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Genre: Role-playing (RPG), Strategy, Indie

Wizards and Warlords

Patch 1.0.3.65


  • Multicast Panel: Toggle added to hide/show invalid targets for the current spell.
  • Multicast Panel: Select All toggle added. Can be combined with the hide invalid option to quickly select all valid targets.
  • Characters: Item descriptions now shown when giving items to characters.
  • World Map: The color used for the 'territory' overlay on the world map can now be changed for each faction by right-clicking in the territory (when the mode is active) or on the faction card in the diplomacy screen.
  • World Map: Automatic color shifting of faction 'territory' overlay color now happens during turn processing. If a faction is found to have a very similar color to an adjacent faction, the game will shift the color to avoid the clash. It will try to select a similar color and when deciding which faction to re-color it will prioritize keeping the color of the player faction and (secondarily) major non-player factions. The auto-recolor behavior can be disabled from the Game Settings.
  • World Map: New army order action to have an army sleep this turn only (ie 'End Turn'). Especially useful when combined with the new cycle setting.
  • World Map: You can now hold shift when the 'Next Turn' button is in prompt mode (cycling or other prompts), to skip directly to 'Next Turn'. This does not allow skipping prompts that must be handled (like some events).
  • World Map: New main setting added which allows cycling ready armies (non-exhausted and non-sleeping) using the 'Next Turn' button.
  • New Spell: Penumbral Torrent (Shadow/Water). Acts a damage or debuff spell depending on the traits of the target unit (debuff against Light/Dark units, damage against others)
  • New Unit Weapons: Footman's Pick, Cavalry Pick, Spiked Club. The world generator logic for creating culture-specific unit types has been extended to include these new weapons as potential assignments.
  • World Generator: Increased the variety of place and/or character names which can be generated for some cultures.
  • Changed a number of spells which had permanent duration (despite being cheap and low-level) to be more in line with other similar spells.
  • Fixed a bug where casting some spells multiple times on the same unit resulted in stacking buffs and/or weird behavior

Patch 1.0.3.62

This update took longer than I expected or wanted, but now it's finally here. I had originally intended for the next update to be a upgrade of the Unity engine version and some pending graphical improvements. However, due to the delay in bringing you this update, I want to put out at least one, maybe two, smaller updates on the heels of this one, before doing anything with even a small risk of delay. There is a decent backlog of QoL improvements and misc. requests that I will want to make sure are done in the not too distant future.

I realize the updates have been sparse these last months, but there are things happening that should help me pick up the pace a little. I don't want to over-promise, but hopefully the next few weeks will feature game updates that show what I'm talking about. If things pan out as I hope they will, it should increase my development bandwidth a fair bit. Either way, I will keep you all informed on the forums.


  • Overhauled character aging mechanics, allowing characters to die from old age and be affected by random events that force them to rest for a number of turns as they age.
  • Added three game settings that allow players to control character aging: character life span, character age impact, and character age variation. These settings can be changed at the start of the game.
  • Existing games will have the new character aging mechanics disabled, but for new games, the default settings are longer life spans, low impact, and normal variability.
  • Adjusted recruitment costs of characters to account for their age, with older characters receiving a low to moderate discount on their base cost.
  • Increased the chances of older characters starting with additional levels. Note that this makes them more expensive to recruit.
  • Added a detailed battle log for attacks that provides in-depth information on stats and calculations concerning to-hit chance, to-wound, crit, fend, dodge, resistance, armor, armor penetration, secondary damage types, and more. It also tracks individual unit members for hit, wounded, and killed status.
  • Access the detailed battle log information via the right-click context menu on a unit in the battle window.
  • Hopebringer (Celestial spell, level 3): targets a non-Civic character, giving them the Influential trait, and treats them as a Civic class type in addition to their existing types.
  • Lesser Longevity (Life spell, level 3): increases the expected lifespan of a non-Undead, non-Celestial, non-Demonic, non-Vampiric, non-Immortal Follower. The spell will have a reduced or no effect if the character already has a long expected lifespan.
  • Greater Longevity (Life spell, level 7): greatly increases the expected lifespan of a non-Undead, non-Celestial, non-Demonic, non-Vampiric, non-Immortal Follower. The spell will have a reduced or no effect if the character already has a very long expected lifespan.
  • Scion of Shadow (Shadow spell, level 4): the target character gains the Guileful and Stealthy traits, and Guileful characters are treated as having the Civic class type in addition to their existing class types. If only one trait can be gained due to existing traits or class type, the character is still a valid target and will gain the single trait. Also added a new button to set the dominant deity of a plane in the Mythos Editor.
  • Added "Grant Character Trait: Strong" and "Remove Character Trait: Sickly" as possible favor rewards for the Strength domain when being granted Divine Boons.
  • Added validation checks to ensure that a plane is selected before adding a new trait, and that at least one deity is assigned to a plane before setting the dominant deity.
  • Display the currently ongoing construction project in the City Window.
  • Implemented validation checks to ensure that at least one deity is assigned to a plane before setting the dominant deity.
  • Added a display for the ongoing construction project in the City Window.
  • Added the ability to cancel the ongoing construction project directly from the City Window.
  • Added a display for free mana available for unit upkeep in the wizard info window. This shows the amount of free mana available for unit upkeep, as well as the amount of free mana currently being used for upkeep.
  • Stoneskin and Diamondskin spells can no longer be cast on units with the "Metal" tag, in addition to the existing constraints of the "Elemental", "Spectral", and "Earth" tags.
  • Iron Skin spell can no longer be cast on units with the "Metal" tag, in addition to the existing constraints of the "Elemental", "Spectral", "Air", and "Earth" tags.
  • Implemented a new game setting that allows players to specify the number of rounds resolved in legacy battle resolution per step. This setting can be modified via the settings dialog, accessed via the in-game main menu.
  • Added Siege Mechanics to the Encyclopedia window under the Mechanics group, providing a breakdown of the game mechanics involved in Siege resolution.
  • Added Unit Mechanics to the Encyclopedia window under the Mechanics group, providing a breakdown of unit stats and their impact on gameplay.
  • Added a check to the loading process to address an issue where starting Lore levels with bonuses were not being properly applied during game loading for older versions of the game.
  • Improved handling of movement costs for armies with units possessing shore-only abilities.
  • Building names now display " (under construction)" when appropriate in the Building List View.
  • Grid-based battles are now enabled by default when installing the game. An update soon will probably feature a somewhat annoying prompt to switch to grid-based battles for existing players, as it was unintentionally made the non-default options for a while, and many players thus never discovered it.
  • Fixed numerous (calculation-related) battle resolution bugs and issues.
  • Fixed a bug in the Military Window that caused an incorrect tooltip to be displayed when the player attempted to recruit a unit that was not recruitable at the currently selected site. The tooltip now correctly displays the reason why the unit cannot be recruited, and also informs the player how many other sites have the unit available for recruitment.
  • Fixed a bug that occurred when using Add Planar Trait in the Mythos Editor.
  • Fixed a bug where removing a Deity in the Mythos Editor would not properly remove it from all internal data structures, which could potentially cause data corruption.
  • Fixed a bug where army movement was incorrectly blocked when passing a fortress.
  • Fixed a bug in the Blood Portal spell where the ownership of the new follower summoned by the spell was not set correctly.
  • Fixed a bug where wizard template customization/cloning could result in a crash.

Patch 1.0.3.48

A somewhat small update this time, as I took some time off after the rather grueling effort of fixing a very nasty save game bug in the previous update. But still a few very requested features/tweaks that I'm happy to finally have had the time to do.


  • Wizards with starting Lore levels are now able to gain 10 additional levels in these Lores, making it no longer a penalty in some regards. You still gain the benefits from the higher starting level, e.g. research unlocks.
  • You can now change the Unit Icon for Custom Unit types from the Military Window unit list.
  • You can now rename Custom unit types from the Military Window unit list.
  • Encyclopedia now has a section with information on Equipment Trait mechanics.
  • Character information display now includes item-derived bonuses to combat, death avoidance, injury avoidance and magic resistance. These are summed with tooltips breaking the sources.
  • New Researchable Spell: Sharpen Blades. Artifice Mastery based with a few other requirements. +1 Armor Penetration and Damage to target unit melee attacks that originate from weapon equipment (not natural attacks, breath weapons, ranged weapons, etc).
  • New Researchable Spell: Harden Armor. Artifice Mastery based with a few other requirements. +2 Armor. Requires the unit to have an armor type equipment.
  • Wizard Template cloning now works. In the previous patch notes I had mixed up template editing and cloning, and mentioned the wrong one. Both are now possible.
  • Fixed a crash bug.
  • Fixed a couple of text update display bugs, where selection changes would not be reflected in a linked context display panel.

Patch 1.0.3.47


  • Game settings now have a panel for modifying mechanics in the same manner as mods can do. This includes constants related to mana nodes, road building, character hire pool and more.
  • Mods can still modify mechanics. The order of priority is 'Game Settings' > 'Mods' (by load order) > 'Built-in Defaults'.
  • Export button available during setting to export currently overridden mechanics to a text file, which can then be used in a mod.
  • Additional options for custom units, such as lances for cavalry (not taking up a weapon slot), holy warriors, fleet of foot, berserkers, unyielding, etc. Availability depends on cultural factors.
  • Custom unit types that are not available to lacking city/fortress/tower upgrades are now listed when 'unavailable' is toggled in the recruitment panel.
  • New special culture weapon variant: Hornbogi.
  • New construct/golem material base templates: Copper, Crystal, Gold.
  • Break Defense now has a wider and more smoothly scaling ability to reduce the effectiveness of defensive abilities/equipment
  • Melee fend/parry chance is now impacted by additional equipment traits/abilities and unit abilities. This applies to source and target of an attack both (depending on abilities/traits).
  • Crystal Deposits can now spawn from additional events
  • Population alignment variation/overrides now affect grouping/description in various places. For example, instead of '2 Ogre Noble' where one is good and the other default neutral, the game can now show '1 Ogre Noble, 1 Ogre Noble (Good)'.
  • Wizard Templates can now be cloned.
  • More detailed unit round results can now be shown during grid battles on unit selection.
  • New spells: Voltaic Blitz (Air), Chime The Bell of Unity (Celestial), Intractable Infection (Pestilence)
  • New (unit) Mark type: Vampirism. Exists in Lesser/Normal/Greater versions as the other Marks.
  • New custom unit special options: Shadow Warriors, Old Guard, Druidic Warriors. These are available based on cultural traits.
  • New item: Ring of Futuresight.
  • Added more Divine Favor Boon options for some domains.
  • Some ranged attacks now have a minimum range (in addition to maximum) within which they are usable. This is to represent various arcing attacks or similar, that simply aren't usable at short range.
  • Attack Reach now has a greater impact on battle resolution. Not quite as much as I'd like, but closer to that point.
  • Mythos Editor can now import directly from a save game file, allowing a randomly generated mythos to be saved for reuse in another game - and modified (although not for the actual on-going save game) if desired.
  • Added a filter toggle to the Spellbook panel to hide/show battle/world spells as relevant.
  • New game setting options for Favored character mechanics and loyalty impact added. This range from free use of Favored characters to limited use - and from high loyalty impact to no impact.
  • Fixed a bug causing custom unit type designs to not be deleteable under several circumstances.
  • Fixed a bug sometimes causing save game corruption during autosave. It could range from inconsistent or missing data to creating completely unloadable save files.
  • Fixed a bug causing empty dungeon expeditions to linger and cause various confusing messages and/or error prompts.
  • Fixed a bug causing weapon variant tags to not apply correctly
  • Fixed a bug causing equipment melee shock modifiers to sometimes not apply correctly
  • Fixed a number of text/spelling errors
  • Fixed a bug causing Set Defense to sometimes reduce defensive effectiveness rather than the opposite
  • Fixed a bug causing custom unit types to sometimes not be recruitable at sites they should be.
  • Fixed a bug causing multistrike to not be considered correctly in AI considerations of attacks and expected battle outcome.
  • Fixed a bug causing battles to sometimes not end when they should due to a stalemate.
  • Fixed a display bug related to city culture and effects.
  • Fixed a crash bug involving custom unit design.
  • Fixed a bug relating to a unit being affected to resistance and vulnerability to the same damage type (from effects, etc.) not always resulting in the correct combined outcome (ie +2 and -1 should yield +1).
  • Fixed a number of bugs causing missile attack range to incorrectly calculated and allowing for attacks at outside the allowed distance, or sometimes not within the allowed distances.
  • Fixed a number of attack resolution bugs that affected both auto and manual resolution making some units less effective than intended by not triggering some abilities and inherent attack bonuses.
  • Fixed a bug causing faction alignment override to not always be applied as intended.
  • Fixed a bug related to Wizard Tower upgrade slot unlocking.


It's available on the beta branch, and will be put on the main branch tomorrow. This includes some of the patch notes for the latest main branch update, but I got the notes messed up, so I have to merge them into a single update.

The last update, which is thus included in this, took a lot longer to release than expected. Quite to an extreme degree, really. A very nasty save game corruption bug was discovered, and it took a long time to identify - and then an almost equally long time to fix. Hence these patch notes are also somewhat sparse. But save game corruption is a really horrible thing in a game such as this, so I didn't think there was any way around giving that particular issue my full attention until fixed - even if it was relatively uncommon to encounter the bug. Especially when it turned out the risk increased the longer the game had gone on and/or the large the game world you're playing in was. I'm really glad it is fixed now. I also spent the time creating new ways to debug and troubleshoot save game problems, which will help if/when future bugs occur related to save games. Although I really do hope nothing like this bug turns up soon - or even at all. It was quite a tribulation to identify the flaw in my save game code (for those interested in the technical details it was related to some thread synchronization problems when autosaving in the background, and one thread erroneously assuming the save was done and letting turn processing continue while the other thread was reading the game state).

Patch 1.0.3.35


  • Map Search now has special keywords which can be used to perform a special search (not sensitive to casing): dungeon, wizard, warlord, major, minor, realm, independent, rebel, rebels. Free text search using these keywords is still possible, with exact matches sorting above the 'special result' and partial matches below. (major and minor refer to factions).
  • Fixed a bug causing mana nodes and dungeons on the world map to have mutually exclusive visibility. If the node was selected, the dungeon was hidden, and vice versa. Both can now be displayed at the same time, as is the case for mana nodes and other sites.
  • Fixed a bug causing a crash when accessing the Guide while not connected to Steam. An error dialog is now shown and the URL to the guide is copied to the clipboard for easy manual browsing.
  • Fixed a bug causing the same behavior as above, but with planar portals and dungeons.
  • Fixed a bug causing the tutorial to not auto-progress correctly in all cases.
  • Fixed a bug causing the 'old' Military Window to display when closing the Custom Construct Window.
  • Fixed a crash bug related to loading multiple different games (campaigns) in succession.
  • Fixed a crash bug related to having multiple Fortress Upgrade in progress.

Patch 1.0.3.34


  • City Leaders now gain XP from city population growth and building construction (up to Level 5 for characters that have none of: Civic, Artisan, Mercantile).
  • Custom Unit Types now have access to weapon and armor variants (ie culture 'specials').
  • Changed the Diplomacy Window display of Dungeon Factions to include more relevant information and to show the Dungeon site name as header.
  • Faction Flags are now shown for major factions in the Diplomacy Window.
  • Outliner now shows City Population next to the type moniker.
  • Outliner now shows if an Outpost is in the process of upgrading to a City or Fortress.
  • Fixed a bug causing the special ability availability logic for Custom Unit Types to use an inverted flag for cavalry status, leading to ability options not being as intended.
  • Fixed a bug causing some special modifiers to damage to not be applied correctly when applied to ranged weapons.
  • Fixed a bug causing Dungeon Factions based on Dungeons from custom map seeds to have the wrong name.
  • Fixed a crash bug related to sieges by unaligned armies.

Patch 1.0.3.33


  • Custom Unit Types: Wizards and Sovereign Warlords can now create custom unit types from a tab panel in the Military Window. This is done by specifying Culture, Mount, Weapons/Armor/Shield, Abilities and Weight. You can also choose Icon and Name for the unit type. The resulting unit will have a cost based on the options chosen. Additional options will be added in subsequent updates, as will some limitations on how freely this can be used (unlimited access at no cost will likely not remain for all Wizards) - but the latter will be come with a game setting for those players who prefer to be without such restrictions.
  • When conquering a Fortress, leaders of minor faction will now cause an event / prompt similar to the one when conquering a City
  • Conquering a Knightly Order Fortress now has special logic handling the leader (Master / Grandmaster) of the Fortress. When not slain during the assault, the leader may instead flee or be captured by the conquering faction.
  • Shrine: Now require a Religious-type character of the correct religion to be assigned in order to generate Influence. Having an Arcane character assigned will yield an additional +1 Mana. These can be fulfilled by the a single character with both types or two different characters.
  • Shrine: Construction can now fail if no Religious Leader assigned during construction (2% per turn). In addition it also carries a 50% risk of gaining 1-20 Divine Wrath per Turn. This is evaluated on a per-turn basis (ie unassignment/reassignment matters).
  • Outliner: Now sorts most entries by type and/or name. Armies are sorted by size.
  • Outliner: Now includes Fortress Upgrades as part of the Construction group.
  • Divine Favor Boons: Added additional trait-giving boons to several domains, expanding the number of domains with access to 'treat-as-class' traits.
  • World Generator will now be less likely to choose certain key traits when pruning traits from randomly generated cultures that end up with a very high number of traits.
  • Tweaked the cost and stats of several types of armor.
  • Added a soft cap to the cost calculation for some of the random events that have a (potential) cost component, and did not already have such logic.
  • New City Building Type: Celestial Artificery. Industrial-type building for celestials and/or good-aligned wizards. Converts Industrial output to Mana.
  • New City Building Types: Metalworks (Silver, Platinum, Mithril, Adamantite). Industrial-type buildings which convert Industrial output to the relevant metal. Requires access to the metal via adjacency or being the provincial capital of a province with the resource.
  • New Spell: Gifts in the Snow (Frost Mastery). Enchantment which increases the output of resource sites in arctic terrain and buffs the stats of cities in arctic terrain.
  • Improved logging of character ranged attacks during grid battles
  • Mythos Editor: Workshop preview icon now be set from the UI
  • Fixed a number of crash bugs related to cities and pop culture
  • Fixed a bug where Ichor Vats produced the wrong resource
  • Fixed an unintentional cooldown affecting the Flash of Insight spell.
  • Fixed a bug causing the sorting on the Deities grid to be incorrect.
  • Fixed a bug where City Leaders gained through conquest would sometimes not switch faction correctly if the conqueror was a Wizard.
  • Fixed a number of bugs causing characters to be treated as being located at a site despite having a different actual location. Characters could even end up being located at multiple sites while also being in an army or in the wilderness.
  • Fixed a battle crash bug involving the Quicken spell.

Patch 1.0.3.21

Bug fixes and single minor resource site tweak.


  • Reduced the Food and Furs resource output from Hunter's Lodges by approx. 20%
  • Fishing Villages built on a Spices hex special will now produce 1 Spice per turn (in addition to the existing resource production)
  • If a Planar Invasion ends and any armies convert to unaligned marauder armies, any that share a hex will now be merged before this happens
  • Deity Groups (if they exist) are now shown in the Encyclopedia when using a custom Mythos
  • When deleting save games, the game will now properly delete any (game save data) sub-folders that become empty
  • Fixed the tooltip for the Spices hex special to be more correct
  • Fixed an AI bug sometimes causing Planar Invasions to stall and just accumulate armies at the Portal
  • Fixed a bug related to site construction duration display
  • Fixed flavor text missing from Details mode on the Deities Panel
  • Fixed flavor text missing from Planes and Deities in the Encyclopedia
  • Fixed missing text bugs in several Mythos Editor panels
  • Fixed a crash bug in the Mythos Editor
  • Fixed a bug where two (or more) provinces and/or oceans with the same name could be generated during random world generation
  • Fixed the Gunpowder module being shown twice in the game settings dialog


Patch 1.0.3.17

Work on custom 'mundane' unit types is still on-going, but here is an interim game update. You'll see some of the work on streamlining equipment mechanics and how they relate to unit types reflected below, but there is a lot of other stuff. In particular, I'm very happy about the custom deity icon/image feature for the mythos editor. I think this new way to add custom graphics without leaving the editor, thus not requiring manually linking image files with arcane script files, is much more user-friendly. This also ties in perfectly with custom unit types, culture editing and other in-progress features.

Note that one of the new Celestial City Buildings, Hall of War, wasn't really supposed to be enabled yet, so it is missing a unit buff that it should have (and which will come in a future patch). But when I saw I had accidentally enabled it, I just kept it in, as it has Unrest reduction and that's something a lot of players have been asking for.

Mechanics and Content

  • The equipment aspect of the recruitment cost calculation (for dynamically generated units) has been reworked. This will generally lead to lower unit costs. It is part of the foundational work for custom unit types.
  • New City Building: Celestial Hall of War. Requires Celestial Wizard Race and War Mastery 3+. Reduces Unrest, produces Mana and greatly increases Martial stat of city. Also affect a number of other city stats.
  • New City Building: Celestial Hall of Justice. Requires Celestial Wizard Race and Order Mastery 3+. Greatly reduces Unrest, produces Mana, produces Influence and reduces Crime stat of city. Also affect a number of other city stats.
  • New City Building: Workshops. Boosts Industry and adds a small amount of Squalor.
  • New City Building: Toolmakers. Boosts Industry, produces Tools and adds a small amount of Squalor.
  • New City Building: Windmills. Boosts Industry and Growth.
  • New Unit Type: Twisted Marionettes. Research requires Artifice and Darkness Mastery. Melee construct with a very high number of attacks.
  • New Unit Type: Vile Marionettes. Research requires Artifice and Darkness Mastery. Melee construct with a very high number of attacks and additional Darkness damage.
  • New Tower Expansion: Halls of Divination. Grants random event luck, a research bonus and a reduced cost when recycling the 'hire followers' pool.
  • New Spell: Rune of the Phoenix. Rune Mastery. Grants the Phoenix Rebirth ability and bonus stats.
  • New Spell: Phantasmal Horde. Instantly heals a Phantasmal unit to full strength during a battle.
  • New Spell: Blood Portal. Sacrifice a non-Demonic Follower to gain a Demonic Follower.
  • New Spell Chain: Lesser Battlesight, Battlesight, Greater Battlesight. Divination Mastery. Cheap and reasonably strong unit stat battle enchantment.
  • New City Industry Buildings: Metalworks (Bronze), Metalworks (Iron), Glassworks, Dyeworks, Charcoal Burners, Ichor Vats. These change the default city Industry output from tools to one or more other resources.
  • Tower Expansion: Prison now generates influence whenever a Fortress or City is conquered.
  • Tower Expansion: Enchanted Garden now produces more Herbs and also gives a reduction in cost to Plant tag units.
  • City Building: Festering Lake now reduces Unrest and enables recruitment of Vile Slime units at the city.
  • Divination Mastery 8 and 10 now give a +5%/+10% Research Progress bonus
  • Changed the impact of Character Loyalty/Discontent on upkeep and personal income generation. The impact is now slightly greater (in both directions), and no longer has a confusing reversed multiplier to personal income generation.
  • City Pop types now have a greater impact on City Resource Production/Output
  • Rebalanced the cost of several magical/special unit types
  • Slightly reduced the base price/value of Bronze
  • Slightly reworked the calculation of Oricalchum Forge output based on Follower Assignment to make it more intuitive
  • Buffed the impact of the Worker Entertainment Skill
  • Improved and expanded multiple aspects of the random culture generator and increased the average variation from the template baseline
  • Added new allied and cavalry unit types to the random culture unit generator
  • The Learning and Spiritual stats of Cities will now yield a Research Project bonus for Wizards.


Mythos Editor

  • You can now set custom Icon and Image graphics for the various entities. This applies to Deities, Planes and Deity Groups. Currently this is only shown in the game UI for Deities (on the Details view and some tooltips), but it will be added to additional parts of the UI, including those relevant to Planes and Deity Groups.
  • Icons are intended as an identifying sigil, depiction or similar - similar to the sigils of the various realms and factions. These should be square.
  • Images are background images shown on relevant game dialogs and windows. They will be dimmed when text is displayed on top. Aspect ratio of the custom image is maintained when displaying it, with margins added above/below or to the sides depending on layout.
  • Plane Layout can now be edited


User Interface and World Map

  • Dungeon window now has tool tips for party members showing traits, class type(s) and level
  • Encyclopedia now shows equipment cost values
  • Added a new musical track to the playlist
  • Improved the 'Details' view in the Deities Panel
  • Added a toggle for Realm Names to the World Map. Hold shift when pressing the Province Name toggle to shift to Realm Name mode.
  • Changed the 'Go To' functionality for factions and realms, so that they are zoom to the map location of the entity rather than open the diplomacy window.
  • Normalized the range state for (ranged) attacks to use the same distance units in all places.


Bug Fixes

  • Fixed a bug related to 'empty' dungeon expeditions that lingered in the UI and game data
  • Fixed a bug where references to the Dragon Worship religion would not save correctly and would create 'phantom' copies of the religion
  • Fixed a bug causing unit equipment display to be incorrect
  • Fixed a bug causing some world spells to not be castable
  • Fixed a bug causing the Sabotage impact on Sieges to off by a factor 100
  • Fixed a number of bugs related to AI having friendly/hostile switched around in a subroutine
  • Fixed numerous text and tooltip bugs.
  • Fixed some domains not showing in the Mythos Editor.
  • Fixed a bug causing Allied Unit (from Culture traits) not being available in Cities.

Patch 1.0.3.13

The Mythos Editor has arrived! I am pretty excited about this, as it's the first part of the Editor support for custom world creation. I want to expand this to eventually cover everything the World Generator does, so that players can create and share their own fantasy worlds - from scratch or by modifying something created by the generator.

There still a few issues with the Editor - the UI is a bit rough, you can't specify custom Plane unit rosters, etc. I'm sure there are a few bugs in it, also. The next patch cycle is dedicated to Sovereigns and custom unit mechanics - but I will be giving some 'hypercare' attention to the Mythos Editor, and adding some things I didn't manage to squeeze in for this version (custom deity/plane icons and backgrounds in particular).

This update cycle stretched a bit longer than I would have liked, so I will try to avoid large tasks for a the next couple of cycles, in order to get the weekly / bi-weekly update schedule back on track. There's a good amount of smaller tasks pending and a slightly higher number of open bug reports than I normally have, but I expect to have those stomped out during this week.

I had hoped to have Steam Cloud Saves in for this update, but I wanted to give it more internal testing. I am sure everyone can appreciate that save game integrity is important, so I am hesitant to rush this. But hopefully it will be available later this week, for those who wish to use it.

Editor:

  • Mythos Editor has been added which allows creating custom Deities, Deity Groups and Planes - along with (optional) flavor text, this bundle of entities is known as a 'Mythos'. You can then use these in your own games (Custom Mythos setting) or share them via the Workshop. If you want to include a custom 'cover image' for a Mythos workshop item, you can place one next to the file prior to upload/update using the same method as for custom Maps.
  • Data files now have meta-data on what type of data they contain. This is used by the File Dialog to avoid showing irrelevant files, as the different types of Editor content (Maps, Mythos) use the same file format. 'Old' map files do not have this meta-data so will show up in dialogs that they may not apply to. You can load and re-save a map file to add the meta-data automatically. A variety of planned editor/modding features will benefit from this addition.


General:

  • Phantasmal ability given to the Phantasmal line of unit types. This ability allows replenishment to full strength anywhere in the world at the end of the turn. So these units are now quite powerful for conducting warfare far away from friendly territory as they just need to survive battles, and they're back at full strength.
  • Inscribe Constructs: New Spellcraft. When researched, it allows adding the Mark line of unit modifiers when recruiting Construct (golem) units - contingent on an Arcane character being assigned to the recruitment.
  • Cities can now be settled adjacent to other cities - if they are not part of the same province.
  • Improved the Major Faction seeding algorithm to greatly reduce the risk of factions being placed adjacent to each other and generally increase the average distance between major factions (player and AI rivals).
  • Enchanted Garden tower upgrade will now unlock scout infantry from relevant culture rosters.
  • Academy tower upgrade will now unlock spellcaster infantry from relevant culture rosters, with a fallback to medium to high quality light infantry if these are not available (for a given culture).
  • Divine Favor Boons to remove Insane and Depressed has been added to many domains.
  • Wizards with Celestial, Demon or Faerie Race now have a very high chance to get the corresponding cult as religion on at least one of any mortal followers generated - with a priority given to Religion-type followers.
  • Increased the variety of equipment generated for dynamic (culture) unit type rosters and added additional culture trait weights to the generation routines.
  • Increased the range of possible variations for several culture templates, and reduced the chance of multiple weapon preference traits being generated for a culture.
  • Increased the average number of culture traits generated for each culture.
  • Improved the unit type naming routines to increase the flavor/coherence, range/variety and overall quality of roster unit type names.
  • Added two new spells to Necromancy (Unliving Flesh, Eternal Servitude) which can be used to remove 'Cannot Replenish' (from Zombie and Level 5+ Undead, respectively) and give some other stat buffs.
  • Added a new Priest character type which is Religious/Civic.
  • Tweaked the culture-trait/attribute weights for some character types which had a chance that was too high or too low compared to the intent. This should improve the variety of character classes for many cultures.
  • Sabotage against a besieged city will now progress the siege
  • Added Greater Drain Soul, which is an improved version of the basic Drain Soul spell. (I still intend to add more ways to gain Souls).
  • Special Rulers culture trait now affects character generator adding a chance for special character types to be generated with a context-sensitive weighting, so that leadership roles have a greater chance of these.
  • Additional variants of the Special Rulers trait added.
  • Expanded the number of Culture Templates which can roll the Special Rulers trait.
  • Numerous special unit type templates added to the Culture generator.
  • Eldritch Cultism is now included as a possible roll in the Character generator. It is extremely rare, although more likely to occur with the Insane trait, Cultist class and Enigmatic culture trait.
  • Demon Worship and Cult of The Elements is now slightly more likely to be generated as Character religion for some character classes and/or cultures.
  • Spellcaster units (when part of a culture roster) are now unlocked for cities if they have Learning 2+ and/or Spiritual 2+. For some unit types additional requirements (cavalry, heavy, etc) will apply, as per the existing logic.


Bugs:

  • The icon for a blocked Outpost to City upgrade action is now shown with information on the reason, instead of being hidden.
  • Fixed Fortification modifiers not being applied for City Buildings as intended and shown in the building description.
  • Friendly city garrisons are now shown with unit count and proper tooltip for friendly sites.
  • Fixed bugged requirements for Runic Warhammer. A condition was negated, causing strange availability results (positive and negative).
  • Cult of the Elements is now listed in the Deity Panel.
  • Fixed a crash bug related to world generation.
  • Fixed a bug sometimes causing some of the Sovereign starting units to instead start as part of unaligned armies camped outside the intended starting site.
  • Fixed cultural variant equipment not being omitted from unit equipment lists in some windows.
  • Fixed gunpowder, sapper and chivalric units (when enabled via game settings) very often being excluded from available unit types regardless of unit type unlocks.
  • Fixed chariot units not being available/unlocked as intended. They are now generally available based on the same rules as cavalry unit types.
  • Fixed an exploit which allowed circumventing site construction hex validation rules.
  • The intro window is no longer missing for Sovereign Warlords.
  • Fixed AI Rival toggles (ie the number of opponents) not being registered correctly until another setting is changed. This could cause a preset to be saved without such changes or a game to start with the wrong number of opponents.
  • Fixed a bug causing an AI rival to become undefeatable despite losing all sites and armies
  • Fixed a missing unit type icon
  • Fixed a number of text display bugs
  • Fixed a number of bugs related to city building availability
  • Fixed a bug causing custom map province names to be ignored even when specified. They can now be specified for some, none or all provinces, as intended. (Leaving the default 'Province N' name will make it be overriden).
  • Fixed dodge logic not working as intended during battle resolution. Relative physical unit size was being applied inversely for units with the 'Melee Avoidance' ability.
  • Fixed a number of battle resolution bugs, most of which were related to ranged attacks, cooldowns and ammo/charges.