Enchant Item: When assigning an Enchanted Item on completion of the project, a button is now available to send it to the Vault for future assignment. The effects of the item are also shown in the details panel, for reference, which it wasn't previously.
Enchant Item: Characters which are not valid targets for the assignment are no longer excluded from the window. Instead they are greyed-out/invalid and the reason for not being a valid target is shown on selection.
Enchanted Items: 12 new Enchanted Items have been added. These are reached through Magic > Projects > Enchant Items. Most of these are taken from the suggestions made by players. I'll continue to add more items with patches and updates - from suggestions and my own creations both. There is a selection of item classes and power levels available, including some which greatly increase character survivability during dungeon expeditions.
Army Selection: Previously the hex was highlighted as selected. Now the Army emblem has a selection halo to make it more clear that the Army has been selected and not the hex itself.
Rename Units: These can now be renamed from the Army Window. This can be used to give flavor-relevant names to favorite units or to more easily distinguish units of the same type.
Recruitment UI: An action has been added to open recruitment for the selected site - filtering available unit types automatically. This mode can also be enabled/disabled directly from the Military Window (picking a site from a dialog) by using a new 'Site Mode' button.
Resource Info Panel: Caps are now shown in the tooltip and a
is shown to indicate if the cap has been reached.
Fortress Upgrade: Golem Workshop. Enables the recruitment of Golem and Construct units at the Fortress. Requires Culture Trait: Golems or Artifice 4+.
Beacon Spells: A number of spells have been added which enable the recruitment of various unit types at outposts, cities and/or fortresses (depending on Beacon). For example, Beacon of Elemental Air allows recruitment of Air-type units (that have been unlocked through research or other means) at the target site. Only one Beacon can be active at a site. This is a way to recruit magic units at other locations than the Tower or at Mana Nodes.
Divine Boons: The selection of available effects was being unintentionally restricted. I fixed this, but even then, most Domains do not have custom boons. I've greatly expanded the Domain-specific boons, but there are still many which use the default boons. However, with the bug fixed there are twice as many of these. Also note that Hex Conditions can be modified using Divine Favor.
Character Inventory: Item traits are now shown in the tool tip. As some categories allow only 1 or 2 items this is an important aspect.
Follower Window: Traits granted by an Effect are now shown as such in the tool-tip. If a trait is granted by an effect and also inherent to the character, it will not show as caused by the effect (as it will remain if the effect ends).
Places of Power (spell): Greatly increased the chance of success, but also increased the cooldown.
Context Panel: Resource sites being upgraded now have a tool tip on the progress text which shows the reasons for the current rate of progress.
Wizard Tower: Upgrade Slot colors can now be changed at a cost.
Additional culture traits now affect worker upkeep.
Faerie Wizards can now hire special Brownie workers.
The map for the active game can now be exported as a custom map from the menu.
When targeting sites additional feedback is now given in many cases regarding why a selection is not valid or and in a few whether there are relevant warnings.
Several lists of sites now use the province as a qualifier for sites with the same name. This makes it easier to distinguish outposts and is useful in a number of other cases.
Added a few new ambient character activity events regarding Banker-class characters.
Editor now generates thumbnails for custom maps.
Editor now allows the user to select which world terrain algorithm to use (classic or alternate).
Fixed Bug: The Celestial Cynosure spell was not being unlocked as intended.
Fixed Bug: Faerie Sub-Races were not saved correctly causing Entity duplication in save games.
Fixed Bug: When cycling armies, ones which had moved partially were excluded unintentionally.
Fixed Bug: Sites under construction incorrectly enabled recruitment of relevant unit types immediately. Construction has to be finished now before units can be recruited at the site.
Fixed Bug: Units in Garrison armies did not have movement expenditure reset on turn processing and also were not included in a number of other per-turn effects.
Fixed Bug: A few notifications showed a "Go To ?" instead of the correct link.
Fixed Bug: Sometimes projected missing upkeep warnings were shown incorrectly.
Patch 1.0.1.41
Bounty of the Sea: Cities now get +20 Food per adjacent such hex special
Fertile Soil: Cities now get +10 Food per adjacent such hex special. Having at least one gives +1 Growth.
Primordial Trees: Cities now get +5 Lumber per adjacent such hex special. Having at least one gives +1 Spiritual, -10 Unrest, if city has any of culture traits: Pact with Nature, Druidic, Shamanistic. Wizards get +5 Mana if the culture has trait Magic: Life or Magic: Primordial. These also give +0.5 Learning to the city.
Fixed Bug: Worker Element text overflow
Fixed Bug: Change sections for non-player armies
Fixed Bug: General not transferred when merging with Garrison
Fixed Bug: Some office assignments could fail partially making the character have the corresponding task without the office
Fixed Bug: Apprentice followers not getting intended bonus from some magic-related culture traits
Patch 1.0.1.40
This path side tracked my work on the beta branch, but I think these are important fixes and changes, and absolutely worth postponing the beta branch update by a day or two. I will also add more options like the Golem Workshop in the coming days - for other types of Units. They may not all be buildings, but I want to add more ways to recruit magic units away from the Tower.
New City Building: Golem Workshop. Allows recruiting Custom Constructs and units with the Golem tag in the City. Requires Artifice 4+ or the Golems trait in the city in order to build. Also gives +0.25 Learning and +0.5 Industry.
Dragons have been significantly buffed with more Hit Points, Armor, Toughness and Resistance.
Loss of Effectiveness during Battles has been tweaked and the mechanics expanded. Monsters and units with a low default unit size (members) have a cap on how much effectiveness can be reduced. If the battle drags on for a very long time, this cap will gradually disappear.
Outnumbering now has less of an extreme effect on morale and effectiveness - especially for Monsters. All units will now be less likely to suffer morale checks based on outnumbering if they're not suffering a lot losses and are also not fatigued. Strong units were too likely to retreat even when winning if they were outnumbered.
AoE attacks will now apply multiple hits based on their type and the size of the involved units. Breath Attacks will hit more targets based on attacker size. Line Attacks will hit more targets based on target unit depth/quantity. Circle Attacks will hit more targets based on target unit physical size.
Physical Size has been specified for all Unit Types, as it is now important for an additional mechanic. It also fixed some issues with high-HP Units which did not have actual large physical size (HP was used as a fallback when size was not specified to estimate size).
Fixed Flying not correctly giving units the ability to use melee attacks when pursuing (evasive) non-Flyers.
Fixed a bug where expected income was not correctly considered when predicting if there will be unpaid upkeep. This led to annoying warnings, for example when having full resource caps.
Fixed a bug where the number of attacks made when using ranged attacks at close range was incorrect (could be absurdly high for small units).
Fixed a bug where the distance of ranged attacks was incorrectly calculated in some situations, leading to unintended to-hit penalties.
Patch 1.0.1.39
Very small patch with more smooth map panning and a bit of bug fixing. I'll have an update to the Beta Branch tomorrow with more 'meaty' changes, and as soon possible after that a main branch update with a combination of select Beta Branch changes (Recruitment UI improvements mostly) and a number of other things (AI/Content/Misc).
Map panning via mouse-drag is now scaled to pixel values to give a more smooth and consistent speed.
Map panning speed can now be configured in the Settings window, decreasing or increasing the default (now) cursor-aligned speed.
Fixed a display bug where expected sales of resources above caps/thresholds was not always shown.
Fixed a bug where some sales of resources above caps/thresholds were not always executed (wasting them). This was a subset of the cases in the display bug.
Patch 1.0.1.36
These are the aggregated patch number from a successive series of minor patches. A larger patch and the Experimental Grid-Based Battle beta is coming soon.
Battlefield Necromancy now has a more smooth power curve. The power of the raised forces is based on Necromancy and War mastery (weighted 3 to 1)
Tweaked the cost of Liches to be significantly lower and increased the unit size to 5
Increased the Hit Points of Vampire from 8 to 16 and the unit size from 32 to 40
Fixed a number of text errors
Fixed Breath of Life not being researchable
Fixed the upkeep projection logic not correctly incorporating free upkeep effects
Fixed a persistence bug affecting resource sites during upgrades
Fixed some effects not having their duration ticks processed after saving and loading a game
Fixed a bug where ressurection effects would bring the character back to life, only to have them die almost immediately after
Patch 1.0.1.31
Didn't really plan to push this out yet, but I had some odds and ends that might as well piggy-back on the bugfix which was the reason for this patch.
Divine Favor can now be used to add/cleanse Hex Conditions (Primal, Hallowed, Demon-Tainted, etc). The options for each Deity/Religion depends on the combination of Domains.
When saving a Custom maps, a thumbnail image is created with the same name as the map. This will make it the preview image if uploading the map to workshop. You can toggle this export in the Export panel (enabled by default).
Armies with an active Siege are now skipped when cycling idle armies (unless they can assault)
Sorting improved for numerous character task target selection dialogs
Added more info during target selection when assigning Site Leader tasks via the Follower Window
Fixed minor faction Followers sometimes sticking around in conquered Sites when this made no sense
Fixed an issue permitting assignment of Site Leader to invalid Sites when it was done via the Follower Window
Fixed a crash bug when loading a save game with certain map filters enabled
Patch 1.0.1.30
You can now choose to let the AI use custom templates. This is done in the template selection window on a per-template basis. So if you want to change it before starting up a Warlord game, you need to go into this window and modify settings accordingly, then exit it.
New Spell: Lunar Blessing (Celestial 1). Unit buff which can only be cast on certain turns and with a limit on the number of active instances equal to the Celestial Mastery of the caster.
Minotaurs now have a charge-only Gore attack (applies to new games only) Office Request notifications are now only shown for unheld Faction offices and Followers with high Discontent
Multicast Panel: Click on a row now has the same effect as clicking on the toggle.
Multicast Panel: The grid no is longer reset by every single UI action
Added a warning when upkeep costs are expected to be unpaid
Fixed a bug causing modded portraits to not be used by the portrait assignment logic
Fixed a bug relating to resource display
Fixed an issue causing characters with both of Bloodthirsty and Paranoid to not have any valid dungeon exploration stances
Fixed a bug where minor faction could gift more resources than they had
Patch 1.0.1.28
The World Generator now makes sure that there is a minimum amount of the various resource specials seeded across the map.
New Construct Trait: Horns. These give a charge-only Gore attack.
New Wizard Tower Expansion: Oricalchum Forge. The Forge produces Oricalchum every turn.
New Spell: Shape Oricalchum. It creates Oricalchum while consuming Iron, Granite and Silver.
Ancient Battle Sites can now be looted.
Battle Siphoning (Spellcraft): Description is now more detailed and clear.
Added tooltips to the Resource Info window showing the amounts with additional decimals
Fixed a few display issues relating to Resource display
Fixed an issue causing the World Generator to not be able to seed Mana Nodes of the Good and Evil types.
Fixed a number of UI settings not being saved (auto-assign workers to tower, for example).
Fixed a bug relating to saving and loading Faerie entities.
Patch 1.0.1.27
New spell - Waking Nightmare (Illusion): Causes Unrest and Squalor in target City. Also slightly reduces Rebel WIsh and Civic Spirit.
New spell - Grand Spectacle (Illusion): Reduces Unrest in target City. Also slightly reduces Rebel WIsh and increases Civic Spirit.
Drained Mana Nodes now show the expected remaining time until they return to normal. It is shown as a range based on the initial 5 to 12 Turns. E.g. after 3 turns it will say 2 to 9 Turns, whereas after 7 turns it will say 1 to 5 Turns.
Details on Spells, Masteries and Character Traits are now shown in the Encyclopedia.
Improved a few tool tips to better explain the information in them.
Fixed a Mastery Progress bug.
Reduced the rather extreme Mastery Progress from having a Vivisectorium. It might need more nerfing, but I am doing some general mastery balance and testing, so will do further changes in that context.
Patch 1.0.1.26
Fishing Villages can now be built on the coast. They're an alternative to Farms for producing Food. The more adjacent water hexes, the more food is produced.
New Hex Special: Bounty of the Sea. Gives additional Food for Fishing Villages adjacent to it.
Resource Sites can now be upgraded up to three times, thus having a Level from 1 to 4. Each level adds a worker slot and a base 5% resource production bonus. There is a cost in time and resources to upgrade - and each type of resource site has worker skill requirements as well.
Quicksave has been implement. Press F5 to save to the quicksave file without having to click through save menus.
Quickload has been implement. Press F6 to load the quicksave file. A prompt is shown to avoid accidentally losing your current game.
Reworked mastery contribution from spells. The contribution is no longer solely based on mana cost, but is a combination of Spell Level and Mana Cost. The Mana component no longer contributes in a linear fashion. The weight of level and mana respectively has been exposed to modding (see below constants). The value is also
Mastery contribution from spells that impact multiple masteries has been changed to more smoothly split the contribution across the primary and secondary masteries.
Mastery contribution from spells now has a per-turn soft cap similar to that from units.
Mastery contribution from bound Mana Nodes has been doubled.
New constants exposed for modding (default value if unmodded): BaseManaCap (800), ChannelingManaCapBonus (250), MasteryProgressSpellWeight (1.0), MasteryProgressUnitWeight (1.0), MasteryProgressManaNodeWeight (1.0), MasteryProgressSpellManaWeight (0.5), MasteryProgressSpellLevelWeight (0.5).
Fixed Mass Mutation and Mutation creating units at the wrong location (they were at the Wizard Tower and not the target city).
Fixed building demolish orders not being saved as intended.
Fixed the 'Cancel Demolish' button in the City Window not working.
Fixed a number of actions not updating the UI (ie resource values).