or remove it (if the economic performance of the AI has improved enough) in the future.
  • The Rival AI now tries to avoid border gore (ie isolated provinces and territorial bulges) when picking provinces for Outposts.
  • The Rival AI is now better at utilizing Resource Site construction, and will consider it more often.
  • The Rival AI will now consider Outposts in the primary pool of targets for aggression. Previously they would only be chosen under extremely specific circumstances where nothing else was relevant.
  • The Rival AI will now avoid constructing Outposts in the vicinity of hostile armies. It is still a bit too optimistic about this, but much less stubborn and somewhat less reckless.
  • Warlord AI is now better at threat evaluation and army management.
  • Warlord AI is now better at planning new site construction and hiring new workers.
  • Warlord AI will now prefer higher-tier units, when possible.
  • Wizard AI is now capable of picking a Focus mastery, which is more important now that there is a stacking bonus from keeping the same Focus for 10+ Turns. It also helps make them slightly more thematic in their progress.
  • Wizard AI has been tweaked to be less relaxed about launching attacks against superior armies.
  • Wizard AI is now less likely to overspend on research and city buildings. It will also spend more carefully for a time after being forced to disband units due to missing upkeep.
  • Wizard AI is now better at spending early game resources on things with an immediate benefit.
  • The Rival Wizard AI is now capable of prioritizing the resumption of the upgrade progress on Outposts that have seen progress halted. This should make them considerably better at expanding, as the inability to properly prioritize this was causing the AI to often end up with 'dead-end' provinces.
  • You can now choose to let the AI use custom templates. This is done in the template selection window on a per-template basis. So if you want to change it before starting up a Warlord game, you need to go into this window and modify settings accordingly, then exit it.
Valravn Games  [developer] May 30, 2021 @ 11:46am 
Mechanics
  • Siege engines and towers can now be destroyed by defenders during a protracted siege. The chance is based on the number and power of defending units. Sappers, flyers and fire units contribute additional ability.
  • Siege durations involving a random element (ie Siege Engines) now show the estimated duration as a range.
  • The max number of Siege Towers is now limited by the number of sieging units.
  • All resurrection and rebirth effects now modify the 'recent losses' value preventing multiple same-turn applications of such effects from resurrecting more than the number of fallen
  • When a Wizard is defeated any formerly owned resource sites switching to unaligned ownership will now be given to the province owner, if any such exists. This is especially relevant for site along borders of provinces.
  • When a Province changes ownership any resource sites with no owner will now be transferred to the new owner.
  • When a Rival faction is defeated, sites under construction will now be destroyed and in-progress site upgrades cancelled (except for Cities and Fortresses).
  • Improved the diminishing return mechanism for Prospectors, making it much less likely that they will discover a steady flow of new resources.
  • Bodyguard (office) Experience is now increased slightly for high-level followers.
  • Advisors now gain Experience from holding the office.
  • The Noxious unit ability now has the intended effect on enemy to-hit, morale and effectiveness during battles.
  • Mysterious Site: The 'pick a unit' event will now apply the Free Upkeep effect for 12 turns.
  • Worker Settlement (ie conversion to city pop) now has a cost. The cost is listed when selecting the action with a tooltip showing the mechanics/calculations behind it.
  • Arena (Wizard Tower Upgrade): Now unlock elite infantry units when the Tower reaches level 3. This is in conjunction with other upgrades, so Archery Range for ranged units, Armory for heavy units, etc.
  • Mana Nodes with garrisons can no longer be Bound or Drained without defeating the garrison.
  • Most of the City stat modifiers applied during Leader interactions on conquest are now cleared when a subsequent conquest is resolved (and re-applied or not, depending on the outcome of new interaction).
  • Reworked numerous 'baked modifiers' to City stats - mostly Unrest and Squalor. These would previously change the value permanently and without trackable source. They are now stat modifiers with durations and visibility in tool tips.
  • City Pop role drift is now locked to max. 1 pop per turn to reduce jitter and role change spam.
  • City Building Tweaks: Sewer no longer reduces Fortification Value. Tavern no longer reduces Squalor.
  • Rebalanced Mine, Logging Camp, Vineyard, Fishing Village and Quarry resource output. Some have been buffed and some have been nerfed. Volcanoes now improve the output of adjacent hex mines. Fishing Villages now produce Trade Goods in addition to Food.
  • Greatly increased the Lumber bonus from Primordial Trees.
  • When generating a world with the 'Silly' game setting, centaurs will sometimes have one or two (awkward) cavalry unit types.
  • An effect is now applied to cities when a Worker is settled as a Pop, blocking repeat usage of this action (until expiry). Depending on the cultural fit and size of the city, this will cause a 'cooldown' period. Instantly 'pop-bombing' cities with a horde of accumulated workers is thus no longer possible.
  • Recruit Notable: -5% Chance for Tribal Chiefs when hiring non-culture characters. Accept Outsiders and/or Horde Nation removes this penalty.
  • Tribal Destiny (Horde Nation): Now gives +20% Recruit Notables and a Hire Horde Allies action (20 spoils, gain random unit with free upkeep for a while, small chance to get a special/magical unit, otherwise weighted by cultural traits).
  • Tribal Diplomacy: Gift Spoils now also provides Influence gain in addition to Regard.
  • Tribal Religious Festival: Now has a high change to provide an Enchanted Item. It can be assigned via the 'Give Item' button in the Followers Window.
  • Characters requesting Dungeon Expedition Tasks will now also request bringing some party members along. They will try to cover various party roles if possible when forming this AI-created party. Reckless characters may decide to go off on their own. Characters acting as Free Agents may bring along idle characters and other Free Agents. The Rival and NPC AI will also use this new Dungeon Party logic.
  • Demonic-theme Dungeons now include Temptation as a Challenge Tag.
  • Air/Earth/Fire/Water/Frost-Touched Characters now receive a preparation time bonus for relevant Dungeon themes.
  • The scaling Mercenary Costs for wealthy factions are now capped at (x200% + 500 gold).
  • Diplomatic Reputation can now be increased above 50 by honoring Non-Aggression Pacts. The required time to trigger this will increase and the rate of gain will slow on crossing this threshold.
  • Diplomatic Reputation is now lost/gained from a number of Vassal-related interactions.
  • Characters can now be set as Free Agents via the 'Assign Task' interface in the Followers Window. The status can also be rescinded from here. Previously this could not be changed after the initial prompt from the Character.
  • Starting the Ritual of Ascendancy will now cause armies of cosmic forces to intervene. The number and power of these depend on game settings.
  • Ascendancy Victory can no longer be achieved while the Wizard Tower is being sieged.
  • Siege progress is now affected by the relative size of defender and attacker armies. If attackers are outnumbered the penalty is from 66% to 33%. If the defenders are outnumbers by at least 2-to-1 the progress is modified by +2 to +4.
  • Religion-class characters can no longer be tasked with worship/offering tasks involving a different Religion - except in a few specific cases involving cults and non-Deity religions.
  • Conquering a rival Wizard Tower will now result in some gained Mastery progress/unlocks if the defeated rival had higher mastery level in some areas.
  • When an Independent Realm requests an emissary, they will now share maps of their realm.
  • Isolationist Enclaves will no longer request emissaries.
  • Added numerous domain-specific Divine Favor effects, reducing the number of domains that use the default favors. The power level of Favors has been tweaked slightly up to make them more worthwhile. I expect to buff them further (or reduce the cost) in future patches.
  • Reduced the frequency of minor faction diplomacy events.
  • Minor factions sending a warning due to aggressive expansion will now also incur Anger / Regard modifiers.
  • The logic controlling warnings about conquest / expansion has been expanded (as part of fixing the warning-spam bug). Alignment and cultural attitudes now play a much greater role in whether a negative reaction happens. Geographical distance also matters now.
  • Factions will no longer warn alliance partners about conquests, except in very special circumstances.
  • Character items can now be revoked (unless magically bound or similar) and/or exchanged for other items from the vault. Click the item in the inventory to open a dialog with options.
  • Dungeon rewards now scale better with danger level.
  • Dungeon expeditions can now yield a greater variety of magical items.
  • Dungeon expedition party members will now sometimes take loot for themselves and sometimes bring it back to the vault. Character personality affects this. You can always take (non-bound) items, but this may cause discontent.
  • Fortress Upgrade: Golem Workshop. Enables the recruitment of Golem and Construct units at the Fortress. Requires Culture Trait: Golems or Artifice 4+.
  • Divine Boons: The selection of available effects was being unintentionally restricted. I fixed this, but even then, most Domains do not have custom boons. I've greatly expanded the Domain-specific boons, but there are still many which use the default boons. However, with the bug fixed there are twice as many of these. Also note that Hex Conditions can be modified using Divine Favor.
  • Wizard Tower: Upgrade Slot colors can now be changed at a cost.
  • Additional culture traits now affect worker upkeep.
  • Faerie Wizards can now hire special Brownie workers.
  • Added a few new ambient character activity events regarding Banker-class characters.
  • Bounty of the Sea: Cities now get +20 Food per adjacent such hex special
  • Fertile Soil: Cities now get +10 Food per adjacent such hex special. Having at least one gives +1 Growth.
  • Primordial Trees: Cities now get +5 Lumber per adjacent such hex special. Having at least one gives +1 Spiritual, -10 Unrest, if city has any of culture traits: Pact with Nature, Druidic, Shamanistic. Wizards get +5 Mana if the culture has trait Magic: Life or Magic: Primordial. These also give +0.5 Learning to the city.
  • New City Building: Golem Workshop. Allows recruiting Custom Constructs and units with the Golem tag in the City. Requires Artifice 4+ or the Golems trait in the city in order to build. Also gives +0.25 Learning and +0.5 Industry.
  • Loss of Effectiveness during Battles has been tweaked and the mechanics expanded. Monsters and units with a low default unit size (members) have a cap on how much effectiveness can be reduced. If the battle drags on for a very long time, this cap will gradually disappear.
  • Outnumbering now has less of an extreme effect on morale and effectiveness - especially for Monsters. All units will now be less likely to suffer morale checks based on outnumbering if they're not suffering a lot losses and are also not fatigued. Strong units were too likely to retreat even when winning if they were outnumbered.
  • AoE attacks will now apply multiple hits based on their type and the size of the involved units. Breath Attacks will hit more targets based on attacker size. Line Attacks will hit more targets based on target unit depth/quantity. Circle Attacks will hit more targets based on target unit physical size.
  • Divine Favor can now be used to add/cleanse Hex Conditions (Primal, Hallowed, Demon-Tainted, etc). The options for each Deity/Religion depends on the combination of Domains.
  • The World Generator now makes sure that there is a minimum amount of the various resource specials seeded across the map.
  • New Wizard Tower Expansion: Oricalchum Forge. The Forge produces Oricalchum every turn.
  • Ancient Battle Sites can now be looted.
  • Battle Siphoning (Spellcraft): Description is now more detailed and clear.
  • Fishing Villages can now be built on the coast. They're an alternative to Farms for producing Food. The more adjacent water hexes, the more food is produced.
  • New Hex Special: Bounty of the Sea. Gives additional Food for Fishing Villages adjacent to it.
  • Resource Sites can now be upgraded up to three times, thus having a Level from 1 to 4. Each level adds a worker slot and a base 5% resource production bonus. There is a cost in time and resources to upgrade - and each type of resource site has worker skill requirements as well.
Valravn Games  [developer] May 30, 2021 @ 11:46am 
Magic
  • Beast Mastery now gains progress from Insect Hive specials in the realm of a Wizard.
  • Life Mastery now gains progress from Primordial Trees specials in the realm of a Wizard.
  • Dark Pact quests will now usually yield Mastery Progress on completion.
  • Mastery Progress is now slower at level 3+. This has been done by incrementally increasing the progress needed per level at an increasing amount per level. The previous rate of progress can still be selected when starting a game by selecting the "Faster Mastery Progress" game option. Existing save games will use the old (fast) progression pace.
  • Unlocking Mastery is now more expensive after unlocking 4 Masteries.
  • Maintaining the same Mastery Focus for 10+ turns now gives a bonus to progress of +1% per 10 consecutive turns of focus. This is capped at +20% and resets on changing Focus. It applies to all sources of progress for the mastery.
  • Lore Discovery: The chance to be granted Mastery unlocks now scales (in reverse) with the number of existing unlocks. Spamming Lore discovery simply to gain cheap and numerous unlocks is now less appealing. It also helps avoid a ton of unwanted Level 0 masteries piling up early in the game.
  • Fire Mastery: Volcanoes in the Wizard's realm now grant increased Mastery progress.
  • Water Mastery: Geysers in the Wizard's realm now grant increased Mastery progress.
  • Incite Unrest (Chaos Spell): Now has a 3-turn cooldown and a higher mana cost.
  • Dark Rituals (Darkness Spell): Some outcome branches can now change follower alignment. Additional discontent/loyalty modifiers added for several branches.
  • Dark Rituals (spell): Can now result in Loyalty or Discontent depending on outcome and character traits.
    Increased the cost and research time for the Ritual of Ascendancy project and similarly increased the time required for the Ritual action itself.
  • Added a research project to unlock Ancient Spirit Host
  • Spirit Summoning spellcraft now unlocks Spirit Host immediately on research.
  • Beacon Spells: A number of spells have been added which enable the recruitment of various unit types at outposts, cities and/or fortresses (depending on Beacon). For example, Beacon of Elemental Air allows recruitment of Air-type units (that have been unlocked through research or other means) at the target site. Only one Beacon can be active at a site. This is a way to recruit magic units at other locations than the Tower or at Mana Nodes.
  • Battlefield Necromancy now has a more smooth power curve. The power of the raised forces is based on Necromancy and War mastery (weighted 3 to 1)
  • New Spell: Lunar Blessing (Celestial 1). Unit buff which can only be cast on certain turns and with a limit on the number of active instances equal to the Celestial Mastery of the caster.
  • New Spell: Shape Oricalchum. It creates Oricalchum while consuming Iron, Granite and Silver.
  • New spell - Waking Nightmare (Illusion): Causes Unrest and Squalor in target City. Also slightly reduces Rebel WIsh and Civic Spirit.
  • New spell - Grand Spectacle (Illusion): Reduces Unrest in target City. Also slightly reduces Rebel WIsh and increases Civic Spirit.
  • Drained Mana Nodes now show the expected remaining time until they return to normal. It is shown as a range based on the initial 5 to 12 Turns. E.g. after 3 turns it will say 2 to 9 Turns, whereas after 7 turns it will say 1 to 5 Turns.
  • Reworked mastery contribution from spells. The contribution is no longer solely based on mana cost, but is a combination of Spell Level and Mana Cost. The Mana component no longer contributes in a linear fashion. The weight of level and mana respectively has been exposed to modding (see below constants). The value is also
  • Mastery contribution from spells that impact multiple masteries has been changed to more smoothly split the contribution across the primary and secondary masteries.
  • Mastery contribution from spells now has a per-turn soft cap similar to that from units.
  • Mastery contribution from bound Mana Nodes has been doubled.
  • Spells cast during battles now count for purposes of Mastery Progress.
  • Significantly reduced the resource cost of many research projects.
  • Divination 5 now allows a Wizard to determine the Mastery levels of other Wizards (use diplomacy window to inspect).
  • Beacon-type spells now cancel any magical recruitment if overriden with a different Beacon spell. A warning when targeting will list any on-going recruitment that will be canceled on cast.
  • Level 0 Masteries can now be abandoned, returning them to the state of not being unlocked. They will have to be unlocked again. Click a Mastery in the Table or All view to do this.
  • Added an Adamantite Claws item project.
  • Added 8 more magical items, all of which can be created via projects. Mostly weapons and armor.
  • Places of Power (spell): Greatly increased the chance of success, but also increased the cooldown.
Valravn Games  [developer] May 30, 2021 @ 11:46am 
Bug Fixes
  • Fixed a crash bug related to the Dungeon Window.
  • Fixed a bug where duplicate Tower Upgrade could be built for all types.
  • Fixed a bug where the full Emissary character/target validation was not run for tasks assigned via character suggestions and free agent behavior.
  • Fixed a bug where generic unit mounts would not resolved correctly in some cases.
  • Fixed a bug in the unit type name generator which could assign an empty name to units when resolving a name duplicate.
  • Fixed a bug in the dynamic unit type generator which sometimes caused cavalry units to be created for centauroid or no-cavalry cultures/races.
  • Fixed a crash in the world generator
  • Fixed a crash caused by the Hunt Food ability when the unit was in an army with a quartermaster, but no general.
  • Fixed a number of monsters not valid for unit mounts being in the pool for Default/Primary Culture Mounts and thus sometimes leading to weird situations when the game tried to resolve the stats for a non-existent unit type.
  • Fixed chariot units not being generated by the dynamic unit generator.
  • Fixed cavalry not being given the Flight, Limited Flight and Leap abilities from their mounts, if relevant.
  • Fixed a bug causing some units to have generic Mounts even when there is one or more culture-specific mounts.
  • Fixed a bug causing Custom Constructs (Golems) to be given a World Movement stat of 0. Existing games with this issue are retroactively fixed (by setting World Movement to Battle Movement) on loading the game.
  • Fixed Custom Constructs not having a Skill rating for their ranged attacks.
  • Map Search window now responds to the Enter key. Selecting the chosen result if possible, and closing the search window and panel.
  • 'Next Turn' is no longer triggered by pressing Enter while Map Search is active.
  • Right-clicking an item in the outliner is now equivalent to double-clicking. The settings are only opened if right-clicking an outliner header.
  • The minor sites filter is not shown when there are no minor sites on the map.
  • Fixed a number of windows not responding to the Escape key as intended.
  • Fixed the Reaper's Due spell hitting too many targets.
  • Fixed some dynamically generated culture unit types not being assigned the intended main weapon defined by a template.
  • Fixed a bug causing some character portraits to almost never be used.
  • Fixed a bug causing missing text separation in a couple of UI elements.
  • The map scrolling is now blocked when using shift/alt/ctrl. Some multi-key shortcuts were also scrolling the map which was not intended.
  • Fixed a bug causing some achievements to not always be granted as intended. They would still be granted if the achievement evaluation logic was triggered by certain conditions and actions, but the per-turn evaluation was not being run.
  • Fixed a number of bugs where some (non-randomly generated) units did not have the weapons they were supposed, making them much weaking than intended, and in a few other cases not giving them the intended bonus stats. Using the new equipment variant system, these units now work as intended.
  • Fixed a bug where the Encyclopedia did not properly reset when loading or starting a new game, using unnecessary memory until it was opened again and showing phantom pages from the previous game.
  • Fixed a bug where character and army contributions to expected gold and resource income was not included in the info panel and in the economy ledger.
  • Fixed a bug where weapon/attack stats were not always in sync in various windows.
  • Fixed a crash bug relating to the nomad raider AI.
  • Fixed a bug causing recruitment modifiers to not be selectable in many cases.
  • Fixed Beacon of Elemental Frost targeting not working as intended.
  • Fixed a bug where AI armies would gather an increasingly large army at a Mana Node that could not be bound (due to lack of Mana).
  • Fixed a text display bugs relating to unit special abilities.
  • Upgrade Outpost: The toggle to assign (or not) the Leader after construction is now respected.
  • Acid Spray (Water Spell): Now deals the intended number of hits (10, up to unit size).
  • Upgrade Resource Site: Progress display is now correct for Level 2+.
  • Search Province: Fixed a number of issues related to joining a party with this task and re-starting the task with a party.
  • Unit Type Display: Removed weird empty lines placed in the middle of unit type stats sometimes.
  • Sorting: Changed a number of lists (in text and UI) to be sorted alphabetically.
  • Icons: Blood Beasts and Abominations got a new unit icon image. Arcanosaurians now use a lizard icon image and not a sword.
  • Fixed a research panel refund amount display bug.
  • Fixed a bug where 'Create Army' would act weirdly when used on 1-unit garrisons.
  • Fixed a recruitment options not having any relevant upkeep modifier applied (during preview or after recruitment).
  • Fixed a bug where invalid recruitment options could be selected when recruiting multiple units in sequence.
  • Fixed a bug with the Arcane Denial spell.
  • Fixed a bug where retreating armies would not reveal adjacent fog of war hexes.
  • Fixed a bug where estimated Siege duration was incorrectly calculated.
  • Fixed a bug where armies would keep a Siege target after retreating to another hex. This allowed the faction to contribute to a Siege as a 3rd party and/or at a distance.
  • Fixed a bug where the AI would mobilize armies to lift a siege and then just halt adjacent to the target hex.
  • Fixed a bug where a Beacon of Elemental Water targeting criteria was inverted.
  • Fixed a bug where some notifications were not created as intended.
  • Fixed numerous bugs and inconsistencies with Character Task validation.
  • Fixed a number of bugs with the Party/Character selection logic that allowed selection of invalid parties if they were partially valid.
  • Fixed an issue where armies/units with depleted movement could be 're-activated' by using a movement buff after the depleting event/action. Depletion of movement is now 'sticky' and cannot be counteracted in this manner. Note that this doesn't include movement allowance being reduced to 0 through spending movement points - this is only when a mechanic specifically depletes movement fully.
  • Fixed a bug where Worker Training wouldn't complete on reaching the progress threshold, making the estimated duration off by 1 turn and showing a confusing 100% progress.
  • Fixed a few bugs where task assignments were able to circumvent some of the validation criteria.
  • Fixed a bug where the Emissary task category was aborting the UI flow from the Followers Window shortcut.
  • Fixed a bug where the haunting army attacking a looter of an ancient battle site would have units each the size of the upper threshold for the size of the entire army.
  • Fixed a bug where Spell Targeting Warnings were not shown when using the shortcut to cast spells valid for a selected site. These are now shown in the list of valid spells prepended to the spell description.
  • Fixed a bug where the Join Party button was not disabled in all cases when it should be (despite the text indicating so).
  • Fixed a bug causing merges between a Level 0 unit and a unit with a Level of 1+ to be blocked.
  • Fixed a bug causing the AI to discard large amounts of gold and mana in the early game. This did not help its performance against the player.
  • Fixed a number of bugs where selection on the world map would change when casting spells or resolving prompts.
  • Fixed a bug where world map selection could have a partial state and actions/info not be aligned with the proper selection.
  • Fixed a bug where the camera would not automatically zoom/pan to the selection as intended for a few specific cases of automatic selection change.
  • Fixed a bug where the Battle Mana cap could be exceeded by using the 'More Spells' flow during
    battle resolution.
  • Fixed a bug where some Factions paid full upkeep for units that should be free or reduced in cost.
  • Fixed a bug where City Pop promotion and demotion would include invalid targets in the pool of candidates and thus produce nonsensical results.
  • Fixed a bug where Character Discontent would accumulate silently and to an unreasonable extent due to Office desire. This Discontent would also never expire.
  • Fixed a bug where some AI-controlled factions could not raze outposts.
  • Fixed a number of bugs with the Undead Conquest resolution. Some options were available when they should not be. Options removing pops have been changed to always leave 1 pop. A few crash bugs have been fixed. There is just a bugfix pass and not the final changes to that mechanic.
  • Fixed a crash bug related to world spell casting and selection changes.
  • Fixed a bug where level 0 Masteries could not be chosen as Focus.
  • Fixed a bug present in several dialogs where the color of an invalid option would change after selecting it and the deselecting it.
  • Fixed a few bugs where party mechanics could be used to circumvent some of the requirements of a task and/or send fatigued/wounded followers on a task.
  • Fixed a bug where the Join Party button was active (and actually executed the action) despite requirements not being met.
  • Fixed a bug where the City Income/Production display was incorrectly calculated and out of sync with the underlying mechanics.
  • Fixed a bug where a resurgent Independent Realm (ie post-rebellion) would still have the dormant flag set. This messed with intra-AI diplomacy and a number of mechanics.
  • Fixed a bug where the battle UI would have buttons and text panels placed outside of the visible area - even when using UI Scaling.
  • Fixed a bug where tower expansions that do allow duplicates could be constructed in multiples anyway by doing this in parallel.
  • Fixed a bug where an 'empty' Entangle effect would linger. The Stat modifier was being removed correctly. Now the parent effect is removed as expected.
  • Fixed a bug where the AI would build copper quarries on marble deposits.
  • Fixed a bug where Champions and Quartermasters were not included in various mechanics that traversed all characters in an army.
  • Fixed a bug where rebels liberating a city would interact weirdly with tolerated leaders and unrest.
Valravn Games  [developer] May 30, 2021 @ 11:47am 
Bug Fixes (continued)
  • Fixed a bug where 1-distance army movement plans could not be created.
  • Fixed a bug affecting Scales of Justices and targeting.
  • Fixed a number of bugs where the movement history/plan line was not updated/cleared.
  • Fixed a bug where attacking with multiple armies (when given the choice to coordinate or attack with a single army) didn't work, and an uncoordinated attack was launched instead.
  • Fixed a bug where the construction project window would lose 'map zoom lock' on showing a nested window/dialog
  • Fixed a bug where the Rend The Earth spell changed the hex terrain when a Volcano is created despite what the spell description says (Volcano *or* terrain change).
  • Fixed a bug where unit modifiers would stick despite their source effect having expired (if expiring after being saved/loaded)
  • Fixed the editor custom map thumbnail toggle not being interactable
  • Fixed outliner settings not saving correctly
  • Fixed a number of text errors
  • Fixed illogical double-click behavior in the Character window, where it would interact with Party membership when this made no sense or open the 'Hire Characters' window in other cases
  • Fixed a number of bugs preventing or allowing character items to be swapped (with a vault item) or given when validation should allow or prevent it
  • Fixed amulets not being checked for multiples as intended when validating character item assignment
  • Fixed a crash bug related to dungeon expeditions
  • Fixed a bug where some Special/World Spells failed silently if they were not valid for casting. The proper error feedback is now given in a prompt.
  • Fixed missing estimated construction time display in several windows
  • Fixed missing button update / UI synchronization in a number of windows
  • Fixed cut-off text in some Diplomacy Window details history section
  • Fixed a bug where several Tribal Action checked the wrong cooldown counter
  • Fixed bug causing unreasonable costs for Tribal Chiefs when recruiting notables.
  • Fixed bug where Clan Emissary status would partially linger on reassignments, allowing the same character to be assigned over and over for stacking benefit
  • Fixed bug where Tribal Camp Migration state was corrupted during game save/load. Existing games are retroactively fixed. In some rare cases the game will have to guess at which army and camp is linked, and it may not match pre-save state (this is only relevant for save games with corrupted state, not new saves).
  • Fixed crash bug related to Martial Tests of Mettle
  • Fixed Spoils (of War) not showing in the Resource panel
  • Fixed an issue where AI Wizards would never upgrade their Tower Level
  • Fixed a bug where the AI would re-task followers before they finished their current task in order to maintain exploration efforts at all costs. Due to other constraints this could lead to per-turn reshuffling of several followers.
  • Fixed a bug where the AI could not figure out what to do with Salt Deposits.
  • Fixed a bug where pending 'On-End-Turn' Mastery Progress would not be saved (and thus loaded).
  • Fixed a bug where Mercenary Units would increase in cost on re-selection in the Hire Dialog.
  • Fixed a bug in the Military Recruitment Window causing units to be recruited at the wrong site on selecting a different unit from the initial section while in 'Site Mode'.
  • Fixed a tutorial bug where the indicated button was in a hidden panel. UI changes had introduced an intermediary step to show it. A corresponding tutorial step has been added.
  • Fixed a bug where Battle Siphoning would not give the intended Mana for some unit types.
  • Fixed a number of issues with incorrect selection state when units had multiple valid recruitment site options.
  • Fixed a bug causing incorrect dimming of choices in the Military Recruitment Window.
  • Fixed a crash bug caused by the Planar Invasion AI sometimes stubbornly trying to conquer sites that no longer exist.
  • Fixed a crash bug when certain types of minor realms conquered a site held by unaligned forces.
  • Fixed a bug where discarding some notifications would cause them to not properly register as shown.
  • Fixed a bug where workers stopping their training (because re-location or task cancel), would leave the trainer Character with a dangling task assignment.
  • Fixed a bug causing some Divine Favor/Wroth effects not applying stat modifiers to the target.
  • Fixed a bug where AI armies would erratically abandon sieges.
  • Fixed a crash bug sometimes caused by player sites being lost.
  • Fixed a bug causing city-targeted Divine Favor/Wroth effects to not execute after target selection.
  • Fixed a bug causing Factions to spam warnings when conquering cities.
  • Fixed a bug causing Transmutation targets to be locked if more than one is available.
  • Fixed a bug in the Transmutation panel where the result preview would not update on all UI actions.
  • Fixed a bug in the Transmutation panel where non-positive amounts did not block the action button.
  • Fixed a bug in the resource selection dialog where the list of resources would be duplicated on re-opening the dialog, eventually making the list so long that it significantly hurt performance.
  • Fixed a few bugs relating to assignment of items of the same category to characters.
  • Fixed a bug where characters would sometimes have duplicate relations (animosity, friendship, etc.) towards other characters.
  • Fixed a bug in the injury logic preventing injury and avoidance effects from stacking as intended.
  • Fixed a bug where effects that downgrade death to injury would not process further injury mitigation mechanics.
  • Fixed an entity duplication bug related to Demonic units and characters. Some of the shared data was duplicated leading to a bit of save game bloat and a few glitches in various mechanics.
  • Fixed Bug: The Celestial Cynosure spell was not being unlocked as intended.
  • Fixed Bug: Faerie Sub-Races were not saved correctly causing Entity duplication in save games.
  • Fixed Bug: When cycling armies, ones which had moved partially were excluded unintentionally.
  • Fixed Bug: Sites under construction incorrectly enabled recruitment of relevant unit types immediately. Construction has to be finished now before units can be recruited at the site.
  • Fixed Bug: Units in Garrison armies did not have movement expenditure reset on turn processing and also were not included in a number of other per-turn effects.
  • Fixed Bug: A few notifications showed a "Go To ?" instead of the correct link.
  • Fixed Bug: Sometimes projected missing upkeep warnings were shown incorrectly.
  • Fixed Bug: Worker Element text overflow
  • Fixed Bug: Change sections for non-player armies
  • Fixed Bug: General not transferred when merging with Garrison
  • Fixed Bug: Some office assignments could fail partially making the character have the corresponding task without the office
  • Fixed Bug: Apprentice followers not getting intended bonus from some magic-related culture traits
  • Fixed Flying not correctly giving units the ability to use melee attacks when pursuing (evasive) non-Flyers.
  • Fixed a bug where expected income was not correctly considered when predicting if there will be unpaid upkeep. This led to annoying warnings, for example when having full resource caps.
  • Fixed a bug where the number of attacks made when using ranged attacks at close range was incorrect (could be absurdly high for small units).
  • Fixed a bug where the distance of ranged attacks was incorrectly calculated in some situations, leading to unintended to-hit penalties.
  • Fixed a display bug where expected sales of resources above caps/thresholds was not always shown.
  • Fixed a bug where some sales of resources above caps/thresholds were not always executed (wasting them). This was a subset of the cases in the display bug.
  • Fixed a number of text errors
  • Fixed Breath of Life not being researchable
  • Fixed the upkeep projection logic not correctly incorporating free upkeep effects
  • Fixed a persistence bug affecting resource sites during upgrades
  • Fixed some effects not having their duration ticks processed after saving and loading a game
  • Fixed a bug where ressurection effects would bring the character back to life, only to have them die almost immediately after
  • Fixed minor faction Followers sometimes sticking around in conquered Sites when this made no sense
  • Fixed an issue permitting assignment of Site Leader to invalid Sites when it was done via the Follower Window
  • Fixed a crash bug when loading a save game with certain map filters enabled
  • Fixed a bug causing modded portraits to not be used by the portrait assignment logic
  • Fixed a bug relating to resource display
  • Fixed an issue causing characters with both of Bloodthirsty and Paranoid to not have any valid dungeon exploration stances
  • Fixed a bug where minor faction could gift more resources than they had
  • Fixed a few display issues relating to Resource display
  • Fixed an issue causing the World Generator to not be able to seed Mana Nodes of the Good and Evil types.
  • Fixed a number of UI settings not being saved (auto-assign workers to tower, for example).
  • Fixed a bug relating to saving and loading Faerie entities.
  • Fixed a Mastery Progress bug.
  • Reduced the rather extreme Mastery Progress from having a Vivisectorium. It might need more nerfing, but I am doing some general mastery balance and testing, so will do further changes in that context.
  • Fixed Mass Mutation and Mutation creating units at the wrong location (they were at the Wizard Tower and not the target city).
  • Fixed building demolish orders not being saved as intended.
  • Fixed the 'Cancel Demolish' button in the City Window not working.
  • Fixed a number of actions not updating the UI (ie resource values).
  • Fixed a crash bug.
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