- 40-50 new follower portraits, bringing the total number to about 140. Elves, Orcs and Dwarves in particular have much more variety now.
- Two new events for Mysterious Sites, one of which has special options for Demon, Undead and Warlock Wizards.
- New Mechanic: Recruitment Pools. Wizards have a recruitment pool for each culture, from which they can recruit units. New units are taken from these pools, which replenish over time up to a target size. This target is increased by having fortresses and cities from the culture in question.
- Wizards with Good/Evil alignment can no longer recruit from cultures which have an opposing alignment, unless special circumstances apply. This is implemented via the recruitment pool mechanism.
- New Follower Task: Recruitment. Will increase the recruitment pool from a chosen culture. Characters with martial have +50%, and matching character and target culture will usually result in fewer recruits gained.
- New Follower Task: Conversion. This will allow Good/Evil/Demonic/Celestial wizards to attempt the redemption/corruption of cultures otherwise unavailable for recruitment.
- New unit type: Mitalovivo. Chaos-imbued bio-metallic humanoids. Research to unlock requires Chaos 3, Metal 2, Life 1.
- Planar Portal closing mechanics are partially implemented, and some options work as expected. Bugs are to be expected, so make to sure to only use this feature if you're curious about what direction it is going. Please wait with feedback until the next update.
- Sites (Cities, Fortresses, etc.) have been added as a category on the Outliner. Like the other categories, it can be toggled on/off in the settings.
- Claim Tribal Rulership now has displays the cost calculation mechanics in the tooltip.
- Improved the variety of lizard/serpentine-themed names.
- Enchantment Mastery 6 now allows putting 2 Marks on units.
- Enchantment Mastery 1 is now required for Lesser Marks (unlocked by other masteries).
- Enchantment Mastery 2 is now required for (regular) Marks (unlocked by other masteries).
- Enchantment Mastery 4 is now required for Greater Marks (unlocked by other masteries).
- Added generator for a new language themed to suit Ogres and similar.
- Added text color in the City window to highlight that the Income and Religion text has tooltips showing the mechanics.
- Added tooltips for City Leader and Notables.
- Fixed the Wild Herd event not showing the correct event description (but only the option texts).
- Fixed unrest-based modifiers not always being applied to City production/income.
- Fixed many site effects not ending on ownership changes when they are predicated on ownership.
- Fixed Cloak of Shadows not being able to target friendly units.
- Non-Living units are now immune to Poison and Disease damage.
- Rebalanced Rain of Fire. Large creatures are now much less likely to be "one-shot" and the overall damage is also significantly lower. However, cavalry take extra damage (still a bit less than the previous average, but twice as much as infantry).
- Fixed lore progress not saving correctly.
- Fixed a number of battle spells not having continous effects applied correctly.
- Fixed a memory leak which was triggered by battles occuring.
- The worker assignment window during construction will now shown all workers, even those without required traits or similar. This allows the player to see why workers are not available and fixes the issue where window is entirely empty.
- Hypnotism now has Illusion as secondary mastery.
- For battle spells all tooltip/spellbook references to seconds have been changed to turns, and the durations have been reworked to align properly with turns.
- During battles, Enter/Return is now a shortcut key for the Next/Turn button.
- The Military Window now has an improved tooltip when inspecting the recruitment queue making explicit which unit the refund details refer to, and that other units can be selected (if relevant).
- Fixed a bug making the Cancel button in the Military WIndow (Queue mode) always affect the first item in the list and not the selected.
- Added two new outcomes when exploring Mysterious Sites (goody huts). One of these has multiple options for resolution.
- Fomorians have been added to the tables for generating random "Monstrous Humanoid" armies. They are very rare and tend to be found in Blight and Darkened regions.
- New Spellcraft: Fomorian Sorcery. Research unlocked by Mastery: Chaos 3 + Lore: Ancient History 2. Gives +5 Mana per turn and unlocks research of Fomorian unit types.
- New Unit: Fomorian Degenerates. Basic, relatively weak Fomorian infantry unit, which is very cheap and fast to research. Research to unlock requiresFomorian Sorcery and at least one of Mastery: Binding 2, Mastery: Beasts 1, Mastery: Blood 1.
- New Unit: Fomorian Brutes. Durable medium infantry. Research to unlock requiresFomorian Sorcery and Mastery: War 2.
- New Unit: Fomorian Nobles. Durable elite heavy infantry with strong melee attacks and decent short-range javelin attacks. Research to unlock requiresFomorian Sorcery, Lore: Ancient History 4 and either A) Mastery: Binding 5 or B) Mastery: Binding 3 + Mastery: Order 3.
- New Unit: Fomorian Elders. Durable elite medium infantry with powerful magic attacks. Research to unlock requires Fomorian Sorcery, Mastery: Darkess 3, Mastery: Time 2 and Lore: Ancient History 5.
- New Unit: Fomorian Blight Lords. Durable light infantry with very powerful magic attacks dealing combined Disease+Corrosive+Dark damage. Research to unlock requires Fomorian Sorcery, Mastery: Darkness 3, Mastery: Pestilence 3, Lore: Ancient History 5 and Lore: Ancient Evil 2.
- Research of Lore: Ancient Evil is now unlocked by one of the following A) Mastery: Darkness 4 + Mastery: Divination 2, B) Mastery: Abyssal 6 + Mastery: Divination 2, C) Lore: Ancient History 5 + Darkness 2, D) Lore: Ancient History 8.
- The Exotic Races game setting now has a greater impact, with Classic races/cultures being much less likely, Exotic being more likely. Any non-Exotic will also have a high amount of variety changes applied to the template.
- Dungeon Exploration can now gives better rewards more in line with risk posed to the expedition. The new special rewards have a small chance of occuring during exploration turns and a medium to very high chance (depending on dungeon size) to be awarded after clearing the dungeon. The possible rewards are Unit (with no upkeep for 20 turns), Map Reveal+influence, Wizard Research (random fully researched project) and Tribal Destiny.
- Greatly reduced the cost to research Lore.
- Lore research now shows the next level in the project name and the current level in the description.
- Fixed a bug where initial Lore levels from Wizard traits were not being set correctly.
- Fixed a bug causing Lore research to be unavailable after Level 1+ was reached.
- Fixed a bug where could abandoned sieges could cause issues when the site was sieged later.
- Fixed a crash bug related to assaulting after a siege.
- Fixed a bug causing Trade Posts to be under construction permanently. They also no longer generate income until after construction finishes.
- Fixed a crash bug related to conquering a site with units under recruitment.
- Removing the Mercantile character from a Trade Post under construction will now give the player a notification that construction has been halted.
- Minor realms now have a non-ragged and differently colored flag for their armies (compared to marauders and unaligned armies). A shield and sword is currently placeholder for minor realm-specific symbols.
- Unaligned armies now have a variety of symbols shown on the army flag: paws for beasts, coffins for undead, a demonic horn for demons, etc. This should make it slightly more easy to differentiate between the various unaligned armies. When loading existing games an attempt will be made to set suitable icons for already existing unaligned armies, but there are some cases where it is not possible. The default skull will then be used.
- Increased variety of randomly generated Monstrous Humanoid and Monster armies.
- The composition of randomly generated Monster armies now considers the Magic world setting.
- Arcane Mastery now gives +1 to Spell Research at Mastery Level 3, +2 at Mastery Level 7.
- Blood Mastery now gives +1 to Spellcraft Research at Mastery Level 2, +2 at Mastery Level 5, +3 at Mastery Level 9.
- Divination Mastery now gives +1 to Lore Research at Mastery Level 4.
- Time Mastery now gives +1 to Lore Research at Mastery Level 4.
- Warding Mastery now gives +1 to Unlock Unit Research at Mastery Level 3, +2 at Mastery Level 7.
- New unit type: Grendelkin. Monstrous humanoids with very high armor, decent physical attacks and once-per-battle corrosive/poison attack, but low discipline and courage. Melee skill is also only average, despite otherwise being an elite heavy infantry unit. Research to unlock requires Binding 4, Darkness 2 and Lore: Ancient History 5.
- Divination Mastery tooltip now shows that research of Lore: Ancient Evil is unlocked at Mastery level 2.
- Fixed a crash bug related to skirmish phase resolution in battles.
- Fixed a bug where checking "Show Unavailable" in the Wizard Project panel would make available projects not show correctly/be available for research as intended.
- Fixed a bug related to armies having duplicate instances of the same unit. This would cause a crash in many situations.
- Fixed an issue with some garrison armies not having the correct faction owner.
- Fixed an issue with the AI chasing armies that have already been destroyed or disbanded.
- Fixed a bug where Phantasmal Horrors where substituted for Arcanosaurians and Arcanosaurian Hatchlings for summons, events, etc.
- Planar Invasions have been added. If enabled in the game setup they will spawn at random intervals (based on the chosen setting) and send invading armies of increasing strength. Defeating their armies and closing their portals will reduce their momentum. If the invaders succeed in a current objective, the invasion has a chance to progress to a new stage and gain momentum. If momentum becomes negative, the invader armies will suffer attrition, and the entire invasion will eventually end. This is the first iteration of the invasions, so the rewards for defeating the invaders are very limited, and there are not yet mechanics to handle a succesful invasion transitioning into a permanent "regular" world faction.
- Mysterious sites (aka 'Goody Huts') have been added. These will be explored by any major power army entering the hex. They can result in various events, which I won't spoil here, but some are good and some are bad. Having a Scout Captain in the army will increase the chance of a positive outcome in many cases. Some events have different effects for Wizards and Warlords respectively. The game settings will affect what kind of events occur at these sites - primarily the "Magic" level.
- Minor realms will now mobilize armies to handle threats near or in their territory. The AI will estimate the strength of the threat and recruit additional forces if required. 'Threats' include invading armies, wandering monsters, marauders, etc, but some types will only be attacked if at war/hostile.
- Implemented special battle mechanics for attacks with Poison primary damage type, a secondary Poison damage component or delivered by a unit with the Poison Attacks special ability. Depending on whether the target can be affected by Poison, the amount resistance/vulnerability, whether the attack penetrated (if non-primary), a hit unit member may become poisoned. This has a chance of killing it outright every round until resisted.
- Greatly reduced the chance of Marauder events in provinces with non-abandoned Fortresses.
- Fixed Marauder frequency setting not being applied to a specific source of Marauder events.
- Fimbul Winter event is now only valid for provinces with or adjacent to a province with arctic/ice terrain/climate/dungeons.
- Reduced the event chance impact of Massive Mana Nodes as they were causing other factors to be insignificant.
- Greatly increased the variety of units in event armies.
- Improved the event army generation code to better reflect intended power level (from game settings, event data, etc.)
- Independent non-tribal chief nomad faction names are now less generic.
- Fixed culture names being generated with realm-type suffixes.
- Fixed organizations and nomads not having tooltips for culture in the Diplomacy window faction overview.
- Fixed an issue where Tribal Chief Warlords were not always identified as major powers when relevant.
- Fixed the "Hero For Hire" event not updating the UI when a choice is made and a confirmation not being shown.
- Fixed a bug where some AI-controlled armies would get stuck unable to calculate a route to the intended destination hex.
- New Unit: Crystalfolk. Elemental humanoid infantry with physical ranged and melee attacks. Unlocked by Earth 3.
- New Unit: Stonepeople. Tough slow elemental humanoid infantry with physical melee attacks. Unlocked by Earth 4.
- New Unit: Arcanosaurian Hatchlings. Fast lizards with weak arcane and physical attacks, but strong magical resistance. Research to unlock summon requires Arcane 2, Beast 2.
- New Unit: Arcanosaurians. Swift lizards with somewhat weak arcane and physical attacks, but very strong magical resistance. Research to unlock summon requires Arcanosaurian Hatchlings, Arcane 3, Beast 3.
- New Unit: Eshim Mourners. Elite medium infantry with a powerful combined physical/fire/cold melee attack and a radiant/dark ranged attack.
- New Unit: Dream Leeches. Eldritch worms with feeble physical stats, but a moderately strong arcane/psychic attack which has the Weaken and Unsettling abilities. Research to unlock summon requires Illusion 2, Arcane 2, Blood 1, Eldritch Lore 2.
- New Unit: Reality Thieves. Semi-corporeal eldritch insectoids with relatively weak attacks: one physical and one true damage. They have decent defensive stats. Research to unlock summon requires Illusion 3, Darkness 1, Time 1, Eldritch Lore 3.
- New Unit: Fleshflects. Eldritch humanoid shapeshifters which can regenerate and have two attacks: a physical Flesh Weapon and a poison/corrosive Vile Vomit. Research to unlock summon requires Darkness 2, Transmutation 2, Blood 4, Eldritch Lore 4.
- New Unit: Eldritch Brachyurans. Gargantuan crab-like monsters with powerful defensive stats and several attacks, including a combined true/darkness damage ranged attack. Research to unlock summon requires Darkness 8, Arcane 6, Blood 3, Eldritch Lore 8.
- New Unit: Eldritch Gorgonoids. Huge monstrous quadraped beasts with strong attacks and high mobility. Research to unlock summon requires Darkness 7, Beasts 6, Blood 5, Eldritch Lore 8.
- New Unit: Umbral Satyr Guardians. Shadow melee infantry. Research to unlock summon requires Shadow 4, War 2, Race: Faerie OR Shadow 4, War 2, Binding 3, Spellcraft: Faerie Binding.
- New Unit: Penumbral Faun Raiders. Shadow light infantry. Research to unlock summon requires Shadow 3, War 1, Race: Faerie OR Shadow 3, War 1, Binding 2, Spellcraft: Faerie Binding.
- New Unit: Antumbral Giants. Giant hybrid dark/light infantry. Research to unlock summon requires Shadow 8, Summoning 4, Light 3, Darkness 3.
- New Unit: Feral Trolls. Heavy, tough, but unarmored monstrous humanoids with big clubs and some innate physical damage. Vulnerable to Fire and Radiant. Research to unlock summon requires Chaos 5, Beasts 2, Life 2, Binding 2.
- New Units: Lesser/(regular)/Greater Light Elementals. Research to unlock summon requires Light 2/5/8, Spellcraft: Elemental Summoning. Greater Elementals also require Lore: Elemental 4.
- New Units: Lesser/(regular)/Greater Void Elementals. Research to unlock summon requires Darkness 2/5/8, Spellcraft: Elemental Summoning. Greater Elementals also require Lore: Elemental 4.
- New Units: Lesser/(regular)/Greater Frost Elementals. Research to unlock summon requires Frost 2/5/8, Spellcraft: Elemental Summoning. Greater Elementals also require Lore: Elemental 4.
- Race: Faerie (Wizards) now gain special unit type unlocks from some Wizard Tower Expansions:
- Enchanted Garden: Faun Avengers.
- Barracks: Satyr Warriors.
- Armory: Satyr Defenders.
- Archery Range: Faun Archers.
- Arena: Satyr Champions.
- Race: Celestial (Wizards) now unlock Eshim Host recruitment from the Bazaar (Wizard Tower Expansion).
- Summon Landsharks can now be researched. Requires Beasts 7, Earth 4, Water 1 and Tunnel Network (Wizard Tower Expansion).
- Default unit size of several units re-balanced: Grizzly Bears (100 -> 40), Polar Bears (100 -> 40), Dire Lions (100 -> 36), Giant Scorpions (50 -> 80), Giant Boars (100 -> 80), Dire Boars (100 -> 75), Dire Rhinos (20 -> 24), Gargantuan Rhinos (4 -> 8), Fire Lizards (50 -> 64), Giant Lizards (50 -> 75), Giant Frogs (50 -> 75), Giant Crabs (50 -> 75), Demonic Siege Beasts (10 -> 16), Greater Plague Demons (100 -> 64), Elder Spawn (80 -> 64), Greater Elder Spawn (60 -> 40), Greater Golems (100 -> 50), Treant Ancients (10 -> 16), Manticores (10 -> 16), Drakes (10 -> 12), Landsharks (100 -> 50), Gorgons (20 -> 25), Hydras (5 -> 8), Jabberwocks (10 -> 16), Cockatrices (10 -> 32), Uhlebeasts (40 -> 50), Medusae (50 -> 64), Yetis (100 -> 64), Greater Archons (50 -> 64), Archons of Unity (80 -> 100), Spirit Host (100 -> 64), Ancient Spirit Host (100 -> 32), Greater Ghouls (100 -> 75), Mummies (10 -> 36), Vampires (10 -> 32), Draugar (100 -> 75), Greater Banshees (100 -> 75).
- Dire Lions: Bite damage 6 -> 9, Swipe damage 7 -> 8, additional Swipe attack added, Leap ability added.
- Dire Bears: Bear Hug attack added.
- Giant Boars: Armor 0 -> 3.
- Giant Scorpions: Hit Points 6 -> 7.
- Giant Worms: Armor 0 -> 1, Bite secondary corrosive damage 1 -> 2.
- Boars: Armor 0 -> 2
- Dire Boars: Armor 2 -> 3, Melee Shock 1 -> 2, Movement 12 -> 11, Hardy ability added.
- Giant Lizards: Armor 3 -> 4, Claw damage 1 -> 2
- Giant Crabs: Pincer damage 9 -> 7
- Eshim Host: Movement 6 -> 7, Armor 2 -> 3, Discipline 9 -> 8
- Soulgorger Vultures: Summon time 1 -> 2, Vampiric ability removed, Unsettling ability added. Peck attack now has Disease 2 secondary damage. The charge-only swoop attack is no longer exclusive.
- Demonic Siege Beasts: Summon time 1 -> 3.
- Demonic Footsoldiers (Light/Medium/Missile): Renamed to Demonic Grunts (and appropriate subtype). Movement 5 -> 6, Shock 0 -> 1.
- Demonic Footsoldiers (Heavy/Superheavy): Renamed to Demonic Brutes (and appropriate subtype). Movement 5 -> 4, Toughness 6 -> 7, Shock 0 -> 2, Discipline 3 -> 2, Hit Points 5 -> 6.
- Imps: Summon time 1 -> 2.
- Greater Imps: Summon time 1 -> 3.
- Lesser Plague Demons: Summon time 1 -> 3.
- Greater Plague Demons: Summon time 1 -> 4. Hit points 6 -> 9.
- Lesser Elder Spawn: Summon time 1 -> 3. Armor 1 -> 2. Movement 3 -> 4. Lost 'Consume' attack. Feast ability added. 'Psychic Wail' attack added, 3 psychic damage, usable at range and in melee, cooldown 4.
- Elder Spawn: Summon time 1 -> 5. Hit points 9 -> 10. Lost 'Consume' attack. Feast ability added. 'Psychic Howl' attack added, 5 psychic damage, usable at range and in melee, cooldown 4.
- Greater Elder Spawn: Summon time 1 -> 7. Hit points 15 -> 16. Lost 'Consume' attack. Feast ability added. 'Psychic Scream' attack added, 7 psychic damage, usable at range and in melee, cooldown 4.
- Redcaps: Hardy and Ambush abilities added. Bite damage 3 -> 2, bonus vs unarmored 0 -> 2. Discipline 2 -> 4.
- Pixies: Movement 10 -> 12. Fay Bolts can now be used in melee.
- Dryads: Now have Amber Spear and Living Bow instead of puny natural attack. Vulnerability: Fire 0 -> 2.
- Mutants: Toughness 8 -> 7, Armor 3 -> 2, Courage 5 -> 6, Discipline 2 -> 3. Weapon damage 5 -> 4.
- Troglodytes: Toughness 7 -> 6, Limited Regeneration and Limited Mind abilities added.
- Lesser Golems: Discipline 3 -> 5.
- Golems: Discipline 3 -> 6.
- Greater Golems: Shock 2 -> 3, Discipline 4 -> 8.
- Lesser Ice Golems: Shock 0 -> 1, Discipline 3 -> 5, Time to build 5 -> 3. Impale attack 2 cold damage added to the 4 physical base damage.
- Lesser Shades: Essence Drain renamed to Shadow Strike and +2 cold damage as secondary damage, base damage 2 -> 3 dark damage.
- Wisps: Toughness 6 -> 5, Hit points 2 -> 3, Courage 5 -> 8, Discipline 8 -> 5. Arcane Charge attack no longer exclusive. Ambush and Limited Flight abilities added.
- Treant Saplings: Added Limited Regeneration ability. Smash damage 8 -> 4.
- Treants: Armor 2 -> 4, Shock 0 -> 2.
- Treant Ancients: Toughness 9 -> 10, Hit points 25 -> 32. Additional Smash attack added.
- Lesser Scarecrows: Shock 0 -> 1, Melee Skill 3 -> 4. Ambush ability added.
- Scarecrows: Shock 0 -> 1. Ambush ability added.
- Greater Scarecrows: Shock 0 -> 2. Toughness 9 -> 7. Ambush ability added. Scare attack +2 psychic damage as secondary damage. Physical resistance 1 -> 2.
- Grey Oozes: Hit points 2 -> 3, Movement 1 -> 2. Limited Regeneration ability added.
- Manticores: Armor 4 -> 3. Pounce attack removed. Unsettling ability added.
- Landsharks: Hit points 9 -> 10, Shock 2 -> 4.
- Hydras: Hit points 30 -> 32, Shock 1 -> 4, Discipline 5 -> 4. Number of Bite attacks increased from 4 to 5.
- Jabberwocks: Armor 6 -> 7, Toughness 7 -> 8. Disturbing Mewling damage changed from Dark/True to Psychic, and max usage of 1 removed.
- Swamp Horrors: Armor 0 -> 2. Plain natural attack replaced by Smash (Physical 8, Armor Penetration 2) and Swarm of Vermin (Physical 4, Bonus Dmg vs Unarmored 2, Poison 3, Cooldown 2).
- Yetis: Frenzy ability added.
- Greater Archons of Retribution: Shock 0 -> 4.
- Greater Archons of Unity: Hit points 7 -> 8, Shock 0 -> 1.
- Archons of Unity: Shock 0 -> 1.
- Mummies: Hit points 8 -> 9.
- Mudmen: Movement 3 -> 4, Time to summon 3 -> 2. Mana cost 40 -> 30. Mana upkeep 3 -> 2.
- Manticore: Bite damage up from 2 to 7, Rake from 6 to 7, Tail Stinger now has cooldown: 2 with poison damage up from 5 to 9, Spines now usable in melee, Toughness increased from 7 to 10.
- Quicken (Battle Spell) Implemented: +1 Discipline, +1 Movement, +1 Melee Skill. Reduces any pending cooldowns on target unit by 1.
- Water Breathing (World Spell) Added: Unlocked at Mastery 3. Target unit gains Amphibious for 4 turns. Cannot target units with the Fire tag.
- Added a few new faction greeting messages for added variety.
- Cultures from randomly generated races with the "Near Constant Rage" trait will now have appropriate philosophical orientations: War or Conquest - and not be Peace, Equilibrium, etc.
- Cultures from randomly generated races with the "Violent" trait are now very likely to have philosophical orientations: War or Conquest.
- Fixed some UI elements being aligned incorrectly causing flickering when scrolling the map.
- Fixed a crash bug related to destroying units with spells
- Fixed a crash bug related to skirmishers
- Fixed a crash bug related to emissaries sent to non-city sites
- Fixed a bug related to the army window not displaying units in the correct section on opening
- Fixed a bug related to province-related event chance
- The Sanctuary hex condition now reduces the chance of negative events in a province
- Improved the event army generation routines to be use a greater range of settings and world data when choosing units for the army.
- Added a setting to change Marauder/Monster frequency.
- Added a setting to change Marauder/Monster power.
- Added a setting to enable Marauder/Monster power scaling.
- New Unit Type: Barbed Horrors. Research requires Abyssal 1, Metal 1, Demonic Lore 4 and Demonic Summoning.
- Tribal Tests of Mettle with a Martial Focus now uses a unique resolution path, which considers martial skill, has the appropriate risk of injury, etc. Experience gain is higher to compensate.
- Fixed a bug related to save/load and some events/dungeons loading with default values for some character challenges used during resolution. This would make some events/challenge more or less likely to happen than intended.
- Fixed a bug where most game settings set to Random didn't correctly pick a random value.
- Numerous new unit types added of various extra-planar types. Most of these are not available for recruitment or added to all relevant tables apart from planar invasion army generation, but this will be done in the next patch.
- Added more "Mark" upgrades: There are now all three levels of Marks for Air, Darkness, Death, Fire, Ice, Light, Nature, Shadow, Stone, Thunder, Water.
- Tweaked the food mechanics for camps: All food from pops, upgrades and abilities are now added to a base production of 2 food. The first 50 mounts do not consume food. The threshold for high population penalties has been raised by 1.
- Fixed incorrect display of population growth mechanics on the Camp window.
- Fixed units not leaving the battlefield as intended when broken and retreating. If unpursued they now leave after 1 turn. If pursued they leave after 4 turns, but have a random chance to leave earlier unless any pursuer has the Relentless Pursuit ability.
- Unit "hit point" display is now scaled according to unit max size and not size at the start of the battle. So a unit with 15 individuals but a max size of 100, will now have a 15% filled bar (previously it would be 100%).
- Fixed a bug related to swapping reserves during deployment.
- Fixed a crash bug related to casting spells during battles.
- Fixed an issue where some save game files would not load.
- Unit recruitment of type Raise can now do be done at any controlled city or Mana Node (of type Shadow, Death or Evil). The Wizard Tower remains a valid site.
- Unit recruitment of type Summon can now do be done at any controlled fortress or Mana Node (of type Arcane or Chaos). (in addition to the Wizard Tower).
- Unit recruitment of type Bind can now do be done at any controlled outpost or Mana Node (of type Arcane, Life, Light, Order or Primordial). The Wizard Tower remains a valid site.
- Wizards now get a free amount of mana for unit upkeep equal to (10 x Tower Level). This amount, and the amount used is shown in the military window, the ledger and the economy log. Examples: A Wizard with a Level 1 Tower and units with a combined upkeep of 8 mana per turn will now pay 0 mana for them (but will not gain the 2 "unused"). A Wizard with a Level 2 Tower and units with a combined upkeep of 25 mana per turn will now pay 5 mana for them.
- There is now a cap on the number of units of type Train which can be recruited in parallel at a Wizard Tower. This is equal to (1+Tower Level), +1 for Barracks upgrade, +2 for Training Grounds upgrade. This does not affect other types of recruitment.
- New Tower Upgrade: Training Grounds. 500 gold. +2 Training cap. +25% recruitment speed if only one unit is being trained.
- The various 'Mark' unit upgrades are back. They were disabled quite a few cycles ago during an overhaul of the magic system. The effects/costs have been lifted directly from the previous iteration of these upgrades, so they do need some balancing. Lesser Marks become available at mastery level 2, Marks at level 5 and Greater Marks at level 9. Tooltips for masteries indicate which Marks have been added so far.
- Wizard Tower Expansion: Summoning Circle now requires Summoning 1 and Warding 1.
- Wizard Tower Upgrade: Tunnel Network now requires Earth 2.
- Wizard Tower Upgrade: Mystical Furnace now requires Fire 2 and Artifice 1.
- Wizard Tower Upgrade: Aviarium now requires Air 1 and Beasts 1.
- Wizard Tower Upgrade: Enchanted Fountain now requires Enchantment 1 and Water 1.
- Wizard Tower Upgrade: Voltaic Coils now requires Arcane 2, Artifice 2 and Air 1.
- Wizard Tower Upgrade: Enchanted Garden now requires Life 2.
- The army movement line on the map now has different colors for history (red) and planned (yellow).
- Battle Resolution: Charge impact can now cause loss of Effectiveness (organization/formation strength).
- Battle Resolution: Reduced the hit malus applied by low Effectiveness.
- Battle Resolution: Having higher Effectiviness than a melee opponent now gives a bonus to hit.
- Battle Resolution: Chance to break is now affected by duration of the battle and unit Effectivness, and a "wavering" result has been added which does not cause a retreat, but instead reduces Effectiveness.
- Battle Resolution: Increased the number of active combatants in melee when there is only one opposing unit, and neither unit is charging. Previously the number of active combatants was lower if 2 x 100-member units were in melee (ie 1v1), than if two
- New Summoning Mishap: Instead of always reducing unit size, there is now a 20% chance (if the unit does not already have a limited duration), that the unit will be unsummoned after 8 to 28 turns.
- New Clan Trait: Unpredictable. Relation impact of many diplomatic actions is modified by a random factor from -50% to +50%, with a 2% of completely reversing the impact.
- New Clan Trait: Unforgiving. The negative relation impact of diplomacy, war, etc. will fade 50% slower.
- New Clan Trait: Forgiving. The negative relation impact of diplomacy, war, etc. will fade 25% faster.
- New Clan Trait: Short Memories. The negative and positive relation impact of diplomacy, war, etc. will fade 25% faster.
- New Clan Trait: Trusting. The positive relation impact of many diplomatic actions will fade 25% slower.
- Fixed a crash bug in the battle window
- Fixed damage stats incorrectly showing 0 when swapping units in and out of reserver
- Initial deployment of reserves now respects any assignments made in the army window
- Increased variety of region and province names
- New Unit Type: Giant Crabs. Unlocked through research requiring Beasts 3 + Water 3 OR Beasts 3 + Tower Upgrade: Underground Waterways.
- Fixed Giant Scorpions missing their poison stinger attack. Increased their HP from 4 to 6, reduced default unit size from 100 to 50.
- Fixed a display issue with Fortresses in the context panel.
- Fixed a bug where the context panel would sometimes show cities not being razed as "Being Razed: 0%".
- There is now a tooltip on the character window Favored Follower toggle showing current favored followers, the maximum available, and the mechanics resulting in this value.
- Fixed a crash bug related to some demonic units.
- Fixed tooltips and descriptions for unit effects having one or more melee damage bonus components not showing damage type.
- Rivers can now be deleted in the Map Editor.
- Hint text is now shown when editing Rivers in the Map Editor as the controls are not entirely intuitive.
Tribal Chiefs
- Tribal Chiefs now begin with full visibility of all provinces with a tribal camp.
- New Clan Trait: Master Cooks. +10% Food for controller.
- New Clan Trait: Keepers of the Vault. +10% Gold for controller.
- New Clan Trait: Quarrelsome. -5 relation penalty towards other clans for controller. Tribal Destiny: End Feuds removes this penalty.
- New Clan Trait: Respected. +5 relation bonus towards other clans for controller.
- Added OpenGL fallback for Windows to fix an issue with the game crashing on Windows XP / DX9 systems.
- Fixed a number of battle resolution crashes
- Gaining control of a Clan now grants visibility of all provinces where they have a presence. Combined with the initial visibility change, this fixes a number of crash issues related to Clans.
Wizards and Magic
- New unit: Giant Snakes. Unlocked by Beast Mastery 3.
- New unit: Giant Frogs. Unlocked through research requiring Beast Mastery 4 and Water Mastery 2.
- New unit: Radiant Soldiers. Unlocked through research requiring Artifice Mastery 6, Light Mastery 6 and War Mastery 3. High-damage, fragile construct unit, dealing mostly Radiant damage.
- Transmutation added. This is found in the Economy window and transmutes an amount of a resource into another (e.g. 100 Iron to 10 Mana). Depending on mastery of Earth, Metal, Transmutation, Creation, Death, Life, etc. different transmute become available. Increasing mastery of Transmutation and Creation will increase the max. amount transmuted per turn and the conversion rate. Transmutation caps will regenerate over time, at approximately 10 turns for the full amount, so that you don't have to micromanage transmutation on a per turn basis. Automation will still be added in a future update to allow for continous transmutation without micromanagement and repetitive UI tasks.
- Cleanse Necrotite spellcraft added. Researching this enables transmuting Necrotite into Silver.
- A basic tutorial for Tribal Chiefs has been added.
- Outpost sites can now be disbanded.
- A seed can be entered when generating the world (under the options shown for non-quick start games). Reusing a seed will give the same world geography (and usually the same cultures/races/mythos given the same settings for those). The option to only seed geography will be added in a later update (ie to reuse the same world without getting the same races/cultures).
- Reduced the chance of random events spawning marauders, roaming monsters, undead, if there is already one or more such armies active in a province (the reduction depends on the number of armies).
- Wizard Towers and Cities can now be renamed.
- Some of the map graphics are now exposed to modding - primarily sites (cities, fortresses, etc.). Documentation section on the forums has been updated with details on ids, etc. There is a link from the modding window in the game to this info.
- The generic icons are now exposed to modding. Documentation has not been updated with ids yet, but will be soon.
- Zombie bite damage reduced by 1. Toughness reduced from 7 to 6. Added the Noxious ability.
- Fixed a crash bug during combat resolution.
- Fixed a crash bug related to loading/saving games.
Battle Resolution
- New battle resolution engine. Based on the existing internal simulation and mechanics from the previous iteration, but taking a somewhat more abstract view of the battlefield. The armies are arrayed in lines of battle, and the abstraction of position and movement makes it possible to better implement the effects of reserves, flyers, skirmishers, etc. Casting spells and using other abilities is also easier to manage. It is also a more robust foundation to build on. Embedding narrative elements and more mechanics than simply taking turns at making attacks is still priority. The real-time AI-based resolution was certainly entertaining at times (admittedly often due to bugs or AI stupidity), but failed to give much traction to those stated goals.
- Deployment during battles can now be changed by the player. Enemy unit count will be shown, but the details hidden until after deployment.
- Some units can be deployed as skirmishers, which allows them to reduce the fighting ability of the enemy. Once the lines clash, the skirmishers will fight at reduced effectiveness themselves. Whether the enemy reduction is greater than the loss depends on skirmish ability (determined from attributes and abilities, the calculation is shown in a tool tip). In future updates skirmishing casualties and battle phase flow changes will be implemented.
- A maximum number of units can fight in the main battle line at once. The remainder are in reserve and will join the battle line if/when other units retreat or are destroyed. Future updates will expand on this and allow better control of when/how reserves join the fight.
- Unit effects are now shown as small icons on the unit panel. Hovering over an icon will show the effects in a tool tip.
- Tribal Destiny: Bravery changed from +3 Courage, +1 Shock (infantry) to +2 Courage, +1 Shock (infantry)
- Tribal Destiny: Thirst for War added to the Warfare path. It gives +1 Melee Skill, +1 Discipline and +50% Veteran Warrior gain from battles.
- Tribal Destiny: No Retreat added to the Valor path. It gives +3 Courage, prevents voluntary battle-wide retreat (individual units can still break and retreat), and is mutually exclusive with Feigned Retreat. Lost defensive battles with no survivors give +1 Tribal Destiny and +1 Prestige per three full units in the battle (up to +5).
- Tribal Destiny: Caravan Guards added to the Prosperity path. It gives 100 Gold per turn for each settlement located adjacent to or in a province where the chief has a camp. Negated if the settlement is besieged or the owner is hostile.
- Clan Trait: Wolf Packs added. One unit of Giant Wolves can be recruited from camps belonging to these clans. Only possible if culture has Beast Tamers, Pact with Nature or Animal Affinity: Wolves.
- Clan Trait: Ghoul Packs added. One unit of Ghouls can be recruited from camps belonging to these clans. Only possible if culture is not aligned towards good and has Necromancy. It can be generated in a few other rare cases.
- Clan Trait: Cavalry Slayers added. Infantry units from these clans have the Anti-Cavalry ability.
- Clan Trait: Monster Slayers added. Regular, scout and elite units from these clans have the Monster Slayers ability.
- Gaining control of a clan will now transfer control of their camps.
- Losing control of a clan will now cause control of their camps to be lost (to the new controller or the clan itself).
- If relations with a controlled clan drop below -5, control will be lost. If control was gained through conquest, relations cannot cause loss of control for the first 8 turns, with the chance of loss increasing by 5% cumulatively each turn thereafter.
- Clan traits are now color-coded to make it more obvious if they are positive (green), negative (red), diplomacy-related (yellow) or other/multiple (orange).
- Clans are now less likely to have multiple strictly positive traits.
- Clans are now more likely to have at least one strictly positive trait.
- New Battle Spell: Cloak of Shadows. Prevents ranged attacks and use of the Inspiring ability, but provides Ranged Avoidance. Provides target unit with 85% protection against attacks while retreating during battle. Must be researched and requires (Shadow 3, War 1, Warding 1) or Shadow 5.
- Dispel Magic can now be used during battles. Cost is 5 mana, and it will remove a random dispellable non-negative effect from an enemy unit or a random dispellable non-positive effect from a friendly unit. It will not dispel multiple effects like the world version, but it will prefer strictly negative/positive effects before ambiguous ones.
- New Unit Type: Phantasmal Warriors. Unlocked by Illusion 2. Effective against high armor as they deal arcane+true damage, but vulnerable to radiant/dark damage. Resistance to physical attacks via semi-corporeal and ranged avoidance, but still quite fragile with no armor and low hit points. Abilities: Fearless, Mindless, Ambush. Cheap and fast to summon, but with high upkeep.
- New Unit Type: Phantasmal Riders. Unlocked by Illusion 3. Very fast and effective against high armor as they deal arcane+true damage. Vulnerable to radiant/dark damage. Resistance to physical attacks via semi-corporeal and ranged avoidance, but still quite fragile with no armor and low hit points. Abilities: Fearless, Mindless, Relentless Pursuit. Cheap and fast to summon, but with high upkeep.
- New Unit Type: Phantasmal Drakes. Unlocked by Illusion 4. Flying unit with several attacks dealing arcane+true damage. Vulnerable to radiant/dark damage. Resistance to physical attacks via semi-corporeal and ranged avoidance, less fragile than other phantasmal units, but still much less hardy than comparable monstrous creatures. Fearless and Mindless. Cheap and fast to summon, but with very high upkeep.
- New Unit Type: Phantasmal Champions. Research requires Illusion 5 and one of: Light 2 OR Order 2 + Light 1 OR War 2 + Light 1. Highly skilled infantry unit with high arcane+radiant+true damage. Vulnerable to dark damage. As other phantasms fragile with no armor and low hit points. Abilities: Fearless, Inspiring, Mindless. Cheap and fast to summon, but with very high upkeep.
- New Unit Type: Phantasmal Horrors. Research requires Illusion 5 and one of: Dark 2 OR Chaos 2 + Dark 1 OR Death 2 + Dark 1. Monstrous unit with high arcane+dark+true damage and a ranged attack. Vulnerable to radiant damage. Despite decent hit points and toughness, still mostly fragile with no armor. Abilities: Fearless, Unsettling, Mindless, Amphibious. Cheap and fast to summon, but with very high upkeep.
- Added a Mods option to the main menu.
- Mods are created by adding a folder in the /Mods/ folder.
- Unit icons can be replaced by putting replacements in a UnitIcon folder below the Mod folder. A list of valid icon ids can be found in the documentation (soon).
- The interface for managing, creating and editing mods will be improved.
- You can now choose to leave a city, and neither conquer/raze/sack it.
- Local defenders rallying to defend against pillaging can now include militia in addition to irregulars and mercenaries. The unit size of these militia and irregulars has been given a random component.
- Martial and Decadence will now affect the garrison size for neutral cities.
- Cities with Crime 2+ will field temporary defender units during assaults. The number and quality depends on culture and city Crime, Prosperity, Martial attributes.
- City defenders are now much less likely to include cavalry.
- Wizard AI now has a slightly stricter limit on how many units to queue up when it has a resource surplus.
- Warlord AI is now better at handling threats to it's sites.
- AI is now better at recognizing threats when friendly/hostile sites are within a few hexes.
- Zombies have been changed from having a default unarmed attack to having two attacks: Bite and Clumsy Pummel. They're relatively weak, so the mana cost has been lowered accordingly.
- Increased variety for the Tribe, Horde, Clan name generators.
- Custom Wizard templates can now be given a description.
- The Character/Followers window now has better color coding of tool tip enabled text.
- The Character/Followers window now shows details on aging/life cycle (if relevant) as a tool tip on the age attribute.
- Fixed tooltips not working correctly for some neutral/marauder armies.
- Fixed a number of issues, including a crash bug, caused by splitting units in the Army window.
- Fixed Dispel Magic always failing to target valid army targets, even if they have dispellable effects.
- Fixed Dispel Magic incorrectly being applied to all effects, instead of only exempting those indicated in the description (ie positive/negative based on target being friendly or not).
- Fixed buffs/debuffs of Faction luck not correctly being applied.
- Fixed display of site Fortification values in some places not including stat modifiers.
- Fixed the Incite Unrest spell sometimes incorrectly changing Unrest if stat modifiers are in place.
- Fixed an issue where neutral minor realms could build sites in hexes with no room for them.
- Fixed the invisible parts of the notification container blocking map input.
- Multiple weapon-based melee attacks can now only be used if the unit has the Dual Wield ability.
- Fixed armies not always minimizing correctly on the map when loading or starting a game.
- Fixed an army sigil overlap issue with multiple armies in the same hex.
- Fixed some unit templates resolving incorrectly during world generation.
- Trade Posts now show the correct income estimate.
- Fixed an issue preventing the AI from using many spells during battles.
- Fixed an issue with some tool tips for the outliner being overly verbose.
Tribal Chiefs
- Prestige: This attribute begins at 0 and changes through various actions and events. Positive prestige gives lowers recruitment costs and diplomacy costs/thresholds, but increases the cost of giving gifts. Negative prestige has the opposite effect.
- Call Great Hunt (action): Summon the greatest hunters to participate in a great hunt. Depending on prey chosen, a succesful hunt can yield gold, influence, followers, etc. while a failed one can result in injured or even dead followers and/or guests.
- Added various random events and quests to the Religious Festival action, the nature and outcome of which varies depending on the deity/religion chosen. These include: Good Omens (Unrest reduction), Portents of Doom (Unrest increase, Unit stat buffs), Ritual Combat, quests forbidding or demanding various actions, Demonic Possession, Gift of Undeath, Blessings, and more.
- Tribal Destiny: Abyssal Rites (Ambition). Reduces cost and cooldown of Religious Festival by 40%. Adds Summon Demons option to the Great Hunt action. Excludes and excluded by Tribal Destiny: Pact With Nature and Tribal Destiny: One With The Land.
- Clan Marriage: Now has a small Gold cost representing dowries and/or bribes.
- Chieftain's Abode/Warlord's Abode/Warlord's Grand Abode/Tribal Palace/Grand Tribal Palace: These camp upgrades no longer increase influence per turn. Instead they give a one-time prestige bonus (which is lost on destruction/downgrade).
- Brewery: This camp upgrade now gives +1 influence per turn.
- Trophy Mounds: Cost changed from 2000 gold to 100 spoils. Also gives 5 prestige on construction.
- Beast Pens: Cost changed from 2500 gold to 1000 gold. Now gives +50% Prestige gain from nearby Great Hunts.
- Spoils distribution has been disabled until it has an actual effect.
- Clans can give quests to defeat marauders. This will improve relations and give some prestige if completed.
- Borders are now enabled when Province mode is entered.
- Rival AI will prioritize recruitment much higher if all their armies have been defeated.
- Rival Wizard AI will now reserve a more reasonable amount of mana when there are unclaimed mana nodes.
- Armies can no longer engage in battle on ocean and lake hexes.
- Low-Life Recruits now reduces Unit cost by 15% (up to 500 gold) rather than 500 gold. This also prevents the cost from becoming negative.
- Cities can now be razed as an alternative to conquest or plunder. This requires a sufficiently large army relative to the city size, and will take 2-8 turns depending on the relative size of the army and city.
- Reduced the chance of marauders, pirates and similar events.
- Patrol province is no longer enabled by a site under siege.
- Slightly reduced save game size.
- Optimized many internal calculations. This will be especially noticeable on 32-bit systems.
- New Spellcraft: Arcane Trinkets. Requires Arcane 1, Artifice 1, Enchantment 2. Unlocks Arcane Trinkets for new units, which costs 25 mana, 250 gold, 1 jewelry, and gives +1 Armor, +1 Courage, +2 Magical Resistance.
- New Unit Summon: Lesser Ghebborim. Requires research and Summoning 3, Chaos 2, War 1, Planar Lore 2. They are extra-planar shock infantry.
- New Unit Summon: Greater Ghebborim. Requires research and Summoning 4, Chaos 5, War 3, Planar Lore 4. They are extra-planar heavy shock infantry, fearless and well-suited to breaking defensive formations.
- Greater Arcane Ward had Magic Resist bonus reduced from +5 to +3.
- New armies now have more interesting default names.
- Marauders, monsters, pirates and other unaligned armies now have a distinct army sprite.
- Recruitment now auto-purchases missing resources on the market if the player can afford it. The missing resources and cost are shown in the tooltip for the recruit button, if applicable.
- Desertion/Attrition due to missing upkeep now includes a tooltip showing the upkeep of the relevant units.
- Fixed Greater Archons having too few hit points.
- Fixed a bug where the AI "site attacked" logic was not being invoked if the assault failed.
- Fixed display of research project requirements sometimes being glitchy.
- Fixed a bug where army sprites would not correctly be minimized when another army or sprite was in front, at worst causing weird overlap, at best a missing minimized army.
- Battle time speed changes will no longer apply to animations in the rest of the game (ie the main map).
- Pressing space will no longer pause/unpause map animations.
- The army window now shows generic Magical Resistance.
- The military/recruitment window now shows includes modifiers to Resistance and Vulnerability preview.
- The military/recruitment window now shows generic Magical Resistance.
- Fixed a crash bug related to Tribal Destiny: Shamanism and the Spirit Warriors unit modifier.
- Tribal Destiny can no longer be overspent to acquire aspects with a cost higher than the available number of points.
- Text will no longer overflow on the Character/Follower windows when showing large amounts of information. A scrollbar has been added.
- Rival (Wizard/Warlord) AI no longer gets amnesia when saving and reloading. Only applies to new save games.
- Fixed Tribal Destiny: Swift Messengers not being correctly applied.
- Faction flag/sigil graphics have been updated from the old placeholders. There are still more to come, but this is a much better selection than the placeholders used so far, many of which were somewhat silly.
- In addition to flag background color, the sigil color can now also be customized.
- Religious Festivals and Tests of Mettle can now be held by Tribal Chiefs to gain new followers, Tribal Destiny, Divine Favor (a positive effect varying based on deity/religion traits) and improve diplomatic relations with other clans.
- New Clan Trait: Poison Arrows. This adds a poison arrow modifier to archer infantry units recruited from this clan, giving +2 poison damage.
- New Clan Trait: Ambushers. This gives the Ambush ability to all light infantry units recruited from this clan.
- New Clan Trait: Berserkers. This allows recruitment of three tiers of special berserker units from camps of this clan.
- Tribal Chiefs can now send emissaries to other clans to improve relations.
- Plundering a province will now apply an effect to the province, preventing subsequent plunder for 4 turns and increasing city unrest by 10 for the duration.
- Plundering a province will now anger factions with affected sites.
- Plundering a province is no longer prevented by a fortress if it has been under siege for at least 1 turn.
- Plundering a province will now damage any affected resource sites by 5.
- Reduced the cost of the Weaponsmith camp upgrade. It is now required to recruit Tier 3 units.
- Reduced the cost of the Tanner camp upgrade. It is now required to recruit Tier 2+ Heavy units.
- Reduced the cost of the Fletcher camp upgrade. It is now required to recruit Tier 2+ Archer units.
- Noble tribal units are not affected by upgrade requirements.
- The Unrest modifier from Tribal Authority is now implemented (applies only to sites with same culture as the Tribal Chief).
- The Camp window now displays accumulated progress towards population change (expected food production affecting next turn in tool tip), and turns since last migration.
- Camp population can now change. Most of the food production is now used internally to determine the rate of population growth/decline. High population numbers will reduce food production per pop. Recent migration boosts food production, while remaining for 10 turns+ in the same place reduces it (at an increasing rate over time). If food is low, mount gain will cease, and if food is low for too long, available mounts will butchered for food. A high food surplus will increase the rate at which new mounts are gained. Faction stockpiles will be used to supply food to avoid population decline if available.
- Camps can no longer settle in a hex adjacent to a previous location.
- Clans will no longer accept marriage proposals if relations are too low.
- Clan relations for Tribal Chiefs now include additional information on sources of positive/negative relations.
- New unit option: Hardened Recruits. Available when recruiting units from cities with Martial 1+, Crime 1+ and at least one pop with the Rabble or Refugee trait. +250 gold to recruit, +1 courage, +1 melee skill.
- Tribal Chiefs can now subjugate a Clan by conquering their last camp.
- The "Ruler" tab in the Quests and Victory Window, is now named "Wizard" (for wizards) and "Faction" (others). Traits listed in this section are now highlighted to indicate that they have a tooltip.
- The Wizard/Faction Tab now lists Faction effects from events, spells, traits, etc. Duration (if any) is also listed, and the name is color-coded green or red (if the effect is positive or negative, respectively). Mechanics are shown in a tooltip.
- Improved consistency of camp names in various parts of the UI.
- Characters displayed in the context panel now list information on culture (with details in tooltip). A tooltip has been added to the character type listing the relevant supertypes (ie Martial, Religion, Arcane, Rogue, Artisan, etc.)
- Build actions not available due to player faction type will no longer be shown in "build" mode to avoid confusion.
- When raided by nomads, city-states and minor realms will no longer send pleas for help to a tribal chief of the same culture as the raiders.
- Two new Tribal Chief culture templates available to players: Leonids and Bugbears.
- Tribal Chief cultures will now always have the Nomadic trait.
- When selecting a new Warlord culture template during game setup the name fields will be randomized accordingly (removing an annoying click to get proper names for non-default cultures).
- Increased the size of the context side panel used in some choice/option dialogs.
- Increased the size of the floating message window. The font size for the text portion has been increased and a more crisp text rendition used.
- Fixed a bug causing charge impact effects to be incorrectly calculated for some pairs of units of differing size/weight.
- Fixed an issue with some non-standard sources of resource income/expenditure not being applied despite being shown in the UI.
- Fixed the "Ruler" tab (now named "Faction") not listing information for Tribal Chiefs.
- Fixed a crash bug triggered by several Army-related UI interactions.
- Fixed an issue with units not generated correctly for some knightly orders fortresses.
- Fixed an issue with loading equipment related data from < 0.9.105 versions. Unfortunately the fix will mess up loading these in a 0.9.105 save game. The effects are not too problematic, so no special code has been to fix save games form this particular version.
- Fixed Low-Life Recruits increasing unit cost by 500 gold instead of the intended reduction.
- Fixed redundant stockpile notifications appearing for tribal chiefs.
- Fixed an issue with the tribal military window not correctly navigating between camps.
- Fixed an issue with camp conquest.
- Fixed an issue with tool tips being temporarily broken sometimes if a window is displayed on top of a tool-tip enabled element.
- Fixed crash bug related to selection of a random unit type.
- Fixed a combat crash bug related to attack secondary damage.
- Fixed the Tribal Authority site effect description and resolution being that of Province Plundered, and Province Plundered not having the correct effect.
- Fixed an issue with (culture/race/religion/faction/etc) Hatred being treated as Neutral when calculating the difficulty and risk when proselytizing.
- Fixed an issue with some mechanics not correctly identifying religion/deity domains.