Mechanics and AI
- Tutorial dialog, hint arrows, and a very basic tutorial flow. Focus has been on getting the framework in place for the tutorial, so the content is very rough.
- The settings window has a new "Info" section which shows the location of save game files and the log files. Each has a button which copies the path to the clipboard for pasting into a file explorer. This makes it easier to locate save and log files for error reporting.
- The Next Turn button has been tidied up visually.
- Equipment on the Military window now has tool tips.
- Changed the colors of disabled buttons to make it more obvious that they are non-interactive.
- Text colors changed to adhere better to WCAG 2.0 standards of sufficient contrast.
- More blurry text has been fixed (but not all).
- Encyclopedia now has expandable/collapsible groups with headers, making it more similar to an explorer or tree view style UI element.
- Worker Skill Tooltips: Now have numerical values instead of descriptions and include effect when assigned to a Wizard Tower.
- Saturation slider added to Color Picker to make it easier to pick unsaturated colors.
- Worker production modifiers are now shown when assigning and removing workers, including the source of various modifiers (skill, culture, etc.)
- Settings (volume, auto save, etc.) are now persisted across game sessions.
- Trait Tooltips: Traits which affect the army bonus when the character is assigned as General now list the numerical mechanics, instead of a vague description. NYI traits are still vague.
- Armies can now be assigned a General and/or Scout Captain who is not adjacent to the army. It may take some time for the character to travel to the army, which is shown when making the selection. The tool tips on the Army Window show if an assigned character is en route and the number of turns left.
- Wizard starting units now have a recruitment type (bind/recruit/create/raise/summon/etc) based on the default for that unit type. This will affect the upkeep cost for some units that were previously always treated as "recruited".
- The "No Upkeep" effect applied to all starting units now lasts 40 turns instead of 10 turns.
- The AI for rival Wizards will now consider building resource sites.
- Faerie, Celestial and Undead 'cultures' added (similar to Elemental and Demon), for smoother mechanics involving these races.
- Worker culture and race are now tracked, and certain traits of those can affect worker assignment effects. Not all worker units have a distinct culture or race. Existing save games will have existing workers treated this way on load.
- Dungeon exploration awards 1 xp per combat and 2 xp on successful completion.
- Bug Fix: Issue with tool tips on buy/sell buttons in the Economy window fixed.
- Bug Fix: Button alignment on General pane fixed
- Bug Fix: Diplomacy overview being full of buggy Gandalf factions has been fixed.
- Bug Fix: Margin was missing in several text areas
- Bug Fix: Tool tip not showing for entire area of General and Scout Captain portrait
- Bug Fix: Worker window elements were drawn on top of each other
- Bug Fix: Major and minor realms could sometimes get into a state where a war was declared, but the minor still kept a higher level of diplomatic relations open, allowing some nonsensical actions.
- Bug Fix: Demonic infantry units would not load properly.
- Bug Fix: Buttons which close the window they are in, no longer have "sticky" highlight state when the window is re-shown.
- Bug Fix: Fixed animation related crash when restarting games multiple times in a row without progressing the turn.
- Bug Fix: Minor realms will stop trying to declare war on factions which are not valid for diplomacy. They would sometimes try to declare war on all monsters and beasts in the world if a pack of wolves bothered their farmers.
- Reworked premade wizard templates to match point costs from customization
- Dungeon expedition code almost completely rewritten to facilitate more interesting mechanics. Expeditions are now given a stance (methodical, cautious, balance, bold or daring) and an approach (stealthy, balanced, direct). These affect risk, speed of progress, event chances, etc. A dungeon expedition is now a longer affair than the previous one-turn affair with several turns of recuperating afterwards. It will progress through various phases, events will occur, and loot is not collected until the expedition returns. More detail and better UI needs to be added, but this is a much better foundation than the previous system.
- Made Overseers optional on all construction projects
- Improved text quality in many parts of the user interface
- General and Scout Captain assignments can now be cleared directly from the Army Window
- When choosing a General, the tentative bonus to the army is shown
- Tool tip added to the General showing the bonus give to the army
- Hunter's Lodge now has resource production affected by terrain
- New character traits have been added: Alchemy, Occult Lore. These currently only affect challenge resolution and dungeon mechanics.
- Bugfix: Worker requirements for assignment to an active resource site were applied to construction assignment, which meant that laborers couldn't build Hunter Lodges, etc.
- Bugfix: Text in the City Window panels no longer overflows, but has a scroll bar (if needed).
- Bugfix: Dead characters are now removed from parties automatically.
- Bugfix: Hero for Hire event no longer has extremely low gold cost
- When pillaging sites belonging to minor realms, the locals may send militia and/or mercenaries to attack the pillagers
- Improved selection and highlighting graphics. It is still not final, but has a much smoother look and the color pulses slightly to make it easier to spot.
- Improved interface for constructing new sites. Selecting "Build" and a site type will highlight valid hexes. Hovering the mouse will show the expected base production for each hex.
- Improved font/text quality on many windows.
- Improved labels on the map.
- Tooltip now indicates the reason for the increased movement cost when crossing rivers*.
- Cleaned up tool tips and text on the research window.
- Desecrating shrines and holy sites will anger or please factions depending on their religious disposition.
- Desecrating shrines and holy sites can increase or reduce unrest in your cities depending on their religious disposition.
- Farms can no longer be built in desert and arctic terrain
- Vineyards can now only be built on hills
- Arcane research is no longer needed to build resource sites
- Bugfix: Rivers load in editor*
- Bugfix: Rivers clear in editor on generating new*
- Bugfix: Tooltip issue in customize wizard*
- Bugfix: UI Scaling was off by one point when applying settings on some resolutions*
- Bugfix: Cities controlled by a defeated rival will become independent even if there is no on-going rebellion*
- Bugfix: Sites under construction do not extend territorial control
* Released with the 0.9.81.2 hotfix
- Armies can now have a Scout Captain to improve the scouting/reconnaissance ability of the army.
- Basic scouting mechanics have been implemented.
- Resource sites (farms, mines, etc.) can now be pillaged and razed. The mechanics modifying the loot and damage are shown in the event dialog to help make the results more understandable.
- Armies from non-civilized/settled factions will carry the loot from any pillaging, and it can be recovered/gained by defeating those armies.
- Major faction units can only replenish losses if adjacent to an owned or allied city, fortress or wizard tower.
- Units now replenish losses at half rate if they have moved.
- Army window now starts in overview mode.
- Marauder AI is now capable of razing and pillaging resource sites.
- Wizard AI and Warlord AI now declare war on most aggressive actions taken against them, and will declare war themselves more often.
- The remnant armies of a defeated rival will no longer auto-disband. Instead each unit is either disbanded, becomes a marauder or joins the mercenary pool. The chance of each depends on the unit type. Only marauders stay on the map as army.
- Terrain type now affects food production of farms.
- All food values (production, costs, etc.) have been increased by a factor 20 to allow greater granularity of values.
- Independent settlements can now construct resource sites.
- In non quick-start games, the player can now force a certain race/culture to be generated in proximity to the player' starting location. The player will also tend to start with units of this kind.
- Several additional music tracks added.
- Fixed "Worker Make Demands" event text to show the correct gold value (it was off by a factor 100). Made the demands a bit more reasonable at the same time.
- Fixed a bug where terrain changes due to the machinations of an Ancient Evil were only partially propagated to the game state, causing instability and inconsistencies in the UI and map.
- Fimbul Winters can now end (much to the relief of the poor inhabitants of affected provinces).
- The auto-buy toggle on the construction window now works as intended.
- Fixed issue with button text in Army window not being refreshed when it was reopened.
- Fixed a bug causing units to have increased upkeep costs if they have suffered casualties or have been split into smaller detachments.
- Fixed a bug causing requirements for conditional unit unlocks to not be listed. E.g. Minor Water Magic unlocks Nymphs for Faerie Wizards only. The UI made it look like the unlock was for all wizards. (non-Faerie Wizards need Advanced Water Magic).
- Most special factions (Ancient Evils, Dungeons, Organization, Nomads, Marauders, etc.) no longer pay unit upkeep, as they don't have income and resources in the same way as Wizards and Warlords.
- Fixed a bug where new sites were not always discoverable by the player as expected.
- Fixed a bug where saving with an in-progress construction project in a City could break the game when loaded.
- Fixed a bug where units would not have their numerical strength capped properly, resulting in rather large numbers of monsters roaming the world.
- Fixed a bug where disbanded armies would end up in a bugged and non-interactive state, empty but still present in the world.
- Fixed units replenishing losses at a fixed rate instead of a portion of their max size, which led to small units instantly replenishing.
This update focuses on warfare. Two features in particular warrant a more detailed mention:
Pillage allows armies to plunder and/or raze resource sites (farms, mines, vineyards, etc.) This will result in loot and damage to the site - or complete destruction in the case of razing the site. Damage reduces production output (and plunder) and is repaired over time, with any dedicated worker units improving the rate of repair. Plunder is handled differently depending on what type of faction the army belongs to: the player (and rivals) will get the plunder as additional resources; nomads and marauders will have the loot assigned to the army. If another faction defeats this army, the plunder can be reacquired or looted (if was from a third faction originally). This will need to be tweaked, as it is somewhat odd that rampaging manticores will grab and carry around slabs of granite from a quarry after they're done destroying and chasing off any workers. When the choice is given between plunder and raze - the mechanics behind the calculation of the effects are more explicitly stated than usual. This is part of the effort to make the game mechanics less opaque and make it easier to find bugs and imbalances.
Scouting is still in an early stage. Each army has a scouting value and a visibility value generated, based on the army composition and command. (These are not displayed in the UI yet). In this build you only get information on armies where you have an adjacent observer. The amount of information depends the stats mentioned above and can range from no info, to numerical estimates, to a full unit listing including size, etc. The scouting mechanics will be expanded in future updates. The information is shown in tool tips and the context panel.
- Battle notifications now go away if read/dismissed. The results are also not shown immediately, but a choice between quick results and full battle results given.
- In order to still be able to revisit battles, a battle history has been added to the Encyclopedia. This also allows replaying battles from previous turns, which was not possibly before. Note that existing save games may not have full data on historical battles.
- Warlock Dark Pacts can generate basic events resulting from Favor (rewards) and Wrath (punishment). Chance to occur may need adjusting.
- Fixed some races having negative lifespans and being generally buggy.
- Fixed the "Minotaur" race not being in plural form in one template, which could cause a duplicate race to be generated.
- Fixed a crash in the character AI.
Including the .79 notes, as 80 is an emergency patch for the AI bug.
- Many event choices did not take effect until the following turn. This was very confusing and has been changed to immediate effect.
- Added autosave functionality. This can toggled from the settings dialog, and the number of turns between saves can be configured (default is save every turn).
- The character AI is now aware of the Proselytize action, and can consider it for use (if free agent or NPC) or suggest it (if idle).
- Followers now be dismissed.
- Description text in wizard selection window looks better.
- Added ellipses and tool tip with full text to research items, instead of truncating them.
- Added confirmation dialog to unit and follower dismissal.
- Added tool tips to the Workers window.
- Added tool tips to the Army window.
- Added a message pop-up when the player defeats a rival wizard or warlord.
- Victory conditions now also list the number of defeated rivals, not just the remaining number.
- When a new turn starts, if nothing is selected, the game will auto-select an army or the player realm seat of power.
- A province name toggle has been added (use Shift+P or the button on the minimap).
- Enter/Return is now a keyboard shortcut for the Turn button.
- The Mini Map now allows dragging of the view rectangle.
- More NYI (not-yet-implemented) or partially implemented mechanics have been marked as such, to make it easier to discern bugs from
- Research window now shows the mechanics info and has the description in the tooltip.
- Tooltips have been added for many sites.
- World generator is better at avoiding adjacent wizard tower placements.
- World generator will avoid placing a player start position on a map edge.
- Character generation now takes cultural religious affinity into account when assigning patron deities.
- Nomad Camps now correctly use the adjective derived from their culture and not the primary race.
- New unit types: Elephants, Giant Lizards, Camels. (primarily used as the basis for mount stats)
- Resource sites now have a base production even with no workers assigned.
- Resource sites are no longer abandoned if there are no workers assigned to them for extended duration.
- Attitude and diplomatic relations are now considered when calculating the value of trade pacts.
- Independent realms to which a faction is allied/has very good relations are now considered when creating the pool of relevant units for recruitment.
- Mana cap has been increased for Wizards.
- Basic Commerce is now needed to create Trade Pacts.
- Basic Diplomacy is now needed to suggest Non-Aggression Pacts.
- Gold mine output was off by a factor 100.
- Quarry output was off by a factor 5.
- World generator will avoid placing a player start position on a map edge.
- Fixed a bug where save game with Faerie Archers or Faerie Cavalry would cause the game to break once loaded. These save games now work again.
- Fixed a bug related to Giant Lizards, Camels and Elephants missing as unit types (could cause a crash/hang).
- Fixed a bug related to defeating rival wizards.
- Defeated factions are no longer shown in the Diplomacy window.
- Fixed a bug where the number of remaining rivals was not updating correctly.
- Fixed a bug where the City window was not updating properly when character assignments changed (ie leader, emissary, etc.)
- Fixed Summoner trait not reducing summoning cost, upkeep and mishap chance.
- Fixed Undead trait not reducing cost and upkeep of relevant units.
- Fixed issue related to starting new game after winning or losing a game.
- Fixed blurred text in a number of places.
- Fixed a bug where culture adjective string were not saved (and became empty when the game was loaded). When loading a pre-bugfix save game the adjective will be set to the culture display name.
- The leader of a site being attacked will now take command of the defending armies, if no other general is present.
- Further balance tweaking of damage calculations. Ranged attacks are now slightly stronger, and damage has been increased for most weapons - especially against armored opponents.
- Destroyed or routed units are now removed from the unit list during battles to make it easier to identify the remaining combatants.
- Fixed Army General and Site Leader assignments not removing the character from their party.
- Fixed issue with < 0.9.76 save games not loading properly.
- Fixed some Ancient Evils being displayed without a space in their type in the Dark Pact summary.
- Fixed issue with Tyrannical taxes on a city sometimes giving less gold than intended.
- Fixed issue where conquering a city did not trigger the Conquest event/choice.
- Fixed issue where multiple battles in the same hex during a turn (and the previous for AI initiated battles), would be "stacked" in the same message, preventing the player from watching the battle report for any but the first.
- The text in the battle report window now moves to the top when clicking next round after scrolling the text of the current round.
- Fixed issue with battles where they sometimes continued past one side retreating, with the winning side having unit lose morale despite no opponents remaining and suffering no damage.
- Fixed next party button not reacting to clicks on the entire area of the button.
- Fixed selection of recruitment sites after the first not highlighting the selected site in the list (despite being selected).
- Tooltip added for battles fought during the previous turn on the world map, with a brief display of the sides and the result.
- Dark Pact details added to the Ruler panel in the Quests and Victory Conditions window. It shows the name and nature of the dark benefactor and the current favor and wrath stats.
- Beseech Dark Patron now generates a quest that when completed gives favor and reduces wrath. The quest objective is randomized but based on the type of dark benefactor. (note that the effects of Favor and Wrath are not yet implemented, but will be in a coming build).
- New Cheat actions: gain 10k gold, gain maximum mana (up to cap).
- Units can now be disbanded.
- When researching Worship, the follower gained will have a religion which better fits the player faction traits: Demonic wizards will receive demon worshippers, warlocks with a religion-related dark pact will receive a follower of this religion.
- Distribution of religions in a city has been added. The break down can be seen on the City window, in the same panel as the Ruler and Notables are listed.
- Cultural affinity for various religions has been added. This is generated based on the cultural traits and spheres/power of the deity. These affinities are used when determining the religion of the inhabitants of a city and other relevant entities during world generation.
- Followers who have the Religious type can be sent to Proselytize their religion or cult in a city. The success chance (and risk of injury or worse) depends on the cultural affinity for the religion, various cultural traits and the attitude towards the character carrying out this task.
- Fixed issue where many unit types incorrectly had 1 hit point per member. This also required some rebalancing of damage calculation, with further balance passes to come.
- Fixed issue where cultural traits were not always being applied correctly to generated cultural unit types.
- Added Hit Point display to Army window. Previously only the Military window showed it.
- Fixed issue with flickering tool tips if the sources were very close.
- Fixed issue where predefined cultures and religions (ie demons, elementals, demons worship) were re-created on game load, causing them improperly be treated as randomly generated cultures/religions and not equal to the predefined ones. While schisms within demon worship would be a cool feature, having an automatic schism every time you load the game was unintended (and caused erratic event and task resolution).
- Added more context-specific tool tips.
- The Army window now allows renaming armies.
- Added tool tips showing movement cost for the selected army on hex mouse-over.
- Volunteer regiments generated by city events are now 25% of the default regiment strength.
- Fixed issue with toggles on the Follower window
- Fixed issue with Dungeon window party sending, where you could get wounded or recovering followers to join if there was a valid party member.
- Fixed issue where it was possible to get the same party sent to multiple dungeons through clever shenanigans
- Fixed cycling through selectables by clicking on a hex multiple times being broken
- Fixed bind/recruitment time for Giant Albino Alligators to be 5 instead of -1
- Fixed an issue with worker unassignment not processing correctly
- Follower death now always gives a notificaton
- Fixed an issue with empty parties lingering in various parts of the game
- Fixed an issue where dungeon exploration always gave loot as if it was success. A failure can give loot, but it will be lower.
- Fixed an issue with context-specific data (e.g. hire cost) lingering in the character window
- Fixed an issue with destroyed Wizard Towers causing a hang of turn processing
- Fixed an issue where hired followers caused a hang when travel time was being calculated for them
- Fixed undead units using incorrect upkeep costs
- Custom filtering of units in the Military window has been added. Use "Hide/Unhide" on the units to control whether they are shown. If the "Hidden" filter is on, they are always shown (which allows you to unhide).
- A window has been added which allows transfering units been armies in the same hex. This is now also used to merge armies, replacing the previous action button. With a valid army selected, click the "Transfer Units" button on the world map to access this.
- Recruitment no longer resets and scrolls the list in the Military window.
- Improved the battle results message text. Instead of the verbose log-like text, a summary of casualties and kills per unit is now shown.
- First iteration of a Ledger added in the Economy window, which displays a breakdown of income and expenditure for each resource.
- Cultures and Factions now have Attitudes. These control how the entity feels about other cultures, races and important concepts. A faction will fall back to using the attitudes from it's main culture, if it has any. These attitude are generated based on cultural traits, alignment, social structure, philosophy, etc.
- Factions with Attitude: Hostile or worse towards the culture or race of an emissary will reject them.
- When casting a spell the results are no longer given in a notification that has to be clicked, but in the floating message window.
- A new spell, Gift of Unlife, has been added. It turns one of your followers into an Undead. But be careful, the ritual may result in the more permanent death or the beneficient may decide to flee your employ. If it does succeed, the follower is healed of all damage and gains some experience.
- Enable Cheating is now disabled when restarting or loading a game.
- Wizard Tower upgrade cost tweaked.
- Fixed issue with outposts not extending the control zone of a faction.
- Fixed resource site (farms, mines, etc.) graphics not appearing when loading a game.
- Fixed an issue with Temple building types being locked to the deities of the first game played in a session - which meant Temples to deities from a completely different game world could be built.
- Fixed an issue with Garrison armies fleeing and turning into super-fast ghost armies with no units if their city or fortress was conquered while they were absent.
- Fixed a world generation bug related to province generation.
- Fixed a few buggy costs that were off by a factor 100.
- Fixed some overflowing text in the outliner.
- Added missing back and close buttons on Game Setup, Game Settings and Wizard Selection windows.
- Fixed an issue with filters in the Military Window not always being applied.
- Colors in drop downs tweaked to increase readability.
- Tool tips added to the economy window for extended info on buy/sell (reason for not being able, total price, etc).
- Slider added to the economy window amount field.
- The "activity" text in the outliner is now shorter, to avoid text overflowing.
- The message when construction cannot begin has been improved to more clearly describe why.
- The character window now has a "Cancel Task" button.
- An action to split an army into two has been added.
- Non-player armies can no longer be inspected.
- Improved faction start location seeding to greatly reduce the chance of adjacent start positions for major factions.
- Generals now receive XP when participating in battles.
- Parties on "resend mode" no longer create a new expedition on every revisit to a dungeon.
- Fixed issue related to cancelling a dungeon expedition.
- Fixed issue related to merging armies.
- Fixed issue related to the (resource) selection being invisibly lost in the economy window.
- Fixed issue preventing sale of resources if the total price was less than the faction treasury. Ie you could not sell anything worth more than your current amount of gold.
- Fixed outliner not updating recruitment progress for many unit types.
- Fixed world generation crash related to knightly orders and not being able to find suitable chapter house locations.
- Fixed world generation crash related to duplicate forest names.
- Fixed an issue where increasing the supply of a resource dramatically on the world market caused prices to become unstable and grow
- Fixed inventory and character list tool tips being placed behind the window.
- Fixed issue with filters in the recruitment window not being applied.
- Fixed issue with construction times in the outliner being very incorrect.
- Fixed issue with wizard tower upgrades not unlocking new expansion slots.
- Fixed issue with Find Mana Node quest not progressing.
- Fixed Custom Construct Artillery weapons not being usable at range and being usable in melee.
- Fixed Custom Construct Beam weapons not being usable at range. They are now usable at range and in melee.
- Fixed outliner not updating on generals being appointed.
- Fixed clicks on actions in the left lower section not triggering on subsequent clicks until a different action had been clicked.
- Fixed issue with quest window showing completed quests as in progress.
- Declare War action added, and the state of being at war is tracked for all factions explicitly (was previously an aspect of the relations stat).
- Non-aggression Pact added. Violating this will have a negative impact on a faction's "global" diplomatic reputation, in addition to the usual bilateral diplomatic effects.
- Trade Pact added. This has an initial cost based on traits,research, and faction type. It gives a small constant (not necessarily equal) amount of income to both parties.
- You can no longer send emissaries to independent realms that you are at war with or who are hostile to you.
- Independent realms are now more consistent and immediate in declaring war on you if you attack them.
- A tab has been added to the Diplomacy Window which gives an overview of diplomatic stats and current agreements.
- Diplomatic reputation added as a faction stat. Breaking agreements will reduce it. Keeping agreements will improve it over time.
- Relations with minor factions will begin if an emissary is sent - even if the minor had no previous knowledge of the sending faction.
- The text for minor factions requesting an emissary for an extended stay has been adjusted to recognize if you have already sent the emissary.
- Pyramids now have a full-size map icon which is centered in the hex. (the previous icon was small and in the lower part of the hex, potentially overlapping any resource icon).
- Add unit cheat action added for testing purposes. It adds a random unit to the selected army.
- Non-player armies now have the owner shown in the tool tip.
- Mana Node icons are now aligned along the top of a hex (to avoid overlapping resource icons). Tool tips have also been added for them.
- When the AI has moved an army to respond to an enemy siege, it will now immediately attack the besieging force, instead of sitting around waiting for an assault on the site.
- The AI no longer considers exhausted armies a valid asset for responding to attacks or executing offensive/expansion plans.
- Characters assigned to a party will offer suggestions for tasks or act independently.
- Double-clicking in the Character window when in party-selection mode will now add a character to the open party.
- Idle Characters waiting for their party members to recover, meet up, or similar will show as 'Waiting for party' and not 'Idle'.
- A party which is recuperating is now shown as such in the Dungeon Window.
- Combobox dropdowns now close on clicks outside the list.
- Some AI and game state data structures were not properly cleared on closing a game (and loading/create another), causing certain things to pile up strangely. This has been fixed.
- Map tool tips no longer show through floating UI elements (ie windows).
- The "other factions" tab in the Diplomacy Window was showing organizations, not other, after being clicked more than once.
- Hidden sites no longer trigger discovery of other factions. Before you would discover factions if you explored territory where they had hidden sites. Discovering the site itself is now a requirement.
- Map animations are always on top of various map icons and sprites.
- Fixed a crash/hang related to wizard towers being destroyed.
- The label for a destroyed site no longer lingers on the map.
- Rival wizard towers can no longer be inspected.
- Fixed a bug where the party display in the dungeon window was empty in many cases and the resend toggle was not always properly reset.
- Automated resending of parties to dungeons now works again. It broke during the party mechanic revamp.
- Followers will now make suggestions for assignments if left idle.
- Followers can now be given the freedom to choose their assignments, if the player prefers not to micromanage them.
- Tooltips added for hex specials and strategic resources.
- Tooltips added for armies.
- Map resource icons have had the shader code reworked to remove some glitches and make more of the icon visible inside the frame.
- You can now organize characters into parties in order to more easily and intuitively assign several characters to a task. This has been adapted from the dungeon expedition logic, and the dungeon window has changed accordingly. Characters can be grouped into a party via the relevant Party buttons on the right side of the Followers window, or by shift-clicking in the list of characters.
- There are now tooltips during wizard customization showing research prerequisites
- During wizard customization the trait/research description will change based on mouse over, rather than selection.
- Armies will now prefer retreating to the hex they moved from prior to a battle. If this is not possible, the most accessible and unoccupied hex will be chosen.
- You can now choose to keep playing after winning or losing the game. All victory and loss conditions will be ignored after this.
- There are now tooltips for the top row of buttons.
- In order for army to enter a hex which is fortified or settled, all units must be amphibious or flying, or the general must have the Amphibious Assault skill
- Social structure/government type Simple Feudal has been removed.
- After completing the training of a new unit, trainers no longer train imaginary troops until you give them a new task, but will instead return to a default/idle state.
- Battles where the attacking forces flee will no longer result in the defender fleeing instead.
- Deselecting research during customization now correctly deselects any research having it as a prerequisite. Previously the following sequence: select Minor Law Magic, select Lesser Law Magic, deselect Minor Law Magic, resulted in having Lesser Law Magic despite not having the prerequisite.
Tooltips for outliner with context-relevant info
Tooltips for city windows explaining various stats
Tooltips for characters with info on traits, cultures and deities
Tooltips for culture traits in the encyclopedia
Right-clicking on the map will replicate the 'Inspect' button (open City Window, Army Window, etc), unless a player controlled army is selected and a hex other than the army location is clicked (in which the click will issue a move command as it has so far).
Icons for resources and hex specials
First pass on character trait and challenge mechanics rework
Demonic Wretch: A 'Civic' Demon Character Type
Demonic characters no longer have patron deities
Berserker cultural trait now results in berserker unit type creation
Pirate unit types now have the abilities Close Quarter Fighting and Looters, and are now much more common for cultures with the piracy trait
Alt-tabbing now pauses the current music track instead of causing a new one to be queued and the currently playing to be discarded.
* Window start positions to be centered and always in view, even on low resolutions.
* Outliner with context-sensitive links to armies, followers, cities, etc. has been added. The items shown can be configured from the main settings (shortcut via right-click on the outliner). If headers are shown, they can be collapsed and expanded by clicking on them. Clicking on an army/follower/etc will center/select on the map or open a window, as relevant for the item type.
* Follower inventory button is now disabled if the inventory is empty (with a tool tip indicating why)
* The Military Window now has a mode where the details of the current recruitment queue can be inspected. Units details can be inspected and recruitment can be cancelled (see below).
* Unit recruitment/summoning can now be cancelled. If done before next turn, the full cost is refunded. If done later, the amount of resources is reduced by 80% and by progress as a percentage - e.g. for 2 turns out of 4, 40% is refunded. The minimum refund is 20%.
* Magical units (summoning/binding/creation) are no longer subject to the "no-trainer" penalty applied to recruitment time for mundane units.
* Wizard trait (Summoner) and research (Minor/Lesser/Advanced/Greater Summoning) now provide a unit summoning time reduction.
* Wizard trait (Charismatic) and research (Minor/Lesser/Advanced/Greater Binding) now provide a unit binding time reduction.
* Wizard trait (Alchemy) now provide a unit creation time reduction.
* Quest window tabs no longer become incorrectly selected when re-opening the window.
* Back button now works on quest details mode.
* Fixed issue with dynamic UI elements not always following customized UI scale
* Fixed issue with worker assignment incorrectly displayed as "Idle", due to ending up as a Schrödinger's worker, with an interestingly defined state of working and idle at the same time, but not really either.
* Faction flag now shown during battle reports if no general is assigned.
* A notification is now shown if a new quest has been issued. Clicking the notification will open the quest window.
* A notification for idle workers, with various automation/dismiss options, has been added.
* Quest window will transition to a details mode if a quest is clicked, showing full description, progress and rewards.
* Neutral minors will now merge small armies into defenders.
* Neutral cities and fortresses can now conduct attacks against besiegers. Whether they do so depends on the relative strength of the armies.
* Defeated armies will now flee to a suitable adjacent hex if possible (and if not annihilated).
* A 'Find Dungeon' quest has been added to introduce players to searching provinces and to help guide early searches.
* Progress text improved to more informative, especially for new players.
* Potential ranged power and not just power at current range is now considered when evaluating whether an armies wishes to close the distance. This includes considering attacks with reload/cooldown delays.
* Attacking units can no longer ambush the defenders of a site when assaulting.
* Morale will now degrade more often but generally in less massive amount.
* The ranged phase of a battle will now last longer, but accuracy has been reduced, and the amount of attacks possible has been made dependent on attacker stats and target frontage/size.
* "Split Unit" now works on the army window
* There was no way to merge units - this has been added in the Army Window.
* Ranged attacks are now used more often during battle resolution, generally whenever possible (ie unless the AI decides charging towards melee is more advantageous).
* When assaulting a site, conquest will now be resolved if the defenders flee. Previously the attacker would have to keep assaulting until the defenders were annihilated.
* Lists with characters now react to clicks on the portraits, not just the text and "empty" area.
* Created/constructed magical units now count towards the 4th stage of the tutorial wizard quest.
* Loading of moddable game files is now more cross-platform friendly
* Wizard templates are no longer repeated in the selection list on game re-start
* Custom unit types can no longer have negative parts to their cost/upkeep.
* Fixed a crash in diplomatic event resolution
* Characters with 'Siege Master' and units with 'Sappers' now affect siege duration
* A notification is now given when a siege progress to allow assaults
* Routed units no longer displayed with incorrect unit strength in the battle report
* Fixed a crash related to the Arcane Laboratory upgrade
* Added scrolling to some UI text areas that could get cut off
Features and Content:
* All resource amounts scaled up to avoid fractions. A few costs have been re-balanced at the same time, but a proper balance pass is still pending.
* Gold by a factor 100
* Mana and Influence by a factor 5, and with some minor tweak of values to give a better ramp up
* Food and "basic" resources by a factor ~10
* Exotic resources by a factor ~5
* Several contextual action buttons (ie 'Siege', 'Assault') are now also shown even when not available. The tool tip explains why the action cannot be performed.
* Many actions have improved tool tips.
* Attack stats now shown in the recruitment window
* Victory Conditions and Quests window added
* Music has been added. Volume can be controlled from the Settings window. Setting it to 0 will disable music.
* 'Create Mongrel Men' spell reworked and added to Minor Chaos Magic. The spell can turn workers, slaves and prisoners into monstrous mutants.
* Resource theft (espionage mission) no longer has broken resolution and pop-up
* Diplomatic sabotage (espionage mission) no longer has broken resolution and pop-up
* Dead characters no longer stick around on espionage missions or help out their fellow operatives
* Espionage missions now get cancelled if there are no (living) operatives
* Espionage missions now get properly removed from future turn processing if it has been completed or cancelled
* Espionage missions now give experience as expected
* When commencing construction of a resource site player should be able to mark workers for auto-assignment to the completed site
* Closing a "select character" prompt via the X no longer breaks the UI and turn processing
* Esc now closes open menus (research, recruitment etc). Opening a new menu now closes the existing one instead of leaving it open in the background (submenus excepted).
* Fixed issue that could cause cancel of select army/city/character/etc prompts to freeze the UI.
* Fixed bug where selecting a target and then cancelling could cause some actions to trigger anyway on the target, even if an invalid selection.
* Units created by events are now use the proper default numerical strength. Especially noticeable for rampaging monsters that will no longer consist of hundreds of dragons, manticores, etc. Still a deadly host or individual monster, but this should make the world a considerably safer place.
* Loading a game while a game is in progress now doesn't break the game
* Faction Banners/Sigils/Colors now save properly
* Issues fixed causing cultures with duplicate names
* Crash bug fixed which could trigger when loading a saved game with certain wizard tower upgrades built
* Game menu no longer lingers when settings are opened
* Esc key now opens the game menu
* Game menu is now always the frontmost window
* Economy Window: resource list now scrolls even if mouse is not over it
* Quit to Main Menu added to in-game menu
* Sigil background color now randomized
* Military unit name generator improved
* Military Window: Recruit button now has a tool tip that shows why you cannot recruit, if that is the case
* Military Window: Create Custom button now has a tool tip that shows why you cannot create a custom unit, if that is the case
* Some research options (so far leadership, diplomacy, minor binding and warding) double/half estimated turns when selected.
* Inspect City was not opening the window.
* Release notes were not opening from main menu
* On high resolutions a blue border was present on the screen edges
* File dialog was not working
* Cast Spell was shown with no spells to cast.
* Time on pending recruitment was incorrect.
* Recruitment progress gave wrong values and estimates in many cases
* Emissary duel event gave broken choice dialog
* Map zoom was 'jerky'. It has been rewritten to be smoother and work with a wider range of scroll wheels
* It was possible to create a wizard type with empty name
* "Show Traits" and "Show Research" labels no longer swapped on the Wizard Customization dialog
* Mouse wheel now no longer zooms map if a window/dialog is open
* Mouse wheel can now scroll various lists and elements in windows/dialogs
* Turns remaining on sites under construction now doesn't bug out if no workers assigned, but shows "no progress"
* Resource production sites now show expected resource production, not the production during the last turn. Previously changes to the expected production (for example by assigning or removing workers) did not reflect in the UI.
* Workers could be be assigned to a project multiple times
* Workers/characters removed from a project were not triggering a refresh, allowing invalid projects to start
* Grey scale colors now present in the color picker
* Cursor now changes while turn is processed
* Back button added to spell icons, to get back to world actions.
* The top button (military, followers, economy, etc.) will now close the relevant window if it is already open
* Bugfix: Dropdowns are no longer hidden behind other UI elements
* Bugfix: Lots of spells which were missing icons now have icons
* Bugfix: Resource extraction sites are no longer often invisible on the map
* Bugfix: Invisible fonts fixed for file dialog and some other affected text fields
* Character assignment logic reworked to be more reobust (and less buggy) for construction projects and site leadership
* Bugfix: Info panel (turn/income/etc) no longer hides on ESC
* Bugfix: Tool tips should no longer be obscured by almost everything
* Bugfix: Message/prompt window (at the center top of the UI) works again
* Cheat Menu is now disabled/enabled from the settings (disabled by default)
* Research Window can now show completed research
* Equipment stats are now shown in the encylopedia
* Steam Early Access Beta version
* Characters can now have relations to each other. This can be a family relation (eg. parent, sibling, distant relative), it can be a rivalry, based on history and emotion (e.g. distrust, hatred, respect, fear, love), and it can be a social relation (marriage, master, servant, mentor, student, etc.). Relationships affect events and tasks.
* The "Trusted Retainers" wizard trait makes the starting bunch of followers start out as allies.
* Rivalries can appear among your followers, or between a follower and a character not in your service. Ambitious and paranoid characters are especially susceptible.
* Cities now have notable characters (can be inspected from the City UI). These can be involved in various events and plots.
* Events can be caused by high city squalor or at random: disease, riots, wealth lost due to repairs/sanitation, and even a fire sweeping the streets and buildings.
* Characters now have classes based on their culture. A demon-worshipping savage tribe will generate different character types than a merchant republic famous for its alchemists or an isolationistic dwarven kingdom. This means fewer arsonists, ninjas and samurai, sadly. Probably have to do something about that.
* Characters age is generated and tracked based on racial characteristics.
* Followers can be marked as favored. This allows the player to select which skills they learn when levelling up.
* Bug Fix: Display bug on City Management screen
* Marauding armies not controlled by a faction will now roam around looking for trouble or seek out civilizations to attack, depending on type. Previously they just stood around and fiercely defended their hex. Depending on their type they might not conquer cities they defeat. No more rampaging beasts taking control of cities.
* Nomad raiders now return to the camp and recruit new raiders to replace losses.
* More random character names.
* Units of races with natural armor no longer gain the full effect of equipped armor. E.g. Dragonmen in full plate are no longer effectively invulnerable.
* Cultures will have a greater variety and number of unit types generated.
* City buildings now display exactly which units are unlocked by building them, rather than just the general type. If no units are unlocked, the type will be displayed, since it will combine with other buildings. E.g. a Smithy unlocks Medium Armor and a Training Ground Professional-type units - to unlock a Professional Medium Armor unit, both need to be built.
* Templar class added for followers.
* Followers now need to be in or near an Army to be able to join it or become general.
* Some random events which were occuring too often have been made less likely to occur.
* Cities now accumulate wealth.
* City progression mechanics improved to flow a bit more smoothly and give fewer followers towards the mid-game. The display of city attribute progress should also be more intuitive.
* At game start, fortresses now tend to be controlled by nearby minor cities, if no rival warlord controls them, instead of being strangely unaligned fortresses.
* Orcs and Human Barbarians have a greater chance of having nomad camps.
* Bug Fix: Crash related to AI factions conquering fortresses.
* Bug Fix: Crash related to Ancient Evil shenanigans.
* Bug Fix: Crashes related to provincial events.
* Army General task now requires either the Command trait or Martial type.
* Free Exploration assignments will now eventually come to an end as the expedition tires and/or runs out of supplies. Grants experience and creates a couple of turns of fatigue for the character. Traits and class affect the expected length of the expedition.
* Cities: There is now a variable construction time per building type. Cultural traits and leader traits affect construction time. Assigning workers increases construction progress.
* Bug Fix: Some Ancient Evil actions were not properly assigning traits.
* Ancient Evils are now interact with the world, marking and influencing characters, sending strange dreams, spawning monsters, creating climate/terrain change, spreading blight or other terrain modifiers (primal, enchanted, etc.), unleashing rains of blood, corrupting heroes or local wildlife, and much more. Many events are still bit rough, and there is way too many to have extensively tested them all, so expect some bugs in this area.
* Regiments now replenish losses at a rate of 5 per turn.
* Followers now gain levels as they gain experience, potentially learning new skills.
* Followers can learn new skills and acquire new traits through events and assignments. Ie sending someone as an emissary to a neutral city will eventually make them better at diplomacy - or make them depressed or paranoid from the stress of being a terrible diplomat for year.
* Followers now have a patron deity.
* Constructed shrines will be dedicated to the patron deity of the religious leader during construction (if any).
* Bugfix: Crash related to pathfinding fixed.
* Bugfix: Several world generation crashes fixed.
* Bugfix: Crash related to minor neutral ai processing fixed.
* Bugfix: Quest to find a mana node no longer gives a reward every single turn after it is completed (if an army moved).
* Bugfix: Research duration estimate corner case fixed.
* Researching Worship adds a religious-type follower.
* Researching Mana Nodes will now alert you to any nodes discovered in already explored territory.
* Followers can be sent to explore freely if you don't care if they explore in a particular province.
* Artist and Musician followers added. When the Ancient Evils start corrupting followers soon, artists will be handy for their ability to create unhinged and disturbing works of art, with the proper inspiration.
* Bugfix: Memory leak related to music.
* Bugfix: Crash related to hero generation.
* Bugfix: Call for Heroes exploit to generate unlimited followers.
* Bugfix: Crash related to the Santor's Vengeance event fixed.
* Bugfix: Followers are no longer assigned classes reserved for dungeon bosses.
* Bugfix: Quest to find a mana node no longer gives a reward every single turn after it is completed.
* Bugfix: Custom regiment types can now be deleted.
* Bugfix: Naming custom regiment types did not work in some cases.
* Bugfix: Shrine construction did not complete.
* Bugfix: Wizard tower upgraded to give more slots now have proper labels.
* Rival wizards are now seeded and controlled by a basic AI. Set an AI to Very Easy difficulty to make it inactive.
* The nomad camps of nomadic cultures will now spawn raiders that attack settlements. They can only do one raid at the moment.
* Dark Tome added to dungeon loot table. If looted starts an event chain.
* Ancient pyramids are being seeded as part of world generation again.
* Conquering neutral towns will cause other neutral towns to fear the player and recruit additional defenders. This alertness fades over time.
* Increased variety of regiment type names and character names
* Conquering a settlement will now give the player a forced choice on how to deal with previous ruler
* Unrest will now lower the production of a city
* The expected production/income of a city is now shown on the city management dialog
* Bugfix: Auto-reassign for followers is no longer enabled regardless of the player's choice.
* Bugfix: Auto-purchase resources for city construction now applies the proper cost
* Bugfix: A crash bug related to the basic wizard quest chain has been fixed
* Bugfix: Fixed some unit types with no upkeep or recruitment/summoning cost
* Bugfix: Regiment display was not changing when selecting in the army regiment list
* Bugfix: Owner was not shown for fortresses
* Bugfix: Crash bug related to clicking at the very edge of the map fixed
* Bugfix: Events with many choices now display all choices
* Bugfix: Site construction projects requiring character assignment should now work again
* Enchanted Armor item added
* Winner of auto-resolved battles will suffer losses
* Bugfix: Wizard quest crash when controlling cities
* Bugfix: Text fixes for emissary duel event
* Bugfix: First unlocked regiment type at wizard tower blocked all others
* Bugfix: Wizard tower upgrades blocked if twice the required cost was not available
* Bugfix: Text fixes for follower task assignment dialog
* Bugfix: Text fixes for military dialog
* More diplomatic events added
* Emissaries improve relations with minor powers over time
* Characters can now have items with various effects
* Dungeon exploration can yield items in addition to normal loot. Bag of Holding has been added as the first item.
* Regiment type naming now considers elemental marks
* Increased variety of regiment type names
* Archery Range building added to cities which unlocks ranged regiment types
* Empty armies now deleted at the end of turns
* Multiselection of regiments now possible when reorganizing/splitting/merging armies to reduce required clicking
* Resend on completion option added to automate dungeon exploration. Is character-based, so cannot currently be used to resend a party when all members are rested and unhurt. This will be enabled by a future party management UI.
* More character and cosmology name variety
* Market prices rebalanced
* Grey Ooze costs rebalanced
* Bugfix: City-based regiment recruitment no longer locked to wizard tower incorrectly.
* Bugfix: City-based regiment recruitment takes into account regiment types unlocked by city buildings
* Bugfix: Having unconnected areas of exploration (ie "non-fog-of-war") no longer causes a crash
* Bugfix: Scrolling now works on the Followers screen
* Unstable Mana Nodes now give variable amounts of mana per turn
* Earth and Beast Magic allow construction of Mine, Quarry and Hunters' Lodge, without having workers with the relevant skill.
* Bugfix: Mana Node binding action missing
* Bugfix: Cannot build resource sites if hex contains friendly army
* Bugfix: Building a Hunters' Lodge will no longer construct Farms
* Additional character and regiment names added
* Basic AI for neutral villages/towns/cities
* Emissary task for followers
* Battle Spells: Blue, Baleful Strength, Mass Ressurection, Flames of the Phoenix
* Bugfix: Follower duplicates in various UIs
* Additional character and regiment names added
* Battle Spells: Shadow Enumbrance implemented
* Bugfix: City building construction crash
* Bugfix: City building upgrades did not remove original building
* Bugfix: Missing cultural adjective on some regiment names
* Bugfix: Wizard intro quest chain crash
* Simultaneous order mode temporarily disabled until overland movement bugs in this gamemode are fixed
* Bugfix: City production not being collected
* Bugfix: Tactical combat crash
* Bugfix: Construct customization causing (now shows not yet implemented message)
* Bugfix: Crash on research of some elemental schools
* Bugfix: Lingering regiment info popup
* Bugfix: Custom regiment naming resetting when making changes after setting name
* Dungeon exploration bugfixes and improvements
* Tactical combat spellcasting
* Regiment type creation balancing
* Strategic map army movement bugfix (combat not occuring if auto-moving)
* Improved UI when assigning followers to dungeon exploration, with more info on the dungeon
* Travel time when sending parties to dungeons
* Experience point gain for dungeon exploration
* Dungeon generation cleanup and bugfixes
* Dungeon and Ancient Evil AI/Event mechanics improvement
* Dungeon exploration chances of success/loot/disaster shown on assignment
* Fixed bug with dungeon loot now being assigned
* All neutral villages/town/cities now have a base income (can be increased with buildings)
* Dungeon exploration mechanics revamp
* Bugfixes related to launching and resolving battles
* Personal Guard fixed to work for non-summoners (summoned units need Minor Summoning research to be selectable, recruited units can be chosen by all wizards).
* All neutral towns now have defenders. They are too weak in most cases.