When using a non-special Wizard Race Trait and an Alignment Trait: The generated Culture will be forced to match the alignment of the wizard.
Warlord AI difficulty settings now have a greater impact
Wizard AI is now slightly less biased towards grabbing provinces at the expense of building up its economy
Fixed recruitment time estimate being wrong for many unit types
Fixed some recruitment cost modifiers not being applied correctly
Faerie Wizard now start with access to Faerie Warriors and Brownies
Ancient Evil research locked behind Divination 2 as intended (and shown in Divination)
Faeries (Unit): Gained Bind Mana Node, Skirmish
Brownies Unit): Gained Skirmish, no strength replenishment, much cheaper
Redcaps (Unit): Gained Unsettling
Celestial Mastery: Gain a 'free' follower at 4, 6, 8
Demon Wizard: Starts with Demonic Summoning
Faerie Wizard: Starts with Faerie Binding
Celestial Wizard: Starts with Celestial Summoning
Wizards with a special race (Demon, Faerie, Celestial, Undead) cannot research Demonic Summoning, Faerie Binding and Celestial Summoning if they do not start with them
New Unit: Radiant Wisps
Construct Power Source: Faerie Dust has reduced cost and upkeep
Construct Power Source: Celestial Radiance
Construct Weapon: Claws
Changed a few Base Wizard Templates to have different masteries
Mods can now be given a preview image by placing an image named preview.jpg or preview.png in the folder (in addition to the existing way of using the mod name)
Prospector chance to find new resources now scales with level
Fixed second-to-last battle spell opening the 'more spells' window
Fixed an issue with Conflagration of Souls not being able to target anything
Fixed missing display text for worship/offering tasks
Worker window tooltip fix
Dark Tome Event tooltip fix
Fixed an issue blocking selection of units during battles after a spell had been cast
Fixed lumber mills in arctic forest not producing anything
Fixed a memory leak when using mods
Patch 1.0.0.17
A few more issues had to be fixed before I can dedicate my time more fully to 1.0.1 development. A few improvement snuck into the patch as well. I'll try to stick to fixing game-breaking / critical issues until the next proper Update is ready, but I will probably end up patching a couple of things which are either particularly annoying to players.
It's been a hectic few weeks, and the bug fixing + stabilization + tweaking according to popular requests did take longer than expected, so it's cut into some of the time I had expected to use for 1.0.1 development. On the other hand I think these changes are really good, so it was definitely worth the one-to-two weeks it probably cost in relation to the City Update. When I read through the patch notes from 1.0.0.1 to this one, I'm pretty happy at what's been accomplished (a little bit exhausted too, maybe).
Thank you so much everyone for your kind and encouraging words, constructive feedback, excellent ideas and detailed bug reports (+ logs/saves!). I am sorry to anyone I have not replied to yet or have only given cursory replies - or even worse, those whose posts I may have overlooked. As things cool down a bit I will try to find time to go through posts from the last few weeks and make sure I have not missed anything.
The rival Wizard AI is now more capable, especially at expansion. It also has improved ability to consolidate armies and makes fewer suicidal attacks.
Wizard AI: Very Difficult and Difficult now have higher starting resources and a flat bonus to income at the Wizard Tower.
New graphics for Planar Portal
New graphics for Mysterious Site
New Construct Shapes: Serpentine and Arachnoid
The Customize Construct Window (aka 'Golem Shop') has been given previews for various options and slightly improved UI in general
Resource sites now change ownership when a province or adjacent site is conquered
Slightly toned down the frequency of random events involving marauders and wandering monsters
Improved the time scaling of the Ancient Evil activity triggers to make them more smooth (and less frequent in the late game)
Improved the movement steps of the first 5 battle turns to be more smooth and not 4 tiny steps and 1 big step at the end
Increased the amount of sylvan terrain when generating a world
During world generation swamps are now sometimes counted as part of a contiguous forest entity (ie a swamp surrounded by forest will be part of the forest)
Jungles now have unique names and are not just named the same as forests
Expanded and improved the selection of starting followers for Wizard with Light/Celestial/Alignment: Good trait combination
Improved the province generation algorithm to reduce the number of very small and very large provinces
Improved the province naming algorithm to be better at matching names matching the races/cultures in or near the province
Reduced the risk/chance of generating very long and strange province names
Increased the output of Logging Camps by about 15%
Tweaked what units can be summoned/bound at Mana Nodes (based on Unit Type vs Mana Node Type), increasing the number of such units and improving thematic matching
Fixed an issue where some neutral fortresses were generated without garrison units
Fixed a number of bugs and user-unfriendly defaults in the Construction Project Window
Fixed a bug causing units to change sides during battles and attack their own sides
Fixed a number of incorrect tool tips and guide texts
Fixed a missing unit portrait
Fixed Construct Breath Weapon attacks not working as intended
Fixed a bug where the selections made in the Post-Battle Captives window were not being applied correctly
Known Issue: A new spell which should not be able to create forests without an adjacent life mana node can do so anyway
Patch 1.0.0.16
After this round of fixes, I have a few high-priority bugs and tasks left. I will hopefully close those tomorrow and then I'll shift to dedicating a greater portion of my time on the 1.0.1 Update, which aims to bring improvements to City Mechanics, Battle UI and the new player experience.
I will still fix game-breaking and serious bugs as soon as possible, but the less serious bugs and changes will be lumped in with 1.0.1 so that I can maintain some traction on getting a nice meaty update out for you with more than just fixes and tweaks. We'll see how next week plays out, but my intent is to prioritize slightly differently - circumstances allowing.
Mods and maps can now be given a custom preview image when uploaded and/or updated. Place a png or jpg image with the same name as the mod or map in the folder. It will be picked up automatically when uploading/updating.
Water Mastery now grants the ability to build coastal Outposts without meeting the usual requirements (an adjacent controlled province or an army containing a character with Construction)
Level 2: Coastal Hexes with a friendly army and in an unclaimed province
Level 4: Coastal Hexes in unclaimed provinces
Level 6: Coastal Hexes in unclaimed provinces and claimed provinces (if no adjacent unowned fortress or city)
Added Human and Halfling Wizard Race Traits - not that Humans are still the 'average' and default race for Wizards without any Race Trait. Taking the Trait is a way to force a starting position and hiring pool with primarily Humans, whereas a 'generic' Wizard will have a more diverse selection of minions and available hires.
Double-clicking the Selection Icon (bottom row) will now zoom the camera to the relevant entity (army, site, province, etc.)
Refugees settling will now give some recruits to offset the recruitment pool penalty from their meagre garrison. The garrison will also have free upkeep for 10 turns.
Map Filter Tooltips added
Economy Window text width fix
Wizards with a (non-special) race trait now have their hire options weighted towards a greater proportion of that race (followers: 80%, mercenaries: 75%, workers: 90%)
Mercantile followers can make (or rarely lose) a bit of personal Gold at the Wizard Tower Bazaar
Logging Camp: -50% base Lumber production
Mine: -50% base production
Quarry: -50% base production
Higher-tier Mercenary Units will ask for more gold from wealthy factions
Low-tier Mercenary Units are slightly cheaper
Craft diplomatic gift can now take more than one turn - it has a 20% chance per turn to complete (increasing by cumulative 5% per turn up to 95%). It no longer causes Fatigue on completion and will now provide 2 XP on completion.
Increased the variety and template-matching of the Wizard starting units
Wizards with the Transmuter trait now start with an Alchemist follower
Wizards now always start with at least one worker with the Construction skill
Armies left over from halted/defeated Planar Invasions will now become marauders
Armies now ordered by size and type when transferring units in a hex with multiple target armies (non-garrison armies first)
Show Garrison action is no longer shown if there is no garrison
Victory Monument sites can now be targeted by Raise Hero in a variety of circumstances
The Battle Report notification now shows Quick Results immediately, saving a redundant button click
Improved a number of tool tips
Fixed an issue where Deities were duplicated in the Deities panel until sorted or filtered
Fixed an issue with the Nomad Trade Post
Fixed an issue with upload/update of mods to the Steam Workshop
Fixed an issue with duplicate races in the character filter panel
Fixed incorrect Clan assignment to numerous Tribal followers/notables
Fixed Mana Nodes not changing their Bind Cost when shrinking or growing
Fixed the missing effects of Arcane Denial, Banish Outsider and Scorched Earth
Fixed the Create+Metal Transmutation options not appearing
Fixed an exploit allowing players to build sites at no cost by having the gold amount in a very specific range depending on the situation
Fixed the Duel event so it fires correctly and doesn't glitch out before the player can interact with it
Fixed a bug where Characters were tracked using an incorrect location
Fixed a bug where some Units were included twice in various calculations and UI elements
Fixed a bug where a province could remain controlled by an in-active or defeated faction
Fixed a bug where newly created custom Wizard Templates would not be saved if all existing custom templates were deleted immediately prior to creating one or more new ones in the same session
Fixed missing tooltips on some recruitment modifiers
Fixed a glitch caused when attrition to a Planar Invasion army eliminated a unit
Fixed a crash bug related to the Disease event and improved display any effects on local player-controlled armies
Fixed a number of bugs related to the Temporal Disturbance random event
Patch 1.0.0.15
Improved the usability of the Custom Construct (Golem) Window
Expected income is now displayed excluding result of stockpile transactions. Tooltips will show expected results of this.
Wizards with the Faerie, Demon or Undead traits can now upgrade Outposts to settlements, like other Wizard types.
Armies with 'Sleep' state set will now wake if moved
Cities with locked leader offices will become unlocked if leader dies or otherwise stops holding the office
Summoning mishaps that result in limitd duration can no longer reduce the limited duration to less than it would be otherwise (if applicable)
Reduced the risk of summoning mishaps (base risk was 20%, new is 6%). Adjusted relevant modifiers from upgrades and traits accordingly to have the same relative value.
Tribal military unit list no longer has 'sticky' selection making it annoying to recruit multiple units
A Mercantile Character gained from choosing Tribal Destiny: Trade Stations now has the correct Clan (fixing the outrageous upkeep problem)
Camp migration no longer destroys upgrades except those intended to be destroyed (palisades, watchtowers, etc.)
Leader Character traits and classes now impact production as Resource Sites
Refugee events will now cause depopulation in affected (source) realms
Tweaked the outcome and text for one of the Dark Pact Quests (Mana Node Ritual)
Added missing descriptions to a few spells
Steam Workshop Mods can now be updated and not just uploaded as new items
Dragon Knight Fortresses now have additional defenders, either Neophyte Dragon Knights or a culturally relevant Medium Infantry unit
Dynamically generated Dragon Knights now have more interesting stats and a fire attack
Fixed a bug where a Pop that changed Primary type would sometimes not correctly get the new Primary added, causing strange hybrid types
Fixed a number of UI freeze issues in the Fortress Window
Fixed a number of Warlord crash bugs and
Fixed Warlord clan control not always causing camps to transfer as intended
Fixed build actions disappearing if 'Filter' action used when a hex or province was selected
Fixed a bug causing characters assigned as Army Champion from the Follower Window shortcut to be assigned as Scout Captain
Fixed a bug allowing the assignment of injured and fatigued characters to several tasks
Fixed the Faction Luck attribute not correctly impacting all intended random events types
Fixed tribal migrations sometimes leaving an empty army for a turn
Fixed a number of bugs related to being at maximum Mastery and Lore levels
Fixed a number of bugs related to Custom Constructs and some choices not applying their effects
Fixed a number of incorrect trait descriptions
Patch 1.0.0.14
Outposts can now be upgraded into small cities. This is an interim way to gain new cities until the city-focused update, so it is not particularly advanced, and just follows the pattern from upgrading to a fortress
Added a gold component to loot from Plunder Province
Added information on why a specific Worker Skill is not valid for training when picking a trainer (red text and tooltip)
Added Worker capacity to several site tooltips.
Further tweaked province generation to give better province sizes.
Added additional Dungeon info to the map tooltip.
Raise Hero now works on a wider variety of sites.
The Siege Window now lists the Defender army composition in detail with stats.
City pop promotion now prefers to pick Rabble, Refugees and Settlers for conversion if no Generic pop is available
Fixed a bug preventing the draining of mana nodes if the wizard could not afford to bind the node
Fixed a bug allowing the upgrade of Outposts while they were being built
Fixed a performance issue when an army was selected and dragging the map
Fixed a crash in the character filter panel
Patch 1.0.0.13
This patch has now been pushed from beta to main.
Added a notification when a unit is lost due to the Limited Duration effect running out (for example units from units which last X turns)
Added a notification when an army is disbanded due to having no more units
Additional variety of crafted item names
Wisps can now Bind Mana Nodes even without the research Spellcraft, but at +50% cost. They give -5% cost per XP level if the proper research has been done. Unit needs to be at 80% strength for this to work.
Hungering Wisps can now Drain Mana Nodes even without the research Spellcraft, but at -50% gain. They give +5% gain per XP level if the proper research has been done. Unit needs to be at 80% strength for this to work.
Slightly adjusted the stats of Wisps and Hungering Wisps to make them less overpriced.
Added next/prev buttons to the City Window
Added follower upkeep to the ledger in the Economy Window
Aggregated units with same name in some places (rather repeating the same unit and strength). This means a tooltip for an army will say 'Mounted Death Knights (100) (x5)' rather than listing the same line 5 times.
Adjusted province generation to reduce the chance of extremely large provinces. It can still occur, but much more rarely. Also adjusted some of the weights for merging/splitting during this processing to give better results.
Workers and characters can now be assigned to Shrines during construction (making it possible to progress if those positions become empty)
Provinces can now be renamed by the player
Added a clear filter button to the wizard projects panel
Added a 'show unavailable' toggle to the wizard projects view (same function as the one in the category mode)
Removed the sneaky 'close' button on the wizard projects view that was easily mistaken for 'back'
Added a filter for mundane/culture units to the Wizard Military window
Added a filter for unavailable units to the Tribal Military window (useful to hide high-tier units not yet unlocked)
Patrol Province now has tooltip text explaining what it does and some of the numbers involved
Added a hint to the deployment screen that it is possible to change sections
Fixed several text error and inconsistencies
Reworked some text which was unclear on summoning being a type of recruitment
Optimized the Mastery User Interface making it less sluggish during the mid and endgame
Filter context actions now works better with hex and province selections
Aggregated unit types in the mastery expected progress tooltip
Workers can no longer be trained beyond level 5 (as intended)
Worker hex location is now displayed in the Worker Window
The Wizard Military Window now resets to recruitment mode on reopening (if it was in queue mode when close)
Fixed a bug where characters with special culture were given incorrect character classes
Fixed a bug where priests could not worship deities due to faction affiliation. It can still happen in some situations, but now has the correct error message.
Fixed a race condition crash bug occuring when a battle ended as a tooltip was being generated
Fixed a bug where army emblems would be minimized incorrectly when in the same hex as a 'mini-site'
Fixed the filter panel on the wizard projects panel not being activated as intended
Fixed a number of issues with Independent Realm AI
Fixed a bug where the soft caps on marauder army spawning were not always working as intended when there are multiple existing marauders active in a province
Fixed an issue where Non-Agression Pacts were being rejected incorrectly
Fixed duplicate site names in tooltips on loading/starting a new game
Fixed an issue with incorrect display of expected mastery progress (apprentice not included)
Fixed cooldown message on several actions referring to current or previous turn (e.g. 'can be used again on turn 5'). These could actually be used, but the message should not be shown
Fixed an issue with trainers for undead units.
Patch 1.0.0.11
Alchemist (followers) will no longer mock Undead characters by gifting them Healing Potions. (Undead cannot use those, but they still stack up in their inventory).
Fixed a tutorial-related crash bug
Fixed a diplomacy window icon alignment error
There is now a confirmation dialog before moving an army away from a siege to prevent accidentally losing siege progress
Diplomacy Window icon offset fix
Difficulty (Normal and lower) Wizard AI will not react to aggressive expansion
Difficulty (Easy and lower) Warlord AI will not react to aggressive expansion
Aggressive expansion is no longer increased by accepting refugee-founded settlements
Aggressive expansion now takes into account cultural attitudes. Independent Realms will no longer care about conquests against their traditional enemies (Hostile+). For attitudes of Admire and worse, if the attitude towards the aggressor is better, the realm will also not care.
Changed the descriptive wording of very positive regard from 'Ally' to 'Very Friendly' to avoid confusing it with an Alliance treaty
Fixed the Friends in Low Places Achievement not counting Alliance treaties if the regard value was low
Units can now be merged even if one or both have a potential max size already at the limit. This allow consolidation of units with losses. Units which are at max strength and with no losses cannot participate in merges.
Merging units when the target unit is at full size will no longer reduce the max size of source unit. The actual increase in max size upon merging will be the deducted value.
Fixed a crash bug related to Call for Heroes
The info.txt file for portraits modding can now include comment lines (starting with # or //)
Fixed a number of bugs related to the Great Hunt action
Fixed a number of issues with the Crafting Task
Crafted Items can now be viewed in the Inventory Panel
Crafted Items can now be gifted to Followers for a Loyalty bonus
• Loyalty/Discontent is now shown in the Follower Window
• Starting units with the 'no replenishment' attribute will now have a special permanent buff countering this (e.g. making a starting Skeleton unit belonging to Wizard able to replenish)
Patch 1.0.0.9
Fixed incorrect message on Ice Bridge and Veins of Civilization
Fixed incorrect description on Rune of Thunder
New Rune Spell: Rune of The Raven (Ability: Limited Flight, Ability: Ranged Avoidance, Tag: Avian, Tag: Shadow, +2 Dark Damage to melee attacks, +3 Dark Resistance)
New Illusion Spell: Fools Gold. Grants temporary Gold based on Mastery of Illusion, Light and Creation. Any unspent Gold is lost at the beginning of the next turn (net income counts against this). Midas-Touched Wizards get 10% extra and can keep 50% of unspent Gold.
Improved text coloring in a few places to make it easier to spot key word/stats
Improved the tooltip on battle actions
Battle actions now include unavailable actions (with a disabled button) to let the player know
why* they're not available (e.g. siege and assault)
Fixed a crash in wizard customization panel
Fixed a way to circumvent the 'locked leader' mechanic
Fixed 'Go To' logic not moving the camera as intended in some cases
Fixed 'Go To' logic not working correctly with non-player characters
Fixed bug where Workers were not assigned any Culture and/or Race, impacting several events and effects which test against or read from these attribute
Fixed all Illusion spells not being correctly added to the relevant data structures, making them effectively not in the game
Fixed the secret travel time mechanics making follower assignments act unpredictably. Assignments/offices no longer have secret travel time state.
Patch 1.0.0.8
Fixed the missing effect of the Circle of Protection spell. It now gives +20 Fortification Value (if relevant to the site). It adds a Spiritual buff to cities and prevents Mana Nodes from being drained.
Ambient Character Activity: Added a couple of events for Advisors.
Added a set of Notifications when Outpost upgrade into Fortress halts due to missing workers and/or overseer
Added a number of new icons to make distinguishing actions easier
When selecting workers the 'Show Only Unassigned' toggle is now the default unless there are no unassigned workers
Raise Battlefield Spell: Increased the mana cost and added 2 turn cooldown. However it can now always ressurect Zombies even if the Wizard has not unlocked those (and there are valid targets on the battlefield). Zombie Beasts added to the list of possible unit types.
Raise Battlefield: Can no longer gain Zombies if the battle happened more than 50 turns ago. Skeletons, spirits and ghosts only in that case.
Most undead unit types now have the 'no replenishment' attribute
No replenishment now also reduces the max size of a unit, making it possible to merge such units as expected
Fixed an incorrect tooltip on Outpost upgrade
Fixed various issues which could break an in-progress Outpost Upgrades
Fixed the Lesser/Greater Wild Summon spells causing a crash
Fixed Drain Mana Node not working.
Fixed an issue causing Refugees to sometimes settle in unexplored territory when being allowed to create a city
Fixed an issue with defeated Nomad Hordes
Fixed an issue Nomad history strings being weird
Fixed the Battle Defender and General being wrong in the Encyclopedia summary of a battle
Fixed Raise Battlefield just saying it was cast successfully if no fallen available from a recent battlefield (and thus nothing happened)
Patch 1.0.0.6
Improved the tooltips on many sites
Search Province success chance tweaked so that low chances do not take extreme amounts of time to converge towards 100%
Adjusted the volume and latency of some sound effects
A number of windows (Load Game, New Game, Menu) now close automatically upon accessing one of the other windows
It is not longer possible to use right-click on unexplored hexes to be shown the shortest path
Added a few more faction-specific diplomacy text lines
Further adjustments to deity and plane matching, including a bug fix
Fixed an issue where some tooltips were not updating when a site was renamed
Fixed a bug where multi-column tooltips would lose the second column when the same tooltip was shown twice (or more) in a row
Fixed a bug where culture traits would have incorrect tooltips in the encyclopedia
Fixed a bug causing the (preferred) Mount culture trait to be saved with incorrect mount type data
Fixed a bug where some quest state was saved correctly leading to messages being re-shown when loading the game
Fixed mastery effects from level 10 not being shown correctly in tooltips
Fixed the mouse-scroll capture issue which was passing focus to map-zoom instead of the intended active window if a different window was closed
Fixed a crash bug related to moving armies from hexes with armies from numerous faction