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.
Wizards
- Spells have been added to gain (additional) special workers. Some wizards would start with undead, faerie or demonic workers, but these were not available after the game has started.
- Spell Summon Demonic Wretches added. Summons special workers unit. Must be researched (requires: Demonic Summoning).
- Spell Raise Skeleton Laborers added. Summons special workers unit. Must be researched (requires: Necromancy 3 or Necromancy 2/Enchantment 1 or Necromancy 2/Artifice 1).
- Spell Fay Binding of Beasts added. Summons special workers unit. Must be researched (requires: Beasts 2, Binding 1 and Fay Lore 2).
- Some research projects now have a Lore requirement, in addition to existing requirements. Draugar (all) require Ancient History 1. Greater Elemental Summoning (all) require Elemental Lore 3.
- The Charismatic wizard trait now grants +1 Courage to all units which do not have trait/tag: Mindless, Limited Mind, Non-Living, Beasts and/or Monsters.
- New Battle Spell: Acid Spray (Water 4). Deals 12 Corrosive damage to up to 10 members of the target unit. Secondary mastery is Destruction.
- New Battle Spell: Poison Cloud (Darkness 3). Deals 3 Poison damage to 75% of the members of the target unit. Secondary mastery is Water.
- Uhlebeasts default unit size changed from 20 to 40.
- New World Spell: Lesser Planar Seal (Warding 8). Increases cost to summon extra planar units by +50% and increases mishap chance by 25%. Duration 4 turns. Secondary mastery: Order. Cooldown 20 turns.
- New World Spell: Greater Planar Seal (Warding 10). Prevents summoning of extra planar units completely. Duration 4 turns. Secondary mastery: Order. Cooldown 20 turns.
- Uhlebeasts can now be researched with requirements (Beasts 5, Blood 2), (Beasts 5, Darkness 2) or (Beasts 8).
- Warlords are now playable. The Tribal Chief archetype is first available. This is a first iteration of the mechanics, and they will be expanded/improved.
- Tribal Chiefs have lower unit costs and upkeep, and immediate recruitment. However, base income is much lower.
- Some Tribal Warlord units have the "Noble" trait. The number of these is restricted by the number of Noble pops.
- A base military capacity is calculated for Tribal Warlords based on pops and camp upgrades. Going above this capacity will increase unit upkeep and recruitment costs.
- Tribal Warlords have a "Veteran Warriors" attribute which acts a pseudo-resource. It increases automatically over time, and from certain actions and events. The recruitment of most higher-tier units reduces this pool by the unit size.
- Tribal Warlords have a "Mounts" attribute which acts a pseudo-resource. It increases automatically over time, and from certain actions and events. The recruitment of most cavalry units reduces this pool by the unit size.
- Camp pops now belong to Clans, which affects various Tribal Chief mechanics and diplomacy.
- Camps can now migrate. After a period time dependent on labor needed to disassemble upgrades and available labor, this replaces the camp with a special army with very low movement. The army has a special action to settle and re-create the Camp. Some upgrades have a cost to reassemble, which if it cannot be paid will result in a downgrade. Some upgrades (e.g. fortifications) cannot be moved.
- The "Magic" button is removed for Warlords. Tribal Chiefs have a "Tribe" button instead.
- Tribal Chiefs have a Tribal Destiny mechanic which allows the purchase of various upgrades and abilities from 6 different paths.
- Clan Diplomacy allows Tribal Chiefs to take control of other clans. Clans have traits which impact diplomacy and can give abilities/bonuses if they
are controlled. Gaining control of their camps is not yet implemented, but will be added very soon. - Tribal Chiefs cannot build resource sites (Farms, Mines, etc.) Tribal Destiny can unlock the ability to build Trade Posts.
- Tribal armies can Plunder the country-side and minor sites of a province (unless a Fortress is guarding it). This will give a small amount of Spoils.
- Tribal armies cannot conquer sites, but will gain Spoils from sacking them.
- New resource, Spoils. Gained by Warlords by raiding, pillaging, battles, etc. Can be converted into Gold or used as "currency" for certain actions.
- The world generator will now try to avoid placing players on landmasses with a low number of provinces.
- A specialized unit type generator is used for (Tribal Warlord) player cultures, to make sure a suitable spread of tiers and types are present.
- Unit effects are now color-coded in the Army Window, positive effects are green, negative effects are red, neutral/ambiguous effects are orange.
- City and camp production modifiers due to Unrest expanded to cover high and low values, and to have better granularity.
- City leaders now give a +5% production for each of the following traits they have: Civic, Artisan, Mercantile.
- Reduced installation size on windows by 30%-40%.
- Events which spawn monsters, undead and dire beasts are now more or less likely depending on the Magic game setting. Base chance modifier: Pervasive x300%, Common x200%, Rare x50%, VeryRare x50%-5%
- Events which spawn undead are now more likely if Wilderness game setting is Sinister: (base+5%)x200%.
- Events which spawn dire beasts now more likely if Wilderness game setting is Sinister: +5% or Primeval: (base+5%)x150%.
- Events which spawn bandits, marauders, monsters, etc. are now more or less likely depending on the Wilderness game setting. Tranquil x25%,Dangerous x150%, Deadly x150%+5%, Sinister +10%.
- Events which spawn bandits, marauders, monsters, etc. are now less likely in provinces with outposts, fortresses, and/or armies. The impact depends on fortress size, (civilized) army sizes, scout captain presence and whether any armies are patrolling the province.
- New Unit: Gargoyles (Darkness 4, Earth 1). Flying, tough, unsettling unit with high scout stat, but limited damage potential. Requires Aviarium to research.
- New Unit: Air Elementals (Air 5). Requires Lesser Air Elementals.
- New Unit: Earth Elementals (Earth 5). Requires Lesser Earth Elementals.
- New Unit: Fire Elementals (Fire 5). Requires Lesser Fire Elementals.
- New Unit: Water Elementals (Water 5). Requires Lesser Water Elementals.
- New Unit: Greater Air Elementals (Air 8). Requires Air Elementals.
- New Unit: Greater Earth Elementals (Earth 8). Requires Earth Elementals.
- New Unit: Greater Fire Elementals (Fire 8). Requires Fire Elementals.
- New Unit: Greater Water Elementals (Water 8). Requires Water Elementals.
- New Unit: Angels of Hope (Celestial 3, Light 3). Stronger, flying version of Lesser Angels of Hope.
- New Unit: Angels of War (Celestial 4, War 3). Versatile flying unit with strong defensive and ranged stats, decent offensive stats.
- New Unit: Angels of Justice (Celestial 5, Order 3). Powerful flying melee unit, but lacking somewhat in staying power and defensive stats.
- New Unit: Eshim. Celestial fire/frost based infantry unit with good magical damage and morale, but low survivability. Cannot be summoned or recruited, but implemented for events, city defenders, etc.
- The Patrol Province action now displays in the tooltip why is not usable if it is not.
- Exhausted armies can no longer use the Patrol Province action.
- When merging an army into another, the Scout Captain of the source army will now be assigned to a target army with no Scout Captain.
- Emissaries can now be sent to Camps.
- A number of upgrades are now available for Camps.
- Camps can now be inspected in the same way as Cities.
- Camps now use the same Pop system as Cities.
- Tweaked text alignment in the outliner to make it more readable.
- Added color to additional instances of tool tip-enabled text parts (e.g. cultures).
- Celestial and Faerie characters are now correctly matched with culture and faction attitudes when sending emissaries.
- Fixed incorrect culture adjectives for many randomly generated culture names.
- Fixed site defenders not being properly assigned a faction controller.
- Fixed some of randomly generated cultural unit types missing Cavalry and Infantry tags, and thus not always being included in when they should.
- Fixed the Emissary Duel event having an incorrectly positive influence reward for one of the negative outcomes (failed ambush with martial honor culture host) and an incorrectly negative reward for one of the positive outcomes (successful negotiation).
- Added a Log to the Economy Window Ledger. It shows all transactions for the current turn (ie turn processing + those taking effect during user interaction).
- Optimized performance of map drag and zoom.
- Optimized battle engine performance.
- Greatly optimized the "Reveal Map" cheat.
- Did a general graphics performance pass.
- Dungeons with Construct and Demon themes are now generated.
- Added a few character type templates (Seraph, Eshim, Illuminant and Heavenly Knight) for Celestial characters.
- Exceptions and errors now result in a dialog and the game being closed, in cases where it would previously cause a hang/freeze/broken gamestate.
- Changed the Military Window to always show the Trainer section. If no valid characters are available the reasons can be seen in the character selection window.
- When choosing participants for a Dungeon Expedition, ineligible characters are now included in the list, but are unselectable and have a note describing why.
- When no characters are available for a Dungeon Expedition, the button is no longer missing. Instead a tooltip hints that there are no valid characters, and the selection window has the details on each character.
- Changed damage calculations for attacks with secondary damage to merge secondary damage of the same damage type.
- Optimized calculation of site resource output during turn processing. For games with large maps / many sites, this will have a significant positive impact on turn processing waiting time.
- Fixed some instances of wizards not being given the correct starting armies due to not being able to find unit types similar enough to a specified template. Search criteria will be widened if nothing is found to avoid this.
- Fixed an issue with fortresses not being assigned to correct factions/realms during world generation.
- Fixed a bug causing some city production multipliers to apply to maintenance costs. E.g. a +10% modifier could raise the maintenance of a building from 100 to 110 gold.
- Fixed a bug causing "Sell All" to enabled in the Economy window for invalid resouces. Clicking would "sell" all applicable resources for a price of 0.
- Fixed the expected recruitment modifiers not being available for all units on the military screen.
- Fixed the display of recruitment modifier being incorrect for non-equipment affecting modifiers for stats other than cost.
- Fixed a bug where melee damage modifier buffs were not included during damage calculations.
- Fixed a bug which doubled secondary damage from attacks during some calculations.
- Fixed a bug where UI updates could be blocked by moving an army. This would persist until another army moved. In the meantime the resource summary, map icons, outliner and many other UI elements, would not correctly update.
- Fixed a bug allowing armies to assault camps when exhausted.
- Fixed a bug causing visual battle resolution issues if the player was attacking and had no battle spells.
- Fixed a bug causing the Patrol Province army action to be available when it shouldn't be.
- Fixed a (rare-ish) world generation crash bug.
- Fixed some inconsistencies with the Jade resource and Quarries/Mines. It is now a Mine resource. Tooltips and UI have been fixed to enforce this.
- Fixed Call For Heroes cooldown being decremented whenever the UI was updated. Also made the action always visible, but disabled with tooltip when on cooldown.
- Fixed Demonic characters sometimes being generated from an incorrect template, resulting in odd traits.
- Fixed several check boxes not toggling when clicking the associated text (only the 'box' registered clicks for these).
- Fixed a few incorrect worker tool tips relating to skills.
- Worker skills now impact Fae Garden production.
- Fixed the Domestic worker skill not impacting Farm production as expected.
- The volume slider has be de-linearized to make the volume changes more smooth to humans.
- Fixed an issue with non-quick start games ignoring warlord selection.
- Fixed an issue with tribal units disappearing from the recruitment window when saving games. Code has been added which repairs games saved with this issue, so the fix should work retroactievly.
- The Wizard Project tab has an option to show unavailable projects. This will also display the requirements, making it easier to plan research and masteries.
- Added color to many text parts which had no indication of tooltips previously.
- New resource site: Fae Gardens. These produce Faerie Dust, Herbs, and if the hex has a Spices special, Spices. Wizards with the Faerie racial trait can build them without research. Other Wizards need to research the ability as a Spellcraft project requiring Life 2 and Enchantment 2.
- Implemented the Berserker Rage battle spell. It confers Frenzy, +4 Courage, -4 Discipline, +1 Toughness, +1 Melee Shock for 4 seconds. Target must not have be Mindless or Unfeeling. On expiry the target takes (25% of unit size) hits for 2 true damage .
- The Hurricane spell can now be used during battles, where it will deal 4 damage to all members of flying units not engaged with a non-flying unit (limited flyers only damage if not stationary) and ground them for 10 seconds.
- The proselytize action will now ask which religion to proselytize and filter available followers accordingly. This will be skipped if only one choice is available.
- Workers for hire are now generated with a wider variety of skills. Before a "basic" worker for the relevant culture was always generated. Now there is a chance for different skillsets, with the randomziation affected by cultural traits and tech level.
- New Worker skill: Herbalism. This gives +1 Herb resource per skill level when the Workers are assigned to Farms/Logging Camp/Hunters Lodge/Fae Gardens.
- The font on the Game Settings Window improved to be more crisp and readable, especially in the drop down sections.
- Espionage and Search related assignments will now include invalid characters with an explanation of why they are unavailable.
- Added Ronin character type, relevant for cultures with the Bushido trait. This type can sometimes be generated as a dungeon boss.
- Samurai are no longer generated as dungeon bosses.
- Added a cheat action for disabling the battle mana cap.
- Cheat actions now have a separate "page" in the action hieararchy.
- Added 'C' as keyboard shortcut for casting the currently selected spell during battles.
- Added 'Ctrl+1-9' as keyboard shortcut for casting the first 9 spells in the dropdown during battles.
- Added a tooltip to the cast spell button during battles, displaying spell info (and a keyboard shortcut hint).
- Added tooltips to the custom game setting drop downs (world size/age, race/culture, magic, wilderness, etc.).
- Cultures with (fantasy) Slavic flavor will now have unique village, city and castle names, and not use the default language.
- Added additional variety to Elvish flavor character and place names.
- Fixed locations sometimes saving incorrectly for characters.
- Fixed some battle log lines having incorrect time stamps.
- Fixed unit damage vulnerability modifiers not saving correctly.
- Fixed a bug where Worker skills at level 0 were in some places treated as being -1, leading to very strange results in some calculations.
- Fixed a bug where the AI would often refuse to build on Geyser specials. In some cases considering such hexes would cause a crash.
- Fixed Fimbul Winter events not being saved, causing the event to not be processed after exiting and loading a game (with on-going events).
- Fixed the description of Vigor: Rain of Blood to show the actual effects.
- Fixed an issue where several option lists failed to register mouse clicks not directly on the option text, making them annoying to interact with.
- Fixed a bug causing battle tooltips to sometimes not update or update very slowly.
- Fixed a bug causing units to start battles with a facing out of sync between the simulation and state tracking. In some cases, this caused erratic movement/wheeling and failure to engage enemies.
- Fixed city building modifiers to Squalor and Unrest not showing in tool tips in the City Window. This is not retroactively fixed for already constructed buildings in existing save games.
- Fixed city building modifiers to Squalor and Unrest working slightly incorrectly if applied while the stat was at the upper or lower limit, and the building is later destroyed or upgraded.
- Fixed a bug where "Hide" filters for the Military Window were not being applied correctly when loading a game.
- Fixed a bug where some input fields were difficult to select/focus/edit.
- Fixed organization and secret society cells not being saved correctly.
- Fixed the (decadence related) secret society cell creation event treating knightly orders as cults.
- Added (German/Spanish/French) translations for top bar button tool tips. This includes work to make the tool tips localizable, like was previously done for "static" UI text. The next step is to include dynamic text. (And then of course the actual translation work).
- Lesser Blight (World Spell, Pestilence 2) effects implemented. Blight (1) is applied permanently to the hex. It can target any non-Ocean hex not already affected by a Hex Condition. Hexes with a Wizard Tower, Temple or City are also invalid targets. Cooldown is 8 turns. Secondary Mastery is Necromancy.
- A "Player Armies" button has been added to the bottom part of UI. It toggles display of all player armies, color-coded to indicate their movement status: Red for no movement left, Blue for some movement left, Green for all movement left (ie not moved yet this turn).
- A filter option has been added to the Followers window, making it easier to find character with a specific type/culture/religion/race/etc.
- The Followers window can now be used to browse all known characters in the world. As this is still experimental and requires additional UI improvements, it is "hidden" and enabled by holding SHIFT while clicking the Followers window. No characters will be shown until a filter is applied, to avoid a suspected issue with too many characters in the list.
- A search window has been added. It can be opened with CTRL+F or via a button next to the minimap. It will search through sites and provinces and display results as a list, which be navigated with keyboard (up/down arrows, enter) or clicked with the mouse.
- Messages now usually have a "Go To" button which will focus/select the relevant province, character, site, hex, etc.
- The Outliner now has a scroll bar which is activated if it becomes too large, to avoid overlap with the notification area.
- Messages/notifications are now shown as lines of text with a smaller icon. There is also a scroll bar which is activated when many messages need to be shown and the available area is not large enough.
- Save game file format had some repeated info moved out of object records and into the header. This will yield slighty faster save/load times and reduce file size.
- Military Window filter settings are now included in save games.
- Additional unit names added to reduce chance of duplicates and add more cultural flavor.
- Improved the Resource Site: Mine production mechanics. Terrain types, hex conditions and specials now have a bigger impact. See documentation.
- Improved the Resource Site: Hunters' Lodge production mechanics. Terrain types, hex conditions and specials now have a bigger impact. See documentation. Also, Sanctuary modifiers higher than 1 now prevent construction.
- Improved the Resource Site: Farms production mechanics. Terrain types, hex conditions and specials now have a bigger impact. See documentation.
- Improved the Resource Site: Logging Camp production mechanics. Terrain types, hex conditions and specials now have a bigger impact. See documentation.
- Improved the Resource Site: Vineyard production mechanics. Terrain types, hex conditions and specials now have a bigger impact. See documentation. Previously only (Grassy) Hills were valid for constructing these. Arid Hills is now also valid (but has lower production). Grassland and Plains are valid locations if there are least 2 adjacent hexes with (any kind of) Mountain or Hill terrain.
- Improved the Resource Site: Quarry production mechanics. Terrain types, hex conditions and specials now have a bigger impact. See documentation.
- Hiring workers, mercenaries and followers will now trigger a UI update, fixing various issue of elements not updating immediately.
- New option when recruiting units: Low-Life Recruits. -500 gold cost, -1 discipline, -2 courage. Not available for Professional and Elite type units.
- Units with "-men" postfixes now have a race/gender relevant ending. Spearmen could be Speardwarves, Swordsmen could be Swordorcs, Axemen could be Axegnolls, Macemen could be Macewomen (for human amazons), Crossbowmen could be Crossbowtrolls, etc. The chance of generating units with these endings is lower for non-human races (ie Axers will be preferred over Axe-somethings, Phalanx over Spear-something, etc.)
- Sites under construction no longer project territorial control.
- Non-player characters now explicitly display their controlling faction.
- The message shown when resources are auto-purchased to pay upkeep now includes the amount of gold spent.
- The AI now has improved awareness of negative spells cast on controlled sites and these will affect hate/diplomacy.
- Fixed research projects being listed and startable even when already started.
- Fixed Dungeon Expeditions silently failing to start. The Dungeon Window will show any problems in the info window, and any blocked expeditions will generate a notification on advancing the turn. Blocked AI expeditions will be fixed by the AI and not stuck in perpetuity.
- Fixed the Trainer assignment in the military recruitment window not working correctly when multiple units are recruited.
- Fixed a bug which allowed the player to circumvent non-selectable status on characters by double-clicking the icon, when the select button is non-interactable.
- Fixed a bug where various site leader characters in the world were not assigned to the correct faction during world generation. This is fixed retroactively when loading old save games.
- Fixed a bug where player armies would animate weirdly when encountering new factions.
- Fixed a bug where the outliner settings were not loaded correctly.
- Updated to latest version of Unity (2017.2 from 2017.1).
- The space bar key can now pause/unpause during battles.
- Casting spells will no longer unpause if the player has paused during battles.
- Zooming out will now switch on Province names. Zooming back in will turn them off again (unless they were toggled explicitly by the player).
- Province borders have been changed from pure black to a slightly thicker black line with an inner white line.
- Bonus damage when charging is now slightly higher in general.
- Bonus damage when charging was previously (Melee Shock)*(Movement Factor)*(Weight Factor)*(Defensive Factor). Weight was based on armor, and Defensive factor on Shield Wall and a fixed amount offset by the attacker's Break Defense stat. The calculation now also considers size difference, Attacker: (Courage, Frenzy), Defender: (Discipline, Unsettling, Terror). Mindless and Limited Mind play a role in offsetting the psychological effects as they do in general.
- Added more (cult/organization/martial order) titles to the world generator.
- Rain of Fire is now learned at Fire 5 (was 8), deals more damage, gives the caster feedback on how many casualties were inflicted, and also hits garrisons.
- Reaper's Due (Death 3) now also hits garrison armies. It also gives feedback when no undead could be affected or no damage was inflicted, instead of failing silently. When it does deal damage the information is now less specific about the damage dealt (making it less useful to spy on enemy armies).
- Wizard Tower expansions which give XP or trigger special events for followers no longer consider those sent on missions away from the tower or recuperating.
- Roaming Undead armies now have slightly better names.
- Fixed a bug where many unit types did not list attacks from equipment in the Military Window.
- Fixed a bug causing some save games to not load.
- Fixed a bug sometimes causing unit types to be generated without a name.
0.9.101.2
- The city window now has a tooltip for production which shows how the result was calculated (ie how much from pops, buildings, characters, etc.)
- Training and Summoning now gives followers xp equal to 1 + (base recruitment time / 4) ( + 2 if Summon).
- When summoning a unit, one Arcane class follower can be assigned (using the Trainer interface) giving a +10% summon progress bonus and a -5% risk of summoning mishaps.
- When recruiting a unit, having a trainer with a culture matching that of the unit now gives a +25% bonus to recruitment progress.
- When casting world spells of target type Unit or Army, the global message dialog will now display the reason if an army is not valid and the unit selection list dialog will do the same.
- The AI will now use spells during battles.
- Arcane Apocalypse (World Spell, Destruction Mastery 8) added. It costs 100 mana and destroys a mana node, any armies in the same hex and changes the terrain of the hex to Rocky Badlands. There is a 40 turn cooldown to cast it.
- Deconstruct (World Spell, Destruction Mastery 3) added. It costs 50 mana and destroys a city building.
- Durability (World Spell, Artifice Mastery 1) added. It reduces the Gold upkeep of a recruited or created unit by 25% for 10 turns.
- Hailstorm (Battle Spell, Frost Mastery 4) added. Deals up to 20 hits for 5 physical damage and up to 20 hits for 3 cold damage. Damaged units without cold resistance or the Hardy ability suffer -2 Movement and -2 Toughness for 6 seconds. Secondary mastery is Air.
- Fear (Battle Spell, Shadow Mastery 2) now implemented. Target suffers -3 Courage, -1 Discipline, disable Inspire for 5 seconds. Cannot target Mindless or Fearless targets.
- New Unit Type: Draugar. Hulking zombie warriors, which can be unlocked through research requiring Necromancy 3, War 4.
- New Unit Type: Draugar Berserkers. Unlocked through research requiring Necromancy 4, Beasts 3, War 2.
- New Unit Type: Banshees. Spell-casting, ranged ambushers. Unlocked through research requiring Necromancy 2, Arcane 1, Death 1.
- New Unit Type: Greater Banshees. Powerful magic/ranged unit. Unlocked through research requiring Necromancy 5, Arcane 1, Death 2, Darkness 2.
- Equipment mechanics reworked to fix various bugs and inconsistencies - as well as enable equipment materials, variants, etc.
- Bind Mana Node is no longer shown as an action if not researched yet.
- Drain Mana Node is no longer shown as an action if not researched yet.
- Improved the formatting of the tool tips and context panel text for armies.
- The "generic" Espionage task has been disabled as it had no effect.
- Garden (City upgrade) construction time reduced from 64 to 16 turns.
- All active recruitment in a site is now cancelled if it is conquered. If the owner is the player, a notification will be generated listing which units were cancelled.
- If the player is unable to change the leader of a site, the button is no longer missing, but disabled and has a tooltip indicating why.
- Changed the range on the Fireblast attack of Skeleton mages from 35 to 150.
- Province search tasks which end without finding a site now trigger a notification.
- All parties and characters searching a province now end their task on the same turn.
- Fixed an issue with Dark Rituals making it uncastable.
- Fixed a bug where the Rain of Blood event was healing relevant (sanguine, vampiric, etc.) units by an amount unaffected by unit size and max size values. Healing is now relative to unit sizes.
- Fixed a bug where the unit buff from the Rain of Blood event (granted to some units) was permanent instead of the intended duration of 3 turns.
- Fixed a bug where saving the game when an active Scarecrow event choice had been made would let the player duplicate the Scarecrow.
- Fixed a number of bugs related to event choices and corrupt game state
- Fixed a bug where the culture/race state of special/event followers led to corrupt games and crashes.
- Fixed a bug where the pause button would disappear from the battle window.
- Fixed a bug where units at 0 strength were making a very large number of attacks, effectively deadlocking combat.
- Added a hard battle end timer. If no attacks have been made for 120 seconds (affected by time speed and pause), the battle ends. This is primarily to avoid various bugs causing battles not to end, forcing the player to terminate the game process from the operating system, but it also provides a way to end battles where all units are immobilized or unable to attack (due to magic or other effects).
- Fixed a bug where destroyed units sometimes remained active during battles.
- Fixed empty space sometimes being added to the bottom of world map tool tips.
- Fixed a bug where monsters were counted as infantry for some mechanics.
- Fixed a bug where the display of remaining time on pending units recruitment/summoning/creation was incorrect.
- Fixed the Shardstorm debuff lasting for double the listed duration.
- Fixed a bug where the army transfer window was not updating buttons, making it possible to merge un-mergeable armies and/or crash the window.
- Fixed a bug where garrison armies would get a corrupt state during some merge operations.
- Fixed a bug causing unit movement modifiers applied during a battle to not take effect until the unit changed direction.
- Fixed a bug causing unit movement speed to be inconsistently calculated for some combinations of direction and behavior.
- Fixed a bug where stat display was incorrect (until a modifier was added/removed/changed) when loading a game if the stat had modifiers.
- Fixed a lot of scroll views where the scroll bar was "sticky" when changing content.
- Fixed a bug causing battle engine game hangs.
- Fixed a bug causing characters overseeing construction projects to be assigned to be sites with no valid leader assignment.
- Fixed destroyed buildings not removing city stat modifiers.
- Fixed sabotage missions and random events not properly destroying buildings, but just removing them from the city.
- Fixed opponent count selector being locked for quick start games
- Fixed wrong text color in some game setting drop downs making it look disabled
- Fixed the recruitment unit descriptions not including stat and ability modifiers from equipment. (they were correctly applied on recruitment)
- Major power faction garrison units are no longer protected from negative effects due to not paying upkeep.
- Garrisoned units now have a 25% reduction to gold and food upkeep costs.
- Fixed Limited Regeneration being granted by Personal Guard
- Fixed Limited Regeneration not being granted by Rain of Blood
- Fixed the "humans-only" game setting not being used correctly, leading to a lot of non-human races in the generated world.
- The personal guard action no longer lingers even when not usable.
- Ranged attack interval changed from 2 to 1.5
- Melee attack interval changed from 2 to 1
- Ranged to-hit chance adjusted slightly down.
- Rampaging beast province events now generate units of 50% default size.
- Skeletons (all generic): Melee Skill raised from 3 to 4.
- Skeleton Archers: Long Knife replaced with Short Sword.
- Skeleton Light Infantry: Short Sword replaced with Hand Axe.
- Grey Ooze: Attack (Ooze) damage reduced from 5 to 3, Armor Penetration 1 added.