Dark Patron gift events (from the Dark Pact trait) now include a description, tooltip and/or go to link as relevant to the nature of the gift.
The Show Idle Followers toggle no longer includes Followers that are Idle but recovering.
Fixed a bug which allowed Worship / Offering (from the Deities page) to assign Wounded/Recovering followers to the task.
Fixed some characters traits being incorrectly categorized in some situations during character generation (low number of traits specifically). This led to characters with too few traits being generated in some edge cases.
Fixed a crash bug related to Divine Favor Boons. If a site is already affected by a boon, the duration will be extended (if possible), or at worst nothing will happen, rather than a crash.
Fixed Dark Rituals discontent not being blocked by the Intimidating trait in one outcome branch.
Fixed Pact of Nature not giving correct numerical bonus to some resource sites (there was a discrepancy between display value and actual value) when workers of a relevant culture were assigned.
(1.0.2.24): Fixed Dark Patron gift event firing constantly.
Patch 1.0.2.22
Major Lairs: New game setting. If enabled these will be generated according to world settings. Non-Warlord players (human and AI) cannot build in a province with an active major lair. You can clear them by moving an army to the lair and attacking it. Random monsters are generated based on terrain and world settings.
Dungeons no longer block construction of a site in the same hex. Selection cycling will shift display of the active entity in the hex. This means that undiscovered dungeons will no longer block site construction, confusing new players and alerting seasoned players to the dungeon location.
Custom construct unit types can now be deleted from the recruitment 'roster' (via the context menu).
New monster: Bonnacons. Pestilence 5, Fire 5, Beasts 3. Reasonably cheap to research. Decent survival, but low for a monster-type unit. However, it has strong multi-damage type attacks at range and in melee.
New monster: Wyverns. Bad-tempered lesser dragon-kin with poison stinger.
Armies added to the new right-click context menu logic.
Added sub-menu functionality to the context menu code to accommodate army actions (when multiple armies are in a hex, they will get an item each with an attached sub-menu, to save space).
AoE attack resolution now considers physical size of target and attacker in a better way.
Non-optional notifications (level up, some events) can now be postponed until later during the player turn. You can open the option dialog and then choose a 'postpone' option, and thus no longer be forced to make a choice once you've opened it.
Cursor is now brightened when hovering over a link which can be clicked to navigate to the relevant object (ie a character or army). Hyperlinks really.
New spell: Unstoppable Assault. Destruction 9. Progress siege of City or Fortress (not Wizard Tower) instantly to 100%. Any fortification-style buildings in a City are destroyed. Fortresses will be reduced to the lowest level (Fort).
Added 'inspect' context menu item for Character Elements. Currently only active in Dungeon Window.
Added Divine Favor to one branch of the Forbidden Tome dungeon reward event. (Burning it).
Added tooltip to the 'Request Gift' diplomacy action where independent realms want stuff. Also added Capital City if you know it. Both of these are clickable links (allowing you to navigate to their respective UI).
Editor now has a 'big brush' mode for Province hex add mode.
Nerfed the incredibly overpowered Djinni (who were even more overpowered with the AoE fix).
Fixed 'Back' button in the Followers window being unable to navigate Back to anything not an Army.
Fixed Draconic Lore not properly considering the non-Spellcraft projects for discovery bonuses.
Fixed Wizard Towers having a no-effect Leader Office.
Fixed a bug causing the notification text replacing 'Next Turn' to go missing. These are the ones shown when a pending non-optional notification/choice is pending attention.
Fixed a number of crash bugs related army deployment configuration.
Fixed a crash bug related to merging units.
Fixed a crash bug related to the Shatter spell.
Fixed an issue causing world seeds to not be very stable across patches except for geography.
Fixed targeting of Empowered Furnaces.
Fixed AoE attacks usually not doing any AoE damage at all.
Save Game Management
Rolling auto-saves: You can now choose to autosave more than the latest turn. By setting the number of files to something higher than 1, the auto-saves will store the last number of turns accordingly.
Save file folder structure: Each 'campaign' now has a folder under a save folder within the main persistent data folder. Previously all save files were put in the same folder, which could lead to overwriting files by accident. It was also a mess when you needed to manually interact with files in the folder (bug reports, modding). Existing save files are migrated automatically to the new structure.
Delete save group: You can now delete a full group of save files (ie all save files for a particular campaign). This makes cleaning up old save games much faster and less annoying.
Confirm dialog on deleting files. A checkbox on each file dialog allows you to disable this if you need to delete a lot of files.
Patch 1.0.2.18
Divine Favor: New type of Boon which adds a character trait/skill to a chosen follower. Religious-class followers are ineligible if the religion does not match. Other followers have a 50% to fail if the religion does not match - but on success, there is a 50% the follower changes religion. Alignment restrictions and deity acceptance are checked for each of these steps.
Divine Favor: When requesting a Boon you can now choose to keep trying until you get one. This saves you from having to open the window and re-select Request Boon until you get a Boon. Instead the game will keep trying until you get one (with the chance shown per attempt) or you run out of Favor.
Added Inspect and Select as replacement for Go To on the floating message dialog. One, both or none are shown as relevant to the context object.
Added a 'Show Idle Only' toggle to the Workers Window.
The basic Multiple Choice dialog will reposition to avoid any options being off-screen.
Fixed Proselytize not checking character task validity
Fixed a number of bugs related to Context Menu display.
Fixed a number of bugs related to message and dialogs being shown when processing 'planned path' army movement after clicking next turn. If any such occur, the army is now selected and turn processing delayed (ie you click again after handling the event), as this movement is technically pre-turn resolution.
Fixed several Offices not enforcing Task restrictions as intended.
Fixed Mysterious Site events related to Recruits being rolled and silently failing when Recruitment Pools are disabled. Now a different event is chosen.
Fixed Fortress Window not showing the cost to build upgrades.
Fixed a bug where the Fortress Window was displaying incorrect estimated time to construct upgrades.
Fixed a crash bug related to Tribal Talismans of Protection.
Fixed a bug where Divine Offering was not deducting the offered resources and the Favor was being added every turn until task was cancelled.
Patch 1.0.2.17
1.0.2.16
Wild Magic (Wizard Trait): Will now randomize the color of tower expansion slots, initial and on tower level-up both. This can include white (prismatic/all), which is the special slot color that counts as all others. One of the initial slots will always be white.
Tweaked the cost of changing tower expansion color. It now costs more gold and less mana. Gold still scales geometrically with tower level, mana now scales linearly (in addition to the lower base cost).
Site Context Menu: Right-clicking a Site on the World Map will now show a Context Menu with all available actions relating to the site. If you have an army selected, movement of that army is added to the context menu under a separate header.
Wizard Tower Window: The expansion slots now use a context menu instead of opening a separate window. This saves a couple of clicks when building new expansions.
Military Window (Wizard): Added a context menu to unit types which acts as a shortcut to the Recruit button. If there are multiple valid sites, these are shown in the menu instead of the plain Recruit action.
Military Window (Wizard): Double-clicking a unit type is now equivalent to the Recruit button - if there is only one available for this unit type site.
Military Window (Wizard): Double-clicking the site list is now equivalent to the Recruit button (ie recruiting the selected unit type at the indicated site).
A notification is now created when Wizard Tower (level) upgrade is completed. It includes info on max workers increase and new expansion slots gained.
Added a section explaining the Wizard Tower and some related mechanics to the Intro Window.
Context Menu headers can now have tooltips.
Improved a number of tooltips and text blocks to have neater formatting/colors.
Workers now show as Training and not Idle (when Training)
Fixed a crash bug in the World Generator related to Culture Mount assignment
Fixed the Context Menu position logic to avoid drawing outside of the screen area.
1.0.2.17
Fixed a crash bug when right-clicking rivers in the Editor.
Fixed a crash bug when assigning workers to Outposts.
Patch 1.0.2.15
Hire workers can be done from the Workers Window.
Training Workers will now clear any on-going assignment. I know this is annoying when you want them to resume their previous task after being trained, and I will add that in patch soon, but allowing Workers to be trained while active was causing a number of bugs. There are still a few known issues with Workers being trained counting as Idle for UI purposes. I will fix those very soon (probably tomorrow).
Characters with Wizard's Apprentice and Advisor offices can now train workers.
Clicking worker units in outliner will now select the worker in the list on opening the worker window.
Select Units Window (used for a few events and mechanics): Shift+click will now add/remove. Buttons have been added for Add All and Remove All. On Adding/Removing the next unit in the list is selected.
Advisor and Wizard's Apprentice offices can now be assigned max once per turn.
Mercantile Advisor now gives a -5% Gold Cost modifier to Research (stacks with Mercantile+Scholar/Arcane)
Fixed a Mercantile+Scholar Advisor not giving the expected -5% Gold cost modifier (Arcane worked, Scholar didn't)
Arrow keys will now navigate the Worker Window list
Fixed Dungeon Expedition characters counting as having the tower/capital as location, which led to weird event results and ambient character activity.
Color picker: Clicking outside the colors/slider will now cancel the selection. Previously you had to choose a color to close the picker, forcing you to override a previous selection.
Fixed battle turn play-back jumping to the end of turn sometimes before beginning the playback, giving the appearance of weird glitchy grid movement.
Fixed a crash fix in the map editor
Fix the Next Army button sometimes being shown in the map editor
Fixed a bug causing Tooltips to contain the text from another text block
Fixed the 13th unit in an army disappearing after setting up default army deployment
Fixed the Back button being broken in a number of windows
Fixed the Custom Battle search function to not be case-sensitive.
Patch 1.0.2.14
Zoom (World Map and Battle Grid): You can now use CTRL and PLUS/MINUS as well as CTRL and PAGEUP/PAGEDOWN as an alternative to the mouse wheel.
Fixed the number of Veteran Warriors not being saved correctly for Tribal Chief factions.
Fixed some battle effects, most notably 'Character Joined', lingering after the battle.
Fixed a crash caused by trying use invalid filename characters when saving a game. The save button is now greyed out instead, with a tooltip indicating the offending character(s).
Fixed a bug causing a very long delay sometimes being added between or after battle turns during grid-based battles, for no apparent reason and with nothing happening.
Patch 1.0.2.9
With a focus on Battles and Dungeon Expeditions this update is named 'Valor' as a reference to the courage of those delving into the dangers of haunted crypts and fiery depths, and the ranks of poor infantrymen who stand on the battlefield bravely receiving the charges of Phoenixes, Zombie hordes and Death Knights.
Patch notes are below. I'll add a few more words to the update in a separate post on the forums later. If you're curious about what happened to my plans for cities or if the Golem update is next, those question should be answered there. I'll update this with a link when I've made that post.
A big thanks to P. Casimir and Verroth for submitting an awesome amount of Dungeon flavor text. You can enjoy this in your game by enabling the new Lore Module.
Optional Grid-Based Battles
You can now enable a new Battle Resolution system from the Game Settings window. This allows you to enable and disable this option at any time before or during a game. There are still many planned improvements to the grid-based battle system, and it has not been made the default. That will probably happen in 1.0.3, or before, depending on player feedback and pace of development progress. There are no plans to remove the classic mode when the default mode changes.
Custom Battles can be launched from the Main Menu completely separate from the 'normal' game mode. You select the roster for the two armies and can then fight it out against the AI.
Custom Battles can be named and saved to a file. This allows you to replay battles and to store favorite rosters. The files can be shared manually between players - but workshop integration is planned along with more options for setting up battles, randomizing rosters and creating linked battles. The campaign mode will (of course) remain the focus of the game.
If the Grid-Based system is enabled, you can set up default deployment, formations and orders for your armies by opening the Army Window (ie inspecting an Army), selecting Army Details and then clicking Army Deployment button.
Units can be grouped into Formations, which you create and name during Deployment. Orders can be given at the Formation level, saving a lot of time. You can still give member Units separate orders. If the Unit order is more 'aggressive' than the Formation order, it will override it. But if you wish a Unit to Hold when the Formation is Advancing or Charging, it must leave the Formation.
During Deployment, if the Formation panel is open and a Formation selected, shift-click will add units to that Formation. This is a quick way to setup Formations.
After the Deployment phase, you can multi-select units by using shift-click.
When right-clicking an enemy unit, you have the option to set it as ranged and/or melee target for the currently selected friendly unit(s). You can always clear the target. Depending on orders and opportunity the unit will attempt to follow this priority.
Units are locked in melee with adjacent enemy units unless they have the Skirmish or Blink ability. Units with Skirmish can lock other Skirmishers in place. Blink units can always disengage.
Resolution speed and turns per 'next' can be configured at any time during battles. You can also 'skip to end', but make sure the current unit orders are what you want before pressing this.
Characters have a somewhat bigger impact on battles in the new mode, and the mechanics/bonuses are fully described/previewed when assigning characters and inspecting unit info.
Game Setup and World Settings
The Game Setup Window has been overhauled and divided into four tabs.
You can now name you Game World. If you do not choose a name, it will use the default name 'Mortal Plane'. You can also choose to use your name as the World Seed.
The World Seed can now be a text string. It will still be converted to an integer via a hashing algorithm, so the underlying Seed system has not been changed. But you can now tell other players to check out CarrotWorld rather than an arbitrary integer.
World and Rules settings have now been separated into two different tabs. A few settings could arguably belong in either, but separating the two makes for a less cluttered user interface.
New Rule Setting: Recruitment Pools (Disabled or Normal). This allows you to disable the Recruitment Pool mechanic, which is a somewhat harsh mechanic that not all players enjoy. For new players it will be disabled by default.
AI Rivals now have a separate panel, and you can choose up to 9 Rivals, rather than a maximum of 6 as before.
Custom Presets can now be created and saved/loaded. With an increasing number of settings, it had become rather laborious to select the favorite setup every time when starting a new game. This new panel allows you to store the current set of settings and choices as a named preset. You can create any number of presets, and can also choose one of these as a default in place of the built-in default.
Lore Modules is a new concept to manage optional and discrete content. The existing 'Silly Events' setting has been migrated to a Lore Module. A new collection of Dungeon Flavor text authored by two players (P. Casimir and Verroth) has been added as the other inaugural Lore Module. It has 52 unique Dungeon descriptions. Enabling Lore Modules function like the other three categories of settings and are stored as part of a preset.
Dungeons
The Dungeon Window, used for forming and managing Dungeon Expeditions has been greatly reworked. No longer are expeditions sent immediately on selecting the party, which was a confusing departure from the UI in the rest of the game.
A 'preview effects' panel has been added, which shows whether various party role requirements are fulfilled. Tooltips show the effects of meeting these (or failing to do so).
Important Tags are now shown in the Dungeon Window making it a bit easier to pick followers based on the challenges posed by the specific Dungeon.
The Expedition Log has been split into 'Recent Events' and a Log of previous turns. You see the recent events directly in the window, and the log can be inspected via a button.
You can now inspect the Log(s) after an Expedition has been completed and/or a Dungeon cleared.
Deities now have an interest in many Dungeons. Depending on the type of interest (Opposing or Protective) you will gain Divine Favor or Divine Wrath if you clear the Dungeon. Including a Religion-class character in the expedition affects this mechanic, allowing you to placate and/or champion specific deities for decreased/increased impact.
Dungeon Flavor text. A very basic description has been added for each dungeon type. The new Lore Module describe above includes 52 unique descriptions applied based on Dungeon theme and danger level.
Three new Dungeon Themes: Arcane, Eldritch and Fae. These have associated Tags
New Player Experience
Wizard players now have an 'Advisor' action which will show a window with a number of suggestion on what to do. Clicking a suggestion will go to the relevant window and/or selection. The suggestions are based on the current game state and player resources/assets. I expect to expand the quality and range of suggestions with future patches.
The Advisor action, the new default settings (e.g. disabled recruitment pools) and less cluttered game setup window are meant to make the game slightly less daunting to new players. I think the Advisor concept has potential to greatly help avoid the feeling of being lost, and perhaps in time also help expose to sub-systems and mechanics which are easy to miss.
Other Changes
Continents are now named during World Generation.
The Encyclopedia now includes World Info (name, continents, oceans, etc.)
Map Hexes now have a tooltip which list Hex Conditions and Resource Specials.
The tooltip for a selected entity on the world map will now list a summary of other relevant entities in the hex.
In the Global Game Settings you can now disable 'Floating Tooltips'. This will lock tooltips to the location of the mouse when they're shown. If you dislike tooltips following the cursor after being shown, this gives a more classic style of tooltip displaay.
Faerie Dust: The 20% sell price penalty has been raised to a 90% sell penalty. This greatly widens the gap between buy and sell price for this resource.
Bow of Destruction: New magic item which gives +5 to Combat Challenges and +2 Siege Progress (does not stack on multiple owners for the same siege).
Bug Fixes
Battle indicators on the world map are no longer lost when loading a game.
Fixed a few bugs relating to Mysterious Sites.
Fixed a number of spelling errors.
Fixed a crash bug relating to unit recruitment.
Fixed a crash bug relating to AI processing.
The aggregated patch notes for all minor updates and patches after 1.0.1 can be found here: https://steamcommunity.com/app/567080/discussions/4/3092263995631246815/
Patch 1.0.1.79
Just a small patch to fix some bugs and issues. A more solid update is getting closer, but needs a little bit more time in the oven.
Arena (Wizard Tower Upgrade): Now unlock elite infantry units when the Tower reaches level 3. This is in conjunction with other upgrades, so Archery Range for ranged units, Armory for heavy units, etc.
Tweaked the unit unlock logic for Wizard Tower Upgrades so they're guaranteed to unlock at least one unit. Most have also been given an additional unlock per culture - so depending on culture unit variety there can now sometimes be two or more unit types unlocked by an upgrade (on a per-culture basis).
Fixed a crash bug related to the Dungeon Window.
Fixed a bug where duplicate Tower Upgrade could be built for all types.
Fixed a bug where the full Emissary character/target validation was not run for tasks assigned via character suggestions and free agent behavior.
Patch 1.0.1.77
When generating a world with the 'Silly' game setting, centaurs will sometimes have one or two (awkward) cavalry unit types.
Tweaked the unit type name generator to restrict use of the (relatively rare) Light/Heavy adjective. The range of base names it can be applied to is now smaller.
Fixed a bug where generic unit mounts would not resolved correctly in some cases.
Fixed a bug in the unit type name generator which could assign an empty name to units when resolving a name duplicate.
Fixed a bug in the dynamic unit type generator which sometimes caused cavalry units to be created for centauroid or no-cavalry cultures/races.
Fixed a crash in the world generator
Fixed a crash caused by the Hunt Food ability when the unit was in an army with a quartermaster, but no general.
Patch 1.0.1.75
Cavalry will now have the Unsettling, Noxious, Terror abilities if the mount type has it (and the unit doesn't have a superior ability from other factors, ie culture/race/unit template).
Subterranean cultures are now much less likely to generate a wide variety of cavalry unit types. They will usually have 1 now - but sometimes none, and sometimes more.
Some cultures now have a chance to generate chariot unit types even if they don't have the chariot trait. This is more likely to happen for primitive cultures.
Cultures can now have multiple Mount traits. The Default/Primary Culture Mount is no longer linked to the Mount traits, which fixes a few bugs, and allows for a variety of Mounts.
Flying creatures are now much less likely to be assigned as the 'Primary Culture Mount'. Instead when the generator rolls such a mount, it will usually be a (non-primary) Mount Trait, and thus assigned to specialized/elite units.
Unit and unit type mounts are now specified (when relevant) in the Army and Military windows.
Increased the number of Culture factors affecting Chariot Unit Type generation, creating a greater range of stats (based on the type of unit and culture). Added a chance for Chariot Units to have ranged weapon. Cultures with the Chariots trait will tend to have better Chariot units than those without it.
Slightly reduced the average number of unit types created for cultures.
Fixed a number of monsters not valid for unit mounts being in the pool for Default/Primary Culture Mounts and thus sometimes leading to weird situations when the game tried to resolve the stats for a non-existent unit type.
Fixed chariot units not being generated by the dynamic unit generator.
Fixed cavalry not being given the Flight, Limited Flight and Leap abilities from their mounts, if relevant.
Fixed a bug causing some units to have generic Mounts even when there is one or more culture-specific mounts.
Fixed a bug causing Custom Constructs (Golems) to be given a World Movement stat of 0. Existing games with this issue are retroactively fixed (by setting World Movement to Battle Movement) on loading the game.
Fixed Custom Constructs not having a Skill rating for their ranged attacks.