Edit: A small incremental update has been added as of 5/5. See the end of this post for the details.
- Added research projects to unlock: Ravenous Zombies, Fetid Zombies, Zombie Stalkers, Succubi Neolates, Succibi Mutilators, Succubi Matrons, Incubi Neolates, Incubi Nightreavers, Incubi Stormcallers.
- New spell: Paving The Way. Creates a road between the tower and another site. Order Mastery 3.
- New spell: Veins of Civilization. Creates a road between a city and another site. Order Mastery 6.
- New unit: Fetid Zombies. Noxious, diseased and slightly less durable than regular zombies.
- Added two new levels of Armor Scraps (Light/Heavy). These have been used to give various Skeleton units a bit of armor.
- Fixed a bug where conditional unit effects would recursively test each other causing an infinite loop. Conditional unit effects are currently based on the world state without applying any other conditional effects.
- Fixed a bug causing empty recruitment pools to not always impact the cost/time of recruiting new units.
- Fixed a bug causing recruitment pool modifiers to not be saved correctly.
- Fixed a number of bugs causing unintended drift of recruitment pools towards 0.
- The Encyclopedia now shows the basic unit type for each race, including a tool with base level stats for the race.
- Fixed a bug preventing the assignment of unit trainers in some situations.
- Added a tooltip to the unit recruitment progress text, making it possible to see what is causing any modifications to the default recruitment time and/or progress.
- The map can be panned by using WASD and/or the Arrow keys.
- Added an action to replace the overseer of an outpost to fortress upgrade, making it possible to resume progress if the initial overseer was unassigned.
- Updated the map graphics for several types of sites, including farms, mines, quarries, logging camps, castles, citadels, pyramids, outposts, and more.
- Tweaked the Action Icon Buttons, adding a transparent black background, to make the text more visible.
- Added a few more culture-specific character titles to draw from during World Generation.
- Added a cap on faction food storage. This is based on the number/size of cities, fortresses, resource sites, tower upgrades, camps and some masteries. The mechanics are not currently displayed anywhere.
- Rebalanced the chance for shields to block ranged attacks. Previously the Discipline attribute was far more important than type of shields.
- Psychic attacks can no longer be blocked with shields.
- Shields can now block melee attacks. Whereas ranged block chance is affected by Discipline, melee block chance is affected by the Melee Skill of the attacker and blocker.
- The log window now shows the number of blocked attacks.
- Reworked the ranged phase: The armies will now close from long range to melee over several turns, displaying the current distance in the log. This makes the maximum range of attacks much more relevant, and potentially allows an army with longer range several additional rounds of ranged attacks.
- Fixed a bug where some attacks that should be blockable were treated as unblockable and vice versa.
- Fixed a bug causing units with multiple ranged attacks to use only one, and sometimes even failing completely to use any of them.
- New option to place Starting Positions on a map. These can be configured to only apply to certain factions: ai, player, wizard, warlord, tribal chief. Priority can be assigned to control the preference if there are more valid starting positions than major factions.
- Added "blob" brush which allows changing the terrain of 7 hexes at once (clicked hex and all adjacent).
- Map dragging can now be disabled via a toggle, which makes it possible to paint map terrain faster by holding these mouse. This was previously (and still is) supported by using left-shift. Adding a toggle should make it easier on your carpal tunnels to create custom maps.
- Fixed a crash bug related to starting a game on a custom map with partial province definitions.
- Fixed a bug causing river data to be drawn incorrectly in some situations.
- Fixed a bug causing river and/or river data to sometimes be corrupted when editing multiple maps in succession.
Addendum for Update 0.9.127.1
- The AI will now prioritize ranged units in the initial battle line when fielding large armies (to avoid wasting ranged attackers by putting them in reserve).
- Units now lose effectiveness due to duration of battles (ie fatigue, magical instability, etc.) based on the amount of time spent fighting, not the duration of the battle itself. This makes reserves much more useful as they do not immediately suffer huge fatigue problems.
- During the ranged phase of battles, units making attacks are affect by fatigue at 75% of normal impact.
- Tweaked the impact of effectiveness loss on to-hit chances to make it less debilitating at high values, and to have slightly more impact at low-to-medium levels.
- Tweaked unit attack frequency during battles to make them resolve slightly faster.
- Tweaked damage calculations during battles to give better results across damage and armor value pairings. Results should be more in-line with the intuitive expectations.
- Mostly removed shield contribution to the unit armor attribute, as the shield block value now works for melee as well.
- Fixed a bug causing units to not correctly attack units that were adjacent, but not directly in front, in some situations.
- Fixed a bug causing characters to not be correctly moved to the correct location when entering "idle" state. This affected Wizard Tower upgrades interacting with followers (among other things).
- Fixed a bug where minor cities could field unreasonably large armies in some situations.
- Fixed a bug causing replenishment of unit strength to not be applied.
- Fixed an editor crash bug.