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

Wizards and Warlords

Patch 1.0.2.50


  • Mods can now change the icons used by 'dynamic' unit types (ie the ones generated for the various cultures of the world). It is possible to specify graphics based on race, unit type template, unit type template traits - as well providing a priority to use when multiple criteria from the mod are fulfilled. In combination with template types and traits this can be used to create a hierarchical 'tree' of icon overrides. Built-in and custom icons both can be used as part of these. See the Mod Guide for full documentation. Also note that this will not remap the graphics of existing games - I may add functionality to do this in a later patch if there is demand for it.
  • Draining a Mana Node may now result in Divine Favor or Wrath. This is based on the domains of deities - for example, a Deity of Order will applaud draining chaos nodes but will be angry if order nodes are drained. Deities of Greed and/or Thieves will slightly favor any drain action unless otherwise disposed against it. The magnitude of Favor gain/loss is based on the size of a node. So if you want to stay on good terms with the Deity of Fire, draining a Massive Fire Node will not help you towards that goal.
  • The confirmation dialog for Drain Mana Node now has a tooltip for a defending army displaying the units and estimated power level of the defenders.
  • Drain Mana Node no longer has a confirmation dialog if the node has no defenders (ie no battle will occur on draining it).
  • The tooltip for unit types in the Culture entries of the Encyclopedia now include the unit icon. This is helpful to quickly validate if a unit graphics mod is working as intended.
  • Fixed a bug where city building could not be demolished.

Patch 1.0.2.49


  • Outpost levels have been removed as a mechanic. You no longer have to upgrade Outposts to Level 3 in order to upgrade them to a Fortress or City. Instead there is a 4 Turn cooldown after the Outpost is built, before these actions become valid. The levels were an annoying busywork after their cost was reduced, and while I do have plans for better Outpost growth mechanics, I have no desire to torment players with this annoying mechanic in the interim.
  • Fixed a bug causing Divine Boons (targeting characters) to not always perform the intended follower religious conversion check (for example if the follower had no religion or had a Cult-type religion).
  • Fixed a number of research project display bugs.

Patch 1.0.2.48


  • Road building will now prefer to follow routes that stay within faction territory. If not possible, neutral territory is preferred to that controlled by other factions.
  • Greatly optimized tool tip calculations when having a large army selected. This is particularly noticeable when hovering the cursor over ocean hexes.
  • Fixed a crash bug when attacking and sieging towns/fortresses.
  • Fixed a pathing bug which caused road building to some times pick silly routes.
  • Fixed missing tool tips on some actions.

Patch 1.0.2.47


  • Road Building (without spells) is now possible. The action is initiated by selecting a valid site. You can then choose a target site from a list, or switch to selecting it from the map.
  • Road Building rules constants have been exposed to modding (default in parenthesis): BaseRoadGoldCost (500), BaseRoadBuildTime (4.0), RoadLengthBuildTimeFactor (0.5), RoadDifficultTerrainAdditionalCostFactor (1.0), RoadDifficultTerrainAdditionalBuildTimeFactor (1.0), RoadLengthBuildCostFactor (0.25).
  • The Army Deployment Window (grid-based, from Army Window) has been aligned with the Battle Window in relation to Formation Assignment/Creation, click-to-deploy/move, shift-click to assign Formation and a few more things.
  • Assign Task is now filtered away from Character Context Menu in the Dungeon Window.
  • Some lingering unit effects (from expired army effects) are now cleaned up on loading a game. The bug causing the lingering effects has been fixed in a previous patch, but any effects already detached from the parent effect were not cleaned up. They are now.
  • The City Window now shows the hitherto hidden Rebellion stats if the player controls the city, and has either the Master of Puppets trait or Unrest is less than 5.
  • Independent Realm AI will no longer consider movement outside of the province it controls trespassing if adjacent to a site it controls. This should make diplomacy less frustrating when independent realms have sites on the borders of a province.
  • The menu for Tower Upgrades for prismatic/white slots now utilize sub-menus to avoid screen overflow.
  • Editor: Dungeon Seeds can now have theme and sub-themes set as part of the map/scenario.
  • Editor: Province names can now be randomized. This can be done for the selected province by using the 'Dice' icon next to the name field, or for all provinces with a regular randomize all button.
  • Editor: When changing terrain-type from water to land, a new province is generated if the action causes the previous hex province to be invalid.
  • Reduced the cost for several research projects with Ectoplasm as part of the cost.
  • Fixed research unit projects not showing base recruitment time, recruitment cost and upkeep cost.
  • Fixed research projects not showing resource cost when invalid due to unmet requirements.
  • Fixed the Burrow special ability not giving Siege progress as the tool-tip indicated it should.
  • Fixed several instances of missing unit stats across different windows and panels.
  • Fixed a bug causing unit type attacks to be missing in several summary-style panels.
  • Fixed missing tooltips in a number of unit-related text panels.
  • Fixed a display bug in relation to requirements for workers assigned to upgrading an Outpost to a Fortress. Two different requirements shown in different places - one not aligned with actual mechanics.
  • Fixed a crash bug related to the Character Context Menu.
  • Fixed a bug in the grid-based battle mode where the Formation panel could be locked in bad state during deployment.
  • Fixed a crash bug related to setting/cancelling current construction in Cities.
  • Fixed a bug where building Siege Engines/Towers did not update UI as intended - making it look like they were free.
  • Fixed a crash bug when setting up default Army deployment.
  • Fixed sub-menus being dimmed in most menus for no good reasons.
  • Fixed rebellion risk being 100 times higher than intended for some combinations of modifiers.
  • Fixed a number of tooltip bugs.
  • Fixed a bug causing Loyalty/Discontent upkeep modifiers to be reversed.
  • Fixed a crash bug when using 'Assign Task' from the Character Context Menu, but then cancelling when presented with options.
  • Fixed missing inclusion of some Advisor-related effects when calculating expected future state, affecting the Info Panel, some AI logic and more.
  • Fixed a number of editor bugs, including some very nasty 'province clean-up' bugs.
  • Fixed a pathfinding bug which could lead to weird AI pathing and sometimes even AI armies freezing in place.

Patch 1.0.2.36

Wasn't intending to release this one quite yet, as the Road Building feature isn't ready yet. But the number of bug fixes piling up on the beta branch made the decision for me. Road Building is still slated as the next feature and is progressing well, but it would be silly to hold back bug fixes longer than necessary. Hopefully there will not be enough bugs to warrant a new patch before Road Building can go out (and 'Accelerated Game Start').


  • Binding a Mana Node now applies a stabilization effect for X turns, which gives 90% resistance against size change events and actions. X depends on the size of the mana node and can be modded using the following keys: ManaNodeBindStabilizationDurationMinor, ManaNodeBindStabilizationDurationSmall, ManaNodeBindStabilizationDurationMedium, ManaNodeBindStabilizationDurationLarge, ManaNodeBindStabilizationDurationMassive. Default values are 12, 18, 24, 30, 36.
  • Non-Aggression Pact diplomacy actions now have improved information on the effects of Independent Realm 'personality' where relevant.
  • Slave Infantry units are now slightly worse, but have massively reduced upkeep.
  • Encyclopedia now shows base recruitment cost, upkeep cost and recruitment time for culture units.
  • Character Context Menu: Worker Training. It shows what skills the character can train and at what levels.
  • Character Context Menu: Assign/Cancel Assignments. These are similar to the buttons in the Follower Window.
  • Effects that cause units become Undead/Non-Living now set their Food upkeep to 0 as well.
  • Fixed a bug where some army effects would have lingering effects after ending if the game was saved and loaded while the effect was active.
  • Fixed a bug where validation was not being run for hiring characters when it was done from the Economy window.
  • Fixed some Tribal quests triggering as completed constantly for several turns.
  • Fixed a bug where Tribal camp upgrades unlocked units before construction was complete.
  • Fixed worker upkeep not auto-buying missing resources in the same manner as army units.
  • Fixed Slave Infantry template units not being named appropriately, making them effectively indistinguishable from other similar units.
  • Fixed Tribal marriage so it also applies the gold cost, not merely checking it.
  • Fixed a Tribal mysterious site event which had a reversed conditional on army size leading to options being wrong.
  • Fixed a bug causing Camp Migrations to put the Camp Garrison in a bad state, where it could not have units transferred into it and armies merged with it.
  • Fixed a bug where City Construction progress was shown incorrectly.
  • Fixed a bug where Advisor Influence bonus was shown incorrectly.

Patch 1.0.2.32


  • Added 3 new Tribal Warlord options for culture: Goblins, (Wild) Elves and Lizardmen.
  • Added a toggle to (optionally) suppress the variation for the Tribal Warlord culture chosen.
  • Added a new Elf culture template: Wild Elves. They're more martial and primitive than the magical and harmonious Wood Elf template. Depending on variation settings, both can of course deviate potentially a lot from this default.
  • Warlords can now add one Culture Trait to their chosen culture pre-game. This is a first iteration of culture customization as part of game setup. It's not going to stay as a single, prompt-based, option forever.
  • Improved character filter options with a toggle for recruitables and a toggle to control whether multiple selections of character types in the filter are treated as AND or OR. Note that shift-clicking the Followers window opens it in 'Browse' mode where you can filter all known characters.
  • Fixed keyboard-based map panning causing stuttering and instability if an army was selected
  • Fixed a performance issue related to zooming the map with the mousewheel
  • Fixed a crash bug which could happen during auto-resolution and non-grid-based manual resolution of battles
  • Fixed a crash bug when casting Conflagration of Souls during grid-based battles
  • Fixed a number of clickable links not working as expected
  • Fixed a bug causing the Dungeon Expedition window to glitch if re-opened after selecting a party, but not sending them, before closing it
  • Fixed a few 'world leak' bugs (where the game world from a previous session could stay in memory after loading/starting a new game)

Patch 1.0.2.29


  • Worker Skill mechanics, including what factors contribute to a character being able train workers skills (and to what levels), are now part of the Encyclopedia.
  • Additional culture and character traits now impact Worker Skill training mechanics. For example, characters of a culture with the Geomancy trait have +2 max Prospecting skill level teachable.
  • Worker roles are now properly tracked for Outposts upgrading to a City or Fortress. This allows adding workers after the fact to the specific roles (as per the initial project window). An action for each valid role is shown (e.g. 'Add Builders', 'Add Settlers', 'Add Pioneers').
  • Independent Realm AI now considers estimated siege duration when deciding whether to sally forth against a siege. They are now much less likely to sally early and much more likely to sally when an assault is imminent.
  • Cancelling a Nomad Camp upgrade before progressing the turn will now refund the cost.
  • Fixed Nomad Camp upgrade cost not causing a UI refresh (and the cost thus not being visibly deducting until something else causes a refresh).
  • Fixed a bug causing Nomad Camp upgrades to finishing construction instantly. They now take the indicated time to construct.
  • Fixed a bug where Nomad Camp 'cancel upgrade' instead built a new upgrade. This made it possible to duplicate upgrades.
  • Fixed a bug where Nomad Camp upgrades would provide most benefits even when not built yet, or when superseded by a higher-tier upgrade.

Patch 1.0.2.28


  • New covert operation task for Wizards with Master of Puppets: Suppress Unrest. This allows one or more followers to reduce unrest in a city by succeeding at a Challenge. The amount and duration of suppression depends on the outcome of the Challenge. This operation yields experience and results in a bit of Fatigue. No risk of injury or fatality implemented yet, but it probably will in the future (as well as cranking up the effect to compensate).
  • New Character Challenge Tag: Brutal. Existing traits and skills have been extended to handle this where relevant.
  • Character Alignment now affects certain Challenge Tags. Evil characters are slightly better at Brutal and Dishonorable. Good characters are slightly better at Leadership and Honorable. Neutral characters have a slight edge at Social.
  • World Market Prices and Quantities can now be changed during game setup (under the Rules section). You can move Buy and/or Sell further away from the base price (for player-only or for player+AI). You can also modify quantities available for basic and rare resources both. This allows you to make rare resources even more rare - or the opposite - or modify all resources equally.
  • Spare Leader now gives -5 Unrest on Conquest instead of +5 Unrest.
  • Spellcasting during grid-based battles now works by accumulating spellcasts up to an indicated max. For example, 1 per turn up to 5 stored. On casting a spell, one of these is used. The battle magic UI text has been tweaked accordingly, and a tooltip has been added showing the source of spellcasts (including missing bonuses from not having certain traits/upgrades).
  • When closing a game during turn processing or one of the interruptible prompts, the game will now reset general state (a brief 'initializing game' screen will appear). This fixes a number of issues when a current game was shut down with complex UI and/or game state going on in the background.
  • Fixed a number of bugs causing the UI to freeze/hang.
  • Fixed a number of text display errors.
  • Fixed a bug causing the Hat Trick achievement to not trigger as intended during grid-based battles.
  • Fixed a bug causing a number of windows to not close automatically on 'Next Turn' as expected. This could lead to windows having stale data from the previous turn.

Patch 1.0.2.27


  • Worship and Offering Tasks now give Follower XP contingent on a circumstances (duration, follower class, etc).
  • Proselytize now gives Divine Favor with the target religion (based inversely on the current size of following at the location). If the action causes a religious shift reducing the following of another religion, Divine Wrath will result.
  • Proselytize now yields Follower XP on success. The amount is based on the difficulty.
  • Added Army Office effect tooltips to the Office Panel (General, Scout Captain, Champion, Quartermaster).
  • Filters have been added to the Office Panel in the Faction Window. These can toggle army/site/faction/emissary offices and also "unfilled offices only". This helps reduce the otherwise sometimes very large list to something more manageable.
  • Nether Gates now exhaust armies, and cannot be used by an exhausted army.
  • Nether Gates are now shown when selecting a site (as an icon with the actions)
  • Fixed a number of text formatting bugs.

Patch 1.0.2.26


  • New Spell: Cold Blood (Frost). Powerful unit buff (Hardy, Fearless, +4 Discipline, +2 Toughness, +1 Melee Skill) with per-turn mana upkeep.
  • New Spell: Nether Gate. Can be used to teleport armies between Death Mana Nodes, Dungeons (Undeath/Spirit type and/or sub-type), Cities with Mausoleum/Cemetery/etc, Ancient Pyramids, and similar sites connected to the netherworld. You cast the spell to create a gate at a site. Armies get a special action if at a site with a gate (and there are valid destination gates).
  • Expanded the use of clickable links to cover more tool tips. Some of these link directly to the Encyclopedia.
  • Mercenary units now tend to have higher starting Experience levels, and can potentially (but rarely) have very high Experience levels.
  • Player Advisor will now suggest creating constructs.
  • Demolishing a Temple now causes Divine Wrath.
  • Building a Temple in a City or Fortress now grants Divine Favor.
  • Followers Window: When in Inventory Mode, you can switch selection without the mode switching away.
  • Fixed an issue where Independent Realms could build new sites in a rather obnoxious way that violated normal territory control mechanics.
  • Succubus units now have Melee Avoidance - a new ability which grants a dodge roll against melee attacks.
  • Advisor/Administrator/Elder class characters now give additional bonuses when assigned to the Advirsor Office.
  • Deities Panel (Faction Window): Worship/Offering buttons are not active if there are no valid followers for the current selection.
  • Divine Boon: Remove Trait added as a new category of possible rewards.
  • FIxed missing text prompts during grid-based battles.
  • FIxed the Diplomatic Overview not having tool tips for factions.
  • FIxed some War Declaration and Vassal Independence bugs not having proper tool tips.
  • FIxed missing mechanics on the Fortress Window upgrade display.
  • Fixed a number of item exchange/revocation bugs.
  • FIxed a number of bugs related to Divine Favor.
  • Fixed a lingering text display issue with dialog prompts.
  • FIxed a rare trait validation bug.
  • FIxed several Death Mastery spell crash bugs (during battles).
  • FIxed a crash bug related to effects applied pre-game start.