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

Wizards and Warlords

Patch 1.0.1

This update is a hodge-podge of graphical upgrades, modding functionality, quality of life improvements, bug fixes and user requested content/features. It was never really my intent that 1.0.1 should arrive this late - and on the heels of more than 80 total main and beta patches. But I overworked myself somewhat in time immediately after 1.0, and after suffering a period of reduced productivity, I have now found a more sustainable pace.

Those who have taken a break from the game may notice that some of the in-progress 1.0.1 work has been shelved. The explanation is too long-winded for this already long-winded post, but the important part is that I'll resume work on those shelved things after a brief period of hyper-care for this update. I haven't given up on the economy and city improvements.

A beta branch for 1.0.2 should go up later this week. I have some catching up to do on the forums, but after that, the journey to 1.0.2 can begin. And I will try to keep the wait shorter this time. The beta for 1.0.1 was too long, and I will try avoid that in the future. I'm happy with the amount of 'stuff' in the continuous patches delivered to the beta during this time, but not too happy with the time which passed before it hit main. Thank you to those who reminded me about the need for a push to main.

Finally, I would also like to extend thanks to everyone who submitted bug reports, ideas, feedback, encouragement and/or constructive criticism. You are too many to mention by name without the risk of forgetting someone, but you have my sincere thanks.

User Interface and Graphics

  • Quick cast / favorite spells. In the spellbook you can click an icon in the lower array of icons and then click a spell. This will "slot" the spell in that quickcast position. You can switch between battle and world spell favorites with a button.
  • Sigils: You can now use a custom image as your sigil. No need for modding or editing text files. Just click the button and browse to the image file.
  • Sigils: When starting a new game, you can now open a window to browse all Sigils. Previously you could only cycle through them one at a time.
  • Portraits: You can now change the portrait of a Character from the Character Window.
  • New Province Border graphics. The border tints are now shown only on the outer borders of a realm. Provinces with no capital have no border tint. Uncontrolled provinces have a dimmed tint. Minor realms have a pale grey tint.
  • Improved the mini-map image quality to be sharper
  • A warning notification is now issued when temporary units and free upkeep have four or less turns left
  • Wizard Window: Pending mastery progress bonuses are now shown in the Mastery Table when an event or action gives Mastery Progress during the player's active phase
  • Army Window: Units are now ordered by Experience
  • Military Window: Mana Nodes now show the Province in the list, to make it easier to choose the right location when recruiting new units
  • Military Window: Added tooltip to the Site list for recruitment options
  • Military Window: Recruitment Unit List now has tooltips
  • Wizard Tower Window: Worker Buttons in return to the Window after the Worker Selection dialog is closed.
  • Diplomacy Window: Anger/Fear/Regard changes are now shown logged with reasons and shown in the relevant tooltip
  • Worker Assignment description now includes nature of task (Construction, Excavation, Upgrading, Production, None)
  • List Selection Window: The generic window used for a wide variety of prompts now has different colors for valid/invalid selections, allowing the player to quickly see what selections are valid without manually selecting all of them.
  • Survey mode now has tooltip info displaying why a hex is invalid. Previously only Control issues were reported here. Now terrain and other reasons are as well.
  • City Window: Now has tooltips on the Prev/Next buttons showing a short description of the relevant City
  • City Window: "Recruit Follower" can now be initiated directly from the City Notables view
  • City Window: A shortcut to the Diplomacy Window has been added when inspecting a City belonging to another faction
  • Fortress Window: Now lists Upgrades in the summary text
  • Fortress Window: Now has Prev/Next, Go To and Diplomacy buttons similar to the City Window
  • Economy Window: The summary panel for the selected resource now includes faction/market amounts
  • Character Window: Lack of Free Will or Limited Free Will is now shown correctly
  • Realm/Quests Window: Captive characters are now listed in the Faction Panel


General

  • New achievements have been added: All In (unlock all masteries), The All-Seeing Eye (explore the entire map), Flavor of the Month: Alchemist (as an Alchemist Wizard, win any victory against at least 4 rivals).
  • Preset difficulty settings: Serene, Harsh, Nightmare. Selecting one of these will set a number of settings to match it. You can change other settings, but if you change one of the ones related to the preset - it will automatically reset to none.
  • New Game Setting - Cycle Planned Moves: If there are armies with a planned movement path that have not moved this turn, the turn button will change to "Select Pending Army", when selecting such an army to "Execute Moves". This allows manually activating and seeing all such moves via the Turn Button.
  • Unit upkeep priority is now randomized, which makes a difference if there are resources to pay upkeep for only a subset of units.
  • Upkeep balance pass. The stats and equipment of randomly generated unit types for each culture will now be reflected in the cost and upkeep to a greater degree. Cultural traits also have a greater impact on upkeep costs.
  • Unpaid worker upkeep now results in workers disbanding
  • Workers with no skills no longer generated
  • Workers with only 1 skill level are now less likely to be generated
  • Tribal Destiny: Adventurers is no longer required to send Dungeon Expeditions as Tribal Chief. It is still required to use Exploration. It now gives 2 to 5 new Followers, depending on the number of Camps controlled.
  • The bonus to coastal water movement from Flight now also applies to Limited Flight. This means that an army with a mixture of Flight and Limited Flight gain the movement reduction previously requiring an all-Flight army.
  • When conquering a City, base Unrest is no longer changed. Instead a temporary +15 Unrest is applied (duration based on City population) and a context-specific permanent modifier is added. The latter is replaced whenever a new conquest occurs. It may be 0, in which case it removes any previous such modifier.
  • The ability to ignore Fortress zone-of-control when moving out of the Fortress hex now applies to Limited Flight in addition to Flight.
  • All-flying armies can now traverse water at the cost of 2 movement points, rather than full movement allowance. This is only used if there is not a better water-traversal effect available.
  • Armies with a planned movement path are no longer included in the army cycle list
  • Garrisons now have improved marauder/monster suppression.
  • Fortress Stables now improved marauder/monster suppression from garrison cavalry.
  • Wyrdstone has been rescaled. One of the previous units equals five of the new units. Costs, rewards, etc. have changed accordingly.
  • Some resources now have supply/demand modifiers applied to one of the buy/sell sides. This means there will be a skewed price gap. For example Ambrosia has x2 buy price modifier. This allows resources to be expensive due to rarity/value, while making them less of a 'cash cow' when a regular flow is available.
  • Tweaked dungeon danger stat description bands


Characters

  • Followers with the 'No Free Will' trait no longer require Upkeep.
  • Follower loyalty/discontent above/below 10 (in either direction) now affects character upkeep from -50% to 50%. The effect on the amount of gold kept from upkeep is the same as previously (loyal follower keeps less, discontent followers keep more).
  • Loyal followers can sometimes gain XP from inspiration: Threshold loyalty value is (5 + character_level*12). Chance to gain XP (per turn roll) is (25 + loyalty / 2)%.
  • Character upkeep is now processed prior to Unit upkeep
  • Most Undead Characters no longer have free will
  • Alignment of Characters joining due to events, lore discoveries and similar are now much less likely to clash with that of the faction



Modding

  • Mod management overhaul. You now activate mods you have created or downloaded from the workshop from the mods window. You no longer choose a mod during game setup. This means you can load a save with a different set of mods active than when creating the game.
  • You can now enable multiple mods. They will be applied in the order you choose in the mod manager. This is relevant if the mods modify the same data - for example if mod 1 changes 4 built-in portraits, and mod 2 changes 5 built-in portrait, with one "overlap" (ie same portrait modified by both mods), the order will decide which mod is used for that portrait. The other 8 modifications don't clash, so the order doesn't really matter for those.
  • Unit icon modding. Create a UnitGfx folder similar to the Portraits folder for your mod. You link image files in the folder with units by adding a text file: info.txt (as with portraits). Each line can link one image to a unit. Format is: unit_id;image_filename.
  • You can now mod game mechanics/rules by placing a mechanics.txt file in the root folder of a mod.
  • If a mod does not have a toc.txt file, the game will create one and assign a unique id. This is not done if the mod is a workshop mod.
  • You can now mod Mana Node bind cost and output values. The relevant keys to put in the mechanics.txt file are ManaNodeBindCostMinor, ManaNodeBindCostSmall, ManaNodeBindCostMedium, ManaNodeBindCostLarge, ManaNodeBindCostMassive, ManaNodeOutputMinor, ManaNodeOutputSmall, ManaNodeOutputMedium, ManaNodeOutputLarge, ManaNodeOutputMassive. As with customization points use : (colon) to separate keys and value. For example 'ManaNodeOutputMinor:10' on a line (without quotation marks) will set the Mana output of a Minor Mana Node to 10 Mana.
  • You can now mod the number of points available when creating a custom template. The key to change this in the mechanics.txt file is WizardCustomizationPoints.
  • Mods can now add additional Sigils, by placing .png files in a Sigil folder (similar to portraits)


Content and World Generator

  • Death cultists. Undead Wizards can now recruit a special mortal unit which doesn't require recruitment pool, but which has a mana upkeep. It's based on a relevant generated world culture.
  • Dual-wielding. Units with dual-wielding of melee weapons can now be generated. This is based on cultural traits and unit template traits. Generally light infantry and skirmishers are more likely to be dual-wielding than cavalry or heavy infantry.
  • Better variety in culture unit equipment. Secondary weapons are now more common and cultures have a wider variety of possible weapons (ie potential during generation), but also a greater degree of consistency after weapons are assigned.
  • Dynamically generated culture unit types now have the Dual Wielding ability if they have been generated with such equipment
  • Added additional factors with a chance for Super Heavy unit types to be generated for cultures during world generation. A variety of traits, philosophies and social structures now affect this, making them more likely to be generated. Previously super heavy unit types were exceedingly rare. Now they're uncommon/rare.
  • Cleavers are now less common when generating random unit types
  • Improved unit type name generator to reflect culture and unit 'tier' to a greater degree
  • Reworked Dynamic Unit "Short Descriptions" (Light Elite Infantry, Medium Cavalry, etc). These will now often include main weapon as part of the description, and some of the redundant/confusing/misleading words have been removed.
  • Improved the calculation of Recruit Follower costs to be less arbitrary
  • Added an alternate province generation algorithm. This can be chosen during game setup. It creates more evenly sized and shaped provinces, but does not try to align provinces with terrain types.
  • Reduced the number of settled provinces when picking Sparse and Scattered Civilization options during game setup.
  • Three new hex specials: Silkworms, Wyrdstone Deposits, Bone Fields. These add relevant resources to constructed resource sites.


Magic and Wizards

  • New Construct Options. Shape: Drone Swarm, Shape: Incomprehensible, Trait: Blighted, Trait: Displacement Field, Trait: Illusion Projectors)
  • Intimidation (Wizard Trait): Now gives a +1 Discipline bonus to all units which do not have any of: Mindless, Limited Mind, Beast, Monster, Non-Living. This will only take effect for new games.
  • Undead (Wizard Trait): The Upkeep and Recruitment Cost reduction has been expanded to cover Undead, Ghoul and Raised units. This is much more intuitive than the previous more limited and complicated criteria.
  • Shades and Greater Shades are now unlocked at Shadow Mastery 5 and 7, respectively.
  • Breath of Life (New Spell): It can ressurect dead followers.
  • Gift of Unlife (Spell): Necromancy mastery must now be higher than or equal to the level of the target character. The risk of catastrophic failure now scales from 5% to 0% depending on Necromancy mastery. Chance of full or partial domination also scales with Necromancy mastery.
  • Soothe (Spell): No longer affects Courage, but makes the unit Fearless instead. It now also removes the Relentless Pursuit ability from a unit. Discipline bonus increased to 2. It now also has -4 Shock and -1 Movement.
  • Rebalanced the duration of all Battle spells. They are generally x4 the original amount, with a few exceptions.
  • Fae Gardens (Research): No longer available to Wizards with a special race trait (Undead, Demon, Celestial). Faerie Wizards still have automatic access to Fae Gardens.
  • Faerie Binding (Research): No longer available to Wizards with a special race trait (Undead, Demon, Celestial). Faerie Wizards are granted it automatically.
  • Demonic Summoning (Research): No longer available to Wizards with a special race trait (Undead, Faerie, Celestial). Demon Wizards are granted it automatically.
  • Celestial Summoning (Research): No longer available to Wizards with a special race trait (Undead, Demon, Faerie). Celestial Wizards are granted it automatically.


Units

  • Phoenix Units costs and upkeep increased by +50%
  • Phoenix Rebirth now applies an effect with a duration of 2 Turns (including the current), which prevents rebirth equal to the number replenished as long as it is active. If an effect is already active, the number is added to the existing tally and duration extended to 2. Note that effect duration is checked at the end of the turn, so effectively one full turn of not suffering losses will end the effect. E.g. a unit of 40 suffers 10 losses during Turn 4 and all are rebirthed after combat, then suffers 40 losses during Turn 5 of which only 30 are rebirthed after combat. When Turn 6 ends the tally is reset. I haven't fully tested this change yet.
  • Banshees: Increased upkeep from 1 to 2 Mana. Summoning cost from 20 to 35 Mana. Gained Immune to Terror and Relentless Pursuit.
  • Greater Banshees: Increased upkeep from 4 to 5 Mana. Summoning cost from 90 to 100 Mana. Gained Terror and Relentless Pursuit. Reduced Greater Shriek Damage from 5 to 3. Gained an extra Arcane Missile attack.
  • Death Knights: Reduced the Dark Aura Damage from 4 to 2. Gained Fearless.


Cities

  • Marketplace: Crime 0.25 => 0.5, Income 0 Gold => 100 Gold
  • Thieves Gold: Maintenance 500 Gold => 50 Gold
  • Granary: Cost 100 Food, 500 Lumber => 50 Good, 250 Lumber, 250 Gold, Construction Time 2 => 8
  • Farmers Market (new): Growth 0.5, Prosperity 0.5, Crime = 0.25, Squalor 2, Maintenance 10 Food, Income 50 Gold


Fixes

  • The '50 Shades of Wizardry' Achievement now fires as intended. The requirements have also been relaxed so that one of True Grit and/or Lusty is enough.
  • The 'Toppling The Tower' Achievement now fires as intended when defeating a Wizard as a Warlord. Previously 'The Wand Is Mightier Than the Sword' would fire instead.
  • Moved 'Save Game' to a separate thread to improve performance. You cannot advance the Turn until the save thread is finished.
  • Characters belonging to Faerie sub-races no longer have multiple race adjectives ("Faerie Brownie Ritualist"; etc.)
  • Added code to prevent windows from 'hiding' when multiple windows are active, and a new window should be brought to the fore
  • Events and actions that result in the creation of 'free' Units with recruitment type: "recruited" alignment will now change the Alignment of such Units to match the owner faction (if applicable).
  • Spells and units which have been added to a Mastery as "auto-unlocks" are now applied retroactively when loading a save game, where they did not exist.
  • Fixed several skill-gain events picking characters based on inverted criteria
  • Fixed a bug causing the 'Next Turn' button to not update
  • Fixed mods not loading correctly when multiple workshop (ie non-local) mods are active
  • Fixed the Hero for Hire event getting unintentionally massive rebates from Charismatic and Call for Heroes
  • Fixed a bug allowing eliminated Wizard rivals to buy a Dark Tome
  • Fixed a bug where units during manual battle resolution would not update rank data, resulting in unit casualties not reducing attacks as intended and casualty assignment being increasingly incorrect as a unit was damaged.
  • Fixed the master miner trait missing from multiple culture generator tables
  • Fixed worker / trainer alignment clashes resulting in a bonus rather than a malus
  • Fixed numerous event/action costs with scaling costs, so they are bounded in both directions and the scaling is more reasonable
  • Fixed save game size being unreasonably large
  • Fixed save / load being possible when the game was in a state where the results would not be as expected
  • Fixed undiscovered factions contacting the player and requesting gifts or diplomatic actions
  • Fixed an issue when a faction requests that another faction join a war against an undiscovered third faction. The war target faction will now be revealed.
  • Fixed the mouse-wheel not working in the Multicast and Mastery Panels
  • Fixed non-Spell effect being shown in the Multicast Panel
  • Fixed the keyboard shortcut for Next Turn being available during battles.
  • Fixed a crash bug relating to multiple mods with the same guid
  • Fixed modded portrait images not being downsampled in sufficiently high-quality when relevant
  • Fixed a crashbug caused by re-starting games
  • Fixed a bug causing Seed stability to be wrong if re-starting during the same session
  • Fixed a crash bug when browsing files.
  • Fixed armies not executing multi-turn movement orders correctly (when 'cycle planned moves' is turned off).
  • Fixed a number of placeholder texts which had incorrectly not been replaced, relating to Ancient Evil strings
  • Fixed a number of Lore discoveries not displaying the intended text in the Lore panel of the Magic window
  • Fixed a crash bug and a refresh bug related to Fortress Upgrade construction.
  • Fixed a number of crash bugs related to worlds with very few cultures.
  • Fixed a display bug in the Battle Window
  • Fixed an instance of placeholder text accidentally not replaced by the intended text.
  • Fixed a bug where the Magic Window would sometimes be completely empty.
  • Fixed a crash bug related to resource stockpile questions
  • Fixed followers not re-assigning to Party Assignment tasks if they change state from valid to invalid and back to valid
  • Fixed the outliner showing Party Assignment for Idle followers which were not valid for the task
  • Fixed mastery progress sometimes sitting at 100% and not triggering a new level until any amount of additional progress occurred.
  • Fixed province highlights in the Editor not updating correctly on province selection changes, causing it to leave a 'shadow' of the previously selected province
  • Fixed several memory leaks
  • Fixed a bug causing Independent Realms to not always be shown in the Diplomacy Window despite being active.
  • Fixed a bug blocking armies from exiting the a Fortress hex if they had no or a non-adjacent original location. This could happen when raising an army in the hex or using teleportation effects.
  • Fixed bug where multiple active Rebel factions could be created for the same city
  • Fixed a bug where first contact messages would be sent incorrectly from eliminated and distant factions
  • Fixed eliminated and/or inactive factions being shown in the Diplomacy UI
  • Fixed an issue where character elements would not always update to reflect recent state changes in the Follower / Select Character window
  • Fixed Undead Marauders being generated with incorrect power levels (stronger/weaker both depending on circumstances).
  • Fixed a bug where workers could be assigned despite not meeting the requirements stated.
  • Fixed a few positive/negative text coloring bugs (ie red vs green)
  • Fixed a battle crash bug when playing as Warlord.
  • Fixed crash bug relating to evaluation of unit tags by global faction effects
  • Fixed a large number of dynamic unit name generation issues
  • Fixed a few tooltip bugs
  • Fixed 'Request Character' not mapping character classes correctly for Dedicated Haven realms. You would get a different kind of character than you requested (and intended).
  • Fixed a bug causing Faerie and other special units to require a non-existing recruitment pool.
  • Fixed a number of inconsistencies and issues with Fools Gold. The 'remaining gold' is now calculated immediately on expenditure and not as an end-of-turn delta, making the spell much more intuitive to use.
  • Fixed an issue where an Outpost upgrading to a Settlement could not be assigned a new Overseer.
  • Fixed a crash bug when opening the Encyclopedia after loading a Save Game started with older game versions.
  • Fixed a bug where the Escape button did not bring up the Menu after loading a game
  • Fixed a number of issues with the Naval Commander trait not working as intended. I have also improved it slightly so that in addition to reducing the cost of the first movement into an Ocean hex to 1 - it also allows an additional hex of Ocean movement (relevant for non-aquatic/flying armies). In effect, it now allows 2 hexes of Ocean movement per turn, instead of 1. The previous bonus had a very limited scope for being useful.
  • Fixed a bug where a number of unit effects were not ending as intended
  • Fixed the color picker acting strangely when dragging the mouse outside its borders.
  • Fixed an issue where captive characters were not tracked correctly. Many ways to capture characters would only change the status and location of the character, but not correctly register the captive with the capturing faction.


Patch 1.0.0.63

A small bug fix patch. These are not merged to the 1.0.1 Beta Branch yet but should be today or tomorrow.


  • Randomly generated workers no longer always have Labor (1).
  • Rebalanced the cost to hire workers. It is now generally lower, but will be higher for workers with a high sum of initial skill levels. The influence cost in particular has been greatly reduced for workers with a low sum of initial skill levels.
  • Fixed an issue causing workers to be generated with no skills and/or negative upkeep.
  • Fixed Warlords not being able to defeat Wizard rivals upon assaulting a Wizard Tower.
  • Fixed Pre-Battle Event results not being shown to the player

Patch 1.0.0.61

Just another small bug fix patch, as the majority of attention is given to the 1.0.1 beta branch. All of these fixes have also been made on the beta branch alongside the various new developments.


  • Fixed a bug where a number of unit effects were not ending as intended
  • Fixed the color picker acting strangely when dragging the mouse outside its borders.
  • Character upkeep is now processed prior to Unit upkeep
  • Unpaid worker upkeep now results in workers disbanding
  • Unit upkeep priority is now randomized, which makes a difference if there are resources to pay a subset of units.
  • Workers with no skills no longer generated
  • Workers with only 1 skill level are now less likely to be generated
  • Fixed a bug where some units incorrectly required recruits. This included 'basic' Faeries and a few other special culture units.
  • Fixed a bug where Request Character options were mapped incorrectly when dealing with Dedicated Haven realms.

Patch 1.0.0.59

Just a small bug fix patch. I'll merge these over to the 1.0.1 beta branch later today as well.


  • Fixed a number of issues with the Naval Commander trait not working as intended. I have also improved it slightly so that in addition to reducing the cost of the first movement into an Ocean hex to 1 - it also allows an additional hex of Ocean movement (relevant for non-aquatic/flying armies). In effect, it now allows 2 hexes of Ocean movement per turn, instead of 1. The previous bonus had a very limited scope for being useful.
  • Events and actions that result in the creation of 'free' Units with recruitment type: "recruited" alignment will now change the Alignment of such Units to match the owner faction (if applicable).
  • Fixed a number of inconsistencies and issues with Fools Gold. The 'remaining gold' is now calculated immediately on expenditure and not as an end-of-turn delta, making the spell much more intuitive to use.
  • Fixed an issue where an Outpost upgrading to a Settlement could not be assigned a new Overseer.
  • Fixed a crash bug when opening the Encyclopedia after loading a Save Game started with older game versions.
  • Fixed a bug where the Escape button did not bring up the Menu after loading a game

Patch 1.0.0.58


  • Independent realms no longer build enormous defensive armies. They had a tendency to do this previously, especially if the garrison had a lot of under-strength units.
  • The 'Celestial Aberration' event now modifies Unrest for 8 turns, instead of permanently. Also fixed the consistent spelling error in the relevant text strings.
  • Fixed several text and tool-tip issues involving Faction names.
  • Fixed fortification values having inconsistent display rounding in the context panel.

Patch 1.0.0.57


  • AI Rivals are now assigned colors from a fixed list of distinguishable colors instead of completely random colors.
  • The Escape key now closes an open window in a manner which follows UI conventions. There is a single known case where it still doesn't work, but that should be fixed soon and hopefully no.one will notice (hint: it's during game setup).
  • Wizard AI is now better at prioritizing armies against threats and opportunities by improved consideration of power levels.
  • Wizard AI will now use larger armies for achieving objectives.
  • Wizard AI is now more likely to prioritize rival capitals.
  • Wizard AI is now less obsessed with taking over all unclaimed mana nodes.
  • Wizard AI is now better at prioritizing conquest targets by distance and expected strength.
  • Wizard AI is now less prone to retreating an army to friendly territory with only low to moderate losses.
  • Workers which can't settle due to culture/special properties can no longer be assigned as Settlers
  • Tomb Robber shenanigans can now result in a greater variety of angry monsters and creatures.
  • Outposts can now be abandoned after construction as well.
  • Dungeon difficulty now has a larger impact on dungeon expeditions
  • Rewards from dungeons are now slightly better at the low end and much better for difficult dungeons (which are now more difficult than before at the high end)
  • Character level and dungeon difficulty now impacts the risk of lethal trap events
  • Rogues have a special saving throw vs traps in dungeons
  • Tribal Chiefs can now raze fortresses after a successful siege.
  • World spells which target units can no longer be cast on non-owned armies/units. This could be abused to spy on enemy armies and/or to apply dangerous effects (ie symbiotes).
  • Fixed an exploit where Transmutation could be used despite not having the requisite resources.
  • Fixed several UI issues with the Transmutation Panel.
  • Fixed Mitalovivo units incorrectly having Limited Regeneration in addition to Regeneration. These don't stack, so Limited Regeneration has been removed.
  • Fixed an issue with the Favorable Skies fix causing incorrect pathing calculation, allowing unlimited free movement during a single turn, instead of the one hex intended.
  • Casting Rune of The Raven no longer applies Rune of Thunder instead.
  • Fixed a crash bug relating to Wizard AI feeling very threatened. (crashing the game is an unfair cop-out).
  • Fixed a number of bugs relating to text and the Craft Gift assignment.
  • Fixed a bug causing Skirmishers to sometimes attack their own side.
  • Fixed a bug causing: Void Tyrants, Void Gluttons and Void Fiends not be unlocked as intended.
  • Fixed a bug causing some spell effects to persist after the target no longer existed (showing up in various lists).
  • Fixed a crash bug involving peace offers.
  • Fixed an issue with the Followers Window and the Back Button
  • Fixed exploit allowing players to disband and/or split AI army units in some cases
  • Fixed Advisor resource impact missing from next turn projections in the info window
  • Fixed Outpost to City Pioneers skills (this was incorrectly fixed previously when the display and actual requirement where out of sync - the wrong one was fixed)
  • Fixed a number of ways to circumvent the restrictions on Locked Leaders and their activity.
  • Fixed equipment not factoring into upkeep costs as intended. Note that this greatly changes upkeep costs. I've done some minor rebalancing, but units are generally more expensive to upkeep now (in Gold).
  • Fixed greatly incorrect upkeep display in Hire Mercenaries preview. The recruited unit would have a sometimes very different upkeep.
  • Fixed some text display errors
  • Fixed the Hire Mercenaries button obscuring part of the Military Window Filter Panel
  • Fixed an issue causing AI armies to attack repeatedly when they should not be able to, either due to AI planning or mechanics restricting it.

Patch 1.0.0.45


  • Tribal religious festival quests now show a dialog when completed rather than the (easy to miss) notification
  • The Tribal Divine favor effect is now named Divine Blessing to avoid confusion with Divine Favor
  • Tribal religious quests issued by a single deity now give +10 Divine Favor
  • Fixed a bug where the Truesight spell did not allow army inspection as intended
  • Fixed the 'army disbanded' spam when migrating a tribal camp
  • Fixed a bug where some tribal quests would not complete as expected
  • Fixed a bug where the tooltip on End Tribal Migration would not show
  • Fixed the End Tribal Migration action not applying the reassembly cost for camp upgrades
  • Fixed a bug where the Naval Commander skill would result in weird route-planning and incorrect multi-hex cost calculations
  • Fixed a text formatting bug in the Train Workers UI flow.

Patch 1.0.0.44

This patch has living on the beta branch for some time now, and is somewhat overdue for being promoted to the main branch - I generally want to avoid long-lived beta branches unless it's to playtest a major change. My focus is still primarily on catching up on lost time in regards to the 1.0.1 update. Hopefully I'll have more to share on that one very soon. I'm generally keeping the roadmap updated, so you can always follow my plans for the near and medium-term future there.

Thanks to everyone who provided bug and issue reports, feedback, ideas, and more. I still have a rather substantial back log of tasks - and this is just a bug fix / minor tweak patch, as I try hard to only do non-1.0.1 tasks/bugs if they are critical, have a very high cost-benefit ratio or I am already making changes to the code as part of one of the two previous cases.


  • Skirmish harass mechanics changed for skirmish units which are not countered by enemy skirmishers. They can use ranged attacks without retribution, but melee attacks only if they have ambush or better flying than their target (ie flight vs limited flight vs no flight). Skirmishers with ranged attacks and no way to avoid retribution will stick to ranged attacks. Retribution attack suffer a penalty based on the movement speed difference of the units and the absolute movement speed of the skirmisher. The discipline stat determines how many retribution attacks can be made (scales from 10% to 90%)
  • Units with Limited Flight or Flight can now Skirmish regardless of other stats
  • Army Champion now gives +1 Courage to 'mundane' units, increased to +2 with the Inspire Courage skill.
  • Made a slight balance adjustment to Brownies. Added Brownie Rangers. Faeries can recruit these if they have 1+ Brownie Units with min. 50% strength and XP Level 5+.
  • Right-dragging the map is now possible
  • Adjusted the penalty for having units with a base recruitment pool of 0. Previous formula was penalty = 0.5*N^2+1.5. New formula is penalty = 0.025*N^2 + 0.05*N + 1.2. (where N is the is the normalized number of units - ie the number of full units if all were merged). Soft cap is still applied at penalty >= 4, dampening the penalty greatly towards 4.
  • Construct Blood Power Source: +5 Ichor cost, gain Limited Regeneration.
  • Losing a Worker will now always clear related character tasks
  • Divine Favor (50+) will now unlock otherwise unavailable religious dedication options - unless the Deity rejects the Faction (without Favor, acceptance is required)
  • Divine Wroth (50+) will now lock otherwise available religious dedication options
  • Improved Upkeep amount formatting to round away fractions (for display purposes) more gradually as amounts increase, and immediately at 1 and up. It's now 2 decimals until 100, then 1 decimals until 1000.
  • Units gained from Lore Discovery now have No Upkeep for the duration
  • Reduced costs on Lesser Shades, Lesser Valkyries and Valkyries
  • Most Tower Expansions are now restricted to 1 per Tower
  • Locked leaders can no longer be sent as emissaries or assigned an office
  • Characters who have 'taken action this turn' are now shown as Exhausted rather than Idle
  • Characters who have 'taken action this turn' are now prevented from being assigned most Offices
  • Tweaked the Raze City logic to be less buggy and be instant when the army is large enough
  • It is no longer possible to add new members to a party which is assigned to a dungeon expedition. The expedition must be recalled to expand the party.
  • Outposts can now be Razed
  • Gaining province control now grants visibility of all hexes in province and all hexes adjacent to the province
  • There is now a warning in the tool tip when building a Quarry on hex more suited for another resource type.
  • There is now a warning in the tool tip when building a Mine on hex more suited for another resource type.
  • Changed the sell price cap from being exactly buy price to 95% of buy price - in addition to preventing the spread from becoming 0 when a faction accumulates numerous price modifier, it also prevents certain events which do not have a symmetrical price impact from creating this situation
  • Greatly reduced rounding on calculation of buy/sell prices from the base market price, as this was causing low-value resources to have low, or no, spread
  • Improved UI feedback and validation related to tasks and offices. Offices will now block tasks that are incompatible with the office, rather than relying on assignment cancelling the task. This is more robust and makes it more apparent to the player when task assignment will cause this. It also fixes a number of bugs where assignments could be made to circumvent this logic.
  • Slightly nerfed Voidlings as the changes to Ambush made them too strong for their cost
  • New Darkness Units: Void Gluttons, Void Fiends and Void Tyrants
  • Air/Earth/Fire/Water/Frost-Touched Traits now impact Wizard's Apprentice mechanics.
  • Added mechanics to the tooltip for Wizard's Apprentice during Office assignment.
  • Added a 'Release Recruits' button to the Military Window. 1 influence is gained per 200 temporary recruits released.
  • Added a Seasonal Pantheon Theme when generating the World/Cosmos.
  • Wizard's Apprentice and Bodyguard Offices are no longer unavailable for Celestial, Demonic, Faerie and Undead Wizards.
  • Tweaked Domain assignment for Elemental Theme Pantheons to avoid almost-elemental domains being assigned to the wrong elemental deity.
  • Tweaked Quartermaster Office Desire values.
  • Added tooltip to remove workers at resource sites and outposts
  • Giant Lizards: -1 Move, -1 Melee Skill, +1 Armor, -2 HP, +2 Resist Poison/Disease, +5 Mana Cost, +3 Food Upkeep
  • Nomad Camp: +5 Base Food Production
  • Increased the cost of Lore Research.
  • Tribal Great Hunt: Now yields a bit of Food when completed, in addition to existing effects.
  • Fixed an issue with right-clicking on some Mac platforms
  • Fixed incorrect starting armies and resources for AI Warlords at Easy and Normal Difficulty
  • Fixed Upgrade Outpost allowing 3 to 4 upgrade despite what the tooltip says
  • Fixed a number of crash bugs related to spell casting during battles
  • Fixed incorrect follower outline display in some cases when in a party.
  • Fixed Summon Skeleton Laborers and Fae Binding of Beasts having a worker limit off by one from the spell description
  • Fixed Summon Demonic Wretches having a worker limit off by one from the spell description
  • Fixed enroute player units cluttering the UI weirdly
  • Fixed a battle crash bug
  • Fixed editor crash bug when hovering outside map in river mode
  • Fixed river hint sprites remaining visible after creating a new map or exiting the editor
  • Fixed some errors with dungeon stance selection
  • Fixed solar blast incorrectly causing numerous hits
  • Fixed a number of issues with religious building dedication logic
  • Fixed an issue with requirements display for researching Fae Binding, Demonic Summoning and Celestial Summoning
  • Fixed empty armies being able to move (except when they're migrating camps)
  • Fixed some upkeep modifiers not being shown in the tooltip when inspecting army units
  • Fixed a crash bug which could occur during world generation
  • Fixed a crash bug which could occur when starting a game with a custom map that has remnants of old corrupt data from previous versions of the editor
  • Fixed Martial and Artisan Advisors increasing cost of their relevant recruitment types rather than decreasing
  • Fixed Construct Creation not being consistent with other windows concerning fractional amounts
  • Fixed Summon New Units step of Wizard Basic Quest not always triggering
  • Fixed an issue with the Petrify attack special ability not working as intended
  • Fixed a few issues with the Filter Panel in the Character UI
  • Fixed the 'Remove' buttons on the Army Leaders panel circumventing some of the validation logic for unassignment
  • Fixed worker training being able to progress if trainer assignment fails - previously the worker training would proceeed as if assignment had not failed
  • Fixed golems not getting +1 skill when using only 1 Light Weapon as intended
  • Fixed pyramids and ruins spawning in hexes with resources, making these impossible to access
  • Fixed missing text on a few tooltips
  • Fixed a bug where Modifiers for units in the recruitment queue were not being shown after saving/loading a game. They were still active, but not displayed.
  • Fixed some of the ways to circumvent office assignment restrictions.
  • Fixed a bug where Scout Captains could not be assigned during battles (even if the target was a scout unit).
  • Fixed a missing tooltip in the battle resolution window.
  • Fixed a crash related to not being able to assign a character portrait.
  • Fixed a bug making vampire portraits invalid in too many cases
  • Fixed a bug where Elemental Theme pantheons were not given a pre-game description text.
  • Fixed a bug where some special Cultural Unit Types were generated based on the wrong templates, resulting strange unit types.
  • Fixed worker training progress and target not being saved correctly - resulting in instant level up on loading a game (existing save games will be set to 0 of 4 turns).
  • Fixed 'at-tower' offices not correctly blocking tasks in all intended situations.
  • Fixed Outpost to City upgrade requiring Artisanship from Pioneers rather than Dometic as shown (and intended).
  • Fixed a bug where splitting units would re-apply existing effects to the newly created 'sibling' unit. Some attacks would also be duplicated.
  • Fixed a bug where the spell Places of Power would not properly discover sites.

Patch 1.0.0.32


  • Silver Golem: +1 Arcane Damage, +1 Dark Resist
  • All-flying armies can now enter coastal waters (from land) at cost 1
  • Added relevant tags to Constructs
  • Randomized resolution of starting position when multiple with the same priority are available
  • Cavalry unit types are now less varied on average for Cultures without Nomadic or Master Riders
  • Mercenary upkeep is now usually higher than the base upkeep for a similar unit
  • Mercenary units will now sometimes start with higher experience
  • Added tool tips with stats to Culture Units in the Encyclopedia
  • Added Unit Type Info (Light Militia Cavalry, Heavy Elite Infantry, etc) to Culture Units in the Encyclopedia
  • Added additional 'counts-as-class' traits: Numismatics (Mercantile), Arcane Spark (Arcane), Tinkering (Artisan)
  • Mount attacks added to Cavalry. This has not been applied to Tribal Cavalry yet, as it needs some additional testing. But they're no weaker than before.
  • Added additional races to the 'Force Nearby Culture' selection list
  • Tweaked display of unit strength in the army window to make it more readable
  • Skirmishers can no longer use melee attacks against ranged skirmishers with impunity
  • Workers can now be trained by characters of any alignment. If there is opposed alignment, progress will be at 20% rate, but with a chance of converting alignment (base 20%, modified by multiple factors).
  • Tweaked the cost and upkeep of Satyrs, Fauns and Faerie Cavalry to be more reasonable. Faerie Cavalry also got a decent buff.
  • Fixed an issue in the Editor where hex coastal flags were not written. This will be retroactively applied when loading a map previously created (in editor or game).
  • Fixed Naval Commander not giving a movement bonus on Water
  • Fixed Rapid Reload not working at all
  • Fixed Recruitment Pools not being processed until 'touched' by a modifier or task
  • Fixed naming of Human cultures
  • Fixed a bug causing Armor to be applied to damage with non-physical damage types
  • Fixed a bug where dungeons could get stuck in a completed, but not cleared, state• Fixed a bug where dungeons could get stuck in a completed, but not cleared, state
  • Fixed two damage calculation bugs where resistance/vulnerability/armor was not applied as intended
  • Fixed army window starting in strange state
  • Fixed 'no replenishment' not being shown in the recruitment window
  • Fixed a bug causing checks against class types to sometimes not include 'count-as' traits

Patch 1.0.0.27

General

  • New game setting for automatic/easy scouting. This allows inspection of enemy armies without having a nearby observer, and disables the scouting logic limiting available information.
  • The following Wizard Racial Traits now unlock city religious building dedications: Faerie, Celestial, Demon. The corresponding 'Worship' cult is available
  • Corrupted province data in custom maps can now be fixed by loading and saving the maps in the editor
  • Custom Map input field is now clickable
  • Provinces are now highlighted when editing provinces in the Editor
  • The tool tip on Favor/Wroth in the Deities panel is now limited to 10 lines of change history.


Magic, Research and Constructs

  • Medium Mana Node now gives 6 Mana per Turn, and costs 450 Mana to Bind.
  • Channeling nows give +1 to +5 Mana per Turn based on the size of the Mana Node.
  • Animate Weapons can no longer be cast during the first turn of battle
  • Shardstorm and Boulderstorm now log whether they applied the modifier or not (and were also tweaked slightly)
  • Magma Elementals no longer have themselves as a requirement for research
  • Added missing Mastery bonuses to the following Research: Ravenous Symbiote, Aquatic Symbiote
  • Added Orb of Seeing Golem Trait - Scouting +2, +1 Ranged Attack Skill


Battles, Armies and Units

  • Reworked the calculation and display of Melee and Ranged Skill for unit attacks.
  • If all units in an Army have Flying, it ignores terrain type movement costs
  • If all units in an Army have Flying or Limited Flying, it halves terrain type movement costs (but now below 1)
  • Non-Major Faction AI no longer has the mysterious ability to attack already destroyed/disbanded armies
  • Army roles now give passive XP to characters below level 3
  • All Army offices now gain XP from battles (Quartermaster only on victory)


Dungeons and Characters

  • Greatly increased XP from dungeon expeditions
  • Increased base travel speed by 200% for purposes of dungeon expedition travel speed
  • Character traits now affect expedition movement speed: Cautious -15%, Lazy -20%, Energetic 20%, Reckless 10%, Survival 25%, Tracking 50%, Rogue +25%
  • Character movement speed is now based on race, but is minimum 4


Sites and Projects

  • Excavation Projects now actually have an effect. Ruins have also been made more common so there is actually something to excavate. You can get some resources and/or research progress from excavations. There is a risk of angering Deities. If Sinister or Deadly wilderness is chosen there is also a chance of unleashing monsters.
  • Workers are now unassigned on the conquest of a site
  • Outpost into settlement upgrade now uses culture from workers if the overseer has a special culture. Special culture characters are no longer blocked from being overseers (they still need civic or survival)
  • The sum of Religion power in a City can no longer add up to more than 100%
  • Added a new cultural City building, Warrior Lodge: Inner Circle, which unlocks Elite units
  • Added a new cultural City building, Grand Arena, which has a significant Unrest reduction (requires Arena)
  • Added new cultural City buildings related to hunting: Hunting Lodges, Fur Market, Bone Carvers
  • Tweaked a number of City building stats
  • City religious buildings dedicated to Mysticism are now available if the Culture has the Mysticism trait
  • City religious buildings dedicated to Eldritch Cultism are now available if the Culture has the Madness trait


Bug Fixes:

  • Quick start options are now only shown when relevant (ie when quick start is enabled)
  • Quick start: Removed 7 opponent option (as it was causing crashes)
  • Fixed a number of bugs in religious building availability checks for Cities - it will now include those represented by unaligned and city-friendly Religious-type character, those with positive cultural affinity and those with 3%+ power in the city.
  • Fixed an editor crash related to the river tool
  • Fixed golem attribute calculation to handle temporary stats underflow/overflow
  • Fixed custom golems being recruited with type: train and not type: create
  • Fixed a number of units not contributing to mastery progress and a few new cases
  • Fixed a crash related to battle spell casting
  • Fixed emissary XP being incredibly strange and unfair
  • Fixed skirmishers deploying strangely
  • Fixed missing mouse wheel-scroll in the Mastery grid
  • Fixed an issue with some custom maps (the editor could leave remnants of empty provinces)
  • Fixed an issue with using Steam workshop mods when not having a mods folder
  • Fixed "missing upkeep" spam messages
  • Fixed Orichalcum-infused armor not applying effects correctly
  • Fixed the Turn counter being shown in editor mode
  • Fixed character clan affiliation not being saved correctly
  • Fixed military window recruitment options not being shown correctly in Queue Mode
  • Fixed Paving the Way and Veins of Civilization incorrectly calculating shortest path disregarding hypothetical future bridges
  • Fixed an issue where emissaries could become "sticky" and keep the office even when assigned to another task
  • Fixed an issue where two categories of conditional unit stat modifiers were not applied
  • Fixed an Achievement not triggering if conquering the seat of power of a Warlord if it was a Fortress
  • Fixed Conflagration of Souls not working properly
  • Fixed recruitment modifiers having double cost, which gave some unexpected and incorrect "cannot afford this" prompts when recruiting
  • Fixed a number of spelling errors and incorrect tooltips