[img src="https://clan.akamai.steamstatic.com/images/43512488/5c00b69fd8ac27316eccc310b0382760b1c36180.png"][/img]
Dear Godir,
It's less than 24 hours before the release of Archon Prophecy and Griffon Update. We prepared the patch notes (be prepared, it is pretty long!) for you to read before the release — let us know what you think!
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[b]QoL: Multi-Stack Movement[/b]
Select up to 6 Stacks and give them a combined Move Order. Units will try to end their turn as close as possible to the stack leader or maintain the same movement type. The Dark-Orange Move Path will show where each stack will end their turn.
Select up to 6 Stacks while holding Shift or pressing the Right Joystick
View Armies Information and give orders in the Movement Group Panel
Armies will try to end their turn as close to the Stack Leader as possible
Armies will try to end their turn in the same terrain as the Stack Leader
New Army Group Movement Tutorial has been added to the Movement Tutorial
[b]QOL: Notification Updates[/b]
Added a Notification Settings interface where you can disable Notifications you don’t wish to receive.
Reworked Diplomatic Notifications to take you into a smaller confirmation screen with the option to go to the fullscreen diplomacy interface or go back into the game, instead of forcibly taking you into the full screen diplomacy screen for every notification.
Shop Arrival, Hero Destiny, Free City Meet and Player Defeated (Other) events are now Notifications rather than opening automatically.
Removed several notifications:
[list]When entering an infestation’s domain.
When completing a city upgrade when hurrying the production of that upgrade.
A number of diplomatic notifications that you would receive directly after taking that action.
Call to war accepted/declined notification if you manually accepted/declined. Now it only shows if done automatically
[b]QoL: Persistent Forged Weapons[/b]
There's now a small chance that items you made in the item forge show up in future sessions as rewards.
The items save whenever you finish a session, your pantheon has space for storing 50 items.
The items are generated when you start a session.
Then during the session when a reward set wants to give you a generated item we check if the item matches the conditions and then runs a random roll to decide if you get one.
The items are only handed out to human controlled players and can only be handed out once.
[b]New Content: Pantheon[/b]
3 Banner Items
2 Ruler Helmets
4 Giant King Exclusive Customization Items
7 Item Forge Infusions
[list]Passive: Fearless
[list]Usable on non-wand misc items.
1 Infusion Point
Requires: 1 Rainbow Clover
Active Ability: Bless
Useable on Wands and Support Staffs.
1 Infusion Points
Requires: 1 Archon Blood
Passive: Innate Spell Jammer
Useable on non-wand misc items.
4 Infusion points
Requires: 1 Astral Dew, 1 Silvertongue Fruit, 1 Tranquility Pool
Passive: Inner Grace
Useable on Shield items
2 Infusion Points
Requires: 1 Archon Blood, 1 Arcanium Ore
Passive: Mirror Veil
Useable on Shield items
2 Infusion Points
Mutually Exclusive with all other reflection passives
1 Focus Crystals, 1 Tranquility Pool
Active Ability: Overcharge Spell
Useable on Wand misc items and Support Staffs
3 Infusion Points
1 Astral Dew, 1 Haste Berries
Passive: Greater Farsight
Useable on non-wand misc items
2 Infusion Point
1 Focus Crystals
1 Society Trait - Astrological Diviners
Every 10th turn:
[list]Your units gain Aligned Starts, granting +100% Critical Hit Chance
Non-Hero Units drafted, recruited or summoned during a 10th Turn permanently gain Born under the Stars, granting +20% Critical Hit Damage.
City Structures and Special Province Improvements completed during a 10th Turn grant 100 Knowledge.
[img src="https://clan.akamai.steamstatic.com/images/43512488/886cb4b1562f92ed23f43555f4b804b5fbe6f1df.gif"][/img]
[b]New Content: Flaws (& Inner Radiance)[/b]
Flaws are a new type of Form Trait that introduces meaningful drawbacks to your form. Unlike typical traits, Flaws add points rather than costing them when selected, allowing you to invest more into strengths elsewhere.
\[Flaw] Vulnerable to Physical
[list]-1 Defense
Incompatible with Tough
\[Flaw] Vulnerable to Magic
-1 Resistance
Incompatible with Resistant
\[Flaw] Uncooperative
10% chance to Fumble attacks while adjacent to a friendly unit.
Incompatible with Defensive Tactics, Pack Tactics and Overwhelm Tactics
\[Flaw] Careless:
-1 Defense/-1 Resistance in Defense Mode.
Incompatible with Bulwark
\[Flaw] Weak Constitution
Health Regeneration in the World Map is reduced by 50%
Incompatible with Fast Recuperation
\[Flaw] Coward
Morale Loss is increased by 25%, Morale Gain is reduced by 25%
Incompatible with Cheerful and Cold Blooded
\[Defense] Inner Radiance
Incompatible with Inner Fire/Frost/Lightning, Poisonous
+3 Spirit Resistance; Melee Attackers sustain 3 Spirit Damage
[b]New Content: Hero Classes[/b]
Magic Hero Classes have gotten their themes and mechanics split up to create new classes that more effectively cover their associated themes. These changes increase the variety of mage-type heroes that show up during the game, and improve replayability.
[u]Hero Class: Elementlist[/u]
Did a complete rework of the Mage hero class, now known as the Elementalist.
This class is more focused on magical damage, setting up attacks or delivering the killing blow with powerful Elemental abilities.
Each Elementalist hero chooses a discipline that determines the element of their abilities.
[u]Hero Class: Ritualist[/u]
Did a complete rework of the Ritualist hero class.
Ritualist is a nature based support class with many healing and utility abilities.
Utility Ritualist Heroes choose whether they focus on Friendly or Hostile Crowd Control
Support Ritualist Heroes choose whether to focus on Healing or Cleansing
[u]Hero Class: Warlock[/u]
Created a new Warlock hero class.
Warlocks are debuff and undead experts.
Curse Warlocks focus on using powerful debuffs to weaken their opponents
Necromancy Warlocks empower undead summons they raise during battle
[b]New Feature: Extra Faction Data[/b]
We’re expanding Faction Creation with a new Advanced Settings menu to give players more control over how their custom Factions behave when controlled by the AI. This feature is designed for players who want a more consistent and immersive experience—particularly when playing in worlds where their own custom Factions show up.
Added Advanced Faction Settings to the Finalize Screen in Faction Creation
Moved Personality Setting to the Advanced Settings Menu
Added City Name Lists
[list]Space for 20 City Names
These City Names are used when founding new Cities of your Race or Migrating to your Race.
Added Hero Library
Space for 15 Heroes
Allows for Visual, Name, Loadout, Ambition and Governor Trait Customization
These Heroes are always part of your Race (Form, Culture etc.)
Created Heroes replace the Unaffiliated Heroes in your Recruitment Pool
Can be disabled from the Advanced Settings - Hero Settings
Added Tome Pathing
Determine the Tomes for your Rulers when played by AI Rulers
First Tome is always based on your Tome Choice in the Creation Flow
Normal Tome Restrictions apply
[b]New Feature: AI Strategic Bonus[/b]
AI Strategic Bonuses are a way of giving selected AI players tailored early-game bonuses. These are designed to help them scale faster and apply pressure sooner, making each playthrough feel more tense, risky, and unpredictable.
Added AI Starting Bonus to the Advanced Realm Settings
Strategic Bonuses include additional Cities & Units, Advanced Tome Progression, Starting Heroes and Ruler Level
AI Rulers with Predefined Tomes and Starting Bonusses will use these Tomes
You can select Predefined Packages or set Custom Values yourself
AI Starting Bonus are saved per slot in the Custom Realm
[b]New Feature: Combat Difficulty[/b]
We’re introducing Tactical AI profiles as a replacement for Handicaps. These profiles change the behavior and difficulty of the combat AI to make Tactical Combat feel more balanced, dynamic, and satisfying. Profiles can be selected for Rulers, Free Cities and Marauders independently.
[u]Forgiving:[/u]
Less focus on killing off low health enemy units
Less focus on optimal unit positioning
Less intelligent unit targeting
Free City/Players: At the start of combat, the AI moves its units forward in formation until at least 10% of its army is within 6 hexes of their nearest enemy unit.
Marauders: At the start of combat, exit Cautious Approach immediately.
[u]Challenging[/u][b] [/b](default)[b]:[/b]
Focusses on killing off low health units
Picks safest positioning for ranged units
Melee units prefer to stand on the frontline
Lowered priority for targeting summoned units
Free City/Players: At the start of combat, the AI moves its units forward in formation until at least 60% of its army is within 6 hexes of their nearest enemy unit.
Marauders: At the start of combat, the AI moves its units forward in formation until at least 10% of its army is within 6 hexes of their nearest enemy unit.
[u]Challenging+:[/u]
Same settings as [b]Challenging[/b]
Deals 20% more damage
Receives 20% less damage
[img src="https://clan.akamai.steamstatic.com/images/43512488/bd446860bec4645b9964c59fee16899bcc0febf7.gif"][/img]
Changed how AI is affected by the City Cap. AI is now allowed to exceed the Cap by an X amount of Cities based on Difficulty.
Added support for the AI to focus more on magic material sets when expanding.
Added support for the AI to receive different quest types
[list]Destroy spawners
Destroy houses
Grow city
Added support for the AI to replace existing Special Province Improvements
[/*][*]Equipment trading with other AI will now decrease the value as you continue to keep trading, overtime the value of equipment will return to normal
[/*][*]Optimized AI Processing during the End Turn
[/*][/list][u]Combat AI[/u]
Reduced chance of AI choosing to stand on negative markers such as poison
Increased the chance of AI choosing to stand on positive markers such as lucky
AI will now rotate units that face the wrong way before putting the unit into Defense Mode
AI can now use Marked for Death, Abducting Cyclone, Conjure Astral Ward, and Emergency Teleportation properly
The AI now knows how to deal with the Umbral Ramblings combat effect.
AI now prefers spells that are the most cost-effective, rather than just the most effective
Optimized AI behavior of unit summoning abilities to reduce auto combat duration.
Optimized AI behavior of unit attack abilities that always hit to reduce auto combat duration.
[img src="https://clan.akamai.steamstatic.com/images/43512488/b10d26d53cbda44aff14c1c2f82b9765ef864661.gif"][/img]
Updated Arctic City Sprawl for every Culture so that it doesn’t look untextured
Reworked which mounted units get Horse Armor, every mounted culture unit besides scouts should get it
Improved the PFX on the Watcher abilities
Polished generic Hero Obs VFX
Polished Lightbringer’s Convert ability VFX
New Accuracy TML icon; updated Accuracy iconography in Hero Skill Icons
Eldritch Magical Spikes FX timing was aligned with floating damage numbers
Magical Wards visuals update
[img src="https://clan.akamai.steamstatic.com/images/43512488/e7e3ae67d592a9702f923217d2ad47ae58306ebc.gif"][/img]
Spells and Abilities that have both a Positive and Negative effects will now show both Red and Green targeting hexes to better indicate where Positive or Negative effects apply
When a unit is reactivated using abilities like Killing Momentum, it will lose any movement bonuses that affect charge attacks.
It’s now possible for units to be linked to multiple times, meaning that one link between 2 units will no longer be canceled by a different unit linking to either unit.
A unit can now taunt multiple enemy units at once
Throwing attacks now lose 25% accuracy at long range instead of 15%
When attack damage is reflected onto the attacker, the attacker no longer reduces the damage with their defense
[u]Buffs/Debuffs[/u]
Buff “Lifesteal” - Now heals per attack rather than per unit hit.
Buff “Grace” - Now triggers if a unit is damaged via Warding Bond, or similar effects.
Buff “Zeal” - Changed from doubling the Zeal Damage Bonus against Condemned units to increasing damage the unit deals by 10% against Condemned units.
Buff “Static Charge”
[list]Now has increased effects when applied to Single Shot Abilities
Now affects all Attacks
Debuff Mind Control/Dominate - Cleansing now leaves a unit with 0 Action Points
[/*][*]Debuff Wet - Reduced Resistances from -4 Lightning, -4 Frost, 2 Fire to -2 Lightning, -2 Frost, 2 Fire
[/*][/list]Debuff “Decaying” - Reworked
Now stacks up to 4 times
Deals 3 Blight damage per stack
Reduces healing received by 25%, up to 100% at 4 stacks
Can now be countered by Regeneration
[img src="https://clan.akamai.steamstatic.com/images/43512488/17154c59d2b292c850363d02438e74026fc8eeda.gif"][/img]
Web Obstacles are now ignored by units with Swift as the property would imply.
Slowing Markers are now ignored by Shock Units with Swift when using Charge Attacks.
Reduced Foliage near Combat Deployment Zones in various Nature Maps
[img src="https://clan.akamai.steamstatic.com/images/43512488/6fe139167df1f1fe3c95431e0eadcbee1f1282f9.gif"][/img]
[b]Barbarian[/b]
Unit “War Shaman” - Now has Kindle Resolve
[list]Free Action, Range 3
Target Friendly Unit loses 2 Negative Status Effects and gains 10 Morale
Unit “Fury”
Shoot Bow - Increased Damage from 10 to 12
[b]Dark [/b]
Unit “Dark Warrior” - Increased Hit Points from 60 to 70
[b]Industrious[/b]
World Map Gameplay “Prospecting”
[list]You can now Prospect provinces that are owned by other Rulers/Factions
Prospecting is now tracked on a per player basis rather than for the whole sector.
[b]Mystic[/b]
Unit “Summoner”
[list]Spirit Summon - Replace Spirit Hawk with Lesser Light Spirit as the Order Affinity Summon
[b]Reaver[/b]
Unit “Dragoon”
[list]Can now use Attacks after being affected by Refresh Abilities like Command and Killing Momentum.
Can now Retaliate after triggering Master Skirmisher
[b]Primal[/b]
When Primal Culture use Call Wild Animal or Call Greater Animal, an animal related to their culture will always be one of the options
[list]Note that Sabertooth don't have options for Wild Animal and Serpent don't have options for Greater Animal
[b]Oathsworn - Strife[/b]
Unit Warbound - Bulldoze can no longer be used while immobilized.
[img src="https://clan.akamai.steamstatic.com/images/43512488/c79794245c3dad0b6c1b17aec3077ad6d6290805.gif"][/img]
Added new Premade Factions
[list]Tayla
Rupsta
Lithyl (Wizard King) is now added upon completion of Grexolis
Meandor (Insectoid) is now added upon completion of Arcalot
Magic Classes can now choose any default Orb and Staff instead of solely the Culture
[/*][*]Giant Kings are now Rare by default in Realm Creation
[/*][*]When Factions are unavailable for a Realm, they now appear at the end of the Faction List
[/*][/list][u]Society Traits[/u]
The Subterranean Society trait now starts a surface player with a nearby underground passage.
[img src="https://clan.akamai.steamstatic.com/images/43512488/214a825b891e71847b1f593194688149b2c67b08.gif"][/img]
Regular Heroes can no longer be generated with Pantheon Customization Items
Non-player Races stick to one list of Faction Customization Items instead of randomizing
[u]Ambition & Renown[/u]
The system will now avoid generating Heroes with Ambitions and Governance Types that cannot function due to Realm Traits.
The Instructor Ambition no longer triggers if a unit is created in the hero’s army that starts with bonus ranks.
Renown levels II, III and IV no longer give extra Morale to the army.
[u]Death Knight[/u]
Hex of Decay - Now is guaranteed to inflict Decaying
Raise Undead - Reduced Cooldown from 3 to 2 turns
Weakening Magic - Now grants increased effect for single shot (Guaranteed application)
Bone Wyvern
[list]Renamed to Bone Wyvern Keeper
Now works in water combat
[u]Spellblade[/u]
Spell Penetration - Reduced Resistance and Status Resistance bypass from 3 to 1
[u]Ranger[/u]
Scattershot - Increased Damage from 18 to 24
Culling Hunter - Increased additional damage from +1 to +2
Barrage Attacks - Increased additional damage from 12 to 15
Thornshot - Increased chance to inflict Bleeding from 60% to 90%
Removed link from Invigorating Takedown to Slip Away
Removed link from Slip Away to Go For The Kill
Swapped Killshot and Invigorating takedown
Swapped Martial Expertise and Slip Away
Swapped Versatile Skirmisher and Melee Training
Ranger 2 now comes after defense 2
True Shot renamed to Sniper Shot, no longer ignores accuracy
Added a link from Miasma Shot to Swarm Hunter
[u]Warrior[/u]
All Charge skills now only trigger their bonus if the hero has moved at least 1 hex before they use the charge attack
Brutal Charge - Changed from inflicting Sundered Defense to a 90% chance to inflict Stunned
Relentless Charge - Changed from inflicting Guaranteed Immobilized to inflicting 2 Sundered Defense
Taunting Charge - Changed from Guaranteed Taunt to a 90% chance to inflict Taunted
Greater Vigor - Replaced with Vigor
Greater Defense - Replaced with Defense
Removed the link between (Greater) Defense and Graceful Charge
Removed the link between (Greater) Vigor and Brutal Parry
[u]Affinity Skills[/u]
Condemning Strikes:
[list]Renamed to Zealous
Now only gives Zeal, the chance to apply Condemn on attacks was removed
Withering Decay - Now is guaranteed to apply Decaying.
[/*][*]Amplify Chaos (Chaos Mastery)
No longer dispels negative status effects off it's targets
Now mentions it makes the user enter defense mode
No longer incorrectly modified by external damage modifiers
[u]Dragon Lords[/u]
Signature Skill “Ancient of Earth” - Reduced the Damage Increase from 30% to 20%
[u]Eldritch Sovereign[/u]
Tome of Pestilence “Rot Away” - Now applies 4 Decaying
Signature Skill “Ancient One” - Reduced the Damage Increase from 30% to 20%
[u]Giant Kings[/u]
Giant Weapons - Giant Axe and Obelisk weapons no longer have Single Shot
Signature Skill “Ancient of Earth” - Reduced the Damage Increase from 30% to 20%
[img src="https://clan.akamai.steamstatic.com/images/43512488/8710fdf4026bc4a3c2a4e8fda84254d9fab1aad2.gif"][/img]
All Infestations now have a new Relation Component that allows them to be neutral towards players.
[list]Neutral Infestations show a white Infestation Zone border
Infestations do not attack or pillage province improvements from the Player they’re neutral to.
Armies are not blocked from regenerating hit points while within a Neutral infestation zone.
Attacking a Neutral Infestation will permanently make the infestation hostile to the player again.
Added a new “Neutrality” Concept for Infestations, which is mentioned in the Infestation concept itself. Which explains what it means when an infestation has become neutral towards you and how certain infestations can become neutral or lose neutrality.
Infestations placed through the effect of a spell are now neutral to the player. This affects Incite Rebellion and Umbral Incursion.
[/*][/list][img src="https://clan.akamai.steamstatic.com/images/43512488/d354fe33aec055c71b22616d4ee2832dacfca7ff.gif"][/img]
Added an option to disable Telemetry.
Added an option to disable the Intro Movie
Added a button to delete individual saves from a session in the Load Game screen.
Updated the Form & Culture Filtering in the Advanced Realm Settings to be more scalable and future proof.
Updated the Form Trait selection with Collapsable Headers for better organization
Last picked filters for Unknown Realm Traits are saved in the Player Settings
Unknown Realm Trait complexity is now stored in the custom realm template
Added Province Effects to the Outpost Screen
Added a new Province Effects section under the “province” tab in the city screen
You can now open the sector information screen on sectors owned by free cities and other players.
Added a countdown timer to the hero overview button.
Reworked the existing counter on the rally of the lieges button to function as a countdown timer.
Prospecting pins are now able to be drawn on provinces with Province Dominant Structures.
Income breakdowns for Special Province Improvements now take into account adjacent landmarks and their income properties.
Adjusted the Combat Log positioning slightly to the left.
The “Enemy cast a spell” notification in combat now includes the description of the spell that was cast
Added the Top Bar being visible when the Spellbook is open, allowing you to see how many Mana and Casting Points you have.
The combat overview screen will now show active combat effects as well as combat properties that were part of the combat setup
In combat replays:
[list]Disabled the “Load Game” button in the in-game menu
Removed the “Exit Game” button in the in-game menu
Added an “Exit Replay” button in the in-game menu
Relabeled the X button to “Exit Replay”
Renamed the “Close” button in the radial menu to “Exit Replay”
[img src="https://clan.akamai.steamstatic.com/images/43512488/d267440e31633391832a915ac23a02c7fda2feaf.gif"][/img]
Item Forge Blueprints are now separated into Pantheon Blueprints, Quest Blueprints and Forged Blueprints.
Disenchanting Items from the Arsenal now supports Multiselect
Added “Infusion: Dispel Magic” for Wands and Staffs
Added “Infusion: Greater Dispel Magic” for Wands and Staffs, requires 2 Astral Dew.
Replaced “Infusion: Status Effect Immunity” with “Infusion: Unyielding”
Infusion “Decaying” - Now costs 1 Infusion Point and needs 1 Archon Blood
When playing as Primal culture you will now be able to infuse the summon totem animal skill of your culture into a staff in the item forge.
Rebalanced dual weapon damage to be more consistent
Warclaws now have visual effects
Physical Damage Eldritch Sovereign weapons now have defense bypass, but lowered the damage a bit, from 16 to 14
Cloud In A Bottle is now marked as a debuff ability and not a magic attack.
[img src="https://clan.akamai.steamstatic.com/images/43512488/ccb30de93ae7bb9e89f679fb89e6b65d7d03e783.gif"][/img]
Tabs in the Resource Editor can now be reordered
Added a debug setting for Copying a Faction in the Advanced Faction Settings
[list][i][b]FACTION_TO_CLIPBOARD=false[/b][/i]
This allows you to copy your entire Faction Data and paste it in a [b]Lord Definition[/b] in the Modding Tools
Improved loading times on LevelEd maps.
[/*][*]Copy/Cut/Paste support for Structures and Markers in LevelEd
[/*][*]Added support for the [i]Player RMG Property: Region[/i] that allows you to override the starting region of a player, or spawn an additional region for a player.
[/*][*]Fixed a bug where the Modded checkbox would replicate itself whenever the Resource Browser is refreshed.
[/*][/list][img src="https://clan.akamai.steamstatic.com/images/43512488/5e4c80d66a58bd19c472ffe07469168e681a548a.gif"][/img]
Hotseat games will now show the Victory/Defeat screen for every Human player. The Ascension screen will only be shown for the (main) victor.
Fixed an issue where the game couldn’t continue if a player abandoned the game while the other players were online.
Fixed a frequent OoS after combat retries
Fixed an Out of Sync that could occur when using Martyrdom Abilities when playing in different Languages
Fixed an Out of Sync that could occur on Game Start when determining the Personality in different Languages
[img src="https://clan.akamai.steamstatic.com/images/43512488/6b130c19ab94817ce5bad8b344b8621b545d18ed.gif"][/img]
Added the Bedrock, (underground) Water, Gloom and Gloom Tear terrain features to the terrain section of the Tome of Wonders
Adjusted the description of Ashlands, Snow and Sand to be consistently mentioning that a hut can be built, unless the city has the correct adaptation trait in which case it can build a farm.
The Province Feature concept now mentions that certain improvements allowed by province features can only be built if the province feature shares the same geography type as the center of the province (you cannot build fisher farms in provinces with land in the center even if it has the Coast feature).
The Ice province feature now explains it allows the construction of a hut.
[img src="https://clan.akamai.steamstatic.com/images/43512488/eb790cdccca4f501089e9878da72b62358b9b9f8.gif"][/img]
The Unknown Realm option now only fills 4 misc slots by default instead of 8 (you can still set it to 8 manually, but 4 is the intended experience)
Added the Misc. Realm Trait “Blocked Underground”.
[list]Mutually Exclusive with Void Divide, Explorative Underground, Small Underground, Unearthed, Underground Start, Surface Start, Crystal Dwelling, Legends of Myrrida and Iron Emperor
Considered a Complex Realm Trait and will reveal itself from turn 1 on Unknown Realms.
DLC pantheon reward trees will now be shown underneath each other to save space
Pantheon Reward: Titan's Greatbow
[list]Damage reduced from base 16 to 14
Damage progression on the Item Forge reduced from 4 to 3 per item tier
Optimal range (max range before it starts losing accuracy) reduced from 4 to 3
Increased the accuracy from 70% to 80%
Scatter Shot, True Shot and Snapshot now use 80%, 240% and 80%, respectively, of the base damage of the Greatbow. From 50%, 150% and 50%
[img src="https://clan.akamai.steamstatic.com/images/43512488/078d540b2dfd871d42f8ce366908313745262416.gif"][/img]
[b]Astral[/b]
Tome of Evocation
[list]Unit Enchantment “Lightning Blades” - Extra damage against Electrified targets decreased from 20% to 10%
World Map Spell “Lightning Torrent” - Reduced Lightning Resistance from -3 to -1
Tome of Warding
Combat Spell “Static Shield’ - Now affects a second Friendly Unit
Tome of Scrying
Unit Enchantment “Guided Projectiles” - Now also increases optimal range by 1, reducing long range penalties.
World Map Spell “Scry Enemy”
[list]No longer counts as a hostile spell
Reduced duration from 15 to 10 turns.
City Structure “Tower of Truesight” - Additional Effects: +10 City Stability and +10 Knowledge Income
[/*][/list][/*][*]Tome of Amplification
Unit “Amplification Pylon”
[list]Lightning Blast - Increased Damage from 20 to 25
Lightning Blast - Increased Range from 4 to 6
Combat Spell “Chain Lightning” - Increased inflicted stack of Electrified from 1 to 2
[/*][/list][/*][*]Tome of Teleportation
Unit “Phase Beast”
[list]Displacement - Now teleports the unit 3 hexes away from the enemy
Phase - Removed Cooldown
Unit Enchantment “Phasing Enchantment”
Replaced Phase with Charge Phase
Charge Phase - Teleport to target Hex and gain 2 turns of Static Charge.
Combat Spell “Emergency Teleportation” - Additional Effect: Removes all Negative Status Effects from the target
[/*][*]City Structure “Astral Trade Relay” - Increased Gold Income per Astral Trade Relay in the Empire from 2 to 4
[/*][/list][/*][*]Tome of the Astral Mirror
Unit “Mirror Mimic”
[list]Mimic - Increased Range from 4 to 6
Mimic - Removed Cooldown
Now keep their rank after transforming
Now regains 30 health when it transforms back
If the unit transforms into a unit with more hitpoints than it has, it will now heal to match that unit’s hit point level.
City Structure “Throne of Mirrors” - now applies to all battles in the domain
[/*][/list][/*][*]Tome of the Stormborne
World Map Spell “Downpour”
[list]Slowed now only affects Flying units.
Reduced Casting Costs from Cost reduced from 80 Mana/Casting Points to 60 Mana/ Casting Points
Combat Spell “Lightning Storm” - Increased damage from 10 to 20
[/*][*]Unit “Stormbringer”
Reverted Defense back from 3 to 4
Throw Trident - Reverted Damage back from 10/10 to 12/12
Tome of the Archmage
Unit Enchantment “Cosmic Overdrive” - Reduced Damage increase from +30% to +20%
[b]Chaos[/b]
Tome of Pyromancy
[list]Unit Enchantment “Searing Blades” - Extra damage against Burning targets decreased from 20% to 10%
Tome of Mayhem
Unit “Gremlin”
Displacement - Now teleports the unit 3 hexes away from the enemy
Tome of Demon Gate
World Map Spell “Fight for Power” - Now allows the player to choose the Demon they get from a Recruitment window
Tome of Calamity
Unit “Accursed Trickster”
[list]Maddening Phantasm - Can no longer be used when engaged
Maddening Phantasm - Reduced chance to inflict Insanity from 120% to 90%
Unit Enchantment “Accursed Projectiles”
Reduced Damage from +2 Fire and +2 Frost to +1 Fire and +1 Frost
Increased chance to inflict Ghostfire from 60% to Guaranteed. Effects increased for single shot abilities.
Increased Enchantment Upkeep from 2 Gold/3 Mana to 3 Gold/4 Mana
Unit Enchantment “Accursed Armors” - Increased Enchantment Upkeep from 2 Gold/3 Mana to 3 Gold/4 Mana
[/*][/list][/*][/list][b]Materium[/b]
Tome of Enchantment
[list]Unit Enchantment “Sundering Blades” - Changed from Base 90% chance to inflict Sundered Defense to Guaranteed
Tome of Artificing
Unit Enchantment “Artisan Blades” - Reduced critical chance from 30% to 25%
Tome of the Construct
Combat Spell “Cascading Command: Defense” - Reworked
[list]No longer gives Units Watchful and Enters Defense Mode
Now gives Defensive Masters and removes 2 Negative Status Effects.
Unit Enchantment “Compounding Defense” - Now also affects Fighters
[/*][/list][/*][*]Tome of the Crucible
City Structure “Crucible Battlements”
[list]Removed the +1 Fire Damage on drafted units in the city
Added immunity to the City Stability penalty from having Lava or Chasm in its domain.
Tome of the Creator
Unit “Earthshatter Engine”
[list]Earth Shatter - Now deals 20 Physical damage to units.
Increased speed from slow to medium.
Unit “Earth Titan”
Increased Resistance from 5 to 6
Now has Heavy Charge Strike
Is summoned with 3 Action Points
[b]Nature[/b]
Tome of Roots
[list]Unit Enchantment “Blight Blades”
[list]Extra damage against Poison or Decaying targets decreased from 20% to 10%
When seen in the unit panel it now correctly states that it deals increased damage to Decaying units
Combat Spell “Vine Prison”
Living Vine - Base HP reduced from 10 to 5
Living Vine Tier type changed to expendable summon (resulting in 5HP per rank, rather than 10)
Tome of Beasts
Unit “Wildspeaker”
[list]Summoned animal will now use any enchantments the owner has active
Conjure Animal - Changed from Once per Battle to a 4 Turn Cooldown
Conjure Animal - Now puts the Wildspeaker into Defense Mode after use
Conjure Animal - Can now summon from a wider variety of animals
Conjure Animal - Reduced the duration of the Animal Summons from 4 to 3 turns
Unleash The Beast - Now also applies 2 Regeneration
World Map Spell “Summon Wild Animal”
Renamed to Call Wild Animal
When cast you get a choice of 3-4 Animals based on your selected Location
One Animal from the list can be chosen
Higher Tier Animals incur an additional Mana Cost
Tome of Fertility
Unit “Floral Stinger”
[list]Increased HP from 70 to 80
Removed Slowed
Melee Strike - Now has a 60% chance to inflict Constricted
Melee Strike - Changed from 10 Physical Damage to 4 Blight, 9 Physical damage Damage
Poisonous Spores - Changed from a 2 Turn Cooldown to no Cooldown
Poisonous Spores - Changed from 20 Blight Damage to 10 Physical, 10 Blight Damage
City Structure “Temple of Fertility” - Increased Draft income per Population from 1 to 2
[/*][/list][/*][*]Tome of Cycles
Unit “Druid of the Cycle”
[list]Poison Blast - Renamed to Decaying Blast
Decaying Blast - Has a 90% chance to inflict Decaying.
Life from Death - Now triggers on killing Friendly units
Unit Enchantment “Blooming Projectiles” - New
Base Magic and Ranged Physical attacks:
[list]Gain a 60% chance to apply Life Seed for 3 turns. (When the debuffed unit dies all adjacent friendly units heal 20 hp).
Deal +10% damage to units with Decaying.
Unit Enchantment “Projectiles of Decay” - Reworked
Renamed Blades of Decay
Enchantment now applies to melee units instead of magic and ranged ones
No longer gives +2 Blight damage
Base attacks are guaranteed to inflict Decaying. Single Shot attacks inflict 2 stacks.
World Map Spell “Cycle of Seasons” - Can now be used on any city.
[/*][*]Combat Spell “Diffuse Health”
Increased inflicted stacks of Decaying from 1 to 2.
Increased applied stacks of Regeneration from 1 to 2.
Tome of Vigor
World Map Spell “Summon Wild Animal”
[list]Renamed to Call Greater Animal
When cast you get a choice of 3-4 Animals based on your selected Location
One Animal from the list can be chosen
Higher Tier Animals incur an additional Mana Cost
Combat Spell “Totem of the Wild”
Now lasts for 2 Turns
Now summons one animal instantly when the spell is cast, and one additional unit per turn
Can now summon Tier 2 Animals as well as Tier 1 Animals
Tome of Goddess of Nature
Unit Enchantment “Force of Nature”
[list]Blight Damage decreased from 4 to 3
Critical Chance decreased from 20% to 15%
Combat Spell “Mass Rejuvenation” - Resurrected Units return with 1 Action Point
[/*][/list][/*][/list][b]Order[/b]
Tome of Zeal
[list]Combat Spell “Inspiring Chant” - Increased Casting Costs from 20 Casting Points/15 Mana to 25 Casting Points/30 Mana
Tome of Faith
Unit “Chaplain” moved to Tome of the Beacon
Added a new World Map Spell - Summon Lesser Light Spirit
[list]Tier 1 Support
Celestial, Elemental, Magic Origin
Condemning Blast - Range 4, 16 Spirit Damage, 90% Chance to Inflict Condemned
Lesser Heal - Range 4, Heals for 20Temp HP, Removes 2 Negative Status Effects
Inspiring Killer, Zeal Passives
Tome of the Beacon:
Unit “Lightbringer” moved to Tome of Inquisition
Unit “Chaplian”
[list]Moved from Tome of Faith
Is now a Tier 3 unit
Bless - Changed from a Single Action to a Free Action
Healing Prayer - Increased Temp HP gained from 30 to 45
Healing Prayer - Reduced Cooldown from 2 Turns to 1
Combat Spell “Conjure Divine Beacon”
Increased Hit Points from 60 to 80
Increased Defense from 1 to 2
Increased Resistance from 1 to 2
Divine Beacon’s Grace - Increased Temp HP gained from 5 to 15
World Map Spell “Blessed Reinforcements” - Reworked
Renamed to Summon Blessed Souls
Allows the direct summoning of a T3 Blessed Soul unit to your side.
Unit “Blessed Soul” - Now has Faithful
Unit Enchantment “Mighty Meek”
Now also affects Tier 2 units
Reduced Enchantment Upkeep from 3 Mana and 2 Gold to 3 Mana
Additional Effect: Grants 2 Status Resistance to affected units
Tome of Inquisition
Unit “Lightbringer”
[list]Moved from Tome of the Beacon
Spirit Bolts - Now has a 90% chance to inflict Condemned
Unit “Inquisitor”
Melee Strike - Increased Physical Damage from 14 to 16
New Ability: Shoot Crossbow
Unit Enchantment “Inquisitor's Mark”
Now affects all attacks, not just base attacks.
Removed the Slowed Effect.
Increased the Condemned chance from 30% to 60%.
Increased the Weakened chance from 30% to 60%.
Tome of Sanctuary
Added a new World Map Spell - Summon Light Spirit
[list]Tier 3 Support
Celestial, Elemental, Magic Origin, Large Target
Condemning Blast - Range 4, 30 Spirit Damage, Inflicts Condemned
Brilliant Phase - Range 4, 10 Spirit Damage, Inflicts Blind, Teleport to Target Hex
Heal - Range 4, Heals for 60 Temp HP, Removes All Negative Status Effects
Inspiring Killer, Zeal, Demolisher Passives
City Structure “Healing Spires”
Additional Effect: +10 City Stability
Reduced Production Cost from 750 Production/280 Gold to 200 Production/85 Gold
Tome of Subjugation:
Tyrant Knight
[list]New ability: Oppress - Full Action, Range 3
[list]90% chance to Reduce Morale by 25. On Failure reduces Morale by 10.
Always inflicts 2 Status Vulnerability
New Passive: Armor of Despair - This unit has +1 Defense and Resistance per level below low morale an attacker has.
[/*][*]New Passive: Unyielding - At Start of the turn, remove 1 Negative Status Effect
[/*][/list][/*][*]City Structure “Baron’s Palace”
Draft now applies to the city it is built in
Increased Draft income from 10 to 20
Increased Food Income for the Throne City from 10 to 20
Additional Effect: Throne City generates +5 Imperium
Tome of the Cleansing Flame
Tome Passive “Cleansing Flameherald” - Removed
Unit “Pyre Templar”
[list]Reduced Fire Resistance from 6 to 4.
Fire Cleave - Removed 90% chance to inflict Burning.
Unit Enchantment “Flame-Blessed Champions”
No longer needs 5 stacks of Burning to place Cleansing Flame
Now places Cleansing Flame on attacking.
World Map Spell “Consecrating Firestorm”
Can now be used on any province, only pillaging enemy owned provinces.
No longer applies Condemned
Now applies Cleansing Flameherald to the province
Special Province Improvement “Temple of the Pyre” - Applies Flameherald’s Consecration to all combat in the Domain.
[/*][/list][/*][*]Tome of Supremacy
Unit “Examplar”
[list]Increased HP from 110 to 120
Changed from Fast to Very Fast Movement
Embolden Allies - No longer starts on a cooldown
Embolden Allies - Enter Defense Mode after use
New Passive: Graceful Defense - Grain a stack of Grace on entering Defense Mode.
Combat Spell “Anthem of Victory” - Reduced Casting Costs from 65 Casting Points/200 Mana to 50 Casting Points/150 Mana
[/*][/list][/*][*]Tome of Exaltation
Unit “Shrine of Smiting”
[list]New Passive: Zeal
New Passive: Distracting Aura - At the start of the turn, adjacent enemy units become Distracted
At champion rank it now gains +1 range to Smiting Prayer Blast
Combat Spell “Resurrect Unit”
Reduced Casting Cost from 150 Mana/50 casting points to 100 Mana/40 Casting Points
Resurrected Units now come back with 3 Action Points instead of 1.
Tome of Prosperity
Unit Enchantment “Blessed Armors” - Increased Enchantment Upkeep from 2 Gold/3 Mana to 3 Gold/4 Mana
Unit “Prosperity Dragon”
[list]Rain of Prosperity - Increased Cooldown from 1 to 2 turns
Tome of the God Emperor
Combat Spell “Mass Revive” - Resurrected Units return with 1 Action Point
[b]Shadow[/b]
Tome of Cryomancy
[list]Unit Enchantment “Frost Blades” - Extra damage against Frozen or Slowed targets decreased from 20% to 10%
Tome of Necromancy
Unit Enchantment “Necrotic Magic”
[list]Renamed Necrotic Projectiles
Additionally applies to Skirmisher and Ranged units.
Now applies to all attacks
Increased Chance to inflict Decaying from 60% to 90%
Unit “Necromancer” - Frost Blast changed to Death Blast (9 Frost/ 9 Blight)
[/*][*]Combat Spell “Rotting Explosion”
Reduced Casting Cost from 15 Souls/20 Casting Points to 10 Souls/15 Casting Points
Now guaranteed to inflict 2 Decaying
Combat Spell “Necrotize” - Increased Decaying Stacks from 1 to 2
[/*][*]Unit “Skeletons” - Now gain Resurgence on Champion rank
[/*][/list][/*][*]Tome of the Tentacle
Unit Enchantment “Constricting Focus”
[list]Additional Effect: 60% Chance to inflict Constricted on Units with Marked or Slowed.
Combat Spell “Conjure Tentacle”
Unit “Tentacle” - Now has the correct version of the Fighter unit type and gains Brawler on Gold rank
Tome of Souls
Empire Bonus “Bone Horror Reanimation”
[list]Bone Horrors can now be created by killing 4 Tiers worth of Tier 1-3 units
Increased Soul Cost from 50 to 70
Unit Enchantment “Soulbinders” - Reduced extra damage against Soulbound units from 20% to 10%
[/*][*]Combat Spell “Soul Overflow” - Reduced Negative Status Effects removed from All to 2
[/*][*]World Map Spell “Summon Corrupt Soul” - Moved from here to Tome of the Doomherald.
[/*][*]World Map Spell “Summon Banshee” - Moved from Tome of the Doomherald to here
Changed Casting Costs from 150 Mana/Casting Points to 45 Souls/90 Casting Points
World Map Spell “Restore Undead Army”
Change name to "Feast of Souls".
Restores 20 HP to all non-undead units
Restores 40 HP to Undead units
Cost increased from 15 Souls/20 Casting Points to 20 Souls/60 Casting Points
Tome of Doomherald:
World Map Spell “Summon Banshee” - Moved from here to Tome of Souls
World Map Spell “Summon Corrupt Soul” - Moved from Tome of the Doomherald to here.
[list]Changed Casting Costs from 45 Souls/90 Casting Points to 150 Mana/Casting Points
Unit “Corrupt Soul”
Melee Strike - Increased Morale Drain from -3 to -4.
Passive: Shadow - Replaced with Fleeting and Slippery
Passive Hopelessness - Renamed to Armor of Despair
Tome of the Great Transformation
Empire Bonus “Bone Dragon Reanimation” - Bone Dragons can now also be acquired from killing T4 non-racial units
Unit “Bone Dragon”
[list]Putrid Breath - Changed from inflicting 1 Poison and 1 Decaying to inflicting 2 Decaying
Tome of Cold Dark
Unit “Snow Spirit”
[list]Freezing Phase - Renamed to Chilling Phase
Chilling Phase - No longer has a chance to inflict Frozen, instead has a 90% chance of inflicting Slowed.
Tome of Corruption
Unit “Umbral Mistress”
[list]Unchain Mind - Can no longer be used on the same turn as Enchain Mind.
Combat Spell “Corrupted Boon”
Changed from a 1 Hex AoE to a Single Target spell
Reduced Casting Cost from 45 Mana/30 Casting Points to 20 Mana/25 Casting Points
City Structure “Throne of Insidious Whispers”
Reduced Casting Points given from 20 to 15
Tome of Oblivion:
Unit “Living Fog”
[list]New ability: Call the Void - Single Action, Range 2 ability which spawns Devouring Void in a 1-hex radius
New Passive: Hazard Immunity Devouring Void
Combat Spell “Devouring Void” - Now also makes units lose 3 Morale
[/*][*]Combat Spell “Devouring Void” - Devouring Void's damage now bypasses all defenses
[/*][/list][/*][*]Tome of the Reaper
Siege Project “Soul Siphon Ritual” - Now summons zombies with 3 Action Points
Tome of Severing
Combat Spell “Astral Severance” - Increased stacks of Decaying from 1 to 4
Tome of the Eternal Lord
Unit Enchantment “True Death Magic”
[list]Curse of the Reaper - Starts on a 1 turn cooldown.
Curse of the Reaper - Increased Range from 3 to 4
Curse of the Reaper - Reduced Cooldown from 4 to 3.
World Map Spell “Raise Undead Army” - Now always summons 2 Tier III, 2 Tier II and 2 Tier I Undead units.
[/*][*]Combat Spell “Battlefield Reanimation”
Resurrected Units come back to life with 1 Action Point.
Reduced Casting Cost from 50 Souls/80 Casting Points to 50 Souls/65 Casting Points
[img src="https://clan.akamai.steamstatic.com/images/43512488/a46cfa4d7299c2d577ae4e0080e389a579fcb0b4.gif"][/img]
[u]Units[/u]
Rank: Elite - No longer gives 10% extra damage
Unit abilities that apply Frozen now apply Status Vulnerability on failure instead of Slowed.
[list]Unit “Accursed Blade” - Frozen Flames
Unit “Frost Dragon” - Frost Breath
Unit “Frost Giant” - Blizzard Smash
Unit “Frost Wyvern” - Freezing Burst
Ice Runestone
Unit “Ice Spider” - Frozen Web
Unit “Ice Spider Matriarch” - Frozen Web
Unit “Lesser Snow Spirit” - Freezing Burst
Unit “Snow Spirit” - Freezing Burst
Unit “Primal Mammoth” - Glacial Stomp
Unit “Scourge of Winter” - Phantom Charge
Unit “Spellshield” (School of Potential) - Flash Freeze
Unit “White Witch” - Freezing Blast
Pestilent Escape and Disengaging Shot now count as movement abilities and get correctly disabled by Immobilize
[/*][/list]Unit “Scourge of Spring” - Phantom Charge now guarantees Decaying instead of being a 90% chance.
Unit “Pestilence Crocodile” - Main attack now guarantees Decaying
Unit “Flow Serpent”
[list]Increased Hit Points increased from 25 to 35
Removed Astral Refuge
New Passive: Prescient Phase - When hit by an attack gain Precognition
Unit “Fire Dragon” - Increased Burning Stacks applied by Fire Breath from 1 to 3
[/*][/list]Unit “Zombie” and Unit “Decaying Zombie” - Increased HP from 50 to 60
[u]Support Updates[/u]
Most support units now have a special Champion upgrade that boosts the power of one of their secondary abilities. Where applicable these upgrades focus on boosting the healing power of the unit, so late game healing is more viable.
Unit “Animist” - Added Champion Spiritual Healing
[list]Increases the Temporary Hit Points from 20 to 30
Reduces the Cooldown from 2 to 1 turn.
Unit “Astral Keeper” - Added Champion Astral Blessing
Increases the Temporary Hit Points from 25 to 40
Gains the ability to dispel 1 Negative Status Effect
Unit “Bannerman” - Added Champion Soothing Standard
Increases the Temporary Hit Points from 25 to 35
Adds the removal of 1 Negative Status Effect
Unit “Blessed Dragon” - Added Champion Graceful Rain
Increases the Temporary Hit Points from 15 to 20
Increases Grace from 1 to 2
Unit “Chaplain” - Added Champion Healing Prayer
Increases the Temporary Hit Points from 45 to 65
Gains Enter Defense Mode after use
Unit “Deep Sea Nimu” - Added Champion Nimu Soothing
Increases the Temporary Hit Points from 20 to 40
Increases Regeneration from 2 to 3
Unit “ Druid of the Cycle” - Added Champion Restart the Cycle
Increases the Temporary Hit Points from 70 to 100
Increases the resurrect heal from 70% to 100%
Additionally gains +10% Damage to all abilities
Unit “Lithorine Core” - Added Champion Core Link
Increases the Damage Reduction from 20% to 30%
Grants +10% Damage to the linked Target
Unit “Necromancer” - Added Champion Strengthen Undead
Increases Strengthened from 2 to 3
Target gains +15 Temporary Hit Points
Unit “Nymph” - Added Champion Revitalize
Increases the Regeneration from 2 to 4
Reduces the Cooldown from 3 to 2
Unit “Overseer” - Added Champion Patch Up
Increases the Temporary Hit Points from 45 to 60
Gains the ability to dispel 2 Negative Status Effects
Unit “Pyremoth” - Added Champion Burning Dust
Increases the Damage from 18 to 22
Increases Stack of Burning from 1 to 2
Unit “Primordial Pyremoth” - Added Exalted Resistance
When the unit enters Defense Mode, adjacent friendly units gain Bolstered Resistance
Unit “Skald”
Added Champion Song of Carnage
[list]Gains Enter Defense Mode after use
Added Champion Song of Revelry
Increases Regeneration from 2 to 3
Gains Enter Defense Mode after use
Unit “Soother” - Added Champion Soothing Breeze
Increases the Temporary Hit Points from 20 to 30
Reduces the Cooldown from 2 to 1
Unit “Spring Fairy” - Added Champion Budding Strength
Gains +3 random Positive Status Effects
Additionally gains Feygrowth by default
Unit “Steelshaper” - Added Champion Gift of Steel
Gains +2 Bolstered Resistance
Unit “Summer Fairy” - Added Champion Blooming Life
Increases Regeneration from 1 to 3
Reduces the Cooldown from 3 to 2
Unit “Summoner” - Added Champion Spirit Summon: Dormant
The Summoned Unit gains +2 Strengthened
Unit “Sun Priest” - Added Champion Mending Awakening
Increases the Temporary Hit Points from 30 to 45
Decreases the Cooldown from 2 to 1
Unit “Vowkeeper” - Added Champion Vow of Healing
Increases the Temporary Hit Points from 25 to 40
Unit “War Shaman” - Added Champion Invigorate
Increases Regeneration from 1 to 2
Increases Strengthened from 1 to 2
Reduces the Cooldown from 3 to 2
Unit “Wild Speaker” - Added Champion Conjure Animal
Increases the Summoned Unit Tier from 1 to 2
[img src="https://clan.akamai.steamstatic.com/images/43512488/347d745cf0070a818a21e3909da02157a2c1a9cb.gif"][/img]
Improved random leader selection to improve the distribution between surface and underground.
Improved calculation of the amount of valuable sectors on maps that override the water with a land theme.
Updated how the RMG find player balls, regions, sectors to make them work properly with custom region starts in story realms
Improved RMG generation that relies on player positions for story realms.
Updated Coastal Map generation to have a number of islands in the water.
Defensive city upgrades are now removed when the city is occupied instead of when migrate/integrate/absorb finishes
Allies can now start a sally out siege battle
When attacking, friendly armies on defensive structures can now be pulled into the battle
[list]When defending, friendly armies on defensive structures will still not be pulled into the battle
When a unit is spawned on a pickup, it will now pick it up.
[/*][/list]Fighting on a road in lava now loads the chasm map
Slightly tweaked Restore the Land to fix a bug:
[list]It now correctly removes Ashland, Gloom, Snow, Ice and all other bad overlays when cast in the Underground
It however also will remove Stalagmites and Cavern Floor. Long story short, this is due to old legacy deco types that exist in the default underground theme which need to stay in for old saves not to crash.
To compensate for this, it will always create both Fungus Fields and Mushroom Forests.
Spell description has been adjusted to reflect this change
[img src="https://clan.akamai.steamstatic.com/images/43512488/9c8e4242570ae52ca56070d41c6934026760883a.gif"][/img]
[b]AI[/b]
Fixed issue where the AI would try to occupy an ancient wonder while they cannot do anything about it
Fixed single stack attack movement, the AI is no longer allowed to split up a single stack to complete an attack this turn. This leads to issues when allies are involved
Fixed issue where the AI would split up stacks to perform a last step to attack that resulted in some un optimal combat for the AI
Fixed an issue where independents didn’t finish their turn due to an infestation being stuck.
Fixed issue where certain relations should not get into a vassal state
Fixed a hang in the Behaviour that could occur due to an Army with a Siege Target becoming part of Siege that’s breaching walls.
Fixed a hang that could occur due to AI constantly changing Special Province Improvements
Fixed a hang that could occur with Crisis Armies attempting to Siege a City
[u]Combat AI[/u]
Fixed an issue where AI was not able to use Mirror Mimics
Fixed an issue that made the AI treat heroes with Command abilities as skirmisher units
Fixed an issue where berserk units attack an ally when there is an enemy in range
Fixed the damage bonus Ais are supposed to get vs indy units, which was invalid
Fixed an issue that caused the tactical AI to end its turn immediately if you saved and loaded during their turn.
[b]Art[/b]
Fixed the Druid Staff using the wrong staff model
Fixed the Cryomancer's staff using the wrong staff model
Fixed a delay on Kunai and Sword with the Snapshot ability on 4x speed
Fixed Ancestral Warden missing transparency from Astral Attunement
Fixed a slight animation stutter in the Movement of SealBearers
[b]Audio[/b]
Memory optimization to fix issues where the memory budget is exceeded and no sounds play until other sounds have stopped.
[b]Combat[/b]
Pressing “Retry” after an autocombat and letting the AI play for you will now have the exact same result as the autocombat again. This was broken due to randomized effects not having the same outcome on the retry.
Taunt (Hero Skill and Anvil Guard’s) and Provoke were incorrectly working on units with Control Loss Immunity
Fixed issue where keeper's mark could be overridden by certain Transform Unit On Death effects.
[b]Combat Map[/b]
Fixed issues on the Fish Farm Map with a rock being under water and another hex being blocked while it looked accessible.
Fixed “Vantage Point” buff of battlements not applying to base magic ranged attacks
Fixed Crucible Battlement hexes not showing up green when hovering over it as a move destination while having a battlemage or unit with a ranged magic attack selected
Fixed a "Combat went out of sync" in Single Player after opening a battle replay
Fixed an issue where Tower Structures could replace Battlement Structures during a Siege
Fixed an issue where Healing Spires did not have a preferred ability set
[b]Diplomacy[/b]
Bounties are now paused when performing City Operations on the Target Location
Added support for Umbral Dwellings to not gain positive allegiance while at war, which would result in unwanted peace
Free City Vassals now share their Magic Materials from Transmutation Circle with their overlord
[b]Empire Development[/b]
Shadow Domain no longer gives invisibility to enemies in your domain if they also have the Shadow Domain skill.
[b]Events[/b]
The Formidable Hunter unit trait now covers both melee and ranged damage, so you no longer get a melee hunter with a ranged damage increase it cannot use.
Race council events now adhere to racial visuals
[b]Factions[/b]
Fixed Skilled Raiders not working with Binding Fragments/Essence
[b]Happening[/b]
[u]Cosmic[/u]
Fixed Zombies created by the Melanis Kiss Event not working correctly (they could regenerate) and not being detected by the end of the event for sacrifice and or keeping
[u]Intrigue[/u]
Fixed an issue where declaring a war whilst in a fixed relation with an AI player, would lock the players in an unimprovable defensive pact instead.
[b]Heroes[/b]
Ascended Possession now applies Berserk to the target instead of Insanity, reducing the chance that they’ll attack the caster instead of the enemy.
Fixed issue where BLessed Judgment from the Eldritch Sovereign was applying debuffs to friendly units
Fixed Ranger's Slip Away not showing the correct amount of HP on the Hero Skill
Warseeker had incorrect/missing numbers on the death knight's tree, this was fixed
Fixed Rank Slayer dealing more damage than it was supposed to
Fixed Dragon’s Roar applying buffs to enemies when affected by hero skills that grant extra buffs to support abilities
Added the missing Flanker hyperlink to the Shepherd unit property
[b]Interface[/b]
Fixed visual bug of the Giant King’s charge attack preview where it said it was doing 10% damage per hex travelled instead of 20%
Fixed the shadow backdrops for Structure names rendered at any distance.
Fixed a crash in border rendering when playing hotseat
Fixed a bug where free cities had the wrong banner after being vassalized
Fixed a bug where you would get a notification of a unit drowning after disbanding them while in a transport.
Fixed the Scry Enemy spell countdown timer not being displayed in the unit display.
Fixed an issue where selecting customization options that are not completely visible moved the scroll bar but didn’t apply the customization option
Fixed an issue where the prospect icon and border would show up before excavating a sector.
Fixed an issue where opening the encyclopedia while generating a random faction, and returning to your faction would result in the faction not rendering until you generate a new one.
Fixed an issue where tunnels in the underground would show that Teleporter bases could be built there, while in reality, you can’t.
Crashfix when closing the Feedback Report.
Crashfix for items still being referenced in a log but no longer in the system.
Crashfix when a spell is missing a screentype.
Fixed the priority order of units in the stack when you had both your leader and a free city lord in the same stack.
Fixed Starvation Tooltip showing the incorrect Duration to Starvation in the City Panel/Cities Overview
Fixed a crash that could occur when Story Events Fail validation while trying to be opened at the same time
[u]Text & Descriptions[/u]
Changed the Transmuter's research description to better reflect its current design.
The Umbral Mistress’ Wrack ability now correctly states the unit needs to be enchained to guarantee the 100% accuracy, not that it needs to be enchained by itself.
Fixed a bad string insert in the Status Effect Resistance tooltip.
Fixed how level up def/res bonuses turned up in tooltips
Devouring Oblivion's hazard had an empty string at the center of its AoE, removed it
Fixed Healing Spires not correctly displaying the amount of city stability it provides
Keepers Mark now shows a duration time in it’s tooltip.
Fixed missing combat effect in the Touch of My’dhas adventure.
Nature’s Wrath: Destructive Regrowth deals 20 Blight damage but that wasn’t being reflected on the tooltip. It now displays that.
Monstrous Rebirth now mentions it doesn't work in water
Fixed missing references in Giant King Hero Skills
Fixed a missing reference in Rune of Creation: Frost
Fixed a missing reference in Constricting Focus
Updated description of “Awaken Instinct” to note it doesn't work on units with Control Loss Immunity
Updated description of “Song of the Reckless” to note it doesn't work on units with Control Loss Immunity
Fixed a missing modifier name on Call to Glory
[b]Item Forge[/b]
Fixed an issue where the infusions Splitterling Infection and Cleansing Fire were incompatible with the critical chance infusions.
Titan Greatbow crafted in the Item Forge no longer can push units that cannot be displaced.
Wildspeaker/Item Forge conjure animal ability now correctly has the summoning tag
Shields created in the Item Forge now correctly show the Static Shield property on their tooltip
Fixed a bug where making a GK Obelisk in the item forge with spirit damage made it do frost damage instead
Fixed a bug where one handed weapons, crossbows and dual weapons didn’t display the correct damage when viewed in the infusion selector.
Fixed a broken link on the base Havok Relic of the Eldritch Sovereign
[b]Shops[/b]
Fixed an issue where items in the shop would show up from DLC you don’t own.
Fixed shop timers not ticking for shops in independent cities
[b]Spells[/b]
Meteor Arrows now correctly works on area of effect attacks like the Magelock Cannon’s base attack.
Some event spells were gaining Arcane Inspiration despite not having a tier.
Reveler's Heart no longer incorrectly gets Arcane Inspiration
Unleash Beast no longer Berserks Control Loss Immune Units
Rending Shadow now gains Arcane Inspiration Correctly
Soul Drain was gaining Inspiration despite not having a tier, fixed
Fixed Final Ultimatum being cleansable
[b]Story Realms[/b]
[u]Crimson Caldera[/u]
Fixed an issue where a quest would not get the right alias if starting the quest would cause you to meet a free city.
[u]Eternal Court[/u]
Fixed a situation when playing on Hard one of the story-specific locations (Tomb) would be explored before the story allowed
[b]Tomes[/b]
Tome of the Demon Gate
When drafting Inferno Hounds in cities, their cost would be equivalent to a T2 unit, this has been fixed so the draft cost matches their tier.
[b]Units[/b]
Reaver “Dragoon” - Fixed Fleeting not preventing the unit being pinned in enemy zones of control
Some Fey didn't actually ignore the penalty of the mist effect, now they do
Fixed Issue where the Primordial Pyremoth’s Rejuvenating Flames didn’t work on units that had Ghostfire.
Spellbreaker’s Star Purge now correctly inflicts negative status effects.
Fixed Righteous Judge can now correctly destroy walls/obstacles
Primordial Pyremoth, Pyremoth and Progenitor Golem now correctly have 40 movement points
Fixing Primordial Bloodback's cleave attack from incorrectly hitting friendly units
Summon Progenitor Golem now works in water
Fixed an issue where Devastator Spheres summoned from the Conquerer Major Ambition didn’t benefit from Artificer's Overcharge
[b]World Map[/b]
Fixed sieges getting stuck when the attacker’s hero is exiled to the Umbral Abyss in combat
Fixed a big where the Cartographer pickup would sometimes not reveal anything.
The effect from the Ruler’s Statue is now removed if the structure is occupied.
Lava and Void Lakes now work correctly with the Underground Start realm trait.
Fixed a bug where the Wonder Architects wouldn’t spawn an ancient wonder in certain story realms.
Fixed shop timers not ticking on shops in Free Cities
Fixed the wizard tower visuals being wrong after transferring your throne to another city
Crashfix for an infestation stack walking through their own infestation.
Fixed a bug where the Storm Runestele would remove arctic when placing down a river.
Fixed a bug where teleporter pins were not shown after they just got created.
Fixed Bone Dragons not being added to the Rally of the Lieges on clearing a Fallen Tower
Fixed that another player could crack your vault when standing on the centre
Fixed Touch of My’Dhas not being active in the Vaultsphere Wonder
Fixed a crash that could on a destroyed structure being processed
Fixed the Lithorine Peaks by making a ColonyTokenGiverProperty rather than using the Structure property variant
Fixed that Animals gained from Wild Expansion Nature Empire Skill weren’t assigned to the City where they were created
Fixed an issue where Eartshape: Snow didn’t add Snow/Ice consistently
Fixed an issue where Earth Shatter would spawn Resource Nodes when running Subterranean Society
Fixed Enchanted Bloom not removing all listed Province Features
Fixed an issue where Teleporting a Stack out of a Siege Area would not lift the Siege
Fixed a crash that could occur due to Heroes being removed but not unregistered from the game
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