Gargoyle 1.2.1 Update
Crash Fixes & Hangs
- Fixed a crash that would occur after meeting Edward in Empires & Ashes 2
- Fixed a crash that would occur when opening the Pause Menu during the Hero Embrace
Combat Maps
- Fixed an issue where Exploding Obstacles would not have an effect
Culture
- Fixed an issue where Materium Monument: Sanctum & Monument: Apex would double and triple Defense Values instead of adding 1 and 2.
Events
- Fixed an issue where Fair Lady’s Lament would generate additional Armies during the Aftermath.
- Fixed an issue in Bloodletter Tennents where Blood Maggots would spawn regularly and berserk at the same time.
World Map
- Fixed an issue where the Crystal Dwelling could receive a Vampire Upgrade Set
Gargoyle 1.2 Update
- Corpse Eating from Ritualist Cannibals can now be used while standing on top of the corpse
- Opened up the requirements for the Vision of Promise Flavor Events & Quests
Dark
- City Structure “Collector” - No longer replaces the Tier 1 Gold Structure “Vendor”, now replaces the Tier 2 Gold Structure “Market”
- City Structure “Shadowtrade Quarter” - No longer replaces the Tier 2 Gold Structure “Market”, now replaces the Tier 3 Gold Structure “Mint”
- Combat Spell “Death Waltz” - Improved AI Targeting Evaluations
Industrious
- Unit “Bastion” - Defensive Sweep now has the Base Tag
- Fixed an Out of Sync that could occur when processing the Free City tutorial
- Fixed an Out of Sync that could occur due to Vision from a Free City being granted through a Hostage
- Fixed an Out of Sync that could occur for other players when defeating a Crusader Host Infestation when multiple players have a relation with them
- Fixed an issue where the Lost Soul Event for interacting without a Hero would show to all players in a Multiplayer Session.
- Active Ability Infusion “Pierce Shot”
- Now have the Base tag
- Damage now scales with the damage of the weapon
- Changed from a Full Action to a Single Action
- Active Ability Infusion “Pull Shot”
- Now have the Base tag
- Damage now scales with the damage of the weapon
- Changed from a Full Action (Continue) to a Leave One Action
Blood & Courtship
- Changed Objective of the Emperor Quest to be more clear
- Inserted hyperlinks to lore concepts, where those were missing
- Added a crucial quotation mark that was missing in the Princess Mavelith Quest
Tome of Torment
- Unit Enchantment “Tormenting Projectiles”:
- Tormenting Projectiles now has a 90% chance (120% single) to apply Tormented
Tome of the Crimson Reign
- Unit “Blood Exarch”
- Blood Pull
- Now leaves one action point instead of being free
- Has a 90% chance to pull the unit
- Has a 2 turn cooldown
- Grant Blood of the Exarch no longer works on Blood Exarchs or heroes
Crash Fixes & Hangs
- Fixed a crash that could occur when opening the Heroes Side Panel when 2 or more Heroes were captured by Rulers/Free Cities
- Fixed a crash that could occur when opening/closing the Hero or Unit Panel
- Fixed a crash that could occur when interacting with a Quest Stack that had moved from the original interaction location
- Fixed a crash that could occur when interacting with a Fated Region objective due to the Combat data set being set incorrectly
- Fixed a crash that could occur when entering & exiting the Menu while having the Notification for a Story Event selected
- Fixed a crash that could occur when moving through the Faction Creation Flow/Godir Origin Selection screen
- Fixed a crash that could occur when building Migrate Options for cities due to Outposts not having a race associated with them
- Fixed a crash that could occur in the Multiplayer Lobby by readying while the Lobby was refreshing. The Ready button is now blocked during refreshes of the Multiplayer Lobby.
- Fixed a crash that could occur in Multiplayer when observing combat and opening a cast Spell Notification
- Fixed a crash that could occur when engaging a combat with Inhabitants
- Fixed a crash that could occur due to having the Combat Overview open during the AI Turn
- Fixed a crash that could occur in Multiplayer when resolving Combat
- Fixed a crash that could occur due to Reduced Healing overflowing and killing units instead
- Fixed a crash that could occur due to Spawned Infestations from Regenerating Infestations not having an Infestation Domain.
- Fixed a crash that could occur on start up due to disabled mods
- Fixed a crash that could occur when opening the Call to War declined Notification
- Fixed a hang that could occur during combat when the AI would lose due to an Auto Spell during the End Turn flow.
- Fixed a hang that could occur due to the AI attempting to attack a City without first Sieging it
- Fixed an Hang that could occur when two different Rulers would attempt to Excavate two different province from the same location
Achievements
- Fixed an issue where “Magnum Opus” would not unlock if another player had already built a Monument Apex in the session.
- Fixed an issue where “Vampire Hunter” would not unlock if defeating the empire would also end the game
Art
Animations
- Fixed an issue where Heroes equipped with Ranged weapons would experience a vertex explosion.
- Fixed an issue where Ranger Rulers/Heroes using casting abilities would experience a vertex explosion
- Fixed an issue where Melee Units on Mounts had a delay in their animation
- Fixed an issue where Spell Casting Units on Chariots had broken attack animations
- Fixed an issue where Dragon Rulers had desynchronization in their Idle Animation due to a feathering issue.
- Fixed an issue where the Vampiric Flight had animation issues with the Staff of the Wanderer, Sword & Crossbow, Sword & Whip and various Cloaks.
Customization
- Fixed an issue where various Colours applied incorrectly to Outfits
- Fixed an issue where High Culture Helmets were not available for the Ancient Form
- Fixed an issue where Dwarf Beards would be removed when using Architect Helmets
- Fixed an issue where the chosen Race Skin Colour would not be propagated to various Tome Units
- Fixed an issue where the chosen Armor Colour would not propagate to the game world
Units & Models
- Fixed an issue where the Turned Vampire Gradient caused invisible Legs
- Fixed an issue where Fur Elements on Capes would be transparent on Heroes with Turned Vampire
- Fixed an issue where the Blood Staff was held incorrectly on Heroes with Gloomstrider
- Fixed an issue where the White Witch unit had missing parts when riding a Chariot
- Fixed an issue where Ranged Heroes would float above their flying mounts
- Fixed an issue where the Painbringer had an extra set of Legs when effect by Reveler’s Heart
- Fixed an issue where Cultivators with the Reveler’s Heart Transformation had double legs
- Fixed an issue where the Horns from the Draconian Transformation would not be present on Heroes/Units
- Fixed an issue where casting Retaliating Growths on Titans would result in massive head tentacles.
- Fixed an issue where the Trees in Sunless Maps did not have the correct Damaged State
Combat
- Fixed an issue where Resurgence Effects could allow a player to keep converted units
Culture
- Fixed an issue where “All-Seeing” would still grant knowledge for Defeated Free Cities
- Fixed an issue where a defeated Ruler’s Hostages were not transferred to newly vassalized Cities.
- Fixed an issue where no or the wrong Whispering Stone would be returned when taking a Hostage
Events
- Fixed an issue where the Retreat Icon was missing for the Retreat option in the Contained Constructs Event
- Fixed an issue where Bloodletter’s Tenets would offer to replace an existing Blood Cultist
- Fixed an issue where the Banshee Queen from the Rose Chocked Palace would not carry over properly to the aftermath
- Fixed an issue where the Broken Wizard Tower Adventure “Forlorn Puppeteer” did not reward the stated unit
- Fixed an issue where the Astral Option for the Archon Observatory Adventure “A Death Foretold” would no longer trigger
- Fixed an issue where encountering the Headless Horseman multiple times would add them to the Crypt without a Name
Factions
- Fixed an issue where Apex Predators did not have a Faction Biography text linked
Heroes
Ambitions
- Fixed an issue with the Shepherd Ambition where it would trigger early on Feudal Units that reached Legendary Rank but did not Promote yet.
Vampires
- Fixed an issue where the Rosebound Noble Signature Skill would not provide Elder Vampire's Gift
- Fixed an issue with Mesmerizing Bite not applying Domination for the entire remainder of the Combat.
- Fixed an issue where the “Rose Guardian” Ability would summon the Rose Knight on Water
- Fixed an issue where Gravemarch would only trigger for 1 player when combat involved multiple Vampires using Gravemarch
- Fixed an issue where Grabemarch was able to resurrect Heroes
Hero Skills
- Fixed an issue where the Ritualists “Spreading Wildgrowth” would not apply its effects in the additional hexes.
- Fixed an issue where the Warlock “Claim Soul” ability would allow you to keep claimed units if you managed to provide them with resurgence
Interface
- Fixed an issue where Ruler Information would be cleared when entering Advanced Faction Settings, making a new Hero and returning to the Appearance Screen
- Fixed an issue where the Devour Screen would not automatically scale to fit all heroes properly
- Fixed an issue where the “You have been denounced/insulted/complimented" didn't actually enable/disable that notification.
Text
- Fixed an issue the Shrieking Bat wouldn’t show a name in when available in the Beast Wrangler
- Fixed a missing income value in the Age of Death description
Item Forge
- Fixed an issue where the Stunning Flash Infusion was not available for Staff Weapons.
- Fixed an issue where the “Tools of Torment” Sword & Whip weapon would inflict Torment on the user. It now has a 120% chance to inflict Torment and both Despairing & Torment can be applied from the Melee Strike and the Whip Lash.
Pantheon
- Fixed an issue where the Overcharge Cast ability from the Pantheon could be refreshed
Story Realms
- Fixed an issue where Sunless Lands would appear with Wonders on various Story Realms. Sunless Lands are allowed on Crimson Caldera, Eternal Court, Grexolis and Tharru’Cath.
- Fixed an issue in Arcalot where the Player Race would gain Umbral Flesh
- Fixed an issue where choosing Diablerie in the Blood of Consorts event would not grant additional XP
- Fixed an issue where the Crimson Fane Region containing the Crypt of the Deathless God could not be annexed
- Fixed an issue where the Map could generate with impassible Underground Passages
Units
- Fixed Blood Cultist’s Champion Scarlet Plague to display the correct name for the ability and display the correct amount of stacks of Blood Parasite it applies
- Fixed Blood Parasite now dealing the correct amount of damage as it stacks and it should now show its name on the combatlog.
- Fixed an issue where the Tyrant Knight’s Trample didn’t cancel Defense Mode or Retalliations.
World Map
- Fixed an issue where the Unit Placer could place Units on top of Player Owned Structures after a combat
- Fixed an issue where active Operations would delay Raze/Migrate/Absorb Operations on conquered cities.
- Fixed an issue where the “Thrall Sacrifice” option of the Crimson Fane would not actually require 10 Thralls.
- Fixed an issue where an Outposts Work Camp Province would not convert to a Province for new Cities
- Fixed an issue where the “In-Sunlight” weakness would still apply in the Umbral Abyss
- Fixed an issue where instability from Sunless lands would not be negated by the Rose Chocked Palace or gaining the Heartless property
Gargoyle 1.1 Update - 1.013.002.115151
General
- Culture “High” - Removed the +10 Positive Alignment
- The Enchantments Flameburst Weapons and Supreme Magic no longer destroy the corpses of killed units.
- World Map Spell “Fight for Power” - Added Skalds & Inferno Hounds as units that can be summoned.
Heroes
- Elder Vampire
- Signature Skill “Hemomancer” - Replaced unlocked Affinity Skill “Purging Strikes” with “Searing Strikes”
- Signature Skill "Vampiric Rage” - Clarified that the effect gives a max 50% Damage increase at 1 HP
- Signature Skill “Exsanguinate” - Now counts as a Base Ability
- Signature Skill “Festering Spine” - Now counts as a Base Ability
Multiplayer
- Fixed an Out of Sync that could occur on Turn 1 due to a Base Game Ruler with a DLC Class Hero.
Pantheon
- Blocked the following Realm Quests when playing a Presence Ruler as a Human:
- Updated “Primal Dispute” to reveal the trait when triggered regardless of playing as one of the rulers or not.
Fixes
Crash Fixes & Hangs
- Fixed a crash that could occur when generating a Lost Souls Quest
- Fixed a crash that could occur due to AI incorrectly processing stacks with no behaviour
- Fixed a crash on existing Item Forge Blueprints having an increased cost exceeding maximum cost. Invalid Blueprints are now automatically cleared from the Blueprints list.
- Fixed a number of crashes related to windows being forced closed without a client being active.
- Fixed a crash that could occur when selecting a Ruler type with a controller too quickly.
- Fixed a crash involving Sunless terrain that could occur during Map Generation.
- Fixed a crash that could occur by continuing an active game with Tutorials enabled and building an outpost
Art
- Fixed an issue where the "Cultivator's" ability animations skip some frames when performing them while mounted
- Fixed an issue where Zombies and Decaying Zombies would get a bow when having Naga or Gloom Strider transformations applied.
- Fixed an issue where Decaying Zombie with Angelic Transformation would have face issues
- Fixed an issue where Units with Gloomstrider Transformation are not fully visible in Story Events
- Fixed an issue where Vampire Rulers with Vampiric Flight and a Charge Strike weapon would not exit the Animation normally.
- Fixed an issue where the casting animation of class and misc magic abilities with "Floating Daggers" was wrong.
- Fixed an issue where the placement was wrong of the cape during the embrace animation of a Vampire Hero
- Fixed an issue where the whip from the "Sword and Whip" weapon type stretches and wraps around the wielder when performing the "Siphon Blood" animation
- Fixed an issue where the Monk did not have a beard when using Dwarf Form.
- Fixed an issue where two Dark Cult of Tyranny outfit showed the same visuals
- Fixed an issue where the "Cultivator" and "Shademaker" are missing underwear in certain death poses
- Fixed an issue where the Feudal Greatsword no longer had a texture
- Fixed an issue where the Trainer Ogre Greatsword no longer had a texture
- Fixed an issue where armor colors would not propagate correctly in-game
- Fixed an issue where the Vampire Ear Slider would not adjust Ear Size
- Fixed an issue where Eyes would not adjust with Head Size
- Fixed an issue where the Head Position was incorrect in the Default Pose for Vampires with Orb Weapons
- Fixed an issue where Vampire Reaver Heroes would not have legs
Culture
- Fixed an issue where the Echo Infusion Conversion was 20% of the Required XP instead of 200%
- Fixed an issue where Architect T3 and T4 monuments would not provide the Affinity Resistances
Events
- Fixed an issue where the War Hound unit was incorrectly showing up on the Angelic Envoy pick up.
- Fixed an issue where the “Cloak of the Vampire” Lost Soul Quest did not add the Hero to the Recruitment Pool
- Fixed an issue where a new Army Surrender Event for Exotic Animals was not allowed to appear outside of Debug Mode.
Fated Regions
- Fixed an issue where there was a duplicate Army Spawn Marker in the Mount Godkeep Fated Region.
Interface
- Fixed an issue where Enable/Disable for Combat Spells did not have Controller Prompts
- Fixed an issue where the Devour screen did not have Controller Prompts.
- Fixed an issue where Vampire & Giant King Rulers would be hustled in the Culture Filters in Advanced Setup.
- Fixed an issue where the player’s Ruler was mentioned in a Diplomatic Notification that they were not involved in.
Text
- Cleaned up the description of the Static Shield spell from the Tome of Warding
- Fixed the casting instructions on "Rite of Life Leeching" from "Target Enemy Unit" to "Target Friendly Unit"
Item Forge
- Fixed an issue where the new Ring Infusions were added to Misc. Items
Story Realm
Cliffs of Sordunn
- Fixed an issue where Merlin would be resurrected in the wrong way, resulting in a possible crash.
- Fixed an issue where the Endailon Aspect Quest would not update from 0/1 to 1/1 when the quest was resolved.
- Fixed an issue where there was an unintended uninhabitable province.
Blood & Courtship
- Fixed an issue where the Skeletons spawned by the Deathless God would not have a race assigned
- Fixed an issue where the "Enemy of My Enemy" quest could not be accepted if the player met and Declared War to one of the quest targets before the quest triggered
- Fixed an issue where it was still possible to receive the Get Rose Quest from either Mavelith or Wtorakh after already giving it away.
- Fixed issues of Hero and City names not appearing as translated in non-English languages
- Fixed an issue where Score Victory was not disabled for this realm.
Units
- Fleshlings now correctly trigger Decaying Dissolution when they explode (same for other units that self-explode as well)
- Fixed an issue where the Pyre Templar had received the additional +5 Polearm HP Bonus, reducing their HP from 115 to 110.
- Fixed an issue where the Thorned Skeleton Militia had not received the additional +5 Polearm HP Bonus, increasing their HP from 55 to 60.
World Map
- Fixed an issue where Free Cities would accidentally take over Infestations when expanding their domain.
- Fixed an issue where not all diggable earth would be removed after excavating.
Gargoyle Update - V1.013.001.114690
Highlights
System Update: Onboarding
Through two years of active development Age of Wonders 4 has seen tons of changes and every day we see new players join. With that in mind we’ve taken a holistic look at the Onboarding experience. The Tutorial is now extended to every step of the Realm & Faction Creation, Advices have been turned into full Tutorials and all outdated Tutorials have been updated and outfitted with new Voice Overs.
- Added new Tutorials to all Front End Steps
- Added recommendations to Front End Tutorials
- Removed the Advice System
- Advice Window reworked to a Tutorial History
- Reworked all Advices into Tutorials
- Updated all existing Tutorials with
- Improved Instructions
- New Highlights
- New Voice Overs
- Added a message for returning players that still have the Tutorial system enabled, to mark all base game tutorials as seen.
- Tutorial Progression is now Saved in your session. Reloading a save will replay all Tutorials that were completed after saving.
- Resetting Tutorials now applies to active/in-progress sessions without needing to do it from the Main Menu.
New Content: Item Forge
The Item Forge is getting expanded with a variety of new Infusions. Several Abilities and Passives have been added to the Item Forge, so that players can add them to gear and so that they appear as part of the auto-generated loot that players find.
- Added the following active abilities as options on staffs and wands
- Freezing Blast
- Crushing Anguish
- Finger of Death
- Stunning Flash
- Poison Dart
- Sundering Curse
- Tracker’s Mark
- Flame Strike
- Song of Carnage
- Song of Revelry
- Seduce
- Astral Blessing
- Grant Defense
- Exposing Light
- Added the following active abilities as options on wands
- Fire Breath
- Frost Breath
- Putrid Breath
- Added the following passive abilities as option on Rings
- Weakening Aura
- Terrifying Aura
- Aura of Disease
- Distracting Aura
- Added the following passive abilities as option on Miscellaneous items
- Caretaker
- Unleash the Hounds
- Added the Electrified passive ability to Primary Weapons
New Content: Pantheon
- Added Page support for Pantheon Rewards
- Added 13 new Vampire Hunter Themed Pantheon Items
- Hunter’s Outfit
- Hunter’s Hat
- Hunter’s Cape
- Item Forge Visuals
- Hunter’s Crossbow
- Hunter’s Rapier & Whip
- Garlic Trinket
- Item Forge Infusions
- Pull Shot Active Ability Infusion
- Wail of the Banshee Active Ability Infusion
- Pierce Shot Active Ability Infusion
- Inspiring Presence Passive Ability Infusion
- 2 Banner Icons
- New Society Trait: Apex Predator
- 2 Generic Banner Unlocks
- Wheel of Ages
- Triumph Logo
Features
Rework: Dark Ruling Cults
The Dark Culture has been updated to interact more closely with the existing Hero Systems. The Cult of Tyranny sees domination as the ultimate show of power, oppressing Vassals and exploiting cities. They specialize in debilitating their opponents and grinding down their weakened foes. The Cult of Death is one where sacrifice is the norm and a tool for those in power. Their units gain power from the deaths of both their allies and their enemies, critical strikes coming more steadily as the slaughter continues.
Global Updates
- Unit “Dark Warrior”
- Renamed to Immortal
- New Passive: Lesser Resurgence
- New Passive: Expendable
- Unit “Pursuer”
- No longer inflicts Weakened with it’s Attacks
- New Ability “Relentless Pursuit”
- Free Action
- Once Per Combat
- Cooldown is reset on kill
- Teleport to target location, range 3
Cult of Tyranny
Affinities: Shadow + Shadow
Theme: Break the spirit to rule
Combat Focus: Weakening and Frost Damage
World Map Gameplay: Hostage Diplomacy
- Cult of Tyranny starts with -1 Whispering stone
- Free City Heroes defeated in combat are always Captured and put in the Prison.
- When releasing a Conquered City as your Vassal:
- A random hero from their hero pool is immediately Captured and put in the Prison.
- Heroes in your Prison:
- Make the Free City or Vassal they belong to count as though they had a whispering stone assigned. (Returning any you had previously assigned)
- Grant an additional +1 Allegiance per turn for their Free City towards your empire.
- Making peace with their Free city becomes 50% cheaper for each hero of theirs in your prison.
- When Executed your cities gain +10 Stability for 10 Turns
City Structures
- Collector (replaces Experimentation Chambers)
- Replaces the Vendor
- Grants +20 Gold income
- Costs -5 Stability
- Shadowtrade Quarter (Underground Laboratory)
- Replaces the Market
- Grants +30 Gold income
- Costs -10 Stability
- Overlord’s Tower
- Unique Tier 3 City Structure
- Grants +5 Imperium income
- Grants +5 City Stability per Vassal
Research Skills
- Mark of the Tyrannic Cult - Unit Enchantment
- Non-Culture Units gains Cult of Tyranny
- Tyrannical Exploitation - Strategic City Spell
- Target Vassal City:
- No longer gains Allegiance
- Vassal Income is increased by 20% for each point of Allegiance gain.
- Baneful Curse - Tactical Debuff Spell
- No longer inflicts Sundered Defense and Sundered Resistance
- Now has a 90% chance to inflict 2x Weakened and 90% chance to inflict 2x Misfortune
Combat Gameplay: Cult of Tyranny
- Aura of Tyranny - Adjacent enemy units suffer -1 Status Effect Resistance.
- Exploit Vulnerability
- Repeating attacks and abilities gain 60% chance to inflict 1 Status Vulnerability and heal the attacker for +5 HP
- Single Shot attacks and abilities gain 90% chance to inflict 1 Status Vulnerability and heal the attacker for +10 HP
Unit Lineup
The Cult of Tyranny subculture specializes in breaking their spirit. Generally favoring defense more than the other Dark Subculture(s), primarily through liberal application of Weakened.
- Immortal (T1 Shock)
- Pursuer (T1 Ranged)
- Warlock (T2 Battlemage)
- Now has Optional Cavalry
- Sundering Curse
- No longer applies Weakened
- Increased inflicted stacks of Sundered Defense from 1 to 2
- Increased inflicted stacks of Sundered Resistance from 1 to 2
- Champion: Sundering Curse - Changed from increasing inflicted stacks to a 90% chance to inflict 2x Weakened
- Tyrant Guard (T2 Polearm)
- Renamed from Night Guard
- Melee Strike - New Effect: Attacks have a 60% chance to inflict Immobilized for 1 turn
- New Passive “Aura of Contempt” - Gain +1 Armor and Resistance per debuff on the attacking unit.
- Tyrant Knight (T3 Shock)
- Renamed from Dark Knight
- Charge Strike
- No longer inflicts Sundered Defense
- Now has a 90% chance to inflict 2x Weakened for 3 turns
- New Ability “Trample”
- Single Action, Charge Attack. 2 turn cooldown
- Single Shot, Base, Melee
- Inflict 24 Physical Damage
- Displace and Replace
- Primary Target is knocked out of Defense mode and loses retaliations
- Adjacent enemy units have 90% chance to suffer Weakened for 3 turns
- Enter Defense Mode
- New Passive “Despotic Vitality”
- At the end of this unit’s turn Heal +15HP for each adjacent enemy unit
Cult of Death
Affinities: Shadow + Nature
Theme: Power from death
Combat Focus: Critical Strikes, anti-healing and Blight
World Map Gameplay: Embalming
- May Embalm heroes in the Crypt
- Grants +1 Embalmed Sacrifice, 25 Mana + 25 Mana per level of the Hero and removes the Hero from the crypt.
- May use Embalmed Sacrifices to construct special City Structures in your cities
- May use Embalmed Sacrifices to cast Morbid Sacrifice on friendly armies
- When the Defeated Heroes setting is set to Owner in the Advanced Realm Settings an Embalmed Sacrifice is generated when the player defeats a Hero.
City Structures
- Grave Obelisk
- Replaces the Mana Obelisk
- Costs 1 Embalmed Sacrifice
- Grants +30 Mana
- Grants +10 Stability
- Crypt-Temple
- Replaces the Monolith
- Costs 1 Embalmed Sacrifice
- Grants +40 Mana
- Grants +20 Stability
- Soulvault (replaces the Overlord’s Tower)
- Unique Tier 3 City Structure
- Costs 2 Embalmed Sacrifices
- Grants +2 XP per turn to the Governor
- Grants +10 Knowledge per turn
- Mausoleum (replaces Dark Forge)
- Costs 1 Embalmed Sacrifice
- Counts as a Research Post
- Grants +10 Knowledge
- Grants +3 Knowledge per adjacent Conduit
Research Skills
- Mark of the Death Cult - Unit Enchantment
- Non-Culture Units gains Power From Death
- Deathwaltz - Tactical Buff Spell
- Target friendly unit:
- Regains all action points
- Dispels all negative status effects
- Gains Deathwaltz
- Ignore Casualties
- Return after combat with full HP (Resurgence)
- This unit dies at the end of this turn
- Morbid Sacrifice - Strategic Army Spell
- Costs 1 Embalmed Sacrifice
- Units in friendly armies in province:
- Restore to full HP
- Gains Universal camouflage for 3 turns
- Gain +15 Morale until the end of the next Combat
- Gain +20 Max HP until the end of the next Combat
Combat Gameplay: Power from Death
Units with this trait gain the following when any unit dies:
- +1 Mortal Blessing (+2 if this unit struck the killing blow)
- This unit gains +5 Max HP per stack
- +2% Critical Hit Chance
- Last until end of combat
- May stack up to 10
Unit Lineup
Dark’s unit lineup generally favors offense over defense, the Cult of Death subculture leans into this aspect even more, favoring hitting hard over self preservation.
- Outrider (T1 Scout)
- Immortal (T1 Shock)
- Pursuer (T1 Ranged)
- Mortalist (T2 Battlemage) - Replaces Warlock
- Optional Cavalry
- Blight Bolts - Repeating, magic attack
- Death Hex- Active Ability (Former Sundering Curse)
- Single shot, Debuff, magic, base
- 1 turn cooldown
- Target Enemy unit and another within 3 hexes sustain damage.
- Inflict Life Seed (Heal nearby unit on death for 20 temp hp)
- Inflict 2x Decaying for 3 turns
- Champion Rank: +4 Blight Damage, +1 Decaying
- Death Guard (T2 Polearm) - Replaces Night Guard
- Deathly Vitality - Active Ability
- Single Action
- Range 4
- 2 turn cooldown
- Heal self for 10 HP +10 per stack of Mortal Blessing
- Enter Defense Mode
- Death Stalker (T3 Fighter) - Replaces Tyrant Knight
- Melee Single Strike - Base Attack
- Single Action
- Single Shot, Base, Melee
- 120% chance to inflict 2x Decaying
- New Ability “Death Stalk”
- Single Action
- Single Shot, Base, Melee
- Once per Combat, Reset cooldown on kill
- Target an enemy unit in Range 3
- Displace and Replace the target
- Inflict 30 damage
- Fatality: Damage increases based on the target’s lost HP
- Enter Defense Mode after use
- New Passive “Fatebringer” - This unit gains +5% Damage for each stack of Mortal Blessing
- New Passive “Blessed End” - On kill this unit gains +1 Mortal Blessing.
- Slippery
- Universal Camouflage
Quality of Life
- Added AI Spellcasting Toggles to Combat Spells. While on the World Map you can now allow/disallow specific spells to be used by the AI during Auto Combat.
- Updated the way Combat Enchantments are visualised during Combat
- Combat Enchantments now show the number of turns until they trigger.
- Combat Enchantments now the number of turns until they expire.
- Combat Enchantments that are active this turn are shown as opaque.
- Combat Enchantments that are not active this turn are transparent.
- Combat Enchantments that will be active on the next turn have a red glow.
- Added Trait Descriptions to the Form Tooltip to make it easier to read without needing to mouse over each trait separately.
- The Upkeep and Main Type of a Unit can now be seen in its tooltip when viewing unit unlocks from tomes.
- Mousing over the Action Point type icon of an ability when a unit is selected in combat now gives a tooltip explaining what the icon means .
General
- Added the Obsidian Wyvern Mount hero item for owners of the Dragon Dawn Expansion.
- City Structures
- Wizard Tower: Prison Cells no longer needed to unlock the ability to Execute Heroes in your Prison
- Free Cities will no longer automatically declare peace when their allegiance passes the threshold. Making Peace with a Free City is now a separate action.
AI
- Made the AI more persistent in attacking a city where the siege has been completed
Combat AI
- AI Improvements for Primal units
- Better understanding of using Primal Fury
- Better understanding of when to use Disengaging Shot
- Improved understanding of status effects that should only be applied when an enemy is in range. (Take Aim, Focussed Aim, Dagger of the Rite, True Strike, etc)
- The Combat AI will now reduce threat around units that are paralyzed when the paralyze effect is predicted to last longer than 1 turn
Art
- New icons for Bathhouse: XP Bonus unit property and Heavy Fog (previously called Lightless) realm trait
- Updated the WM visual of the Fey Fissure as it had issues when appearing next to coasts
Audio
- Updated Tactical Music tag system to play specific DLC music at the right place
- Updated SFX for Clairvoyance Ritual
Cultures
Feudal
- Unit “Militia”
- Reduced Defense from 2 to 1
- Reduced Resistance from 1 to 0
- Increased Upkeep from 1 to 4 Gold
- Unit “Aspirant Knight" - Reduced Charge Strike damage from 28 to 27
- Unit “Knight”
- Reduced Charge Strike damage from 31 to 27
- Giant Slayer removed
Aristocracy
- Unit “Liege Guard”
- Sworn Bond - No longer takes all Damage with a 25% reduction, now mirrors damage with a 50% reduction (effectively splitting the damage between both members).
Industrious
Industrious’ economic effects ended up out of pace with other cultures as the game evolved. The extremes have been reduced a bit while hopefully keeping their feel intact.
- Prospecting
- No longer grants T2 Items
- Reduced Gold reward range from 40-80 to 30-40
- Reduced Production reward range from 40-80 to 30-50
- Unit “Anvil Guard” - Increased Base Damage from 8 to 10
- Unit “Halberdier” - Increased Base Damage from 12 to 14
- Unit “Bastion” - Increased Base Damage from 12 to 14
- City Structure “Town Hall III: Forge Tower”
- No longer grants Hurry Production Discount
- No longer grants Hurry Recruitment Discount
Mystic
- Unit “Arcane Guard” - Increased Base Armor from 1 to 2
School of Summoning
Mystic Summoners has been rebalanced, removing excessive stat boosts that made them a mandatory element of any Magic Origin utilizing build. Astral echoes are now gained only from the pickups which must be sought out. Astral Connection has been reworked to retain synergy with magic origin units without excessive stat imbalance between this and other cultures utilizing those units.
- Removed Astral Echo Gain from unlocking Research Skills
- Echo Infusion - Echoes per XP cost decreased from 3 to 2
- Culture Passive “Astral Connection” - Reworked to be more effective and play a bigger role instead of the flat unconditional boosts formerly given by Master Summoner:
- No longer grants +5 Morale to friendly Magic Origin Units
- Now grants +1 Defense and +1 Resistance to both units while adjacent to a friendly Magic Origin unit. This effect stacks.
- Hero Passive “Master Summoner”
- No longer increases Magic Origin Unit Damage by 10%
- No longer increases Magic Origin Unit HP by 10
- Unit Passive “Astral Resonance” - No longer grants Strengthed to Magic Origin units when casting Spells.
- Combat Spell “Conjure Summoning Rift”
- Summoning Rift now grants +15 HP Regeneration to friendly units in the province
- Summoning Rift now makes Combat Summoning Spells 20% cheaper to cast
- Unit “Summoner”
- Spirit Summon - Increased range from 1 to 3
- Spirit Summon - Changed from a Single Action to Leave One
- Astral Bond reworked to instead grant +20% damage to the target, and heal the target for 20 HP at the start of each turn.
- Added new research skill for Mystic Summoners: Scroll of Astral Connection to grant Astral Connection to non-Mystic Culture racial units
- Updated Mystic Summoners Tutorial to remove mention of gaining Astral Echoes from Research Skills
- Updated Mystic Summoners Subculture description
Oathsworn
- Unit “Sealbearer” - Reduced Cooldown of Resonance/Transference/Fire Seal from 3 to 1
Architect
Architect damage stacking from Affinity Incarnate turned out problematic and has thus been reworked into a more controlled version. This has the added benefit of not disproportionately discouraging single-city playstyles for Architect cultures and allowing us to add a starting stack of Affinity Incarnate to ensure a smoother start.
- Affinity Incarnate
- Affinity Incarnate damage is now determined by the Dominant Affinity
- Affinity Incarnate gained from Monuments is now capped at 4 (Other sources such as Cultivators or the 1 Starting Affinity Incarnate, can exceed this cap)
- Architect players now start with 1 Affinity Incarnate inherently
- Dominant Affinity description updated to clarify the property/damage channel swap of Affinity Incarnate
- City Structures
- Affinity Obelisks - Updated description to clarify Monument Tier count rather than Affinity Incarnate directly (functionality unchanged)
- Updated Concept for Monuments and the culture to reflect the new implementation of Affinity Incarnate
- Special Province Improvement “Monument Stage 1” - Now grants +10 Stability Income
- Unit “Shademaker”
- Shoot Bow - Increased Base Attack Damage increased from 10 to 12
- Incarnate Shot - Increased Range from 4 to 6
- Unit “Architect”
- Incarnate Restoration - Now multiplies based on the stacks on the caster rather than the target.
- Incarnate Restoration - Additional healing per stack of Affinity Incarnate increased from 10 to 20
- Incarnate Restoration - Reduced Cooldown from 3 to 2
- Affinity Tesseract now counts as a Battlemage for the purposes of Enchantments affecting them
- Affinity Tesseract now inherits rank from the Architect when summoned (No longer gains ranks from global effects like the wizard tower)
- Affinity Tesseract are now T2 Expendable summons, this means they gain 5 HP per rank rather than 10
- Affinity Tesseract - Reduced Base damage from 12 to 10
- Architect's Champion rank now grants the Tesseract Frenzy until end of battle correctly rather than for 1 turn
Heroes
- Defenders, Warriors, Spellblades, Death Knights and Battlesaints can now use Melee/Ranged Skirmisher weapons
- Spellblades can now use Physical Ranged Weapons
- Dragon Lord Warriors can now use Armored Claws
- Updated the text of the Hero unit type to say it cannot be Mind Controlled or Dominated
Ambitions
- Ambition “Crusader” - Now includes Umbral Demons as a valid Unit Type
- Ambition “Steward” - Now available for Rulers during Faction Creation
- Ambition “Collector” - Increased Renown gained per 3 turns of having an item equipped from 2 to 3
Battlesaint
- Passive “Cleric” - Now grants +1 Resistance to the Hero and adjacent Allies
- Active Ability “Cleric’s Favor” - Changed from a Single Action to Leave One
- Passive “Paladin” - Now grants +1 Defense to the Hero and adjacent Allies
- Passive “Fervorous Disciple” and Passive “Fervorous Martyr” are no longer mutually exclusive
- Active Ability “Cleanse”
- Replaces Active Ability “Bless”
- Reduced Cooldown from 2 Turns to 1
- Passive “Fortunate Support” -
- Replaces Active Ability “Cleanse”
- Grants +1 Fortune on Support abilities
- Passive “Healing Support” swapped with Passive “Regenerating Support”
- Active Ability “Warding Bond” swapped with Passive “Martyr's Blood”
- Active Ability “Spiritual Guide” - New Effect: Increases Positive Morale gained by 50%
- Active Ability “Condemnation”
- Increased range from 1 to 4
- Increased chance to inflict Condemned from 90% to Guaranteed
- Passive “Defense 2”
- Renamed to Greater Defense
- Grants 2 defense and 10% evasion
Ranger
- Passive “Knockback Snapshot” - Now allows Snapshot to be used within Enemy Zone of Control
- Active Ability “Go for the Kill” - Now can be used when Engaged in Melee
Interface
- Added explanation of different types of attacks to the action point encyclopedia entry
- The list of enchantments for a unit in the tome of wonders now only shows enchantments that are compatible with the unit.
- Faction tooltips on blocked factions in faction selection will now show why the faction is blocked if possible
- Changed the order of subcultures for base game cultures to have the more beginner friendly one at the top.
- Improved alphabetical sorting across multiple lists for different languages.
- Updated the Combat Summon Tooltip to specify that its death does not affect the morale of allies, that it dies when it is only left with other combat summons or non-vital units and that the property duration is what indicates the summon duration.
- Updated the City Interface with new Population Tracker and Rush Button
- Updated the Prison Interface with Origin headers
Item Forge
- Active Ability Infusion “Whirlwind” - Now scales damage from the hero’s primary attack
- Active Ability Infusion “Power Cleave” - Now scales damage from the hero’s primary attack
- Active Ability Infusion “Execute”
- Renamed to Assassin’s Strike
- Now scales damage from the hero’s primary attack
- Now gains extra damage based on how much health is missing from the target
- Now considered a base attack
- Increased Infusion Point Costs from 1 to 2
- Passive Infusion “Wind Shield” - Increased Infusion Point Costs from 2 to 3
- Passive Infusion “Wind Barrier” - Increased Infusion Point Costs from 3 to 4
- Active Ability Infusion “Summon Umbral Demon”
- Increased Infusion Point Costs for Staves from 3 to 4
- Increased Infusion Point Costs for Wands from 4 to 5
- Passive Infusion “Army Trainer” - No longer stacks with itself, so having multiple copies in the same army has no further effect.
- Shatter Blades and Javelins now do slightly more damage to make up for the fact that they block mounts
- Hunter Spider and Vampire Spider Mounts have had their web attacks boosted to match the Dread Spider Mount
Multiplayer
- Blocked the Revert Button in Multiplayer Sessions on Turn 1
- Fixed Team Settings resetting on clients after reopening the settings menu.
- Fixed a bug that caused audio issues in multiplayer when a player is in the research or empire development screen when a combat starts
- Fixed an issue where a Session would hang in classic turns if Manual Combat was finished outside of the Player Turn.
- Fixed an Out of Sync that could occur when removing a Trait from Heroes.
- Fixed an Out of Sync that could occur when removing Heroes through Infestations.
- Fixed an Out of Sync that could occur due to AI Players attempting to build City Structures on Special Province Improvements.
- Fixed an Out of Sync that could occur when gaining a Destiny Trait
- Fixed an Out of Sync related to the City Building tutorial.
Modding
- In the Resource & Content Editors you can now:
- Change the size of the library resource selector and it will get preserved between tabs, including when you open a new resource pack
- Move tabs by dragging
- Close tabs with an X button
- Close tabs with Middle Mouse Button click
- Open resource packs in the File Explorer - "Open file location"
- In the Resource and Content editors splitter sizes get saved in the config file so they stay persistent when closing and opening the editor.
- Added type descriptions to all Properties, Magic Effects, Magic Targeters, Special Operations, Ability Modifiers and some other types. These can be seen when hovering a type in the type selector dropdown in the Resource Editor.
- Map Definitions that support Lakes, now allow you to specify the size of the lake.
- The “XP Bonus” Property can now be disallowed from stacking.
Pantheon
- You can now change the AI Difficulty of Rulers added through Presence Traits.
- Misc. Trait “Lightless” - Renamed to Heavy Fog
Story Realm
- Enchanted Archipelago
- Decimus will now be blocked from moving close to the player's island (therefore blocking building on it) until the player has dismissed him or finished his quest.
- Eternal Court
- Ensured the correct event(s) are triggered when you take the Eternal Court city before getting the quest.
- Grexolis
- Added various starting buffs to all Shad'rai allies, moderately on normal, high on easy.
- Slightly moved Meandor closer to Ydgaard and moved Fangir moderately closer to Yaka and Nimue, so Shad'rai can clash with Covenant earlier.
- Fixed that Turiel no longer released extra starting cities as vassals (which led to him being even harder to deal with).
- Cliffs of Sordünn
- Surrendering now functions correctly for the Cliffs of Sordünn.
- Created alternate texts for the event at the end that changes upon whether or not the player has rescued Sundren from the Umbral Abyss.
Tomes
Chaos
- Tome of Pyromancy:
- Special Province Improvement “Ritual Pyre” - Now unlocks the drafting of Inferno Puppy
- Unit “Inferno Puppy” - Melee Strike now has a 60% chance to inflict Burning
- Tome of the Horde
- Unit “Warhound” - No longer inflicts Sundered Defense instead it inflicts Bleeding
- Tome of Revelry
- Siege Project “Revels of Blood” - No longer reduces Defending Unit Morale by 10 instead it inflicts 2 stack of Bleeding
- Unit Enchantment “Bloodfury Weapons”
- Now grants +2 Physical Damage to all Base Attacks
- No longer grants +5 Morale and +1 Strengthened on Kill instead it inflicts 2x Bleed on adjacent enemies to the target.
- Tome of Devastation
- Unit Enchantment “Flameburst Weapons”
- Reduced Fire Damage done to adjacent Units from 20 to 15
- New Effect - Inflicts 2 Burning to adjacent Units on killing a unit
- Unit “Devastator Sphere” - Detonate and Devastate now inflicts Burning and places On Fire markers
- Unit “Warbreed”
- Charge Strike - New Effect: Inflicts Bleeding
- Power Cleave - New Effect: 90% Chance to inflict Bleeding.
- Tome of the Chaos Lord
- Unit “Balor” - Chaos Brand can no longer target Fiends, Heroes or Siegecraft Units
Materium
- Tome of Discipline
- Unit Enchantment “Empowered Strikes” - No longer applies to units without a repeating melee attack.
Nature
- Tome of Evolution
- Unit Enchantment “Rapid Evolution” - Now applies to all Evolve Units.
- Tome of Prosperity
- Unit “Prosperity Dragon” - Changed “Mask of Prosperity” from transferring sustained damage with a 35% reduction to reducing sustained damage by 50% and sharing it between both units.
- Unit Enchantment “Blessed Armors” - Reduced Resistance granted from 2 to 1
- Unit Enchantment “Staves of Grace” - Changed “Cleansing Rain” from removing all Negative Status Effects to removing 2 Negative Status Effects
- Combat Spell “Grand Protection”
- Reduced Bolstered Defense granted from 3 to 2
- Reduced Bolstered Resistance granted from 3 to 2
- City Structure “Garden of Affluence” - Reduced Gold income per Farm/Forester from 3 to 2
Shadow
- Tome of the Reaper
- World Map Spell “Summon Reaper” - Increased Casting Costs from 200 CP to 300 CP
- Tome of the Revenant
- World Map Spell “Fallen Angel” - Increased Casting Costs from 200 CP to 300 CP
Units
- Polearm Units - Base HP increased by +5
- Skeletons now have Expendable, meaning they do not affect friendly unit morale on death.
- Unit “Skeleton Polearm”
- Renamed to “Skeleton Militia”
- Increased HP from 50 to 55 (combined with the Polearm buff this gives them 60 max HP)
- Unit “Razorback”
- Passive “Quillhide” - Now inflicts guaranteed Bleeding against Melee attackers
- Reduced Stats to be more in line with other Ranged units of its Tier
- Reduced HP from 70 to 60
- Reduced Defense from 2 to 1
- Reduced Resistance from 2 to 1
- Unit “Floral Stinger” - Now can be affected by Hastened and Cosmic Overdrive
- Unit “Living Vines”
- Now has the Deathless Property
- Units with Deathless do not trigger “On Death” effects
- Unit “Wrangler Ogre” - Now has the generic Champion rank up for Support Units
- Unit “Inferno Hound” - Increased Melee Strike chance to inflict burning from 60% to 90%
World Map
- Reworked how Magic Materials are spawned on the map. Improving control over the total number per layer and making sure there is a more balanced amount of each material.
- Reworked the way Magic Material Collections function. They now require any combination of 3 Unique Materials in their Set to complete.
- Reduced the amount of custom “Blessed Regions” appearing when Giant Kings DLC is enabled during realm creation.
- Players within a team are now more consistently spawning closer to each other.
Fixes
Crash Fixes & Hangs
- Fixed a crash that could occur on resetting Status Effect Timers
- Fixed a rare crash that could occur when retaking a Throne City
- Fixed a crash that could occur when the vassal income calculation would process an invalid city
- Fixed a crash that could occur when loading a save with a realm trait that no longer exists.
- Fixed a crash that could occur when starting a map with a Presence Trait and changing the amount of players afterwards.
- Fixed a crash that could occur upon completing the “Muse of Discovery”
- Fixed a hang that could occur when Story Events would force a battle..
- Fixed a hang that could occur in Combat hang caused by the AI trying to use an ineffective ability.
General
- Fixed an issue on PS5 where the "Pantheon Rewards" screen remains displayed on screen if an activity was started while on "Pantheon Rewards" screen
Art
- Fixed an issue where the Vignette Plane did not fill the entire screen on Ultrawide Displays
- Fixed issues where units and Heroes would vertex explode when using their abilities
- Fixed an issue where Giant Rulers would slide on the World Map if they didn’t finish their animation first before moving again
- Fixed an issue where the Hero animation for the “Seduce” ability was stiff when performed while wielding a two-handed weapon
- Fixed an issue where the Iron Golem's attack animation was slightly bugged around the weapon
- Fixed an issue where Wizard King rulers have legs clipping through the boots
- Fixed an issue where Wildspeaker forearm shows through the bandages
- Fixed an issue where the "Aspirant Knight" unit presents clipping on the back of the head on multiple forms
- Fixed an issue where Army Armor Color was not applying to weapons
- Fixed an issue where Architect Staff of {Affinity} not showing their {Affinity} particles on it
- Fixed an issue where Architect units appear naked and missing body parts after death
- Fixed an issue where most Reaver weapons do not change color
- Fixed an issue where Primal weapons do not change color
- Fixed an issue where most Barbarian Culture weapons will not change color
- Fixed an issue where Arachna's arm was misformed
- Fixed an issue where the Giant Ruler's head slider didn’t work correctly
- Fixed an issue where the Astral Attunement visuals were broken
- Fixed an issue where the Honor Blade unit on Chariot Mount stood a bit too wide
AI
- Fixed an issue where AI starting bonus did not adjust correctly when changing to custom
- Fixed an issue where the AI would build City Structures on Province Improvements
- Fixed an issue where AI was able to end on a province or outpost when they calculated a multi stack attack
- Fixed an issue where deserting units would do nothing, now they are disbanded correctly.
- Fixed an issue where Free City War Coordination attacks were not notified when their targets was destroyed through unconventional means
Combat
- Reclaiming Bolts now bypasses precognition when it hits allies - allowing it to heal allies who are protected by precognition
- Transmute now bypasses precognition when it hits allies - allowing it to buff allies who are protected by precognition
- Fixed an issue where units being transformed into zombies would “When a unit dies…” effects
- Fixed an issue that meant that transforming a dead unit into another unit (like a zombie or inferno hound) would prevent that unit coming back with Resurgence. Resurgence should always return the original unit.
- Monarch's Decree now correctly affects all allies in battle
- Fixed an issue where some summon abilities were able to be cast on non-valid hexes
- Fixed an issue which meant that each separate bonus XP reward that was given after combat would be rounded up separately, hugely inflating XP rewards from combat
Combat Map
- Fixed an issue where Lava Road map was counted as a Lava map, as this prevents a number of spells/effects/corpses on an otherwise normal map as well
Culture
- Fixed an issue where units recruited after combat did not get properties such as For the Monarch
- Fixed an issue where non-Architect Heroes would gain Incarnate abilities when recruited by an Architect player
- Fixed an issue where it was possible to build another Monument in a city when the existing monument was occupied
- Fixed an issue where the On Death Explosion from Seal of Fire was targeting your units not the units friendly to the unit with the debuff.
Dwellings
- Crystal
- Fixed an issue that when keeping the Structure Production flavored “relic” the Crystal Dwelling asks the player to retrieve, no Structure Production was rewarded for quests of 4 Skull Difficulty or higher.
- Umbral
- Fixed an issue where destroying an Umbral Dwelling would not destroy occupied provinces
Economy
- Fixed an issue where being besieged would award the Beacon of Valor Draft Bonus without the Beacon of Valor structure
- Fixed an issue where the Beacon of Valor structure would continue adding Draft even when not under siege.
Empire Development
- Fixed an issue where Death Magic would sometimes award Casting Points to the wrong player
Events
- Fixed an issue where a quest would fail when you pick an event option to resolve it peacefully.
- Fixed an issue where an event of a player defeated would no longer spawn.
- Fixed an issue where event buttons for Dragons and Eldritch Sovereigns wouldn’t validate themselves before opening.
- Fixed an issue where certain intro events didn’t trigger in Ancient Wonders, causing players to immediately skip to the fight. This bug was present due to the event trying to convert an Obsidian Wyvern into a mount, but the mount didn’t exist.
- Fixed an issue where the “False Flag Operation” event can target Heroes in other players' prisons (for the Hero sacrifice option)
Free City
- Fixed an issue where Free Cities would receive a positive relation even if the alignment of the player is "Neutral".
- Fixed an issue where Free Cities would infinitely be affected by a siege that should have been lifted by defeating the player attacking the Free City.
- Fixed an issue where Initiate/Master Properties would not appear on Free City Heroes
Happenings
- Cosmic
- Fixed an issue that unit properties given by the Major Cosmic Happenings “Eye of Fire”, “Dawn of the Lodestar” and “Drifting Leylines” no longer applied to independent units.
- Fixed an issue where the Invading Sylviculture, Rays of Winter, Cosmic Winds, Sunstruck Eruptions, and Colossus Moon events had their first option greyed out if someone else already chose it
- Intrigue Happenings
- Fixed an issue where the “Voice of the People” Happening would spawn without any followup quest spawning
- When an Intrigue ends the rulers affected by it no longer get stuck in limbo and cause a crash. This fix only works on saves before the intrigue ends.
Heroes
- Ambitions
- Fixed the Conqueror hero ambition not completing if the city defenders were not inside the city center
- Fixed Level 3 Renown reward removing all chance to die when Routing instead of halving it as intended
- Fixed the Cult of Personality race trait not giving skill points to heroes who died in combat but did gain renown
- Affinity Skills
- Controlled Chaos now correctly affects all attacks instead of base attacks only
- Fixed Aspect of Nature interfering with summon spells such as Wyvern Keeper.
- Fixed Forgotten Tome not refreshing after resurrecting an Eldritch Sovereign.
- Battlesaint
- Cancel Warding Bond no longer shows up in the unit panel or as a status effect
- Defender
- Cancel Warding Bond no longer shows up in the unit panel or as a status effect
- Elementalist
- Fixed an issue where Elemental Mastery only applied to magical base attacks rather than all base attacks.
- Fixed an issue where Amplifying Elements only applied to magical base attacks rather than all attacks.
- Fixed an issue where Inexorable Cast only applied to magical attacks rather than all attacks.
- Fixed an issue where Unrestrained Magic only applied to magical base attacks rather than all base attacks.
- Fixed an incorrect damage link insert in discipline of Earth for the Elementalist
- Warlock
- Cancel Hex Pact is now correctly named
- Cancel Hex Pact no longer shows up in the unit panel or as a status effect
- Cancel Blood Pact no longer shows up in the unit panel or as a status effect
- Fixed an issue where Decaying Magic did not work on Repeating attacks
Interface
- Fixed a missing turn timer icon when an outpost is built by a Barbarian scout.
- Fixed an issue where the income would not update after a trade with the Artifact Hoarder property.
- Fixed an issue where the custom sorting of items in the arsenal panel would reset after disenchanting an item.
- Fixed an issue where Affinities would not refresh when you get a “Mark of the ..” trait.
- Fixed an issue where the top half of scrollbars would not respond to clicking and dragging
- Fixed an issue where trading a Magic Material would stack notifications
- Fixed visual issues with the targeting outline of spells that target dead units
- Fixed racial tome units being misplaced inside icons when looking at tomes inside faction creation.
- Fixed unit upkeep showing a bunch of zeroes. Units without upkeep will show as “0 gold“ or “0 mana”.
- Fixed an issue that caused the first Hero that was made in Advanced Faction Creation to appear at the end of the Recruitable Heroes list.
- Fixed controller bugs with the Initial Bonuses of Tomes in the research overview screen.
- Fixed an issue that made the Race Name Generator create names that were too long
- Fixed an issue where Combat Prediction with Army Strengths would not show in "Attack" options
- Fixed an issue where Combat Predictions would not show correctly for Armies in Defensive locations
- Fixed an Text Overflow issue with long subculture names in Faction Creation
Text & Descriptions
- Fixed the prediction on the Alignment Tooltip for Devotees of Good at Pure Good
- Fixed wrong income being displayed for the Temple of the Exalted in the research screen
- Fixed the "Requires a connected item to be unlocked" error message appearing in the Pantheon item tooltip when it was only unaffordable.
- Fixed the cost in the Pantheon item tooltip not changing its color when it becomes unaffordable.
- Fixed a missing insert in Totem of the Wild’s tome entry.
- Ice Coffin now says correctly that it applies Status Vulnerability
- Fixed several broken string inserts in the Entry event of the “Tomb of the Thief” adventure.
Modding
- Fixed a crash that could occur when resizing the map for custom regions.
Prophecy Traits
- Fixed an issue where Titan Guardian would summon a second Earth Titan on Turn 2 of Combat
- Fixed an issue where a Declaration of War with a Major War Justification did not count towards the progress of the “Desolations of War” quest when there was a Declaration of Rivalry.
- Fixed an issue where converting an Outpost to a City would count as conquering a city.
- Fixed an issue where the Age of Magic would reduce Spell Casting Cost fully instead of halving
Story Realms
- Rings of Emnora - Fixed a crash that could occur when choosing the option to ask Fredric to leave the Realm.
- Cliffs of Sordünn - Fixed a crash that would occur when Merlin is in the void before you initiate the siege with him. This is fixed by force-reviving Merlin if the player initiates a siege whilst he is in the void. The Player is notified of this in the resulting story event.
Tomes
- Tome of Devastation
- Warbreeds from Monstruous Rebirth now obliterate on death to prevent weird resurrection interactions where you can turn a tier 1 into permanent tier 4 units.
- Tome of Eternal Lord
- Battlefield reanimation now grants combat summon to revived zombies correctly.
- Tome of Reaper
- Greater Reanimation now grants combat summon to summoned Corrupt Souls correctly.
- Zombies summoned by Marked for Death now gain combat summon correctly.
- Fixed Silent Barracks not counting Arctic Dungeon and Desolate Dungeon provinces.
- Fixed the Oracle unit from Tome of Prophecies incorrectly having the cost of a Tier 3 unit.
World Map
- Fixed an issue in RMG with Teams enabled when there is No Underground layer.
- Fixed an issue in RMG with Teams enabled where Continent maps wouldn’t generate their continents correctly.
- Fixed an issue in RMG where the cleared ancient wonder for the Architect Wonders society trait would be placed too far away from the player.
- Fixed an issue in RMG that could cause Ancient Wonders to be placed surrounded by mountains.
- Fixed an issue where the “Fountain of Creation” Landmark would not spawn
- Fixed an issue where it was not possible to move onto the Ruins overlay without Giant Kings.
- Fixed an issue where vision wasn’t correctly granted when a teleporter would spawn on top of a unit.
- Fixed an issue where teleporters had incorrect destinations
- Fixed an issue where Free City Guards would still spawn while a city was in the process of being razed.
99091 (2024-11-05)
Game Version: 1.009.001.99114
Highlights
New Feature: Hero Ambitions
Heroes now have their own Ambitions and goals. Each Ambition has a major and minor goal, with the major only being achievable once. Achieving goals will yield points to level the Renown level of the hero. Increasing the Renown level will yield additional benefits when the hero governs a city.
- Each hero has a Ambition that determines their Major and Minor Goal
- Rulers can pick their Ambition during Faction Creation
- Rulers will have the Instructor Ambition set as Default
- Heroes gain renown when they achieve their goals, achieving their Major Goal may also reward Hero’s with a Special Skill or other reward.
- Higher Renown increases the effects of a hero’s Governance skill and Army Leadership
- Heroes that are unable to complete their Ambition may be offered the opportunity to follow a different path.
There’s a total of 20 Ambitions that a Hero can have:
- Conqueror - This Hero aspires to become a conqueror of cities.
- Explorer - This Hero aims to explore the ancient wonders of the world.
- Collector - This Hero desires to own a full collection of powerful artifacts.
- Lawbringer - This Hero aims to bring law and order to the unruly wilds.
- Fearmonger - This Hero aspires to become a symbol of fear.
- Delver - This Hero aims to dig up the treasures of the underground.
- Imperialist - This Hero aims to bring the free cities to heel.
- Challenger - This Hero craves to be challenged in combat.
- Privateer - This Hero thrives in their freedom on the open waters.
- Defender - This Hero strives to defend their city and Empire.
- Shepherd - This Hero strives to nurture the next generation and lead them onward.
- Duelist - This Hero aspires to become an unrivaled duelist.
- Gloryseeker - This Hero seeks glory by slaying only the most experienced foes.
- Crusader - This Hero vows to smite the wicked.
- Instructor - This Hero aims to lead the most experienced force in the world.
- Raider - This Hero thrives on the raiding of enemy territory.
- Prospector - This Hero desires to become the wealthiest in the realm.
- Dominator - This Hero seeks to dominate others to bolster their own ranks.
- Steward - This Hero thrives in the governance of a large and stable city.
- Cannot be chosen by Rulers
- Elitist - This Hero aims to prove their superiority to others.
- Cannot be chosen by Rulers
Renown is a measure of a hero’s fame and status, this is reflected in two primary ways: Governance, and Heroic Leadership.
Governance
The way City Governors work has been updated and no longer uses Affinity for additional Income. Instead each hero has a Governance skill that increases in effectiveness as the hero gains more renown.
- Godir Governor
- Ascended Governor
- Recruiting Governor
- Industrious Governor
- Agricultural Governor
- Prospecting Governor
- Arcane Governor
- Scholarly Governor
- Nautical Governor
- Specialist Governor
- Fortifying Governor
Heroic Leadership
Heroes grant a morale bonus to units in their army that scales with their Renown level. Additionally Heroes of high Renown inspire loyalty in their troops, routed units have an increased chance to return when led by a renowned hero.
Rework: Hero Skills
Hero skills have been completely redistributed. Heroes now start with a Class which is chosen alongside the starting loadout during Faction Creation. The class determines the weapons a hero can equip and the unique set of skills they can pick upon level up. On each 4th level; a hero can dedicate themselves to one of their empire’s affinities. These Affinity Dedications have replaced Signature skills and will unlock a variety of new skills to pick from related to the affinity.
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Redesigned the Hero Skill/Level Up Interface
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Replaced Warfare, Battle Mage & Support Skill Trees with Origin and Hero Class Skill Trees.
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Replaced Signature Skills with Affinity Dedications
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Redistributed Hero Skills into Godir Origins, Hero Class & Affinity Dedication
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Removed all Hero Skills from Tomes
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Origin Skill Trees are determined by Godir Type
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New Hero Classes that determine Skill Trees and allowed Weapons
- Defender - Specializes in defending its allies, survivability and retaliation.
- One Handed Weapons
- Polearm Weapons
- Fist Weapons
- Shields
- Warrior - Specializes in Charge Attacks, dealing damage and gaining strength through fighting.
- One Handed Weapons
- Polearm Weapons
- Great Weapons
- Fist Weapons
- Shields
- Mage - Specializes in Magic damage, area of effect attacks and inflicting debilitating status effects.
- Magic Orb Weapons
- Magic Staff Weapons
- Eldritch Relic Weapons
- Ritualist - Specializes in support through healing, buffs and Combat Summons
- Magic Orb Weapons
- Magic Staff Weapons
- Eldritch Relic Weapons
- Ranger - Specializes in ranged damage, skirmishing and disrupting enemies.
- Ranged Weapons
- Skirmisher Weapons
-
Cultures now only grant their core mechanic as a hero skill
- The Culture Skill is automatically granted to Rulers
- Removed Feudal Lord skills. Feudal Culture Heroes now get a 20% Upkeep reduction for units in their Army.
Mortal Champions
- Now has a unique Origin Skill tree focused on Army Leadership Skills
- Now grants the ruler +20% increased XP gain
- Now starts with the Command Skill
- No longer grants cities +10% Gold and +20 City Stability
- No longer grants the Throne City +20 Draft
- No longer grants non-Hero Units +20% Experience
Wizard Kings
- Now has a unique Origin Skill Tree focused on Combat Spell Enhancing Skills
- Now grants +2 Mana per Conduit in the empire
- Now starts with the new Channeling Ritual Ability instead of Overchannel
- No longer grants Cities +10% Mana
- No longer gains additional Casting Points on level Up
Dragon Lords
- Dragon Lords now gain a class from their starting affinity
- Chaos and Shadow Dragon Lords now start with the new Warclaw which is a Charge Weapon
- Origin Skills
- Draconic Health I, II & III and Dragon Scales I & II were merged into the Signature Skills
- Exhilarating Roar
- Is now a Support ability
- Increased Cooldown from 2 to 3
- Tail Swipe
- Added "Defensive Swipe" an alternate upgrade for Tail Swipe
- Tail Bash renamed to Displacing Swipe and updated the description to read more like other descriptions in the game
- Increased Cooldown from 1 to 2 Turns
- Dragon Breaths
- All Limited Dragon Breaths now deal 20 total damage when the Dragonbreath Transformations are taken. (10 of each damage type, rather than 10 of the primary, 8 of the secondary) pure damage channel still deals 20 damage
- Increased Cooldowns of all Dragon Breaths from 2 to 3 Turns
- Dragon Breaths no longer count as Magic
- Comet breaths now deal 26 total damage when dragonbreath transformations are taken (13 of each type, rather than 14/10)
- Cone breaths now deal 26 total damage when dragonbreath transformations are taken (13 of each type, rather than 14/10)
- Line breaths now deal 30 total damage when dragonbreath transformations are taken (15 of each type, rather than 16/12)
- Removed Ancient Governor Hero Skills
- Dragon lords are becoming more focused on their role as combat heroes instead of leaders.
- Removed Dragon Aura Hero Skills
- They often conflicted with expectation and they could not fit in the new tree thanks to their affinity requirement.
- Dragon Lords now have Signature transformations at levels 4, 8, 12 and 16
- Each Signature Skill grants a base Stat increase.
- Signature Skills no longer increase upkeep
- Level 4 grants the Affinity Aspect, a relatively basic boost to the expected role of each affinity dragon
- Level 8 grants the Affinity Transformation, changing the unit type and granting unique effects to (potentially) support both role and tomes of that affinity.
- This is where the dragon major transformation visuals are at the moment.
- Added the Primal Transformation, this does not change visuals at all and grants affinity hero skills based on the dragon’s starting affinity
- Level 12 grants an improved Dragon Breath
- Stormbreath
- Infernobreath
- Rustbreath
- Lifebreath
- Purebreath
- Frostbreath
- Level 16 grants the Affinity Elder, a powerful (passive) effect for the unit role.
- Each Signature Skill unlocks additional Hero Skills to choose from.
- All Dragon Lords Signature skills carry over on Ascension
- Level 4 and 8 Signature skills for Dragon Lords are now persistent without a level requirement
- Level 12 and 16 signature skills for Dragon Lords are now persistent with a level requirement
Eldritch Sovereign
- Removed Eldritch Influence I/II Hero Skills
- Signature Skills no longer have an associated Affinity
New Content: Hero Quests
Added a brand new selection of Hero Quests that can occur during a game. With 11 Quests across various objectives these will bring a fresh feeling to the early game.
- 6 Build Improvement Quests
- Ashes to Ashes
- A Shelter Unspoiled
- Gelid Yearnings
- Runes of Magic
- Sorcerer's Spire
- The Order of < PlayerName>
- 2 Destroy Infestation Quests
- Stolen Honor
- Into the Den
- 1 Kill Unit Quest
- 1 Stack Encounter Quest
- Profound Desire for < Unit>
- 1 Gather Material Quest
New Content: Pantheon
New Pantheon items have been added for the update.
- Added 4 Banner icons
- Added 2 Helmet customization options
- Added 2 Mounts for your race and rulers
- Added 2 Society Traits
- Cult of Personality
- Valiant Knights
- Added 2 Hero Origins
- Martial Cestus
- Slayer Sword
- Added 2 Dragon Lord customization items
- These can only be unlocked if you have the Dragon Dawn DLC
- Esoteric Dragon Head
- Seal Blessed Dragon Spine
- Added 2 Eldritch Ruler customization items
- These can only be unlocked if you have the Eldritch Realms DLC
- Eldritch Guardian Head
- Eldritch Ogre Head
New Realm Creation Traits
- Added Misc. Trait: Unbound Tomes - The affinities blur and blend on this realm, allowing access to Tomes otherwise restricted.
- Added Misc. Trait: Subdued Umbral Abyss - A lesser version of the Umbral Abyss without Umbral Dwellings, a reduced amount of Infestations and Umbral Gates.
Changes
- All Pantheon Backgrounds now have their properties tied to the item instead of being given to the hero.
- All Items from Pantheon Backgrounds can now be forged in the Item Forge using Item Forge/Pantheon Blueprints.
- Magehaven will now show random heroes from the player’s pantheon instead of only the first five.
- All players can now recruit up to 1 Hero from the Pantheon instead of a regular Hero. Cost for recruiting a Pantheon Hero is 100 Imperium + 100 per level
Improvements: Faction Creation
The Faction Creation screens have received a visual upgrade, improving the usability and readability of various elements. Alongside these improvements we’ve added a few new customization options for your rulers.
- Updated Appearance Customization Screens
- Added Snapshot Support
- Replaced several Sliders with Snapshot Previews
- Added Personality Selection to the Finalize Screen
- Updated Character Lighting during Appearance Editing
- Added new head variations for Human & Elf Forms
- Added new hairstyle variations for Human, Elf, Dwarf, Halfling and Orc Forms
- Added Tail Length Sliders to Ratkin, Lupine, Lizard and Insectoid Forms
- Added a No Tail option to Tail Length Sliders
- The faction selection screen now shows the race biography of the selected faction.
Improvements: Quality of Life
- Updated Iconography for improved Accessibility
- Enemy Combat Banners are now more visibly hostile through style
- Tactical hazard icons have been changed from Exclamation Points to clearer Buff/Debuff symbols
- Added control settings to the “Random Faction” Generation in Faction Creation
- Added a “Repair All” button in the City Interface. This repairs all pillaged provinces, or however many you can afford.
- Added a “Disenchant Equipment” button to the reward screen. This immediately disenchants any received items for their value in Binding Essence.
- Added a Hero “Shuffle” to the Hero Recruitment Screen. For 100 Gold this will replace the current selection of Heroes determined by available Classes. This has a 5 Turn Cooldown.
Base Game
A.I.
- Alignment will no longer wane for the AI and the AI will now gain more alignment in the direction that fits with their personality / society traits over time.
- Reworked the way Bounty Viability is calculated
Combat AI
- If the AI detects that a single Tier 1 Unit is being attacked by more than one tier 1 unit, they will try to flee the battle automatically (note the unit might still die even if it flees)
- AI will now use spells even when it is sure the battle is a win/loss if the player has enough mana to spare
- AI now has a better understanding of what places are safe and what places are dangerous. This will improve positioning and unit preservation.
- Improved positioning for units when using an ability that targets all units or the player themselves
- AI now understands better how to use Sprint abilities
- Adjusted AI valuation of Sundered/Bolstered Resistance/Defense
Art
- Added Combat icons for the following combat effects: Age of {Affinity}, Arcane Maelstrom, Cascading Power, Ascended Summoner, Domain of Mayhem, Fog of Insanity, Arctic Blizzards, Cycle of Seasons, Master Summoner, Sandstorms, Summoning Well, Throne of Mirrors, Valley of Wonders Transformations, Weaver’s Overchannel, Withering Mist, Magical Disruption (Empires & Ashes), Spell Ward (Empires & Ashes), Misty (Primal Fury), Sea Storms (Primal Fury), Cleansing Flameherald (Eldritch Realms), Consecrated Firestorm (Eldritch Realms), and Insidious Whispers (Eldritch Realms)
- Updated all Weapon Enchantments
- Updated Domain of Mayhem realm icon
- Angelic Transformation can now have visualization disabled, which leaves the angel’s wings visible.
Combat
- All Bushes and Tree flora obstacles in Combat have gained the Slowing tag. This is to experiment more with the flow of TC maps as well as make the Swift property more impactful.
- Mind Control and Domination effects can now be dispelled by abilities and spells that cleanse debuffs. Cleansing spells/abilities that only target friendlies will automatically make an exception for mind controlled units that are temporarily on the enemy’s side.
- Changed how Link Effects replace each other: Positive Links all have priority 1 and Negative Links all have priority 2, so negative links always take priority and can replace positive ones.
- Same priority links used to replace each other, that can no longer occur.
- A lot of unit abilities that were single action or free to use now enable the unit that has them to move while having the ability selected.
Buffs/Debuffs
- The Ghostfire status effect now overrides the burning status effect.
- Applying burning to a unit with ghostfire will apply ghostfire instead
- Applying ghostfire to a unit with burning will cause the burning to be replaced with ghostfire
- Debuff “Despairing”
- Renamed to Remorse.
- Reduced Morale loss to 2 per turn. It now stacks up to 5 times.
- Buff “Rally” - Reduced Morale gain to 2 per turn. It now stacks up to 5 times.
Cultures
- Feudal, Dark and High Culture now have loadout options for Sword and Crossbow (Ranger)
Feudal
- Removed Feudal Lord Skills
- Feudal Heroes now have a innate 20% Upkeep Reduction for Units in their Army
High
- Unit “Awakener”
- Exposing Light - Reduced Cooldown from 2 to 1
Industrious
- Unit “Anvil Guard”
- Taunt - Now has range 3 instead of touch
Mystic - Attunement
- Echo Casting - If a hurried spell is canceled, it can be hurried again in the same turn.
- Unit “Spellbreaker”
- Cosmic Bolts - Now has a 60% chance to dispel 1 Positive Status Effect.
Mystic - Potential
- Debuff “Dissonance” - Can now be dispelled
- Unit Enchantment “Ciphers of Dissonance” - Now applies to all non-mystic units as originally intended
Reaver
- Unit “Mercenary” - Renamed the Mercenary passive to High Maintenance
Primal
- Sylvan Wolf Subculture den terrain altering will now favor tree visuals that match the surrounding terrain
- Increased Casting Costs of all Summon Primal Animal spells from 30 Mana and 25 Casting Points to 45 Mana and 30 Casting Points
- Unit “Primal Darter”
- Increased HP from 45 to 50
- Increased Defense from 0 to 1
- Increased Resistance from 0 to 1
- Unit “Primal Crow”
- Lightning Bolts - Now applies sundered resistance on its base attacks
- Unit “Primal Crocodile”
- Melee Strikes - Reduced Damage from 14 to 13
Diplomacy
- The bounty for Capturing a (free) city has been updated to now require you to absorb, migrate, vassalize or raze the city in order to complete the bounty instead of only needing to move an army onto the city. This change only applies to newly created bounties.
- Alignment:
- Now caps at 130 for Good and -130 for Evil.
- Any point gained from a flat (non-sustained) amount below the minimum (-130) or above the maximum (130) alignment is removed.
- The Grievance for violating a distant province claim through building a city has been upped from 10 to 15 points.
- The format for denouncement messages has been updated to show the denouncement reason (a Grievance) separate from the message.
- The effects of negotiating (a Truce) with Independent Cities on Alignment and Devotion are now shown on the negotiate button and confirmation panel.
- The effects of diplomatic state trade options with other Rulers on Alignment and Devotion are now shown on the trade item tooltip as well.
- The effects of fabricating a Grievance on Alignment and Devotion are now shown on the fabricate grievance tooltip and confirmation panel.
Factions
- Applied new ordering for all lords in the front-end, who are now neatly ordered per DLC, with Alfred on top and then all DLCs in order of appearance (newest first).
- New Form Traits
- Cheerful
- 1 Point
- Morale gains is increased by 50%
- Inner Fire
- 2 Points
- +3 Resistance to Fire; Melee attackers take 2 Fire damage when attacking this unit.
- Inner Frost
- 2 Points
- +3 Resistance to Frost; Melee attackers take 2 Frost damage when attacking this unit.
- Inner Lightning
- 2 Points
- +3 Resistance to Lightning; Melee attackers take 2 Lightning damage when attacking this unit.
- Elusive - Increased Defense and Resistance gained to +5 from +4
- Strong - Now gives +4 Physical Damage to single action attacks.
- Resilient
- Decreased Point cost from 3 to 2
- Adjust leaders that now have an extra point
- Toadkin Form now has Sharp Eyes.
Free City
- Free Cities that have an Ancient Wonder annexed will now share the Rally of the Lieges bonus from that Ancient Wonder with their Overlord.
- Free Cities will now share their Imperium income with their Overlord.
Happening
- Changed the impact of the “Low” and “High” Happening intensity settings
- On “Low” intensity, heavy happenings such as Toll of Seasons or Intrigue Happenings will no longer happen (previously they still had low chance to show, which made them show relatively often in 100+ turns sessions)
- On “HIgh” intensity, heavy happenings will be even more frequent now.
- Rays of Winter - Changed the spell “Call Arctic Blizzards” to have its damage inflicted only apply to enemies.
- Sign of the Huntress - Changed from affecting Ranged, Battle Mage & Support units to affecting Ranged, Battle mage & Skirmisher Units.
- Ravenous Vistants - Happening will no longer trigger before turn 30
Interface
- The Realm Selection screen will no longer show the “Completed” tab in Multiplayer.
- World Map Summoning Spells will now show the unit upkeep as “varied” if the spell can spawn multiple units with different upkeeps
- Spell tooltips will now show active modifiers that apply to that spell.
- Effects that trigger when a unit reaches a certain hp% will now be shown on attack previews.
- The layout of the Alignment tooltips has been updated.
- The Beacon of Light now has an icon on the Overview map.
- Gray shields will now be shown in the diplomacy screen / overview for unknown rulers that are at war with the player on the player’s own relation overview. (This can happen in team games)
- Quests that have no position can now be left or right clicked in the quest tracker to open the quest overview.
- Rulers that are in the void can now be inspected through the hero overview screen.
- The hero panel will now show the race biography of enemy rulers and free city lords.
- The equipment selection will no longer undo your sorting after equipping an item.
- The province panel will now show a text about pillaging when being pillaged.
- Removed hit chance popup that would sometimes appear when targeting an obstacle (obstacles are always 100% hit chance).
Text & Descriptions
- The alignment tooltip will now show the effects from Alignment Agenda, Scions of Evil and Devotees of Good
- Clarified the tooltip for the T3 Town Hall for Industrious that it reduces the cost of Hurry Production and Hurry Recruitment.
- Added a hyperlink explanation to Rally of Lieges text in Ancient Wonders.
- Updated the description of the Emergency Teleportation spell.
Controller
- Changed the Controller Prompts and ordering on the Generate Faction screen
- Added a controller prompt when inspecting a hero during recruitment to switch between properties and equipment.
- Spell book screen will now show why a spell can’t be hurried for controller users playing Mystic Attunement culture
Item Forge
- Renamed the Dual Weapon category to Other Weapons category.
- Added new Dragon Claws
- Warclaws - These are the shock weapon equivalent for Dragon Lords.
- Armored Claws - These are combined 1-handed + shield items for Dragon Lords. They accept both 1-handed and shield infusions.
- Added new Cestus Weapon
- This weapon uses the primary slot and blocks secondary and mount slots.
- It has a repeating attack with damage equal to swords.
- Has the Combo property, dealing an extra 60% of its damage to the target and enemies adjacent to the target when hitting the 3rd attack.
- Added new Sword & Crossbow Skirmisher Weapons
- This weapon uses the primary slot and blocks secondary slots.
- It has a repeating Melee Attack and a Single Action Crossbow Shot
- This weapon does not have Piercing, instead Crossbows have higher Range and Base Damage
- Heavy Magelock “Fire Heavy Magelock” - Reduced Base Damage from 34 to 30
- Pistol & Sword “Fire Magelock” - Reduced Base Damage from 20 to 18
Multiplayer
- The Combat Engagement Screen will now close if you receive a request to take over combat for another player.
- Fixed an exploit where Structures/Units would refund their costs if queued during an Auto Combat with “Always Observe Manual Combat” Enabled.
Out of Sync Fixes
- Fixed an Out of Sync related to units queued in the city.
- Fixed an Out of Sync related to gaining a reduction to the amount of food required for the next population.
- Fixed an Out of Sync related to vassalizing a free city.
- Fixed an Out of Sync related to getting a resource shortage notification.
- Fixed an Out of Sync related to unit health regeneration not updating while in the domain of an outpost.
- Fixed an Out of Sync related to terraforming away rocks in the water
- Fixed an Out of Sync caused by quest units being stored but never updated when racial transformation or cosmic happenings would adjust those units.
- Fixed an Out of Sync related to concealed vision not always updating and refreshing properly when armies move over the map through provinces where they gain/lose that concealed vision.
- Fixed an Out of Sync related to joining a game on a different platform due to hero validation.
- Fixed an Out of Sync related to Sanitisation of text on platforms with Profanity Filtering
- Fixed an Out of Sync related to occupied buildings sometimes not refreshing their vision properly.
- Fixed an Out of Sync related to replaying actions and using the wrong AI difficulty in some calculations.
- Fixed an Out of Sync related to the exploration state of provinces that was caused by the order in which vision was being applied.
- Fixed an Out of Sync related to order of units in the stack
- Fixed an Out of Sync related to declaring a war while having a trespassing army
- Fixed an Out of Sync related to an incorrectly assigned Governor
- Fixed an Out of Sync related to a script call incorrectly modifying a Hero’s Inventory
- Fixed an Out of Sync related to moving a Hero off-map when integrating a Free City.
- Fixed an Out of Sync related to non-racial units applying multipliers from race transformations to their combat value
Pantheon
- The staff from the Umbral Direcaster now gives a nerfed version of Hysteria Storm
- Now once per battle
- Range is 3 instead of 4
- Changed the Orb of Necromancy to the Staff of Necromancy. This is to allow it to become a template in the item forge as orbs cannot have active abilities.
- Inhabitant Traits no longer replace infestation units.
Story Realm
- Changed some Story Realm equipment Rulers/Heroes get in Story Realms, to fit the new loadout constraints:
- Melenis no longer receives a Glaive in the Eternal Court
- Nimue gets a Staff of Bloom in the Enchanted Archipelago
Tomes
Astral
Tome of Evocation
- Unit “Evoker”
- Electrifying Arc - Reduced Cooldown from 2 to 1
- Unit now has 4 Lightning Resistance
Tome of Warding
- Combat Spell “Static Shield” - Reduced Casting Costs from 30 Mana 25 Casting Points to 10 Mana 15 Casting Points
Chaos
Tome of Pyromancy
- Combat Spell “Immolate”
- Reduced Casting cost from 30 Mana and 25 Casting Points to 15 Mana and 20 Casting Points.
- Increased Damage against Burning targets from 10 to 15.
- Unit “Pyromancer”
- Flamestrike - Reduced Cooldown from 2 to 1
- Now has ‘Can be Cavalry’
Tome of Mayhem
- Combat Spell “Infectious Insanity” - Moved to Tome of Pandemonium
- World Map Spell “Incite Revolution” - Moved here from Tome of Pandemonium
Tome of Pandemonium
- Combat Spell “Incite Revolution” - Moved to Tome of Mayhem
- World Map Spell “Infectious Insanity” - Moved here from Tome of Mayhem
- Unit “Chaos Eater”
- Chaotic Rebuke - Increased Range from 2 to 3
Tome of Chaos Channeling
- Combat Spell “Fan the Inferno” - Reduced Casting Cost from 150 Mana and 50 Casting Points to 100 Mana and 40 Casting Points
- Combat Spell “Sacrificial Slaughter” - Damage changed from 10 per Unit Tier to 20 Damage + 5 extra Damage per Tier.
- World Map Spell “Golden Horde” - Reduced Casting Cost from 400 Mana and 400 Casting Points to 300 Mana and 300 Casting Points
- Added a new World Map Spell “Summon Magma Spirit”
- Unit “Magma Spirit”
- Fire Bolts - Increased Damage from 11 to 12
- Incinerate
- Changed from a Full Action to a Single Action ability
- Reduced Range from 6 to 4
- Explosive Phase - Now starts on a 1 turn cooldown
Tome of Demon Gate:
- Special Province Improvement “Demon Gate” - Now allows for the drafting of:
- Nightmare Tier III
- Infernal Juggernaut Tier IV (Primal Fury required)
- World Map Spell “Fight for Power”
- No longer uses Mana
- Reduced Casting Point Costs from 60 Casting Points to 45 Casting Points.
Materium
Tome of the Crucible
- Special Province Improvement “Great Foundry” - Now allows the Drafting of Magma Spirits
- Combat Spell “Lava Burst” - Now marked as a Damage/Debuff spell.
Tome of the Creator
- Combat Spell “Tectonic Shatter’ Now marked as Damage/Debuff spell.
Nature
Tome of Beasts
- World Map Spell “Summon Wild Animal” - Can no longer summon the Inferno Hound
Tome of Vigor
- World Map Spell “Summon Greater Animal” - Can now summon the Inferno Hound
Tome of the Goddess of Nature:
- World Map Spell “Mass Rejuvenation” - Now heals 10 Temporary HP to resurrected units when Nature Bolstering Matrix is built.
- Unit Enchantment “Force of Nature” - Now also applies to Dragons Unit Types
Order
Tome of the Beacon
- Unit “Lightbringer”
- Spirit Bolts - Increased Damage from 10 to 12
Tome of Cleansing Flames
- Cleansing Flameherald
- Changed from a Hero Skill to a Tome Passive
- Now grants Flameherald's Concecration in all the player's battles
- All Burning Ground becomes Cleansing Flames
- All slain Enemy Units create Cleansing Flames for 3 Turns
Tome of Exaltation
- City Structure “Temple of the Exalted”
- No longer doubles Governor Income (due to the changes to Governance)
- Increased Mana Income from +10 to +30
- Increased City Stability from +20 to +30
- Reduced Production Cost from 440 Gold and 1300 Production to 280 Gold and 750 Production
Shadow
Tome of Cryomancy
- Unit “White Witch”
- Frost Bolts - Increased damage from 10 to 12
- Now has 4 Frost Resistance
Units
- Updated “Champion Medal”
- Mage - Also bypasses 1 Defense
- Shock - Changed from +20% Crit Chance to the Sprint ability
- Skirmisher - Changed from the Sprint ability to +20% Critical Chance They now get extra critical instead of the Sprint ability
- Polearm - Changed from Extra Retaliation to +40% Damage on Retaliation Attacks
- Archers HP Balance:
- Increased T1 Archer health by 5 Hit Points
- Increased T2 Archer health by 5 Hit Points
- Reduced T3 Archer health by 5 Hit Points
- Fiends:
- Fiends are now referred as Infernal Fiends
- Fiends include: Accursed and Infernal Fiends
- Infernal Fiend units now have a base 15% critical chance on all attacks.
- Umbral Demons:
- No longer gives +2 Defense from the Unit Type. This is to balance the Gloom Strider transformation. The base Umbral Demon units will keep this +2 Defense as a natural bonus.
- Zombies raised from dead units will no longer inherit the rank of the unit they were raised from
Wildlife
- Inferno Hound:
- Increased Tier from II to III
- Chance of applying burning on attacks increased from 30% to 60%
- Hit Points, Defensive Stats and Damage adjusted for the Tier increase.
- Thunderbird:
- Increased Resistance from 2 to 3
- Lightning Bolts - Increased Damage from 12 to 14
- Autumn Fairy:
- Blinding Gale - Cooldown reduced from 2 to 1
- Winter Fairy
- Hindering Blizzard - Cooldown reduced from 2 to 1
- Direcaster
- Entwined Scourge
- Poison Bolts - Increased Damage from 14 to 16
- Entwine - Now deals 12 Blight damage
- Sap Strength - Increased stacks of Weakened applied from 2 to 3
- Swamp Troll
- Poison Bolts - Increased Damage from 14 to 16
- Plague Spores - Reduced Range from 6 to 4
- Ghost Ship
- Wail of the Lost - Increased chance to apply Remorse from 60% to 90%
World Map
- Allied units with the Siege Breaker property can now help besiege a City or Outpost.
- Infestations can no longer send two invasions stacks to different players, they now stick to only one player.
- Addressed inconsistencies with casting spells on- vs attacking trespassing armies:
- It is now allowed to cast a hostile spell on a non-hostile trespassing army belonging to another ruler. If that ruler is allied to the player, then the alliance must first be broken.
- Casting a hostile spell on a trespassing army will grant its ruler a Grievance.
- Casting spells on hostile independent city armies does require war to be declared.
Map Generation
- Improved the placement of Arctic, Desolate and Desert themes, preventing them from overlapping with player spawns when they didn’t pick any of these as an adaptation.
- Improved generation of an underground connection between the halves on the Lava Divide Realm
- Improved Ruler Placement on Divide Maps in Team Games
- Improved terraforming logic on Pall of Gloom
- Improved generation of Island maps, especially on smaller sizes.
- Remove single province ancient wonder islands on Island maps.
- Improved river generation
Reward Sets
- Did a pass on Reward Sets to make the dropped items more interesting and varied. You should now see:
- A much broader variety of item types
- More of the premade items spawning, especially mounts and wands
- More variety in the items that are generated
- Hopefully fewer Damage Channel Reduction items!
- Some rewards for clearing Magic Materials of Infestations got changed. They now guarantee giving items and that item will be of a higher tier than previously.
- Clearing Magic Materials now guarantees giving a T2 or T3 item.
- Clearing the Void Stones now guarantees giving a T3 or T4 item.
- Clearing Bronze Infestations now guarantees giving a T2 or T3 item.
- Clearing Silver Infestations now guarantees giving a T3 or T4 item.
Fixes
General
- Fixed a crash on PlayStation when continuing a game while watching the credits
- Fixed an issue where the game would freeze during Faction Creation on 7680x2160 resolutions
AI
- Fixed an issue where AI would build a special province improvement on top of an Ancient Wonder.
- Fixed an issue where AI would not expand properly due to a province evaluation issue.
- Fixed issue where the AI would try to rebuild a ruined city multiple times
- Fixed issue where AI would walk on allied structures
- Fixed issue where AI’s vassals would not automatically not join PvE wars
- Fixed an issue where Free City Defenders would not attack hostiles on nodes.
- Fixed an issue where Free City Defenders in their overlord domain would not attack hostiles
- Fixed an issue where Free City Defenders would pillage their overlord domain
- Fixed an issue where Free City Attacks would trigger combat while a city was still under siege
Combat AI
- Fixed a bunch of abilities not being used by the AI when it is losing
- Fixed AI using teleport abilities when the unit could have just walked
- Fixed AI using some retaliation buffs on ranged units
- Fixed AI using some invulnerability effects on high HP units
- Fixed AI using some regeneration effects on high HP units
- Fixed AI using some accuracy buffs/debuffs on units that are not close enough to an enemy to attack
- Fixed AI rushing forward when hit by an enemy spell in the first turns of combat.
- Fixed AI needlessly moving units sideways in the first turn of combat.
- Fixed AI not always understanding the slowing effect of moving through obstacles.
- Fixed units sometimes moving backwards in the first turns of combat.
- Fixed units that apply Dissonance rushing forward at the start of combat.
Art
- Moved the ‘Scales’ Faction Banner Icon to the Order category, previously incorrectly in the Pantheon category
- Fixed clipping issues & gaps with several Mystic Helmets
- Fixed clipping issues with the Wizard King Blindfold
- Fixed an issue where Units could have broken Unit Icons in the Post Battle Recruitment Screens
- Fixed an incorrectly attached Barbarian Cape
- Fixed an issue where the hair on Halfling Feet was determined by Skin color instead of Hair color
- Fixed an issue where units were incorrectly holding the reins on a Pegasus Mount
- Fixed an issue where the High Staff would be held in the incorrect position on Heroes with Gloom Strider
Combat
- Fixed a crash that could occur when controlling Free City units while they’ve lost their lord
- Fixed an issue that allowed players to keep the Warbreed from Monstrous Rebirth by routing the unit.
- Fixed an issue where Star Blades and similar effects would trigger on allied Spells being cast
- Fixed an issue where a unit dying and being resurrected would allow effects like Slip Away and Draconic Rage to trigger again.
- Fixed an issue where Slip Away and Keeper’s Mark would set the unit’s move points to 0 when they trigger
- Fixed an issue where flying, floating and ethereal units triggered hidden traps when moving over them
- Fixed an issue where one player using Weaver’s Overchannel in combat would block another player from using the same ability in the same turn
- Fixed an issue where Units gain more than double morale bonus when killing enemy units from the "Inspiring Killer" passive ability
- Fixed missing GroupName and Priorities for Electrified, Bleeding, Constricted and Marked.
Combat Map
- Changed the combat map for the Sanctuary Expansion to feature something more appropriate for the theme.
- Fixed an camera clipping issue in Ancient Cave Ancient Wonder
- Fixed an camera clipping issue with the terrain on Ancient Wonder exterior combat map
Diplomacy
- Fixed several issues related to trading between two human rulers:
- Fixed an issue where heroes could be offered while making an alliance or vassalage; heroes are automatically returned when you reach an alliance.
- Fixed an issue where heroes already in a trade would not be removed when an alliance option was added to the trade.
- Fixed an issue where resource (treaty) options would not get removed from the trade if the map peace / vassalage option was removed while at war.
- Fixed an issue treaties made during a vassalage proposal could immediately be canceled because they were marked to end on diplomatic state change and would then cancel the entire group.
- Fixed an issue where the Send Proposal button would be visible when creating a counter trade offer and deleting all items in the trade.
- Fixed an issue where you would gain a negative relation modifier for breaking treaties if the AI was breaking treaties by making a Declaration of Rivalry.
- Fixed an issue where AI rulers with the “Never Break Alliances” personality trait would still sometimes break an alliance.
- Fixed an issue where the (counter) resource trade offers in a trade with an AI ruler would sometimes be unavailable even though the player had enough resources.
- Fixed an issue where trying to summon a unit into the domain of another non-hostile ruler/independent city would always show the trespassing warning even if the player had already been caught trespassing.
Economy
- Fixed Bountiful Fields not applying its adjacency bonuses to unowned provinces.
- Fixed Builder’s Quarters applying its adjacency bonuses to mines, which was not intended.
- Fixed Sunshrine applying its adjacency bonuses to conduits, which was not intended.
Empire
- Changed Drudic Empire from -50% Food Required for Population to +100% Food Income. This fixes the issue where AI Rulers from Druidic Alliance or Primal Dispute would be able to grow their Cities exceedingly fast.
Events
- Fixed an issue with the “Infernal Invaders” quest in certain cases not showing the outro event (and hence players missing out on rewards)
- Fixed an issue with the “Brutal Incursion” quest being much more frequent than intended
- The “Brutal Incursion” War Quest should no longer spawn the Quest stack in another player’s domain, but should invade the Quest Receiver’s lands
- “Stirring the Pot” (Vassal War Event) now only insults Players that you’ve actually met
Faction Content
- Fixed an issue where the Hermit Kingdoms society trait would increase the value of all grievances instead of only the ones related to empires encroaching on their domain.
- Gifted Casters now gives access to any spell, instead of just combat spells (the Combat Spell Selection hasn’t worked since we added 2 Starting Spells).
- Fixed Relentless Crusaders imperium per kill reward not scaling with evil alignment
- Fixed an issue where Aeri Kyastir had the wrong loadout
Happenings
- Fixed an issue with the game crashing if a different player than the original owner (when the Toll of Seasons raid started) reconquered a city held by the Toll of Seasons.
Interface
- Fixed issue where the location button for a cast spell in the spellbook could be out of bounds when the city name it was targeting was too long
- Fixed various text wrapping issues in the Encylopedia regarding skill names in the tome section
- Fixed a crash that could occur in the combat history
- Fixed green UI panel skinning issue where it would not update properly in the diplomatic overview screen
- Fix bumping up special province improvements in the production queue in front of their dependent upgrades
- Fixed an issue where the show location button would be invisible for Free Cities/Dwellings of which the ruler is in the void.
- Fixed the icon for bounties not being visible in the UI
- Fixed an issue where hyperlinks would sometimes not appear in the Alignment Tooltip.
- Fixed an issue where the minimap did not immediately reflect the player color when they take over provinces
- Fixed an issue where sometimes the text would not fit on a button in the diplomacy screen.
- Fixed faction selection sometimes not working when multiple filters are active.
- Fixed an issue where the UI would still say the hero is in the void after they’ve been resurrected through a script.
- Fixed an issue where the Encyclopedia would not show all properties based on the sub culture.
- Fixed missing overview icon map for Umbral Infestations
- Fixed missing overview map icon for Tier 3 and Tier 4 Reaver cities
- Fixed issue with the portal image slider in realm creation where unavailable entries were shown for players that don’t have all DLC
- Income from alignment/devotion based sources are now listed under Global rather than Domain
- Fixed an issue where the hyperlinks and tooltips would not always work correctly or the text would appear broken for grouped relation modifiers in the relation breakdown with other rulers.
- Fixed an issue in the trade select resource amount panel where it would show a non-functional hyperlink on the resource name.
- Fixed an issue where the independent city trade warning for already having a trade would not mention the correct city type for Umbral Dwellings.
- Fixed in issue where society traits would not reset properly when switching culture
- Fixed an issue where the current unit ability would be deselected if the unit moved over a hazard.
- Fixed an issue where the controller indicator would reset every time you would unlock a new item in the pantheon screen.
Identifiers
- Fixed the Summon Lightbringer skill being marked as a Unit while it is a Strategic Summon.
- Fixed the Summon Stone Spirit skill being Combat Summon while it is a Strategic Summon.
- Fixed Umbral Exile lacking the Shadow spell identifier.
- Fixed Final Banishment lacking the Shadow and Materium spell identifiers.
- Fixed Artisan Fortification research having wrong identifiers.
- Fixed Construct Bot Repeaters research having wrong identifiers.
- Fixed Iron Golem research having wrong identifiers.
- Fixed incorrect tags and missing Fortification requisite for:
- Throne of Insidious Whispers
- Healing Spires
- Necrotic Spires
- Throne of Mirrors
- Artisan Fortification
- Fortified Crucible
- Fixed an issue with structures that were missing the Research Building requisite and thus were incorrectly not affected by Adaptive Research.
- "Artisan Fortification" - "Tome of Artificing"
- "Temple of Fertility" - "Tome of Fertility"
- "Healing Spires" - "Tome of Sanctuary"
Text & Descriptions
- Updated the Reaper research text description. It no longer mentions it empowers friendly undead and instead mentions that it grows stronger as enemies die.
- Updated the Wildspeaker research text description. It no longer mentions it can affect enemy animals and instead mentions it can summon animals.
- Updated Astral Binding Empire Skill to clarify it only works on your recruited and summoned units.
- Update Explosive Manifestation description from "Summon a" to " Conjure an"
- Summon Devastator Sphere ability now correctly mentions it doesn’t work on water.
- Fixed the description of Focused Gaze combat enchantment, which used to mention (incorrectly) that it applies to attacking units, now mentions it applies to defending units instead.
- Fixed The description of "Power of Slaughter" buff doesn't mention important information
- Fixed issue where hastened buff was written in red text when applied by unnatural speed.
- Fixed polearms in the item forge correctly stating they have Cavalry Slayer, making them deal +40% damage against cavalry, which they did correctly do.
- Fixed missing text insert in a domination victory text
- Fixed an issue where a free city could be told to target an unknown ruler in the cooperation screen and where the active mission against an unknown ruler would still mention that ruler's name.
- Fixed Toll of Seasons referring to cities by their old name if they were renamed while the Toll of Seasons is active.
- Fixed Overcharge not having an icon and thus not displaying correctly on units.
- Fixed Infecting infusion effect not displaying its icon correctly in the item tooltip.
- Fixed "True Sight" is not hyperlinked inside the tooltip of "All-Seer Blessing" passive ability
- Fixed An empty entry appears inside the unit panel of mounted cultural units if "Mount Masters" trait is used
- Fixed issue where there was always a minus symbol in front of alignment and devotion rewards in the combat results.
- Fixed double “+” signs in Scions of Evil tooltip.
- Fixed Green "Overcharged" text appears above enemy units after damaging them using an overcharged damage spell
- Encouraged effect of the Sunshrine is no longer displayed as a negative effect.
- Fixed "Slaughter Empowerment" text appears above the "Balor" unit when killing enemies even though it has maximum stacks of "Slaughter Empowerment"
Modding
- Fixed a crash in tactical combat when all remaining units have the Hidden in Combat property.
Onboarding
- Fixed an issue where City Structures from Tomes did not show up in the Encyclopedia.
- Fixed the Living Vine not showing up in the Encyclopedia.
- Fixed Tentacle not showing up in the Encyclopedia.
- Primal Animals and the Progenitor Golem used to have a tag ShowInTomeOfWonders but somehow it got removed, re-added it so they show in the ToW again
- Encylopedia now filters the available subculture based on the unit selected. The selected Subculture is now always highlighted, instead of only when you manually select it.
Pantheon
- Fixed an issue where only cultural units have "Supergrowth" transformation when the "Gigantism" realm trait is active
- Fixed several issues with Ascended Pantheon Visuals
- Issues where the incorrect Transformation Settings would be getting pushed/remembered on subsequent games
- Issues where the incorrect Transformations would be active during Combat
- Fixed several conditions that could limit Pantheon Hero Validation
Story Realms
- Fixed an issue with “limbo” diplomatic states being reachable in the Crimson Caldera (generally applies to the Eternal Battleground realm trait) when either releasing conquered cities as vassals or getting event choices that pushed the diplomatic states with free cities out of war. In those scenarios the player can now normally interact with the Free Cities. Going to war then locks the relations again however.
- Fixed a bug where having an adaptation in Tharru’Cath would cause a visual glitch on the water near the player’s sanctuary city
- Fixed an issue where pantheon rulers received from completing campaign scenarios would sometimes have ascended transformations they are not supposed to have. Fix applies to newly received rulers only.
Tomes
- Fixed a bug where the Enchanted Bloom spell from Tome of Paradise was giving the wrong income.
- Enchantment for Infernal Focus had the wrong icon, fixed.
- Fixed the Ruler’s Statue from the Tome of Exaltation to now correctly give +3 Imperium when on the highest level of vassalage with free cities. And updated the text to clarify this.
Units
- Fixed an issue where Spell Amplification from the Amplification Pylon stacked with itself
- Unicorn is now always a Magic Origin Unit like it’s infernal counterpart the Nightmare
- Druid of the Cycle - Fixed Sacrificial Blight removing corpse models
- Fixed an issue where the Chaplain did not have the correct Gender Tag
World Map
- Wonder architects will now work regardless of population debt
- Fixed an issue where pickups and structures could spawn in a province where they were not allowed to spawn.
- Fixed an issue where moving onto an invisible structure, a structure that is only visible to certain cultures, would require declaring war on the ruler that owned the structure. Additionally, standing on it will no longer block income gained from the structure if the occupying army cannot see the structure.
- Fixed an issue where certain spells could not be cast on Free Cities/Dwellings when their ruler was in the void.
- Fixed an issue where a player’s units could be pushed out of their own domain if there was a house stack in the same province and we declared war on them.
- Fixed an issue where road visualizations wouldn’t update after terraforming.
- Fixed a crash from Outposts built on destroyed Umbral Dwellings
- Fixed pillaged beacons of unity being called “Magic Ruins”
- Fixed a rare crash when clicking on a province that rioted, but did not spawn an infestation
- Fixed an issue where a sensor marker would show on earth in the underground when it shouldn’t.
- Ocean Divide maps now put all players of a team on the same side of the divide
- Fixed an issue where Wonderous Past did not generate maps with increased Ancient Wonders.
- Fixed an issue where race related bonuses weren’t directly applied after migrating a city
- Fixed an issue where Mystic Cities couldn’t build Stone Walls
- Fixed an issue where Cracked Vault Structure Upgrade was giving every province a Research Post ID, now matches the setup of the regular upgrade.
- Fixed an issue where AI was able to bypass the Pop Limitation if the Food required for Pop was low enough.
- Fixed an issue where The ruler unit retains its embarked form after being teleported back to the city using teleportation spells
- Fixed a crash that could occur when there is no position for the system to move units to when walls are rebuilt, instead of crashing it will now leave these units within the 7 hexes.
- Fixed an issue where Provinces Terraformed through a Happening could not be Terraformed again.
- Fixed a crash that could occur when casting Umbral Rift where the Surface is inaccessible
- Fixed a crash that could occur when units are standing on a former Lava hex while reverting a sustained Terraform effect on a province where Road Building had removed said Lava
94582 (2024-06-18)
Highlights
New Feature: Unknown Realms
When starting a new Game you can now choose to venture to an Unknown Realm. At the start of the game all Realm Traits are hidden and are gradually revealed throughout the session. Unknown Realm Traits can also be added to Custom Realms, these traits are automatically replaced with a random trait in-game and hidden until revealed.
- Unknown Realms can be started from the Realm Selection
- Specific Trait Slots can be filled with Unknown Realms manually
- Unknown Realms/Traits are picked based on the chosen Complexity
- Unknown Traits are revealed as the Game progresses
New Feature: Combat Takeover
With the Control AI Allies option enabled, a Player will automatically take over the units of any AI allied forces during Manual Combat that match the chosen settings. By default any manual combat including Vassals will give control to the Player.
- The setting can be found in Advanced Setup > Combat > Control AI Allies
- Default is Vassals Only
- Players Control the AI Units in separate Turns, so First Yourself, then AI Allies, then the opposing side.
- Spells from AI Allies can be cast if the Units belong to another Ruler
- Spells from AI Allies cannot be case if they belong to a Vassal or Independent Side
When Multiplayer Takeover is enabled in multiplayer games, players are able to step in and take over AI controlled units in manual combat against other players. If multiple players agree to take over, the system picks one at random, prioritizing the players who have the worst diplomatic relationship with the human who’s already in the combat.
- The setting can be found in Advanced Setup > Combat > Multiplayer AI Takeover
- Default is On
- This settings forces Observe Manual Combat to Always
- Spells from AI Allies can be cast if the Units belong to another Ruler
- Spells from AI Allies cannot be case if they belong to a Vassal or Independent Side
Culture Rework: Mystic
The Mystic Culture has been reworked and now supports three different Mystic Schools that specialize in particular aspects of spellcasting. The School of Attunement is the default Mystic subculture and is closest in function to the pre-existing Mystic Culture. The School of Potential specializes in experimentation and heavily favors spellcasting over conventional combat, while the School of Summoning instead relies on immensely powerful Astral Origin units to deliver them victory.
- Astral Echoes
- Changed from a Token to an resource Income
- Astral Echoes are gained through pickups as before, but are also gained by completing research.
- Astral Echoes are available to Mystic - School of Attunement and Mystic - School of Summoning, both schools use this resource in unique ways.
School of Attunement
- World Map Gameplay “Echo Casting” - Use Astral Echoes to supplement casting points, letting you cast spells you lack the points for in tactical combat, and rush strategic spells as you would city production.
- Combat Gameplay “Starblades” - Now grants damage based on the affinity of the triggering spell.
- Order - Radiant
- Chaos - Fire
- Astral - Lightning
- Materium - Physical
- Nature - Blight
- Shadow - Frost
- New Hero Skill - “Overcharge Cast”
- Replaces Combat Casting
- Expert Battle Magic Skill
- Grant your spells Overcharged for 1 turn
- Unit “Spellbreaker”
- Attuned Cast - Changed from an Active Ability to a Passive
- New World Map Spell “Astral Divination”
- Replaces “Cosmic Ablation”
Create & reveal new Astral Echoes in provinces near your Domain.
City Structure “Altar of the All Seers” - Changed from +20 Mana/Knowledge income per 5 Astral Echoes to +10 Astral Echo income
School of Potential
-
World Map Gameplay “Arcane Inspiration” - Spells gain a Potential when first cast. This potential can be exploited once the spell has been used enough, locking it away for 10 turns.
- Potential of Efficiency - Gain +10 x Spell Tier Mana per turn.
- Potential of Advancement - Gain +10 x Spell Tier Knowledge per turn.
- Potential of Gilding - Gain +10 x Spell Tier Gold per turn.
- Potential of Manipulation - Gain +3 x Spell Tier Imperium per turn.
- Potential of Growth - Gain +15 x Spell Tier Food in all cities per turn.
- Potential of Control - Gain +10 x Spell Tier Stability in all cities.
- Potential of Channeling - Gain +10 x Spell Tier Casting Points per turn.
- Potential of Divination - Gain +3 x Spell Tier vision in all cities.
-
Combat Gameplay “Arcane Weavers” - During Combat Spells are overcharged until cast the first time. When a spell is overcharged it gains a boost to its effectiveness based on its type:
- Damage spells - +25% Damage
- Healing spells - +25% Healing
- Buff Spells - +2 Bolstered Resistance
- Debuff Spells - +2 Sundered Resistance
- Enchantment Spells - May cast +1 additional spell this turn.
- Summon Spells - Gains +2 Strengthened
-
Combat Gameplay “Dissonance” - Units inflict Dissonance with their attacks.
- Deal 4 Lightning damage per stack when an overcharged spell is cast
- Stacks up to 5 Times
-
New Damage Type “Rift Damage” - Lightning & Frost Damage
-
Unit “Spellshield” - Replaced Stunning Flash with Flash Freeze, inflicting Frost Damage and Frozen instead of Stunned.
-
New Unit “Spellweaver” - Tier 3 Battlemage
- Replaces the Spellbreaker
- This unit specializes in supporting spellcasting, providing an overchannel, inflicting Dissonance and granting additional casting points over time in combat.
-
New Hero Skills:
-
Sage Arcanist
-
Replaces “Resistance Training”
-
Novice Battle Magic Skill
-
Gain +10 Casting Points in combat
-
Ciphers of Dissonance
- Replaces “Attunement: Star Blades”
- Novice Battle Magic Skill
- Base Magic attacks inflict Dissonance
-
Overcharge Cast
- Replaces “Combat Casting”
- Expert Battle Magic Skill
- Grant your spells Overcharged for 1 turn
-
New Spells
-
New City Structure “Academy of Potential”
- Replaces Altar of the All Seers
- Grants +1 Inspiration to a random spell each turn
- Recruited Battle Mage and Support units gain +1 Rank.
-
New Special Province Improvement “Spell Arcanist Library”
- Replaces “Mystic Abbey”
- 10 knowledge income
- +3 knowledge per adjacent Conduit or Research Post.
- Counts as a Research Post
School of Summoning
-
World Map Gameplay “Echo Infusion” - Use Astral Echoes to empower your Magic Origin units. The cost of infusing a Magic Origin unit is based on the remaining XP required to rank up.
-
Combat Gameplay “Astral Resonance” - Magic Origin Units gain Attunement: Astral Resonance, healing and empowering them when spells are cast.
- When a friendly spell is cast, gain:
- +10 Temp HP healing
- +1 Strengthened for 3 turns
-
Combat Gameplay “Astral Connection” - Friendly Magic Origin Units in combat gain +5 Morale.
-
Damage Type “Lightning Damage”
-
New Unit “Summoner” - Tier 3 Support
- Replaces the Spellbreaker
- This unit is an extremely powerful support unit for its Magic Origin allies and has the ability to summon more of them.
-
New Unit “Astral Ward”
- A stationary pylon structure that connects to a target friendly unit takes damage in their stead.
-
New Hero Skills
- Spirit Summoning
- Replaces “Attunement: Star Blades”
- Adept Support Skill
- Summon an Elemental spirit on the target hex based on the last spell cast by owner
- Conjure Astral Ward
- Replaces “Combat Casting”
- Adept Support Skill
- Summon an Astral Ward adjacent to the target friendly unit
- Master Summoner
- Replaces “Resistance Training”
- Master Support Skill
- Magic Origin units in this hero’s army gain +10 HP, +10% Damage and -10% upkeep.
-
New Spells
- World Map Spell “Astral Divination”
- Replaces “Cosmic Ablation”
- Create & reveal new Astral Echoes in provinces near your Domain.
- Combat Spell “Conjure Astral Ward”
- Replaces “Magic Shield”
- Summon an Astral Ward adjacent to the target friendly unit
- World Map Spel “Summon Summoning Rift”
- Replaces “Attunement: Starblades”
- Create a Summoning Rift at target hex. Summoning spells may always target the Rift or adjacent hexes.
-
New City Structure “Summoners’ Cistern”
- Replaces Altar of the All Seers
- +30 Mana Income
-
New Special Province Improvement “Astral Manalith”
- Replaces “Mystic Abby”
- +10 Mana Income
- +5 Mana per adjacent Conduit or Research Post
- Counts as Conduit
Improvements: Unit Viability
We’ve done a review of Unit pacing and Culture Presence throughout the game and made several changes to improve Unit Viability and Culture Relevance. In its current iteration, there exists a pretty rigid tier system, which results in higher tier versions of a unit role always outclassing those of a lower tier. The changes we made aim to let Tier 1-2 (and to a slightly lesser extent T3) units be viable options for their roles in the mid/late game with the right investment.
-
Unit Recruitment is now tied to City Tier Structures.
- Town Hall Tier 2 unlocks Tier 2 Units
- Town Hall Tier 3 unlocks Tier 3 Units
- Town Hall Tier 4 unlocks Tier 4/5 Units
-
Unit Summoning is now tied to Wizard Tower Structures
- Wizard’s Tower Level One:
- Now unlocks the ability to cast spells that summon Tier 2 units on the World Map
- Increased Costs from 200 Production, 100 Gold and 100 Mana to 300/150/150
- Can now be boosted by having 5 population
- Wizard’s Tower Level Two:
- Now unlocks the ability to cast spells that summon Tier 3 units on the World Map
- Now grants Tier 1 Magic Origin Units +1 Rank
- Increased Costs from 300 Production, 200 Gold, 200 Mana to 400/250/250
- Can now be boosted by having 10 population
- Wizard’s Tower Apex:
- Now unlocks the ability to cast spells that summon Tier 4 and 5 units on the World Map
- Now grants Tier 1 & Tier 2 Magic Origin Units +1 Rank
- Increased Costs from 400 Production, 300 Gold, 300 Mana to 550/400/400
- Can now be boosted by having 16 population
-
Unit Ranks have been reworked for all units. Units now obtain stats that make them competitive against units of higher tier as they gain ranks. At Elite and Legend rank units gain a stat boost that makes them equivalent to a unit that is a tier higher.
- Soldier
- Veteran
- Elite
- +10 HP
- +10% Damage
- +1 Armor
- +1 Resist
- Champion
- +10 HP
- Role passive (EG +1 Retaliation for Polearm)
- Legend
- +10 HP
- +10% Damage
- +1 Armor
- +1 Resist
- Evolve
- Now requires Legendary rank
- Units now require less XP to reach Legendary rank
- The rank of recruited/summoned evolving units is now capped at Champion. It is therefore no longer possible to instantly evolve a new Unit.
- Secondary summons have a separate Rank resource which means they gain +5 HP per rank
- Astral Ward
- War Hound
- Flow Serpent
- Fleshling
- Splitterling
-
City Draft structures now grant bonus ranks to low tier units, reinforcing their relevance in the midgame.
- City Structure “Mages’ Guild” - No longer gives +1 Rank to Support units.
- City Structure “Blacksmith” - Now gives +1 Rank to Tier 1 units.
- City Structure “Armory” - Now gives +1 Rank to Tier 1 and Tier 2 units.
- City Structure “Smiths’ Guild” - Now gives +2 Ranks to Tier 1 and Tier 2 units.
-
Reviewed and Updated the Cost of recruiting units through the Rally of the Lieges
- Tier II - Increased Cost from 75 to 80
- Tier III - Increased Cost from 105 to 200
- Tier IV - Increased Cost from 150 to 350
- Tier V - Increased Cost from 225 to 600
New Content: Pantheon Update
Since launch we’ve expanded the Pantheon Tree with new thematic Items as well as an entirely separate tree of Item Forge Unlocks. With all this new content in mind we’ve done a review of the pace at which Pantheon Unlocks become available and the amount of XP/Points are awarded throughout a session.
Increased Pantheon XP Gained from performing the following Actions:
- Empire Allied from 50 to 100
- Empire Vassalized from 50 to 100
- Conquered City from 25 to 50
- Gained level of Allegiance from 10 to 15
- Vassalized Free City from 50 to 100
- Cleared Ancient Wonder from 25 to 50
- Victory Bonus from 200 to 250
Added new actions that reward Pantheon XP:
- Forged an Item
- Tier I - 15 XP
- Tier II - 20 XP
- Tier III - 25 XP
- Tier IV - 30 XP
- Completed a Bounty - 100 XP
Added 4 Eldritch Themed Hero Loadouts:
- Lasher’s Sword and Shield
- Umbral Warrior’s Greataxe
- Umbral Direcaster’s Staff
- Demonslayer’s Bow
Improvements: Quality of Life
For each Major Update we don’t just work on new Content, Balance Changes or Fixes. We always try to dedicate some time to improvements that make the game easier or more accessible to use. With the Mystic Update we have a brand new set of Quality of Life Improvements for you to enjoy.
Item Forge Blueprints
Blueprints make forging items easier than ever. Any Item you’ve forged during the session is remembered and can be easily accessed to forge again as long as you have the required Materials and Binding Essence. Do Note that this only applies to your current session.
Ruler Filter
Developed a vast library of Custom & Pantheon Heroes and do you struggle to find who you want to play with next? Ruler Filters allow you to find exactly the Ruler you want by offering a wide variety of Filter Options, including DLC, Form, Culture, Godir Origin and Personality.
Animation Speed Settings
Animation Speeds Settings have been reworked. Now you can select a Default Animation Speed individually for the World Map and Combat ranging from Off to Very Fast. These settings can be found in Settings > Main > World/Combat Map
Interface Updates
We’ve improved the UI that’s shown when Summoning or Resurrection/Raising Units. When Resurrecting/Raising Unit it will now show the Name of the Unit that is used/targeted. We’ve also added Multi-Select to the Load Game Screen to easily clear out your completed sessions and a handy “Do not show again” eases the flow when dismissing capture or raised units.
A.I.
- Improved AI Movement Logic to reduce Split Stacking of Units
- Unit Composition Generator now understands how enchantments like “boon of the wolf” work.
- Unit Composition Generator now picks random subcultures for stacks instead of always using the default one.
Difficulty
- Hard AI
- Changed additional Unit Ranks from +1 Rank for All Units to +1 Rank for Tier 1 and Tier 2 Units
- Very Hard AI
- Changed additional Unit Ranks from +3 for All Units to:
- +3 Ranks for Tier 1 and Tier 2 Units
- +2 Ranks for Tier 3 Units
- +1 Rank for Tier 4 and Tier 5 Units
- Independent Unit xp gain over gametime has been generally reduced, particularly for higher tiers.
- Tier 1 - Reduced the chance per turn to gain XP from 66% to 60%
- Tier 2
- Increased the chance per turn to gain XP from 50% to 60%
- Reduced the gained XP from 2 to 1
- Tier 3
- Reduced the chance per turn to gain XP from 66% to 65%
- Reduced the gained XP from 2 to 1
- Tier 4
- Reduced the chance per turn to gain XP from 55% to 50%
- Reduced the gained XP from 3 to 2
- Tier 5
- Increased the chance per turn to gain XP from 50% to 60%
- Reduced the gained XP from 4 to 2
Combat AI
AI is now less likely to cause collateral damage to its own units with AoE’s.
AI will no longer stop using free buff/debuff abilities when it knows it’s losing.
Lowered AI value of Bolstered/Sundered Resistance/Defense to prevent overvaluing.
Art
2D Art
- Added Combat Enchantment icons for Lightning Storm, Astral Storm, and Spell Jammer
- Updated Killing Momentum unit property & hero skill icons
Environment Art
- Added a new transition piece for Rivers in all Climes
- Added a new transition piece for when Astral Void is spawned next to ocean/rivers.
- Improved various Environment sets used by:
- Fey-Blessed Fields/Endless Fields
- Astral Deserts/Barren Oceans
- Frozen Realm
- Stormwreathed Isles/Hostile seas
- Magic Victory Spells
- Tweaked the camera settings on the Hidden Wellspring Combat Map
Visual Effects
- Improved the Lost Mage Ability VFX
- Improved Weapon Enchantment VFX
Audio
- Reworked music player to pick more relevant tracks based on:
- Good / Evil Alignment
- Early / Mid / Late Game Phase
- War / Peace
- Realm Traits
- Reworked the SFX system to better support Province Terraforming
Combat
- Archers can now destroy obstacles that have a new Flimsy tag.
- Flying Units that land when not moving (Most big dragons and racial units with Flying transformations) will now get wet when moving over water markers.
- If all your units die in battle, but your ally wins the battle, that will now be considered a victory instead of a defeat.
XP is now awarded in battle for units that rout or are captured (XP is still not given for mind controlled units)
*Buff “Static Charge” - Now grants a 30% chance to apply Electrified to enemies.
- Debuff “Insanity” - Now prefers to target Allies
Cultures
Dark
- Unit Passive “Cull the Weak”
- Now applies to all Dark non-scout Units
- Now grants Ranged and Magic base attacks a 90% chance to inflict Weakened.
- No longer gives a stack of Regeneration and instead grants 10 Temporary HP once per turn, when attacking a Weakened unit with a Melee attack.
- Unit Enchantment “Brand of Wrath”
- Now applies to Ranged, Battle Mage and Support Units as well
Reaver
- Unit Passive “Focused Aggression”
- Now grants only Ranged and Magic attacks +10% Damage per stack of Marked
- Now grants Melee attacks a 60% chance to inflict Marked. Effects are increased for Single Attacks.
- Unit “Magelock”
- Fire Heavy Magelock
- Changed from a Full Action to a Single Action
- Reduced base accuracy from 90% to 60%
- Reduced damage from 36 to 34
- Now has Breaching
- Take Aim
- Changed from a Single Action to a Full Action Continue
- No longer applies Marked, instead granting 80% accuracy for 1 Turn or on the next attack.
- Unit “Magelock Cannon”
- “Fire Cannon” - Now has Piercing and Breaching
- Unit “Dragoon”
- Harrying Shot
- No longer has a cooldown
- Now has Breaching
Primal
- Improved generation of Spirit Dens
- Better distribution of Spirit Dens when there are multiple Primal players on the map.
- Better distribution of Spirit Dens to be closer to Gameplay Spaces
- Better distribution of Spirit Dens to for players so players will encounter them more frequently and closer to their starting Position
- Unit “Spirit Tracker”
- Spirit Finder - Increased Sense Range bonus from +3 to +6 to help locate Spirit Dens
- Spirit Finder - Can now sensed Spirit Dens through diggable earth
- Unit “Animist”
- Summon Primal Spirit - Now can only be used Once Per Battle
Diplomacy
- The vassalage trade option is now increased in value, but the underlying treaties gained from the vassalage no longer have any value so the AI will no longer ask for anything in return for those when becoming a vassal.
- Bounties that fail because the player that made the bounty has made peace with the target player or city will now explain this in the bounty failed panel.
- Added support for Bounties to target Infestations.
Economy
- Rebalanced the Population Growth to better align with the intended speed/experience
- City Structure “Farmers’ Guild” - Now also gives +30% Food income.
- City Structure “Workers’ Guild” - Now also gives +30 Fortification Health.
Outposts
- Global bonuses from Society Traits no longer apply
- City Cap penalties no longer apply.
- City Stability no longer affects Outposts.
- The Gold bonus from Ascended Champion no longer applies.
- The Mana bonus from Wizard Kings no longer applies
Empire
- Astral Skill “Philosopher's Soldiers” - Recruiting or Summoning units with increased Starting Ranks will no longer give Knowledge
- Chaos Skill “Impressment” - No longer reduces Unit Upkeep for Tier 1 Units, instead they gain +50% XP.
- Materium Skill “Military Engineering” - No longer grants a free Work Camp, instead it reduces the turn duration of Outpost Upgrades by 1 Turn.
- Order Skill “Career Soldiers” - Increased XP bonus from +20% to +30%.
Factions
- Form Trait “Mount Masters” - Reduced cost from 2 to 1
- Form Trait “Eagle Mounts” - Reduced cost from 4 to 3
- Form Trait “Elephant Mounts” - Now grants units Large Target
- Form Trait “Mammoth Mounts” - Now grants units Large Target.
Premade Rulers
- Yaka - Changed the Race Mount from Horses to Lions
- Nimue - Changed the Race Mount from Boars to Zebra’s
- Wepwatep - Changed the Race Mount from Wolves to Panthers
Heroes
- Heroes defeated by World Map Spells now properly follow the Hero Defeated flow, adding them to the Prison/Crypt.
- Hero Background Trait “Unstable” - No longer includes Frail
Signature Skills
- Hero Signature Skill “Warding Bond” - Increased Damage reduction from 20% to 50%
- Hero Signature Skill “Rallying Blessing”
- Changed from a Full Action to a Single Action
- Increased Bolstered Resistance/Defense from 1 to 2
- Hero Signature Skill “Visions of Woe” - Changed from a Full Action to a Single Action
- Hero Signature Skill “Reckless Rage” - Changed from only applying to Melee attacks to applying on all Attacks
- Hero Signature Skill “Holy Retribution”
- Increased Damage from 5 to 6
- Now applies Condemned to the attacker
Item Forge
- Added Item Forge Blueprints
- Added two Peasant Polearm visualizations
- Ordered all item forge items to make sense instead of being ordered randomly. The order is Base Game > DLC > Pantheon unlocks.
- Slayer Infusions are now mutually exclusive.
- Base Item “Polearm” - No longer has Cavalry and Large Target Slayer, instead they have a modifier named Polearm which combines the two.
- Base Item “Pistol and Sword”
- Pistol Shot - Now has Breaching
- Base Item “Magelock”
- No longer grants Quick Stab ability
- Now grants the Take Aim Ability
- Fire Heavy Magelock - Now has Breaching
- Hero Item “The Magekiller”
- No longer grants Quick Stab ability
- Now grants the Take Aim Ability
- Fire Heavy Magelock - Now has Breaching
Interface
- Overview Panel Updates
- Outposts are added to the City Overview Panel
- City Stability is now shown in the City Overview Panel
- Updated the UI for Ruler Rankings in the Quest Overview
- Updated the UI for tracking Magic Material Collections in the Magic Material Overview
- Units in the Unit Production list of the city screen now show what rank they will be
- Added a scrollbar for an issue where the buttons in the city screen information panel would become too long
- World Map Updates
- Added active Province Effects from Spells, Happenings and other sources to the Province Screen.
- Added Abort functionality to Dismantling
- Added Location highlighting for Sustained City Spells
- Added individual Layer Buttons
- Passages will now show which Layer they go to in the Province Pin
- When selecting “On with Preview” for the interface setting “Movement Grid”, hovering over a hex while having one of your unit stacks selected will show you the remaining movement range if you were to move to that hex.
- The Move Path is now consistently coloured Red while outside of your Turn
- New Game Updates
- Restructured the Realm List with new Categories
- Reworked the Godir Origin Selection to a Carousel
- Added a disabled state for the color picker in the Appearance Screen
- Updated several buttons “random” to “edit” variants.
- Added siege information to the “Battle tooltip” when hovering over structures that can be sieged.
- Added new options for setting default Animation Speeds
- Added a “Don’t Ask Again” checkbox to Combat Recruitment Screen confirmation popups.
- Added support for displaying of 4+ DLC icons in specific areas
- Critical hit chance of abilities can now be seen in the ability’s tooltip and in predictions.
- Hyperlinked cities that you haven’t discovered yet now hide all the important information.
- Combat events now stack if it is an “Unit moved” event
- Spells can now show multiple warnings at the same time
- Story events will now also show the effects of declaring war if they force the player to declare war on another ruler.
- Improved Overview Map visuals
Controller
- Added support for controllers to look at individual units inside of the Army overview panel
- Streamlined sorting headers for controllers.
- Improved province annexation for controller
Text & Descriptions
- Retreat tiles no longer say they reduce Hit Point of retreating units.
- Renamed Assassinate from the Assassin’s Dagger Hero Item to Assassin’s Strike to avoid confusion with the Assassinate signature skill.
- Clarified that Metropolitans Society bonus also works on your Throne City.
- Culture tooltips now give a more general statement on what resource they are good at getting.
Modding
- Resource Browser
- Implemented a Animation Browser Tab
- Implemented Fuzzy search/Approximate string matching
- Resource Editor
- Implemented a Search Bar
- Tags in a TagBook are now sorted Alphabetically
- Clicking the “Move Down” button in the right-click menu from a story event resource now actually moves the resource down instead of up
- Level Editor - Setting a LevelEd Model Link in the Base Marker resource now actually renders the model in Level Ed
Multiplayer
- Fixed an issue in the Realm Overview screen while getting kicked from a Multiplayer Session.
- Fixed an issue where you could Save/Load a game during Multiplayer
- Fixed an issue where advice or tutorials would show up, even though they were disabled in the settings.
- Fixed an issue where Independent Turns would take a significant amount of time.
- Fixed the Teams option not being applied when the game is launched.
Mod Handling
- Fixed Mod list getting duplicated if multiple players joined after a update, before the updated state was saved
- Fixed CRC checks passing Mod CRC into Game CRC resulting in CRC Conflicts between Client and Save
- Fixed Mod Conflict Dialogue formatting
Soft Locks
- Fixed an issue where a session could soft lock if a Quest got declined while the Event wasn’t handled.
- Fixed an issue where a session could soft lock if a player was offline and attacked
- Fixed an issue where automated manual combat would not continue after leaving and rejoining the session.
Out of Syncs
- Fixed an Out of Sync that could occur due to Income Resources.
- Fixed an Out of Sync that could occur due to Heroes with terrain depended abilities dying
- Fixed an Out of Sync that could occur due to Units in Events
- Fixed an Out of Sync that could occur due to provinces not correctly checking if any player has vision on them and should therefore meet the owner of the province when they change sides.
- Fixed an Out of Sync that could occur due to the trespassing state not refreshing correctly when the diplomatic state with a Free City drops or when the player has indirect open borders through an ally and either their relation with their ally or the ally’s relation with the free city changes.
- Fixed an Out of Sync that could occur due to the AI gaining a new province through an Event such as “Clash of Claims”.
- Fixed an Out of Sync that could occur due to quests that fail to spawn not being cleaned up correctly.
- Fixed an Out of Sync that could occur due to Siege Damage per turn.
- Fixed an Out of Sync that could occur due to armies not being fully done refreshing their vision stats when refreshing their vision.
- Fixed an Out of Sync that could occur due to Free Cities not refreshing the trespassing status of armies in their domain when a player gains open borders with the city.
- Fixed an Out of Sync that could occur due to the order in which armies are registered to a province. On reloading this order could change and cause different results to happen.
- Fixed an Out of Sync that could occur due to Heroes not refreshing their relations when the owning Ruler would gain/lose affinity points.
- Fixed an Out of Sync that could occur due to independents taking over a player’s city
- Fixed an Out of Sync that could occur due to annexing a province with hostile stacks in it.
- Fixed an Out of Sync that could occur due to Units spawned on water not updating their Movement Points.
- Fixed an Out of Sync that could occur due to Rioting Cities being reloaded.
- Fixed an Out of Sync that could occur due to Siege Breaker units leaving a Siege.
- Fixed an Out of Sync that could occur due to occupying an Outpost that has a Work Camp build
- Fixed an Out of Sync that could occur due to income from Vassals not getting updated
- Fixed an Out of Sync that could occur due to the list of Bounty targets getting reordered on hotjoining. The list is now always ordered in the same way.
- Fixed an Out of Sync that could occur due to failed/completed City quests getting removed on reloading the session.
- Fixed an Out of Sync that could occur due to a Vassal City having updated its income.
- Fixed an Out of Sync that could occur due to occupying another players vassal
- Fixed an Out of Sync that could occur due to an Independents Vassalage state
- Fixed an Out of Sync that could occur due to a besieged City not canceling its production.
- Fixed an Out of Sync that could occur due to a newly created city not having all its combat spells.
- Fixed an Out of Sync that could occur due to the player no longer affording their Magic Material Treaty with another player.
- Fixed an Out of Sync that could occur due to armies that had been detected by another army’s true sight becoming concealed again and stop trespassing.
Tomes
Astral
- Tome of Summoning:
- Hero Skill “Wisp Familiar” - Lowered from an Expert Skill to an Adept Skill
- Special Province Improvement “Summoning Wel” - Now also grant Mana and Knowledge per adjacent Research Post
- Unit “Astral Serpent”
- Shattering Refuge - Changed chance to inflict Slowed from 60% to Guaranteed.
- Unit “Astral Keeper”
- New Ability “Shatter Self” - Kills the Unit, triggering Astral Torrent and healing an additional 10 Temporary HP
- Astral Blessing - Reduced cooldown from 2 to 1.
- Combat Spell “Arcane Bond”
- Changed from chance to inflict Mind Control to change to inflict Dominate.
- When the battle ends a bound Unit can be recruited for a Mana Cost
- Tome of Amplification
- Combat Spell “Chain Lightning” - Now inflicts Electrified to each target
- Unit Enchantment “Amplified Arrows”
- Increased Lightning Damage from +2 to +3.
- Changed from dealing 30% damage to another unit within 2 hexes to dealing 3 Lightning damage to up to 2 other units within 2 hexes.
- Has a 30% chance to inflict Sundered Resistance
- Tome of the Astral Mirror:
- Unit Enchantment “Mirror Veil” - Now also applies to Shock, Skirmisher and Fighter units.
- Unit “Mirror Mimic”
- Mimic - Can no longer target or mimic non-vital units.
- Combat Spell “Summon Astral Reflections”
- Lowered the summoned reflections from 2 to 1
- Removed the damage penalty on summoned reflections
- If the original unit dies, this one replaces it.
- Tome of Fey Mist
- Status Effect “Clinging Mists” - Reduced Evasion from 20% per Stack to 15% per Stack.
- Tome of the Stormborne:
- Hero Skill “Arcing Weapons”
- Changed from dealing 20% damage to 2 other enemy units to a flat 4 Lightning damage.
- Major Transformation “Naga Transformation” - No longer secretly reduces the unit figure count.
- Unit “Stormbringer”
- Increased figure count from 2 to 3
- Storm Strikes
- Increased Physical/Lightning damage from 7/7 to 8/8.
- Changed from dealing 20% damage to 2 other enemy units to a flat 4 Lightning damage.
- Throw Storm Trident
- Now has a 1 turn cooldown
- Reduced Physical/Lightning damage from 14/14 to 12/12
Chaos
- Tome of Pyromancy
- Unit Enchantment “Fiery Arrows” - Increased chance to inflict Burning from 30% to 60% on repeating attacks, and from 60% to 90% on non-repeating attacks.
- Tome of the Horde:
- Siege Project “Unleash the Warhounds” - Moved here from Tome of Devastation
- Tome of Mayhem:
- Combat Spell “Infections Insanity” - Reduced the chance to spread from 60% to 50%
- Tome of Revelry:
- Unit “Skald”
- Heart of Revel - Reduced the chance to inflict Insanity from 60% to 40%
- Tome of Devastation:
- Siege Project “Unleash the Warhounds” - Moved to Tome of Devastation
- New Combat Spell “Monstrous Rebirth”
- Turn a Tier I, II or III unit that isn’t a Magic Origin or Construct into a Warbreed that dies at the end of combat.
- Heals the Unit for 60 Temporary HP.
- Unit “Devastator Sphere” - Now has the Construct Unit Type
- Tome of Chaos Channeling:
- Unit Enchantment “Demonic Focus”
- Renamed to Infernal Focus
- Now grants a stack of Infernal Might and +5 Morale when a unit dies.
- Infernal Might grants +1 Fire damage to base attacks (+2 for non-repeating attacks) and can stack up to 5 times.
- Doesn't trigger when a Tower, Siege or Combat Summon unit dies.
- Tome of Demon Gate:
- World Map Spell “Demonic Summoning”
- Reduced Population cost from 2 to 1.
- Now reduces the Diplomatic State of your Vassal.
- Always summons a Tier III and a Tier IV Fiend unit.
- Tome of the Chaos Lord
- Unit “Balor”
- Chaos Brand - Reduced cooldown from 4 Turns to 3.
- Death Explosion
- Increased Damage from 20 to 30 Fire damage
- Friendly units hit only take half the damage
- Applies a stack of Burning to all units hit.
Materium
- Tome of Rock:
- New Unit Enchantment: Obsidian Weapons
- Grants a 60% chance to inflict Bleed on repeating attacks, and a 90% chance to inflict Bleed on non-repeating attacks.
- Applies to Skirmisher, Polearm, Shield, Shock, Fighter & Ranged Units
- Combat Spell “Rock Blast”
- Reduced Physical damage from 30 to 24
- Now removes Defense mode and Retaliations of the target unit.
- Combat Spell “Stone Skin”
- Reduced cost from 15 Mana and 20 Casting Points to 5 Mana and 10 Casting Points.
- Unit “Gargoyle”
- Defense Mode: Turn to Stone - Increased heal from 10 Temporary HP to 15
- Tome of Terramancy:
- Hero Skill “Leaden Blows”
- Changed from a 90% chance to inflict Immobilized to a 90% chance to inflict Slowed.
- Combat Spell “Crushing Earth”
- Now deals 50 Physical damage, applies 3 Sundered Resistance and has a 90% chance to inflict Stunned.
- No longer restricted to Tier III Units or lower.
- New Special Province Improvement “Excavated Leyline”
- Grants +5 Production, +5 Mana, +5 World Casting Points
- Grants +4 Mana per adjacent Quarry
- Tome of the Crucible
- Unit Enchantment “Meteor Arrows” - Reduced the Fire damage from +4 to +3
- Tome of the Golden Realm
- Unit “Golden Golem”
- Now correctly has Charge Resistance
- Removed Status Effect Immunity
- Tome of the Dreadnought
- Unit “Ironclad”
- Direct Fire - Increased range from 4 to 5
- Barrage - Increased range from 4 to 5.
- Now has Unstoppable Juggernaut.
- Tome of Severing
- Unit “Severing Golem”
- Weakening Bolts - Added a 90% chance to apply Disruption.
- Magical Disruption - Increased the number of affected units from 3 to 5.
- Dispelling Field - Now also gives this unit Status Protection for each dispelled effect.
Nature
- Tome of Roots
- Unit Enchantment “Poison Arrows” - Increased chance to inflict Poisoned from 30% to 60% on repeating attacks, and from 60% to 90% on non-repeating attacks.
- Tome of Fertility
- City Structure “Temple of Fertility”
- Now gives an extra flat +10 Food
- Reduced costs from 170 Gold and 450 Production to 100 Gold and 250 Production
- Special Province Improvement “Bountiful Fields”
- Changed from providing +3 Draft to +3 Mana
- Changed adjacency bonus from Farms to Grasslands and Fungal Fields
- Tome of Vigor
- World Map Spell “Summon Greater Animal” - Added the Pestilence Crocodile to the Spawn List
- Tome of Paradise:
- Hero Skill “Inspiring Icon”
- Changed from providing +20 Morale at the start of battle to giving Inspiring Presence.
- Inspiring Presence now affects the unit that has it.
- World Map Spell “Enchanted Bloom”
- Changed from terraforming to Grasslands to Forested Glasslands
- While the spell is active, Grasslands and Forests grant +2 Production, Draft and Food.
- Special Province Improvement “Garden of Bliss”
- Increased income from adjacent Grasslands from +3 Food to +7
- Tome of the Goddess of Nature
- World Map Spell “Forest Awareness” - Now also grants vision on Mushroom Forests in the Underground and Mangroves on the water.
Order
- Tome of Subjugation
- Buff “Intimidating Aura” - Can now affect Heroes and Tier 5 units
- Siege Project “Subjugating Raid” - Increased the number of stolen Population from 1 to 2
- City Structure “Baron’s Palace”
- Now gives 10 City Stability to the city it’s built in
- Now gives 20 Gold, 10 Food and 10 Draft to the Player’s Throne City
- Tome of Exaltation
- World Map Spell “Ascended Warriors” - Increased the cost from 120 Mana/Casting Points to 240 Mana/Casting Points.
- Unit “Shrine of Smithing”
- Divine Vengeance - Increased Spirit Damage from 15 to 20.
Shadow
- Tome of Necromancy
- Unit Enchantment “Necrotic Magic” - Reduced Upkeep from 2 Gold and 3 Mana to 3 Mana
- Tome of the Doomherald
- Minor Transformation “Joy Siphoners”
- Increased Morale drain from -3 to -4.
- This value is doubled if the unit has High Morale.
- Tome of Great Transformation
- Unit “Bone Dragon”
- Increased Defense from 5 to 6
- Increased Resistance from 4 to 5
- Melee Strike - Increased Damage from 10 Physical/8 Blight to 10 Physical /10 Blight
- Melee Strike - Changed the chance to inflict Poisoned from 60% to Guaranteed
- Poison Breath
- Renamed to Putrid Breath
- Now always applies Poisoned
- Now has a 60% chance to apply Decaying.
- Tome of Oblivion
- Unit “Living Fog”
- Is now a Mythic Unit
- Increased Movement Speed from Normal(32) to Fast(40).
- Increased Defense from 5 to 6
- Increased Resistance from 3 to 4
- Mind Strike - Increased Physical Damage from 10 to 15
Units
- Units will no longer get their full health and move points restored when evolving. The values will scale proportionally so the percentage remains the same.
- Unit Type: Polearm - No longer has Cavalry and Large Target Slayer, instead they have a modifier named Polearm which combines the two.
- Unit “Hunter Spider”
- Web - Now always applies Slowed for 1 Turn
- Unit “Hunter Spider Matriarch”
- Web - Now always applies Slowed for 1 Turn
- Unit “Dread Spider Matriarch”
- Web - Now always applies Slowed for 1 Turn
- Unit “Vampire Spider Matriarch”
- Barbed Webs - Now always applies Slowed for 1 Turn
- Unit “Astral Wisp” - No longer evolves into a Siphoner
- Unit “Mage Bane”
- Melee Strike - Changed Resistance Penetration, bypassing 2 resistance, to Breaching, ignoring 50% of the target's Resistance.
- Devour Mind
- Increased duration of Insanity from 1 turn to 3 turns
- Changed +10 Max HP and +2 Resistance on Success to a buff, Absorbed Mind, that stacks up to 5 times
- Increased Fire, Lightning and Frost damage on failure from 8 to 10
- Devourer of Spells
- Renamed to Innate Spell Jammer
- Now acts as a Spell Jammer in combat, increasing Combat Cast Points by 100% instead of blocking Spells.
- Unit “Phoenix”
- Is now a Mythic Unit
- Charge Strike - Increased Damage from 17 Fire/10 Physical to 20 Fire/10 Physical
- Unit “Fire Dragon”
- Increased Defense from 6 to 7
- Increased Resistance from 5 to 6
- Melee Strike - Increased Damage from 10 Physical/10 Fire to 11 Physical/11 Fire.
- Fire Breath
- Increased Fire Damage from 24 to 28
- Now guarantees Burning.
- Fire Aura
- Increased Fire Damage from 6 to 8
- Now guarantees Burning.
- Unit “Frost Dragon”
- Increased Defense from 6 to 7
- Increased Resistance from 5 to 6
- Melee Strike - Increased Damage from 10 Physical/10 Frost to 11 Physical/11 Frost.
- Frost Breath - Increased Frost Damage from 24 to 28
- Frost Aura
- Increased Frost Damage from 6 to 8
- Changed from a 30% chance to apply Frozen to a 90% chance to apply Slowed.
- Unit “Golden Dragon”
- Increased Defense from 6 to 7
- Increased Resistance from 5 to 6
- Melee Strike
- Increased Damage from 10 Physical/10 Spirit to 11 Physical/11 Spirit.
- Changed from a 60% chance to apply Distracted to a 90% chance to apply Blinded.
- Purifying Breath:
- Reduced the number of Negative Status Effects dispelled from All to 2
- Now has a 60% base chance to apply Blinded.
- Spirit Aura - Now has a 90% chance to apply Blinded.
- Unit “Obsidian Dragon”
- Increased Defense from 6 to 7
- Increased Resistance from 5 to 6
- Melee Strike - Melee Strike - Increased Damage from 10 Physical/10 Lightning to 11 Physical/11 Lightning.
- Lightning Breath
- Changed from a 3 Hex Cone to a 5 Hex Line
- Now has a 60% chance to apply Stunned
- Lightning Aura
- Increased Lightning Damage from 6 to 8
- Changed from a 30% chance to apply Stunned to a guarantee to apply Electrified.
- Unit “Kraken”
- Increased Hit Points from 120 to 130
- Increased Defense from 4 to 5
- Increased Resistance from 4 to 5.
- Increased Movement Speed from Normal(32) to Fast(40).
- Melee Strike
- Increased Physical Damage from 18 to 20
- Now has a 30% chance to Immobilize.
- Tentacle Vortex - Increased Physical Damage from 20 to 26.
- Unit “Ghost Ship”
- Cruel Melee Charge - Increased Damage from 15 Physical/15 Frost to 17 Physical/17 Frost
- No longer has the embarked property
- Increased Movement Speed from Normal(32) to Fast(40).
- Allow move and use on the following Abilities:
- Condemn
- Mending Awakening
- Bolt of Judgement
World Map
- The calculations for the map size have changed to be based on the total number of players on the map, rather than the number of players on the surface.
- Improved the Underground generation for Realms with the Massive Underground trait.
- The magic material spawned by Talented Collectors can no longer be hidden underneath digable earth
- Players can no longer annex a province when the only neighboring province that connects it to the city is being dismantled.
- Razing now stops automatically after there is no unit on the structure anymore
- Increased the minimum delay for bronze infestations to launch invasions from 3 to 5 turns.
Fixes
General
- Draconic Connoisseur now checks at the start of the turn if the player has all the dragons. This is to avoid a bug that wasn’t allowing this to trigger in situations where the last dragon was acquired via an event.
AI
- Fixed a logic flaw that affected the picking of Tomes, Research, Empire Skills and the City Upgrades.
- Fixed an issue where Alliances and Treaties would not actually increase the likelihood of an AI player accepting a Call to War.
- Fixed issue where sometimes the AI would not receive the correct properties to perform certain actions
- Fixed issue where the AI would try to start a combat on their allies when both sides of a entrance is blocked by an ally and a enemy
Art
- Fixed an issue where the water from the Oasis Node would fly when on sloped terrain
- Fixed an VFX and SFX delay in the Mercenary “Drive Back” ability
- Fixed an issue where Astral Attunement did not properly display the astral/disappearing effect on certain units.
Combat
- Fixed an issue where Mind Controlling a unit in Defense Mode would keep the unit in Defense Mode while it moved and attacked
- Fixed an issue where units Mind Controlled by Summoned Units would survive the battle without being captured.
- Fixed an issue where Subdued Units would not be recruitable after letting the enemy flee.
- Fixed an issue where on combat completed, players that did not participate in the battle would be considered as having lost the battle and would execute scripting actions as if they had lost.
Combat Map
- Fixed an issue on the Castle Ruins map where there were 2 hexes outside the main combat area that could only be reached by units with Pass Through or Flying.
Culture
- Fixed an issue where the High Alignment Agenda - Evil would not trigger on non-racial units.
- Fixed an issue where the Mystic Soother’s Spell Channeling discount would be removed when the unit gets mind controlled.
- Fixed an issue where the Primal Summon ability was not disabled while using Astral Reflections
Diplomacy
- Fixed an issue where trade offers between two human players would not fail/invalidate if they contained a Magic Material the player no longer has access to.
- Fixed an issue where Magic Material Treaties would not expire if the player no longer has access to that magic material.
Events
- Fixed an issue in the stress system that led to all players' stress measure being too high. This means on average players should now get more negative and neutral events.
- Fixed an issue where faulty stress scripts would be missing or blocking in a number of Events.
- Fixed an issue where an event that was triggered in a previous turn, would not correctly update the valid state of its buttons. This would sometimes prevent the player from using pay resources options while they actually did have enough resources to pay with.
- Fixed an issue where defeat unit quests could sometimes fail if the units were captured instead of killed or routed.
- Fixed an issue where Quests to defeat an army on the map would sometimes try and spawn the army on water.
- Fixes for events that use generated items. The items were generated in the setup, which caused an issue with event validation
Factions
- Fixed an issue where Ham Binger’s Faction Tooltip listed the Bow starting weapon instead of the Spirit Staff.
- Fixed an issue where Gloom Hooknail’s Faction Tooltip listed the Fire Staff starting weapon instead of the Frost Staff.
- Fixed an issue where Decimus the Unwavering used the Staff of Blight starting weapon instead of the Sword & Shield.
- Fixed an issue where Cinren Toliath used the Godir Greataxe starting weapon instead of the Lightning Orb.
- Changed Sundren's surname from "Of House Inioch" to "of House Inioch" (lowercase)
Free City
- Fixed an issue where a Free City wouldn’t reset/update their attack timer correctly when they were vassalized or stopped being a vassal. This would previously cause them to have a very high attack timer if they were at war before getting vassalized.
- Fixed an issue where the War Coordination “Diplomatic State too low” warning with Free Cities would show the wrong vassalage state.
- Fixed an issue where the tooltips in Free City Trading would not show up correctly on the trade options and where the text on the button could get controller focus.
- Fixed an issue where a Vassal City would keep on providing Magic Materials even if they got occupied or the city lost the province and would also not give them back when regaining the Magic Materials.
- Fixed an issue where Quests from a Vassal did not end when you went to war against them.
- Fixed an issue where War Party notifications would not bring you to the city that sent the party
- Fixed an issue where the Rally of the Lieges would offer units that are of a too high tier for the current Diplomatic State.
- Fixed an issue where Vassal Cities would stop giving their Magic Materials to their overlord when they would come under siege.
Heroes
- Fixed an issue where the accuracy bonus from the Precision Training Hero Skill did not apply correctly
Interface
- Fixed a crash that could occur when deleting a Pantheon Ruler while in the Faction Selection/Creation screen.
- Fixed a crash that could occur on closing down the game while the Pantheon was open.
- Fixed a crash that could occur in the Combat Overview screen.
- Fixed a crash that could occur in the Province screen.
- Fixed a crash that could occur when loading a game while the Free City Diplomacy screen is open.
- Fixed a crash that could occur when a hyperlink to a Combat Effect would be shown on the World Map.
- Fixed a crash that could occur if Hero Skills were missing.
- Fixed a crash that could occur in Stack and Unit Panels after combat has happened
- Fixed a crash that could occur when changing Advice settings while a tutorial is open.
- Fixed an issue where Upkeep shown in the Armies Panel did not include unit enchantment upkeep costs.
- Fixed an issue where the Combat Overview would not refresh correctly
- Fixed an issue where the hyperlink of the Outpost events would break when the Outpost is transformed into a city
- Fixed an issue where the Notifications could go under the minimap with a large interface scale.
- Fixed an issue regarding Tome Alignment in the research screen on smaller interface scale
- Fixed an issue with the Ruler renderer in the ascension screen while using the tome of wonders
- Fixed an issue where a quest would be auto selected every turn while the screen was open
- Fixed an issue regarding Tooltips while navigating Pantheon Rewards
- Fixed an issue where hyperlinks could not be used in the Research Completed screen
- Fixed an issue where the Auto Explore notification would not display correctly
- Fixed an issue where Excavation Notifications would inform a player they found a Primal Den when they can’t see them.
- Fixed an issue where the Free City Panel would not be properly updated when they are chained through diplomatic messages.
- Fixed an issue where world elements would clip through the Encyclopedia
- Fixed an issue where a hyperlink would not properly resolve in a tutorial message
- Fixed an issue where the “City can annex a new province” notification would not disappear if you no longer control that city.
- Fixed an issue where the Research screen would display -1 when the knowledge income is 0
- Fixed an issue where -1 would be displayed on Province Labels when the production is halted.
- Fixed an issue where the Province Label for the province being rebuilt was red.
- Fixed an issue with hyperlinks in the faction creation leader type selection.
- Fixed an issue where the bottom two notifications were the same, leading to the player missing an actual notification that was supposed to show instead.
- Fixed an issue where some Casting Point sources would not be displayed in tooltip
- Fixed an issue where the ‘AI Combat Advantage’ dropdown would affect Presence Trait rulers.
- Fixed a few minor issues with province display properties.
- Fixed an issue where the bounty panel would not close properly after denying the bounty.
Console & Controller
- Fixed an issue where the Safe Area Ratio did not affect the UI
- Fixed an issue where the Empire bonus section could not be selected with controller
Fixed an overlap with the close controller prompt in the province panel
Fixed an issue where the rewind button was still available despite not working for controller
Text & Descriptions
- Fixed an issue where Devolve was not marked as a Debuff spell.
- Fixed an issue where Astral Severance was incorrectly tagged as a damage/debuff spell.
- Fixed an issue where Dust Storm was incorrectly tagged as a Debuff Spell
- Fixed an issue where Mark for Death was incorrectly tagged as a Debuff Spell
- Fixed an issue where Mysterious Tonic was not correctly tagged as Nature Materium
- Fixed an issue where the Naga Form did not have a bespoke unit property text when seen on an unit panel.
- Fixed an issue where the Angelic Transformation did not indicate it decreases figure count.
- Fixed a minor spelling error in the Cities “Resource Sharing” tooltip. The tooltip now correctly states: “…income is shared for 5 turns.”
- Fixed an issue where the Origin of a Combat Enchantment would show incorrect.
- Fixed an issue where the chance of a Free City/Dwelling declaring war would be shown even if you were already at war with them.
- Fixed an issue where the non-Flanking Defense of a hero with a shield would have a broken string insert.
- Fixed an issue where the Combat History could not show the correct name of upgraded abilities.
- Fixed an issue where the Mimicking Passive on the Mirror Mimic did not indicate that the Revive only works Once per Combat.
- Fixed an issue where Static Charge did not correctly show its duration.
- Fixed an issue where the Governance bonus from Nature, Chaos and Materium Affinities were still +2 instead of +4 in the tooltip.
- Fixed an issue where “Greaves” could be called “Pauldrons” in item name generation
- Fixed an empty prediction in alignment tooltips.
- Fixed an issue where hyperlinked Hero Traits did not show all information.
- Fixed an issue where Astral Bond and Warding Link showed incorrect damage reduction and were marked as negative effects.
- Fixed an issue where Room of Recall mentions that your Ruler respawns with full HP, since they already did that by default.
- Fixed a bunch of text overflowing issues
- Fixed broken tooltip for teleporter pins
- Disrupting Baldes and the Severing Golem now correctly say they removed Unit Enchantments when seeing the effect on these units’ ability tooltips.
- Fixed an issue where incomplete tooltip text would be present in the Cast Spell interface in certain situations
- Fixed an issue where the damage tooltip for the abilities of a summon inside the summon ability tooltip was incorrect
- Fixed an issue where the Resistance Bonus from Goldtouched did not show correctly in the Resistance Breakdown.
- Fixed an issue where the Severing Golem did not correctly show their 3 Turn summon duration.
Items
- Fixed an issue where the Staff of the Magi had a lower priority plugin than usual.
Pantheon
- Ascended Pantheon Rulers now correctly keep their personal Transformation Visibility settings until they are recruited by a player.
- Fixed an issue where Ascension Trait: Ascended Seer did not affect Dragon Lords Comet Breath.
- Fixed an issue where the Crowmaster trait given by the Crowmaster's bow ruler loadout would work on Water.
- Fixed an issue where Pretender Kings and Primal Dispute events triggered when AI players met each other, rather than when the player meets an AI player.
- Fixed an issue where unequipping certain Pantheon Unlocked hero weapons resulted in an unarmed hero.
- Fixed an issue where Ascension skills would incorrectly display a skill point cost of 1
- Fixed an issue where the Victory Event for Karavar (Demon Prince) had a broken String Insert
- Fixed an issue where Karavar (Demon Prince) would not be affected by Race Transformations
Story Realms
- Fixed an issue where the “Dark Losses” Event in the Eternal Court had the incorrect Background.
- Fixed a typo in the “Dark Losses” event in the Eternal Court.
Spells
- Spells that affect Adjacent Sectors will no longer target sectors on the other side of teleporters and cave entrances
- Fixed an issue where Abyssal Flames did not damage units in the Fog of War
- Fixed an issue where Flash Freeze did not damage units in the Fog of War
- Fixed an issue where Necrotic Magic incorrectly applied to non-base attacks.
- Fixed an issue where Summon Great Animal could not be cast in certain terrains due to a faulty default.
Units
- Fixed an issue where Morale Immunity was still shown on Undead units despite no longer being functional.
- Fixed an issue where the Reaver Magelock would not correctly utilize Amplified Arrows.
- Fixed an issue where the Mystic Spellbreaker Star Purge was unable to remove Clinging Mists in some situations.
- Fixed an issue where the Zephyr Archer's Zephyr Shot would be able to hit units outside of the area of effect.
World Map
- Fixed a crash that could occur if the starting negative relations modifier was missing.
- Fixed a crash that could occur due to recruiting a Hero that no longer exists
- Fixed a crash that could occur when resurrecting a Hero from the Crypt
- Fixed a crash that could occur on an Outpost being destroyed when a player is defeated.
- Fixed a crash that could occur when clicking the Diplomacy button in the Siege interface if after successfully completing a siege but not yet capturing the city, a marauder army would instead capture and occupy the city.
- Fixed a crash that could occur on generating a new realm if some AI settings were missing.
- Fixed a crash that could occur during race generation of a new map
- Fixed an issue where an upgrade relying on water provinces could be canceled when loading a save.
- Fixed an issue where in lower difficulties there was no Dragon on the Dragon Nest Infestation.
- Fixed an issue where retaking your former Throne City that had been absorbed by another player would reset it as your thone city, even if you didn’t yet own the city. This would cause the city to end up stuck without a governor if you then absorb it back into your empire.
- Fixed an issue where Global Effects that apply to Provinces of specific types (e.g. forest) would not refresh properly when the province was terraformed or the type was removed from the province (e.g. Awaken forest).
- Fixed an issue where casting a spell on a hostile army belonging to another ruler while either of the rulers was a vassal would give the player a Hostile Action warning message instead of casting the spell.
- Fixed an issue where stacks would be removed from their own domain when migrating or absorbing a City.
- Fixed an issue where walking your armies into a neutral stack from a Free City it would open the Diplomacy screen instead of Declaring War
- Fixed an issue where City income bonuses applied through a temporary effect would sometimes not apply the bonus on the last turn the bonus should be effective. (E.g. Mark of the Otter)
- Fixed an issue where moving a non-concealed unit into a concealed army would not trigger meeting another ruler if the concealed army had vision on another player. This would trigger an Out of Sync issue on reload.
- Fixed an issue where an army would not correctly check if they were concealed or not.
- Fixed an issue where summoning a concealed unit would still trigger meeting another ruler instead of triggering a concealed meeting.
- Fixed an issue where merging two concealed armies would still trigger a meet with another ruler instead of remaining concealed.
- Fixed an issue where summoning a concealed unit into a concealed army would cause the army to meet another player instead of remaining concealed.
- Fixed an issue where starting a siege on a city would not cancel any active operations like vassalizing a city.
- Fixed an issue where hex visualization would not update after picking up a pick-up
- Fixed an issue where the player’s adaptation trait wasn’t applied correctly during map generation.
- Fixed an issue where Sieges would not end when an independent army steals the siege.
- Fixed issue where structures were giving a Structure Property: Token Giver through the Player Property instead of the Structure Property of the structure
90116 (2024-02-27)
Game Version: 1.006.001.90116
Hello everyone! This is a joint Dev Diary by Jordi, QA Specialist and Tom, Lead Designer. Today we’re going to be talking about the Wolf Update which is coming out on February 27th with the Primal Fury content pack. Everything in this update is free, you just need the base game to get it!
Highlights
New Feature: Bounties
Bounties are Ruler created quests that can be offered to other Rulers in exchange for a reward. Other non-hostile Rulers may choose to accept your Bounty. The Ruler that completes the objective within the given timeframe will receive the reward and complete the Bounty. .
- Bounties can be made and managed in the Quest Overview.
- Bounties can target Cities and Victory structures that are viable for other Rulers and offer a reward for achieving the bounty
- Multiple rulers may accept the bounty, but only the Ruler that completes it will receive the reward.
- Other Rulers can post Bounties for completion. Accepting these will add them to your Quest Tracker and completing them will see you earn the Reward.
New Content: Pantheon Expansion
The Pantheon has been expanded with a large update improving Tech, Flow and Gameplay aspects. With Ascended Rulers keeping Race Transformations, gaining special Ascension Traits and storing Tome Paths your Pantheon will truly be a force to reckon with.
- Realm traits can now be randomized. Players can use the randomize button in the realm traits setup to randomize all traits, or select a slot and randomize it.
Ruler Management
- Once a custom ruler ascends, they will now be moved into the pantheon and out of the custom rulers list.
- A new tab featuring all the pantheon rulers is now visible in faction creation and selection.
- Pantheon rulers can now be edited and campaign rulers (when not edited manually) will automatically update to the latest settings.
- Removing a pantheon ruler will place it back in the custom rulers list (if it was a custom ruler).
- Already ascended rulers can ascend again to update their recorded information and race transformations.
- Pantheon Rulers gained from Story Realms now default to act as Rulers and not as recruitable heroes. Only applies to newly ascended campaign rulers, you can always change this setting in the pantheon screen.
- A warning has been added when a ruler is worthy to ascend but the maximum rulers in the pantheon has already been reached on finishing a session (already ascended rulers may ascend again however).
Ascension
- Added 26 Ascension Traits. These traits can be chosen at the end of a game upon ascensions of a Ruler. The Traits one can choose from are based on your Affinity and the Tomes chosen during the game.
- When conquering a Realm your applied Transformations are maintained. Your Ruler will be under the effects of these Transformations when next played by you or an AI.
- Ascended Champions gain the choice to not partake in new Transformations cast during a Game.
- Dragon Lords will benefit from their Aspect skill, their Transformation remains dormant until the appropriate level has been reached.
- When conquering a Realm your researched Tomes will be remembered and when this ruler is next played by an AI that AI Ruler will attempt to research the same Tomes as you originally did.
- A new option has been added to Advanced Setup to disable the ascension mechanics and bonuses during a session (disabled by default for Multiplayer).
- Prevents rulers from starting with ascension traits, transformations and skills.
- Pantheon rulers will not show up as heroes during a session.
- On winning the session, your ruler will not ascend.
New Pantheon Content
- Added New Pantheon Rewards
- Crow Master’s Bow Hero Origin
- Druidic Terraformers
- Primal Good Banner Icon
- Primal Evil Banner Icon
- Keeper’s Helmet
- Marauder Helmet
- 6 Mount Visualisations
- Lion
- Panther
- Tiger
- Stag
- Zebra
- Warhound
- Added 8 new events for Pantheon Godir that can join the player as heroes.
- 2 alignment based events
- 6 affinity based events.
- Increased the rarity of Pantheon Hero events, which should increase the chance of a pantheon hero event showing.
Overhaul: Hero Recruitment
We have taken a look at how Heroes are recruited into your Empire and how they interact with each other. In this new version of Recruitment we've disconnected the Hero Cap from cities and gone back a bit to our earlier titles. Alongside these changes comes a new interaction between Heroes that are part of the same Stack.
- The hero cap now increases over time instead of being linked to the number of cities. The first hero cap increase happens in 10 turns, subsequent increases each take 5 turns longer.
- The hero cap can be instantly increased in the hero overview screen by spending imperium.
- You can no longer recruit heroes beyond the hero cap.
- When integrating a free city, their ruler will no longer be given directly, instead their ruler will become recruitable (for free) in the recruitment screen.
- Existing save games will automatically upgrade to the new system and set the current cap to either be based on the current turn number or the number of cities the player has (whichever is higher).
- Added “Leadership Clash” to all Heroes and Rulers. This will reduce the morale and XP gain for heroes, if more than one hero is in an army
Overhaul: Necromancy
Necromancy has been reworked to provide a more satisfying and enjoyable experience. These changes to Necromancy Tomes and Raising Units create a more direct connection between the units you kill and the undead you raise.
General
- Lowered soul gain per kill from 2/3/4/5/6 to 1/2/3/4/5.
- Soul rewards on kill are now granted during combat, allowing you to spend Souls on spells immediately.
- Soulbound now also causes a unit to have a 30% chance to transform into a Decaying Zombie under your control until the end of combat when it dies.
- Constructing Skeletons no longer comes with any Necromancy Tome. Instead you can now use the three new Reanimation Skills to raise undead units after combat.
Post Combat Raising
After combat, the player will get a list of units that can be raised as Undead. They can select any amount of them provided they have the Souls. The system uses all units that entered the battle on the opponent's side and have died to determine which units are able to be raised as undead.
- This means it does not interfere with the capture or mind control conditions since those units need to stay alive.
- This means that units that have been summoned or have routed are not valid.
- You buy these units using Souls. You also get Souls from killing those units, which you can use immediately.
When killing Racial Units of any tier (15 Souls)
You will always get a Tier 1 skeleton that costs 15 Souls. But depending on what the role was of the unit that is killed, you can raise one of 4 different types of skeletons as follows:
- Shield (Shield, Fighter, Hero)
- Polearm (Polearm, Shock)
- Archer (Ranged, Skirmisher)
- Battle Mage (Battle Mage, Support)
When killing non-racial units
- Tier 3-4: Tier 3 Bone Horror (50 Souls)
- Tier 5: Tier 4 Bone Dragon (100 Souls)
Tome Updates
- Tome of Necromancy
- Now a Tier I Tome
- New Skill “Skeleton Reanimation” - Empire Bonus that allows you to raise Tier 1 skeleton units from slain racial units after combat. The unit that you can raise depends on the role it had:
- Shield Skeleton (Shield, Fighter, Hero)
- Polearm Skeleton (Polearm, Shock)
- Archer Skeleton (Ranged, Skirmisher)
- Battle Mage Skeleton (Battle Mage, Support)
- New Combat Spell “Necrotize”
- Target Unit sustains 10 Frost/10 Blight Damage
- Target Unit becomes Decaying
- Summons a Decaying Zombie under your Control on Unit Death
- Necromancer - Now a Tier 2 Support unit instead of T3.
- Combat Spell “Rotting Explosion” - Can now also target skeleton units
- Unit Enchantment “Necrotic Magic” - Increased upkeep from 2 to 3 Mana
- Hero Skill “Unholy Leader” - Now also increases the resistance of Undead units in the army by 1.
- The following skills were moved to the Tier II Tome.
- Special Province Improvement “Soulwell” - Increased Soulwell Income from 3 to 5
- World Map Spell “Soul Collection” - Increased income from 6 to 10
- The following skills were moved to the Tome of Souls
- World Map Spell “Restore Undead”
- World Map Spell “Summon Corrupt Soul”
- The following skills were removed
- Combat Spell “Raise Zombies”
- Tome of Souls
- Now a Tier II Tome
- New Skill “Bone Horror Reanimation” - Empire Bonus that allows you to raise non-racial T3-4 units as Bone Horrors after combat.
- The Bone Horror is now a Tier 3 unit instead of a T2.
- The Bone Horror unit no longer transforms into Skeletons on death.
- The Bone Horror unit now spawns a Zombie unit when its HP drops under 50%
- Unit Enchantment “Soulbinders” - Increased additional damage against Soulbound units from 10% to 20%.
- Hero Skill “Soul Collector” - Increased additional damage against Soulbound units from 10% to 20%.
- The following skills were moved from the Tome of Necromancy
- World Map Spell “Restore Undead” - Renamed to Restore Undead Army.
- World Map Spell “Summon Corrupt Soul”
- The following skills were moved to the Tome of Necromancy
- Combat Spell “Soul Overflow”
- World Map Spell “Soul Collection”
- The following skills were removed
- Tome of the Great Transformation
New Skill: Bone Dragon Reanimation - Empire Bonus that allows you to raise Bone Dragons from T5 units after combat.
- Tome of the Reaper
- Unit “Reaper”:
- Added the Ethereal Unit Type
- Melee Strike
- Changed from 20 Physical damage to 10 Physical and 10 Frost damage
- Added Piercing - Ignores 50% of the target's Defense
- Added Breaching - Ignores 50% of the target’s Resistance
- Finger of Death
- Changed from a Full action to a Single Action ability
- Reduced Range from 4 to 3
- The 45 Frost damage from failing to kill now ignores all resistance the target has.
- Dark Rites - Now grants the Reaper 1 Strengthened and 10 Hp for each enemy that dies in battle. Doesn’t count Summons, Siegecraft and Towers.
- Now displays a property that tells that it has a 5 Soul Upkeep but a -50% Mana and Gold upkeep
- Siege Project “Construct Soul Siphons” - Now applies Soulbound to all enemies and deals 3 fortification damage
- World Map Spell “Harvest Population” - Increased Soul Income from +10 to +30.
- Combat Spell “Mark for Death”
- Renamed to “Marked for Death”
- Target unit:
- Sustains 15 unblocked Physical Damage
- Loses 10 Morale
- Has a decaying zombie appear adjacent to them
- Gains a Debuff called Visions of Death that triggers the above 3 effects at the end of each turn.
- Combat Spell “Greater Reanimation”
- Reduced the Soul Cost of this spell from 35 Souls to 20.
- Revives Undead units with 100% of their Hit Points
- Revives non-undead units as Corrupt Souls.
- Enemy Undead units and Corrupt Souls gained in combat with this spell can be purchased for Souls at the end of combat if they survive.
- Tome of the Eternal Lord:
- Unit Enchantment “True Death Magic”
- No longer applies Marked for Death
- Now grants an ability called ‘Curse of the Reaper’, a Full Action ability which cares about engagement in close combat version of the Finger of Death ability from the Reaper unit.
Quality of Life Update
- Added new Free City Upgrades
- Added Dismantle Province Operation
- Added Enchantment & Transformation Visual Toggle
- Faction Creation Improvements
- Choose whether to Overwrite or make a Copy of the edited Ruler
- Added the option to set Custom Throne City Names
- Added the option to set Custom Faction Biographies
- UI Updates
- Added the Realm Overview
- Added the Combat Overview
- Updated the Combat History to a Side Panel that remains open
- Updated the Special Province Improvement UI/Flow
- Brand new Parchment Images
AI
- Adjusted Tome picking evaluation to give a higher weight to the Primary affinity
- Small tweaks to the AI to make sure they handle cities under direct threat better when determining if they can declare war.
- Updated Auto-Explore targeting evaluations to include Watch Towers
Difficulty
- Very Easy
- No longer able to use Imperium Boost Mechanics (Boost Allegiance, Buy Pop, Increase Hero Cap etc.)
- No longer get a assigned Inherent Dislike
- May not make negative declarations (rivalry, supremacy) until 10 turns after having met, instead of 3 turns.
- May not respond negatively to "Diplomatic Events" until 10 turns after having met, instead of 1 turn.
- Easy
- No longer able to use Imperium Boost Mechanics (Boost Allegiance, Buy Pop, Increase Hero Cap etc.)
- No longer get a assigned Inherent Dislike
- May not make negative declarations (rivalry, supremacy) until 6 turns after having met, instead of 3 turns.
- May not respond negatively to "Diplomatic Events" until 6 turns after having met, instead of 1 turn.
World Threat
- Passive
- Infestations expand 75% slower (Between 11 & 21 Turns)
- Low
- Infestations expand 25% slower (Between 8 & 15 Turns)
Art
- Added new World Map visuals for Forests in different climes
- Changed the World Map Water Rocks in the Overworld ocean to be its own decoration type
- Added new Property icons for:
- Cruel Weaponry
- Exhaustion Immunity
- Full Action (Continue)
- Grassland Walk
- Added new PFX for:
- Supreme Magic on death explosions
- Flameburst Weapons on death explosions
- Dome of Protection
- Several Animation Updates
- New Battlemage Idle Pose
- New Attack variations for multi-hit abilities
- A third option
- Added two new Face options for Elves
Audio
- Added new unique SFX for:
- Recruiting a Hero
- Releasing a Hero
- Converting a Hero
- Executing a Hero
- Selling a Hero’s remains
- Supreme Magic
- Added New Tutorial Voice Overs
- Quest Overview
- Bounty Overview
- War Bounties
- Hostile Free Cities
- Added sounds for additional Magic Blasts variations
- Updates
- Added an extra sound-layer to the Start Casting SFX
- Adjusted EQ Curve on Start Casting
- Start Forging SFX has been updated to sound more impactful!
- Bear Roar SFX has been lowered in volume by 50%
- Updated mixed Damage Channel SFX
- Events polish and housekeeping
Combat
- Melee Charge and counters change:
- Only Polearm units and some Hero Items and Traits have Charge Resistance
- Removed from Large Units
- Removed from Gaia’s Chosen
- Heavy Charge Strike changed to Melee Charge Strike for all units except Giants
- Removed Heavy Charge from the following items: Giant’s Bane, Green Lance, Bloody Edge and Archon’s Deliverance.
- Certain bonuses given to attacks by Unit Enchantments and Hero Skills will now scale up if the attack is non-repeating (such as Magic Blast or Charge Strike).
- This also affects the Joy Siphoners racial transformation
- The system now checks for fumbles before it checks for critical hits - this means having a high crit chance will no longer protect you from fumbles
- The system now rolls for critical/fumble before each separate attack instead of once before an attack sequence
- If a combat effect is active that comes from an ally of one of the players in combat, but that ally is not in the combat, the ownership is temporarily transferred.
- Higher Tier units receive less morale gain or loss when a lower tier unit dies or routes. Currently 1 point less per tier difference.
- When a combat summon times out, it no longer triggers any “When a unit dies…” type effects
- AI will no longer try to dispel an effect that their unit is standing on. E.G. burning whilst standing in fire.
Buffs/Debuffs
- Debuff “Misfortune” - Now damages the affected unit for 8 damage each time it fumbles an attack
- Debuff “Burning”
- Reduced Damage from 8 to 4
- Can now stack up to 5 times.
- Debuff “Electrified”
- Reduced Damage from 8 to 4
- Can now stack up to 5 times.
- Buff “Steadfast”
- Can no longer be targeted by Spells and abilities that instantly kill a unit.
- Steadfast gained from Berserker’s Rage can now be dispelled.
- Spawnkin and the Evasion property now correctly only grant evasin against Physical Ranged and Magic attacks.
Cultures
Barbarian
- Unit Passive “Primal Strike”
- Renamed to Savage Strike - Grants critical hits made from base attacks additional Blight Damage.
- All Barbarian units have it now
- Unit Enchantment “Brutal Mark” - Now works on additional units: Ranged, Battle Mage and Support
- Combat Spell “Song of the Ruthless” - No longer works on units that are Control Loss Immune to prevent the use of these spells on units that cannot suffer from the Berserk status effect.
- Unit Passive “Wargod Shrine”
- Now shows a unit has the damage buff on the unit’s ability tooltip
- Morale gain in the domain is now shown on the unit panel
- City Structure “Battle Ritual Site”
- Increased Knowledge income from 5 to 8.
- Decreased Draft income from 10 to 5.
- Special Province Improvement “Forest of Stakes” - Reduced cost from 100 Gold and 250 Production to 60 Gold and 130 Production.
Dark
- City Structure “Experimentation Chambers” - Increased Gold income from 5 to 8.
- Special Province Improvement “Dark Forge” - Reduced cost from 100 Gold and 250 Production to 60 Gold and 130 Production.
Feudal
- City Structure “Clergy Commons” - Increased Mana income from 5 to 8.
- Special Province Improvement “Levy Camp” - Reduced cost from 100 Gold and 250 Production to 60 Gold and 130 Production.
High
- City Structure “Artisan Workshop” - Decreased Production income from 10 to 8.
- Special Province Improvement “Sunshrine” - Reduced cost from 100 Gold and 250 Production to 60 Gold and 130 Production.
Industrious
- City Structure “Farmer’s Workstead” - Increased Food income increased from 5 to 8.
- Special Province Improvement “Builder’s Quarters” - Reduced cost from 100 Gold and 250 Production to 60 Gold and 130 Production.
Mystic
- City Structure “Evocator’s Abode”
- Increased Production income from 5 to 8.
- Decreased Draft income from 10 to 5.
- Special Province Improvement “Mystic Abbey” - Reduced cost from 100 Gold and 250 Production to 60 Gold and 130 Production.
Reaver
- City Structure “Mana Forge” - Increased Mana income from 5 to 8.
- Special Province Improvement “Reaver Manufactorum” - Reduced cost from 100 Gold and 250 Production to 60 Gold and 130 Production.
- Unit “Harrier” - Cast Net now has the same accuracy settings as other ranged attacks
- Unit “Overseer” - Subdue can now capture Gilded enemies
Diplomacy
- The relations impact of executing or releasing a hero now applies to the relations with the hero’s owner and not the hero’s origin (which is often different from their owner).
- The relations and alignment impacts of executing or releasing a hero are now shown in the confirmation dialog.
- Now exposing the alignment impact of releasing a captured hero from your prison through trade in the tooltip.
- The “Rankings are closely matched” threat level factor will now only be applied at turn 20 or later instead of immediately.
Economy
- Players now get their 40 Imperium income from a global property instead of it being tied to the Throne City Structure.
- Increased Governor Resource Bonuses:
- Nature - Increased Food income per Affinity Point from 2 to 4.
- Materium - Increased Production income per Affinity Point from 2 to 4.
- Chaos - Increased Draft income per Affinity Point from 2 to 4.
- Reduced Food Requirements for Population:
- Pop 1 from 120 to 90
- Pop 2 from 133 to 100
- Pop 3 from 159 to 120
- Pop 4 from 198 to 150
- Pop 5 from 250 to 190
- Pop 6 from 315 to 250
- Pop 7 from 393 to 340
- Pop 8 from 484 to 460
- Rounded the Food Requirements for Pop 9 through 16 down to the nearest 10.
City Structures
- City Structure “Town Hall” - Reduced Food income from 40 to 30.
- City Structure “Workshop” - Reduced Draft income from 10 to 5.
- City Structures “Bolstering Matrix” and “Amplifier Lens” - Now require 2 of their respective affinities.
- Wizard Tower City Structures (Foundation/Level I/Level II/Apex/Observatory) - Increased Vision Bonus from +2/+2/+2/+2/+4 to +3/+3/+3/+3/+6.
- City Structures Shipyard, Fishmonger, Grand Wharf and Seafarer’s Guild now also accept Underground Lake provinces to unlock.
- City Structure “Seafarer’s Guild” - Resource Bonus now also works on Underground Lakes.
Empire
- General Empire Skill “Advanced Logistics” - Now only increases move speed of embarked units on the world map instead of also increasing it in tactical combat.
- Astral Empire Skill “Adaptive Research” - Reduced the cost reduction of Research Buildings from -50% Gold and Production to -25% Gold and Production
- Astral Empire Skill “Teleportation Mastery” - Clarified that skill works on a unit level and that it does not work if the unit has already regained move points this turn.
- Materium Empire Skill “Military Engineering” - Added a hyperlink to the Work Camp upgrade to explain what it does.
- Nature Empire Skill “Experienced Sailors” - Resource Bonus now also works on Underground Lakes.
- Nature Empire Skill “Natural Order” - City Stability Bonus now also works on Mangrove Forests.
Factions
Faction Creation Updates
- Added the option to Overwrite or Copy a edited Ruler
- Added Custom Throne City Naming
- Added Custom Faction/Race Biographies
- Added the Encyclopedia button in the Faction Creation Top bar
- Added Next & Previous buttons in Random Faction Generation to cycle between previously made factions
- Going back to your Form Traits after picking a Culture will now reset the selected culture. This to prevent invalid combinations of Culture and Form Traits
New Form Traits
- Desolate Adaptation
- Start in Desolate
- Gain Desolate Walk
- Build Farms on Ashland Terrain
- Unlock the “Earthshape: Ashland” spell
- Costs 1 Points
- Pact Tactics: Grants Pack Hunter
- Pack Hunter: Attacks deal +10% damage per friendly unit adjacent to the target.
- Cannot be picked together with other Tactics traits.
- Costs 2 Points
- Herbivore: Gain the Consume Flora ability
- Consume Flora: Free Action, Once per Battle, Touch Range: Consume a Flora Obstacle to gain 20hp and a random buff.
- Costs 2 Points
- Mount Masters
- Grants units that can become cavalry the mount of their faction
- Costs 2 Points
- Eagle Mounts
- Grants units that can become cavalry the Eagle mount
- Costs 4 Points
Updated Form Traits
- Arctic Adaptation “Freeze the Land”
- Renamed to Earthshape: Snow
- Reduced Costs from 60 Mana/Casting Points to 45 Mana/Casting Points
- Desert Adaptation “Scorch the Land”
- Renamed to Earthshape: Sand
- Reduced Costs from 60 Mana/Casting Points to 45 Mana/Casting Points
- Swamp Adaptation “Flood the Land”
- Renamed to Earthshape: Swamp
- Reduced Costs from 60 Mana/Casting Points to 45 Mana/Casting Points
Updated Society Traits
- Fabled Hunters - Reduced income from clearing nodes, infestations and ancient wonders from +100% to +75%.
- Hermit Kingdom
- Reduced knowledge, food and production income when not bordering unowned cities from +30% knowledge to +15%.
- Now requires no bordering cities or outposts of ANY side, not just hostile.
Ruler Updates
- Base Game:
- Xetevaca Worldshaper - Changed Personality from Pure Sage to Artisan Merchant
- Fangir Rockborne - Changed Personality from Artisan Merchant to Pure Sage with Artificer and Astral Tomes
- Raina the Golden - Changed Personality from Competitive Merchant to Chivalrous Diplomat
- Aric Rex - Changed Personality from Artisan Merchant to Chivalrous Diplomat
- Yaka - Changed Personality from Militant Warlord to Imperial Warlord with some Chaos Tomes
- Ydgaard - Changed Personality from Warlord to Competitive Merchant
- Sundren - Changed Personality from Persevering Diplomat to Chivalrous Diplomat with multiple Nature Tomes
- Skogan Voss - Set personality to Deceptive Spy
- Arachna - Added Animal Tomes to her lineup
- Dragon Dawn:
- Tempest - Added specific Tome paths towards Dragons and Stormborne, requiring Horde to allow for Dragons to be picked
- Tephradenir - Added specific Tome paths towards Chaos (pyromancy, devastation) and then to return to Materium
- Empires and Ashes:
- Fauster the Meticulous - Changed Personality from Militant Warlord to Economic Warlord
- Edward Portsmith - Tweaked personality so he goes for Dreadnought and Construct Tomes
- Valery of House Avernos - Tweaked personality so she goes for Dreadnought Tomes
- Added rulers to the pantheon after story realms are completed:
- Khir (after Crimson Caldera)
- Turiel (after Grexolis)
- Shira (after Grexolis)
Free City
- Added new Free City Upgrade packages used for every culture. These include culture research and higher tier units for their armies in the late-game. This is given to the city when you release it as a vassal.
- Free City Upgrade packages are the modifiers like “Followers of Astral” that provide Free Cities with transformations, enchantments, spells and extra units from Tomes and Wildlife that they can use.
- Added new Free City Upgrade packages:
- Masters of the Ethereal
- Masters of Frost
- Masters of Beasts
- Masters of Flora
- Masters of Necromancy
- Masters of Demons
- Followers of the Dragon (Dragon Dawn Content Pack)
- Followers of Alchemy (Empires & Ashes Expansion)
- Masters of Constructs (Empires & Ashes Expansion)
- Masters of Antimagic (Empires & Ashes Expansion)
- Followers of Fey (Primal Fury Content Pack)
- Masters of Storms (Primal Fury Content Pack)
- Free Cities can now upgrade to higher Free City & City Tiers
- Free Cities now get more Mana and Souls so they can cast the spells that are given to them via Upgrade Sets.
- When a Free City is integrated, all of its Tome Upgrade Units become available in the Rally of the Lieges instead of only a selection.
- All Presence Traits now filter on House Upgrade Sets (“Followers of Astral”) to ensure the free cities follow the same theme as the rest of the world.
Item Forge
- Added Dragon Claws for Dragon Lords as craft-able Hero Items. These can only be used by Dragon Lords.
- All Single attack weapons (two-handers, crossbows, staffs, magelocks) now get access to better infusions when inflicting status effects. The chance to inflict them are changed for them as follows:
- 30% > 60%
- 60% > 90%
- 90% > Guaranteed
- Added new primary weapon infusions:
- Area Damage - Blast
- Area Damage - Cascade
- Area Damage - Chain
- Area Damage - Line
- Infecting
- Crit Damage +20%
- Crit Damage +40%
- Added new shock infusions:
- Push Back
- Displace and Replace
- Added new staff Infusions:
- Support - Regeneration
- Support - Strengthened
- Support - Bolstered Defense
- Support - Bolstered Resistance
- Support - Status Resistance
- Gravecall
- Added new shield infusion:
- Added new misc trinket infusions:
- Undying
- Demolisher
- Berserk Rage
- Base Item “Lance” - Now deal 2 less damage compared to Greatsword, Greataxes and Greathammers.
- Base Item “Bow” - Increased damage by 2 on all damage channels.
- Infusion “+1 Retaliation” - Split in 2 different Infusions, one for Repeating Melee attacks and one for shock attacks. The one for shock attacks costs 2 infusion points instead of 1.
- Infusion “Inflict Marked” - Can be applied to the Polearm Base Item.
- Infusion “Inflict Burning” - Mutually exclusive with the Inflict Frozen Infusion and the Inflict Wet Infusion.
- Infusion “Inflict Frozen” - Mutually exclusive with the Inflict Burning Infusion
- Infusion “Inflict Wet” - Mutually exclusive with the Inflict Burning Infusion
- Infusion “Wind Barrier” - Now mutually exclusive with the Wind Shield Infusion.
- Infusion “Wind Shield” - Now mutually exclusive with the Wind Barrier Infusion.
- Equipment “Paladins Winged Helmet”
- Renamed Fearless to Brave
- Reduces negative Morale by -50% instead of -100%.
Interface
- Placing an Special Province Improvement is now done through sector pins.
- Special Province Improvement Pin contains a tooltip with breakdowns about the value changes.
- Sector Selector screen has had an UI overhaul.
- Hovering over special province improvement pins now show trajectories for adjacency bonuses.
- World map labels with turn timer for when a province is being upgraded into an Special Province Improvement.
- Sector screen displays information when a province is being upgraded into a special province improvement.
- Changed "Province label" setting into a 3 step instead of on/off
- All
- Limited (only shows: Special Improvements, AWs, spawners, seals, etc.)
- None
- Added “Animation Quality” Setting
- This setting found in “Graphics > Advanced Graphics Settings” allows you to control the amount of animations being simulated every frame. Higher quality provides more fluid animations, while lower quality saves on performance.
- Added New Overviews
- Realm Overview, accessed from the Pause Menu, gives you a detailed breakdown of the game settings for your Current Realm.
- Combat Overview, found next to your Ruler Portrait or in the Radial Menu, gives a quick overview of the combat state.
- Added new section in Pillage Tooltip, listing all active modifiers that impact the operation
- Added Keybinds
- CTRL + S - Quick Save Keybind for Combat
- CTRL + Z - Undo Movement/Last Action
- Added new Parchment Images for
- Post Combat Recruiting/Raising
- Negotiations
- Alignment
- Start Sieges
- Added new Notifications when
- One of your vassals is getting sieged
- One of your vassals gets taken by someone you are at war with
- Units died due to strategic effects like hostile oceans
- You go over the city cap by creating a new City from an outpost
- Added targeter highlighting for sustained city spells
- Updated which events are considered historic and show up on the timeline in the Journey screen after winning or losing the game to make them more relevant.
- When lowering the player count or adding a presence trait, customized AI player slots will now be preserved if possible.
Descriptions & Text
- Added a line when a faction can not be picked in some realms
- Added a “Captured” Concept for Tome of Wonders & added captured hyperlink to relevant effects
- Relation modifiers now use breakdowns to remove a lot of duplicates from the list
- Spell tooltips will now also display their affinities
- City screens will now show there local overflow of production and draft
- Mount Hero Items are now consistently named to mention that they are mounts. To differentiate them in reward screens from the units some are based on.
- Stability effects of assigning a Whispering Stone to a city is now categorized under “Effects”
- The Town Hall III structures now hyperlink to the Spelljammer structure.
- Removed extra exclamation mark from the combat result screen
- Removed empty tooltips from headers in the production list in the city screen.
- Removed an unnecessary line in the trait tooltip in the form selection screen.
- Removed an unnecessary line in the Magic Materials tooltip.
- Research lock button tooltip now explains that only one skill can be locked at a time
- Changed the category of the Whispering Stone’s happiness bonus to “Effects” in the city interface.
- Hero skill tooltips now mention which other skills it excludes.
- Setup screen in multiplayer is now labeled as “Multiplayer Setup”
- When lowering the player count or adding a presence trait, customized AI player slots will now be preserved if possible.
Controller
- Added support to navigate the world map in the end game screen.
- Added functionality to scroll the tome bookshelf with controller
- Removed the counter on the controller version of the empire screen.
Miscellaneous
- Added support for the city screen to remember which side panel is open when cycling through cities
- Magic material overview can now also go to transmutation circles
- The topbar in combat will now show resources at 0 instead of hiding them.
- Added pulsating red glow on negative stability
- You will no longer get a “City can annex sector” notification when you have already had a notification and cant annex another sector.
- Removed the Open hero screen button from the reward screen when there is no hero item as a reward
- Remove unnecessary space in the recruit Hero Skill panel, above the Hero skills
- Removed sector pins when hovering the sector center while simply navigating.
- Removed The "Abort" button inside the "Outpost" panel for the outpost owner, if the outpost is being razed/captured by an enemy
- Reworked some priorities on some screens that interacted poorly with Side Panels
- Removed the construction items like the magelock cannon if the player does not have access to the resources
Multiplayer
- Improved Mod Handling - No longer possible to join Sessions with a different Mod Set than the Session was started with
- Fixed an issue that could occur where hot-joining a game where combat had ended would not open the Combat Result (still may cause a desync).
- Fixed an Out of Sync issue that could occur when hot-joining the game while someone else was still in combat.
- Fixed an Out of Sync issue caused by the scripting system, for scripts specific to only the client player.
- Fixed an Out of Sync issue caused by the scripting system testing sync data over specific scripts that are supposed to be local only.
- Fixed an Out of Sync issue caused by a script getting triggered while another script was executing.
- Fixed an Out of Sync issue caused by provinces in the underground starting out as diggable earth provinces while having the rocky terrain feature.
Onboarding
- Added a Tutorial for entering diplomacy with a Free City when the player does not have any whispering stones (For example for Reaver Culture)
- Added hyperlinks to the Tactical Combat tutorials.
- Increased the amount of imperium that you need to trigger the "You have a high amount of imperium" tutorial by 10, so it shows at a slightly more fitting moment.
- Improved tutorial flow in Classic turns Multiplayer, especially when multiple people are doing them.
Initiation Realm
- Changed the Default difficulty from Easy to Relaxed
- Added the ability to change the Difficulty between Relaxed, Easy and Normal
- Ensured that the player would always encounter diplomatic (friendly) rulers to ensure a peaceful realm to experiment. Possible rulers that can show up:
- Diplomat Rulers (These rulers' personalities should all go for a diplomatic and friendship preference)
- Alfred Elderstone
- Raina the Golden
- Meshara the Radiant
- Cinren Toliath
- Merchant Rulers (These rulers' personalities should prefer friendship and trading)
- Xetevaca Worldshaper
- Blint the Underdelver
Pantheon
- Realm traits can now be randomized. Players can use the randomize button in the realm traits setup to randomize all traits, or select a slot and randomize it.
- Added an Appearance Override to each intro and outro event for Realm Presence Trait (meaning Rulers in the Void no longer show up as ghosts unless Defeated).
- Presence Traits now block the presence rulers from showing up as AI rulers or picked as the player ruler, preventing duplicates.
- Pantheon Realm “Ashen War”
- Now defaults the number of players to 1 in Singleplayer (only the player in addition to the Presence Rulers)
- Now defaults the number of players to 2 in Multiplayer
- Now shows up among other Tier 4 difficulty Realms rather than at the top.
- Pantheon Realm “Fallen Kingdom” - Now defaults the number of players to 1 (only the player in addition to the Presence Rulers)
- Inhabitants Trait “Frostling Influence”
- Changed from a Modifier Trait to an Inhabitant Trait
- No longer mutually exclusive with certain environment traits (this was obsolete)
- Inhabitants Trait “Wildlands” - Now blocks Vaultsphere Ancient Wonders from spawning
- Geography Trait “Barren Oceans”
- Now displays on the Province Panel
- Renamed Combat Effect from Sandstorms to Blinding Sandstorm
- Updated the Blinding Sandstorm icon
- Modifier Trait “Arctic Blizzards”
- Now displays on the Province Panel
- Renamed Combat Effect from Arctic Blizzards to Snow Storm
- Updated the Snow Storm icon
- Modifier Trait “Volcanic Eruptions”
- Now displays on the Province Panel
- Renamed Combat Effect from Volcanic Heat to Volcanic Eruptions
- Updated Volcanic Eruptions icon
- Modifier Trait “Immortals” - now affects all non-ruler units on the realm
- Modifier Trait “Curse of Undeath” now applies correctly to independents and free cities again
Tomes
Astral
- Tome of Scrying
- Tower of True Sight now also gives a +6 vision bonus.
- Tower of True Sight now applies its vision bonus to the entire domain, not just the city center.
- Tome of Summoning
- Special Province Improvement “Summoning Well”
- Now decreases Mana cost of Summon spells in the domain by -50% instead of making them free. This led to potential infinite loops.
- Reduced costs from 170 Gold and 450 Production 100 Gold and 250 Production.
- Tome of Teleportation
- City Structure “Astral Trade Relay” - Increased base Gold income from 10 to 15.
- Tome of Astral Convergence:
- Major Transformation “Astral Attunement”
- Now grants the Ethereal unit type
- Now grants “Attunement: Astral Omen” - Gain a random positive status effect when a friendly spell is cast in combat.
- World Map Spell “Cascading Power”
- Now starts at 20 Lightning damage
- Clarified that the effect triggers at the start of your turn, not the end.
- Combat Spell “Explosive Manifestation”
- Now summons an Astral Siphoner or Astral Serpent (both T3 units)
- Now counts as a damage spell a well as a summon spell
- Can now be cast in water
- Siege Project “Arcane Maelstrom”
- Units hit by the damage become Electrified
- Siege damage increased from 2 to 3
- Tome of Astral Mirror
- Unit “Mirror Mimic”- Now retains Control Loss Immunity even when it transformers into units that don’t normally have it
Chaos
- Tome of the Horde
- Unit “Houndmaster”
- War Hound - Increased HP from 25 to 30
- War Hounds now match the Houndmasters rank
- Tome of Mayhem
- Unit “Gremlin” - Now has the Tiny Tag
- Combat Spell “Infectious Insanity”
- Now has a 90% chance to affect a unit, if resisted Insanity is applied instead
- Increased duration of Status Effect from 1 to 2 turns
- Increased chance to spread from 50% to 60%
- Tome of Revelry
- Unit “Skald”
- Reduced HP from 90 to 80
- Reduced Defense from 3 to 2
- Heat of the Revel - Reduced damage from 20 to 18
- Song of Revelry - No longer gives Haste, instead it gives 2 Regeneration
- Songs are now cast around the Skald, affecting it and adjacent friendly targets
- Tome of Dragons
- Major Transformation “Draconian Transformation” - No longer provides Burning Immunity
- Tome of Pandemonium
- Unit “Chaos Eater”
- Chaos Bolts - Now deals additional Blight/Frost/Spirit/Lightning damage instead of Fire/Frost/Spirit/Lightning
- Havoc Magic - Increased chance to apply from 30% to 60%
- Tome of Devastation
- Unit “Devastator Sphere” - Now has Very Fast Movement
- Tome of the Demon Gate
- Special Province Improvement “Demon Gate” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
- Combat Spell “Sacrificial Slaughter” - Moved to Tome of Chaos Channeling
- World Map Spell “Gremlin Ambushers” - Moved from the Tome of the Chaos Channeling
- Major Transformation “Demonkin” - Now applies the Fiend Unit Type
- Tome of Chaos Channeling:
- Hero Skill “Chaotic Rebuke” - Now lowered form Master Skill to Expert Skill
- World Map Spell “Gremlin Ambushers” - Moved to the Tome of the Demon Gate
- Combat Spell “Sacrificial Slaughter” - Moved from Tome of the Demon Gate
- World Map Spell “Golden Horde” - Now pillages an enemy’s province if cast in it.
- Tome of the Lord of Chaos
- Siege Project “Incite Rebellion”
- Delayed the activation from Turn 1 to Start of the Defenders 2nd Turn.
- No longer works on Heroes.
- Increased Mind Controlled units from 2 to 3.
Materium
- Tome of Enchantment
- Unit Enchantment “Seeker Arrows” - Moved to Tome of Winds
- Added Unit Enchantment “Purging Arrows”
- +10% Damage against Magic Origin Units
- 60% chance to remove 1 Buff
- Tome of Winds:
- Unit Enchantment “Seeker Arrows” - Moved from Tome of Enchantment
- Zephyr Archer “Zephyr Shot” - Increased Damage from 30 to 34.
- Tome of Terramancy
- World Map Spell “Earth Shatter” - Added the ability to remove Diggable Earth.
- Tome of the Crucible
- Special Province Improvement “Great Foundry” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
- Tome of the Dreadnought:
- Unit Enchantment “Tuning Kits”
- Increased Stun duration of Overcharged from 1 Turn to 2 Turns
- Chance to apply Stun now ignores Status Resistance.
- Tome of the Golden Realm
- City Structure “Reagent Refinery” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
- City Structure “Luxury Markets” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
- Special Province Improvement “Bazaar of Wonders” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
Nature
- Tome of Fertility
- City Structure “Temple of Fertility”
- Increased Food income per population from 1 to 3.
- Reduced cost from 280 Gold/ and 50 Production to 170 Gold and 450 Production
- Tome of Cycles
- World Map Spell “Cycle of Seasons”
- Increased Damage done by Winter from 5 to 10
- Increased Temporary HP given by Summer from +5 to +10
- Combat Spell “Diffuse Health”
- Now applies Decaying to the target
- Now applies Regeneration to friendly units
- Unit “Druid of the Cycle”
- Restart The Cycle - Increased Temporary HP from +50 to +70
- Cycles End
- Now triggers Life After Death when it kills a target
- Now marked as a magical attack
- Added Sacrificial Blight
- Kill a friendly unit, damaging adjacent enemies. This triggers Life After Death and the killed friendly unit can be resurrected using Restart the Cycle.
- Tome of Paradise
- Special Province Improvement “Garden of Bliss” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
- Tome of Nature’s Wrath
- Combat Spell “Awaken Instincts” - No longer works on units that are Control Loss Immune to prevent the use of these spells on units that cannot suffer from the Berserk status effect.
- Tome of the Goddess of Nature
- Unit Enchantment “Force of Nature” - Now also applies to Fey Units
Order
- Tome of the Beacon
- Hero Skill “Champion of the Faith” - Now makes the Hero Faithful
- World Spell “Covenant of Faith”
- Changed additional income from +10 Gold to +15 Mana
- Removed Mana Upkeep
- Unit “Lightbringer”
- Convert
- Removed Weakening on failure, instead failing now deals 15 Spirit damage.
- Increased chance to apply from 60% to 90%
- Tome of Exaltation
- Special Province Improvement “Ruler’s Statue” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
- Unit “Shrine of Smiting”
- Smiting Prayer Blast
- Changed from a Single Action to a Full Action
- Range increased from 4 to 6
- Added Breaching - Ignores 50% of the target’s Resistance
- Divine Vengeance
- Changed from a Full Action to a Single action
- Doesn't get blocked by engagement
- Now damages enemy units in a 2 hex radius around the Shrine of Smiting
- Damage reduced from 28 to 15
- Applies Blind to all units hit
- Tome of Supremacy
- City Structure “Monument of Supremacy” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
- Unit “Eagle Rider”
- Renamed to Exemplar
- Added a Shield to the Unit Model to better convey the Unit Role
Shadow
- Tome of the Cold Dark
- Special Province Improvement “Frostspire” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
Units
- Unit Type “Fey”
- Added Fey Guile - Granting a random positive status effect if the unit ends its turn Obscured or in Clinging Mist.
- Unit Type “Celestial”
- Unit Type “Ethereal”
- No longer has:
- Spirit resistance.
- Burning, Wet and Frozen immunity.
- Now has a +2 Defense bonus.
- Unit Type “Fiend Unit”
- No longer grants Burning Immunity by default
- These units gained a Burning Immunity passive:
- Inferno Hounds
- Inferno Puppy
- Gremlin
- Nightmare
- Balor
- Phoenix
- Unit Type “Undead”
- Unit Passive “Fierce”
- Renamed to Fearless
- No longer reduces negative morale gain by 50%
- Unit “White Wolf”
- Enfeebling Howl is now a 2 hex cone
- The damage of the White Wolf Mount version of this ability now scales with the Tier of the Unit mounting it. 3 extra damage per tier: 9/12/15/18/21.
World Map
- All heroes on the worldmap and in recruitment pools now get access to procedural hero items.
- Procedural hero items will now appear as rewards given by infestations, nodes, pickups and more.
- Improved placement of Underground Passages, preventing it from failing to generate access to the underground at all, or connections between continents.
- Improved placement of Infestation, following the same rules as applied to Ancient Wonders
- Disabled annexation of provinces when the center is occupied by either defenders or pickups.
- Victory Spawn Stacks (Expansion, Seals) are now modified based on World Threat. Lower World Threat spawns easier/weaker stacks.
- Partisans will no longer spawn in the final victory turn of the Expansion Victory.
- Migrating a City to your own Race no longer requires you to own a city of your own.
- Changed how routed units would respawn, they are no longer allowed to respawn at cities that are under siege.
- Added the Rocky province feature on water with rocky visualization, allowing you to build Quarries in these provinces.
- Guarded Unit Pickups no longer give T3 units and offer a wider selection of T2 units.
- Decreased Knowledge rewards gained from pickups and clearing nodes and infestations by ~25%.
- Ancient Wonders now scale based on the difficulty settings
- Forest Walking now also work on Mushroom Forest
Fixes
General
- General Optimizations
- Reduced Texture Corruptions in Headers with Glow effects
- Improved World Map Scrolling performance
- Fixed Common Nvidia Driver Crash
AI
- Fixed Raid behavior to work as intended and pillage domains
- Fixed an issue where independent AI would target a army that is on a city and continue to follow this army and follow it even if the AI started a siege
- Fixed an issue where vassals would attack a city’s domain you occupy
- Fixed an issue where vassals would attack a city’s domain you are besieging
- Fixed an issue where the independent AI would be able to queue the same Siege Project
- Fixed an issue where Free City Vassals would not join the besiegement of a City by their Overlords
- Fixed an issue where a priority for the Patrolling Free City armies was not set correctly
- Fixed an issue with invasion behavior not targeting the correct targets
- Fixed an issue where AI would target a structure they didn't know how to handle
- Fixed ‘Lure of the Horde’ effects (Chaos Empire Skill) so that they now correctly trigger for AI combats.
- Fixed an issue where the AI would process vassals incorrectly when trying to find a location to summon units
- Fixed an issue where Free City Vassals would continuously try to liberate a conquered city for their overlord
- Fixed an issue where the AI would not correctly target Armies on the other side of a Underground Passage
- Fixed issue where the AI would not correctly attack some structures where concealed units where standing on the structure
Art
- Fixed the visual of the stone tower of the Mystic culture breaking when damaged
- Fixed an artifact with the World Map Rivers on certain camera angles
- Fixed a missing death model of one of the Industrious Palisade Walls
- Fixed disappearing trunks of the World Map Pine trees
- Fixed certain pillars not occluding in some Ancient Wonder Combat maps
- Fixed Gilded not freezing unit animations
Audio
- Fixed Magelock shooting timings when the game is sped up
- Fixed Sword & Shield shooting timings when the game is sped up
- Fixed Observer movement Loop
Combat
- Fixed an issue where Heroes and Leaders were being marked as Tier 0 for certain spells and effects (they’re now tier 5)
- Fixed an issue where restoring action points to a berserk unit in combat would let you control it directly
- Fixed the Bastion Barricade and Golem Mine summoning additional units on the 2nd turn.
- Fixed Death Magic and Relentless Crusaders no longer working after saving and loading a combat save.
- Fixed instant death spell effects creating two combat log entries.
- Fixed some effects not creating combat log entries when they kill a unit.
- Fixed an issue with Bulwark being dispelled as if it was a negative status effect
- Fixed several issues with Markers
- If a marker is timed, then reloading the combat would stop the timer from running
- If a marker gives a unit a property, then reloading the combat would cause the marker to give the unit a second copy of the property
- If you used a melee attack while standing in a marker, then the marker's effect would be removed
- When a marker is removed from a hex by the visualization system, it sometimes removed the wrong one, because it didn’t understand a hex can have multiple markers
- If you remove a marker from underneath a unit, then it would fail to remove the marker's effect (this is normally caused by the marker timing out)
- If you placed an autospell marker on top of another marker, then it would not trigger on new turn, unless you reloaded the game (this affected destabilized mana core)
- Fixed Reinforcement Stacks being added when retrying a combat in which they were disabled
Diplomacy
- Fixed a crash related to Treaties expiring while at the same time invalidating.
- Fixed an issue where changing Diplomatic State would not validate existing Treaties properly in all instances
- Fixed an issue where Diplomatic Personality traits would not impact the Pressure system correctly.
- Fixed an issue where the Diplomatic Message Manager would still have and try to receive messages from defeated players if they had sent their message prior to being defeated.
- Fixed an issue where entering a vassalage with a Free City could cause their cooperation timer to be set to a very high number.
- Fixed an issue where the “Ruler negotiates with Free City” event did not target the Free City
- Fixed an issue where the Rally of the Lieges would allow the next mission to spawn with too many units. Now the system will cap the Free City attack to 18 units max while the Rally units are still allowed to always spawn.
- Fixed an issue where releasing a hero from your crypt (through trade) wouldn’t give the relations modifier.
- Fixed an issue where you could add a hero to a trade more than once when trading with another human player.
- Fixed an issue where the Answer Call to War button would not disappear after accepting that call to war.
- Fixed an issue where the “Goodbye” button would sometimes disappear from the trade screen.
- Fixed an issue where AI Trade interests would not refresh after completing a trade.
- Fixed an issue where you could sell multiple of the same magic material to an AI ruler within the same turn.
- Fixed an issue where the AI would be willing to make multiple resource treaties of the same resource type.
- Fixed an issue where Free City treaties would expire after 1 turn.
Economy
- Fixed an issue where going over the City Cap would not reduce a city’s Imperium income as stated.
- Fixed an issue where the Seafarers Guild could be built after the Merchants Guild.
- Fixed an issue where Transmute Resources would Draft income as well.
- Fixed an issue where Magic Materials from the Transmutation Circle were not being counted for the Reagent- and Material Refinery
Empire Skills
- Fixed issues with the “Justified Wars” empire skill where it would not refresh if your (or someone else’s) alignment changed and where the value would be impacted by having declarations.
Events
- Fixed an issue where some existing events never spawned due to errors, including specific Free City first meet events and Plea of Desperation.
- Fixed an issue where replacing a province improvement with a special improvement could cause quests to build X of a specific improvement type to fail.
- Fixed an issue where the results of a random roll on story event buttons could be different from the result shown (Success or Failure).
- Fixed an issue in the Lair of Silk: Aftermath event that would occur if the player had not met any Free Cities yet
- Fixed an issue where a Dark-culture-only story event would spawn for non-dark cultures, resulting in bugged racial units.
Factions
- Fixed an issue where generating a new name would take the Ruler’s original gender instead of the newly assigned gender
- Fixed an issue where Ruler Pronouns would change incorrectly when editing a saved faction
- Fixed an issue where Prolific Swarmers also reduced the upkeep of Summoned units.
- Fixed an issue where duplicate Story Realm rulers that are part of a presence trait would also become unlocked if the related Story Realm had been completed.
Heroes
- Fixed an issue where an assertion and slowdown would sometimes trigger once the player reached a hero cap of 12 or higher.
- Fixed Summon Undead signature skill incorrectly giving the summons the races bonus and transformation despite not being racial
Interface
- Fixed Speech To Text constantly running when enabled in settings, causing lag.
- Fixed a crash that could occur in Hotseat games when attempting to open the Encyclopedia before the start of a player turn
- Fixed that a Hero's appearance could be edited in-game while being part of your Pantheon
- Fixed an issue where the Annexation Pins on an Outpost would disappear when a stack was standing on the outpost.
- Fixed an issue in the realm selection screen where the selection would not reset on switching tabs
- Fixed various issues with the tooltip delay slider in settings.
- Fixed an issue where Edit in the Realm Creation flow didn’t actually open the Edit menu in the next screen
- Fixed visual bugs on the buttons in the Province Overview in the City details
- Fixed a skinning issue on the Map Layer button.
- Fixed an issue where the Portal image would get stuck after leaving the Create Faction screen
- Fixed an issue where the Equipment list would not refresh after closing the tab
- Fixed issues with the select button in the realm screen where it did not properly update based on the selected item
- Fixed several issues with event icons in the ToDo Notifications
- Fixed an issue where multiple tooltips could stay open that do not belong to the same tooltip tree
- Fixed an issue where you could Zoom and Rotate the World Map while in Fullscreen windows.
- Fixed a crash that would happen when updating the Shield icons.
- Removed Fishery from the Encyclopedia.
- Removed the mention of Fishery in the Hidden Wellspring.
- Fixed an issue where the Tutorial screen could be shown while Victorious.
- Fixed issue where properties on the unit would not update each time the timer updates but only when they expire.
- Fixed an issue where Hero Equipment remained equipped briefly without pressing the "Confirm" button in a specific situation
- Fixed an issue where settling a Grievance would not update the grievance buttons on whether you had enough money to buy them or not
- Fixed crash in the army overview when stacks would split/merge
- Fixed DLC icons not sorting properly
- Fixed Ruler negotiates with free city event did not target the free city
- Fixed settling a grievance would not update the grievance buttons on whether you had enough money to buy them or not
- Fixed issue where the team and players settings would not update in the summary
- Fixed issue with wrong upkeep being displayed in the Army Overview
- Fixed an issue where Rulers in a defensive pact would show the alliance icon on overview map instead of the defensive pact icon.
Text & Descriptions
- Fixed alignment issues in the city production tooltips.
- Fixed <INVALID> text in the Quest History Screen
- Fixed an issue where Property icons would be missing in unit tooltips
- Fixed an issue where the text for the Devour Mind Ability of the Mage Bane would break
- Fixed an issue where the cost and skill type would overlap in some research tooltips
- Fixed a couple of issues with the speed march screen.
- Fixed issues with empty bullet points in structure upgrade tooltips.
- Fixed an issue where the ! mark not being there for discounted Tomes
- Fixed an issue where Spells would not be hyperlinked in the Combat History
- Fixed broken hyperlinks in the Prediction section in the tooltip on the buttons in province screens.
- Fixed broken hyperlinks in the History Section of the End Game screen.
- Fixed Work Camp not showing its description when built in an Outpost.
- Fixed Legend Rank polearm property having a broken hyperlink to retaliation attacks.
- Fixed missing icons for the Damage Immunity when looking at the tooltip of items
- Fixed an issue where the Draft bonus from Scions of Evil would not display correctly
- Fixed the hyperlink for morale in unit tooltips being empty.
- Fixed overflow issues in Structure screen buttons
- Fixed overflow issues in Diplomacy Trade items
- Fixed Unit Properties not showing up when display children is true
- Fixed an issue where wrong information would appear in the tooltip of Units that Routed and died
- Fixed a Null text appearing when using the Mirror Mimic’s mimic ability
- Fixed the missing space between Draft and Income inside of the income breakdowns
- Capitalized Underground Adaptation for fungus fields.
- Fixed an issue where the new name of the ruler is not changed in the Diplomacy screen and the tooltip of Ruler Portrait.
- Fixed an issue where the Province Claims game concept still mentioned sectors instead of provinces.
- Fixed an issue where the tooltip on the integrate Free City button would show the incorrect amount of Rally of the Lieges Points that would still be given after integration.
- Fixed an issue where the integrate Free City confirmation displayed the wrong amount of Rally of the Lieges points
- Fixed an issue where the Ancient Governor Skills would have the wrong name in its breakdown.
- Fixed an issue where the Spelljammer would not show its upkeep
- Fixed an issue where the City Stability tooltip did not include an increase to Draft.
- Charge attacks now correctly display 20% instead of 10% on damage previews; the damage was correct but the display was wrong.
- Ice Touch from the Frost Spire now uses a more fitting icon and no longer has a double % in its description.
- Havoc Magic now correctly says that its chance is 60% instead of 30%. Chaos Eater was also displaying 30% but was actually 60%
- Fixed various Meteor Strikes and Meteor Arrows text and display issues. Mainly that it now adds the fire damage to affected abilities and the text correctly says the adjacent damage only affects enemy units
- Recall Ruler and Teleportation Circle spells now have the correct Research Tag.
- Fixed incorrect damage numbers in the research skill description of Destabilized Mana Core.
- Fixed Final Banishment having the wrong hyperlink for Sundred Resistance.
- Fixed broken hyperlinks for Magic Material sets in income breakdowns.
- Fixed Flash Freeze not having the correct casting instructions.
- Fixed various text overflowing issues in tooltips
- Fixed an issue where a missing string showed in the Thunderbird’s Thunderclap damage preview
- Fixed an issue where the Evoker Rank of Battle Mages was wrongly displaying 2 Resistance Bypass instead of 1.
- Fixed an issue where tier and spell types would not be shown in the Encyclopedia when viewing the list of Enchantments / Minor- / Major Transformations.
- Fixed issue where the hyperlink of the outpost events would break when the outpost is transformed into a city
Controls
- Fixed a crash in the keybinding system
- Fixed an issue in the keybinding system where ctrl-alt-z would also trigger on alt-z (and similar)
- Changed the reset zoom keybinding into reset rotation keybinding.
- Fixed issue where Camera Inversion setting would not be applied upon loading the game
Controller
- Fixed issue where the controller indicator resets when moving items in the city production queue.
- Fixed missing unit tooltips in the combat result screen for the controller.
- Fixed issue with lingering focus point on the governor image in the city screen
- Fixed issue where tooltips would stay open in the topbar when opening the radial menu with controller
- Fixed issue where radial menu would not close when entering the pause menu.
- Fixed some diplomacy overview controller issues
- Fixed an issue where Reset skills in the Hero screen was not displayed if you did not have enough imperium
- Fixed an issue where you could not Inspect Signature Skills with controller.
- Fixed issue where the indicator would reset each time the location button was pressed in the quest overview screen
- Fixed slowdowns in controller navigation
- Fixed a controller prompt overlapping in the hero recruitment screen
Item Forge
- Fixed Base items not displaying their correct Damage values in the Item Forge type selection
- Fixed Magelocks from the Item Forge being 4 Physical damage too low for the pure Physical Damage Infusion.
- Made Polearms unable to get the Giant Slayer Infusion, since they already get that property.
- The Trueshot hero item can no longer be used in melee and does not trigger retaliations.
Modding
- Fixed an issue where a text dialog box could scale so large it falls offscreen
- Fixed DEV.mo Log spam
- Fixed LevelEd crash in the GoG Version
Multiplayer
- Removed the field for Custom Realm Name from the multiplayer lobby. The functionality was already disabled
- Fixed an issue where the Portal image would reset when going from Simple to Advanced Realm Setup
- Fixed an issue where the Portal image would reset when players entered the multiplayer lobby
- Fixed an issue where the incorrect Portal image be shown in the multiplayer board
- Fixed an issue where Profile Pictures would overflow their border in multiplayer interfaces
- Fixed a crash when a Presence Trait tries to add too many player slots.
- Fixed an issue where teams were locked to ‘enabled’ in 2 Player games with a Presence Trait.
- Fixed AI slots being overwritten by human players in lower slots in multiplayer lobbies.
- Fixed an issue where sometimes Preset Names would be shown during Combat instead of Custom names.
- Fixed an issue where the Generate faction screen would yield different results in multiplayer.
- Fixed an issue where the "Cancel" button in the "Equipment" screen would lose its functionality after pressing the "Confirm" button while other players are engaged in a manual combat battle.
- Fixed an issue where players with crossplay enabled could join non-crossplay sessions using an invite code
Hotseat
- Fixed an issue in Hotseat where it would not display any defeat information after you lost
- Fixed a soft lock issue that could occur in Hotseat when entering combat through a story event when two human players were involved in the battle.
Spells
- Fixed an issue where the Nymph, Horned God, Snow Spirit and Stone Spirit could be summoned anywhere instead of next to cities and heroes like all the other summon spells.
- Fixed an issue where World Map Spell “Domain of Death” could be cast anywhere despite only working when cast on your city center.
- Fixed an issue where World Map Spell “Fight for Power” worked recursively on all Fiend units in the targeted stack.
- Fixed an issue where World Map Spells “Demonic Summoning” and “Summon Balor” could be cast on Cities with insufficient population.
- Fixed an issue where World Map Spell “Faithfull Whispers” could target Vassal Free Cities of other Rulers.
- Fixed an issue where Combat Spell “Destabilized Mana Core” did not correctly apply its damage in the indicated 2-hex radius area.
- Fixed an issue where Combat Map Spell “Astral Reflection” only summoned one unit if only one adjacent hex was unoccupied
- Fixed an issue where Unit Enchantment “Cosmic Overdrive” was not being applied until you restart the game
- Fixed an issue that meant that Turn Timers for Sustained World Spells were shared across all Sustained World Spells
- Fixed an issue that meant that Final Ultimatum would no longer keep the Mind Controlled Unit after combat
- Fixed an issue where the Devouring Void hazard didn’t deal the appropriate damage
Story Realms
- Fixed an issue where the Bannerlords Society Trait would cause a Story Realm Free City to be befriended at the start of the Eternal Court, breaking the story.
- Fixed an issue where the heroes of Turiel, during the Grexolis Story Realm, did not end up in the players crypt after killing them.
Units
- Unit “Horned God”
- Fixed an issue where the Reclaiming Bolt from the Horned God could miss the Heal effect. It now never misses.
- Living Vines summoned by the Horned God were spawning with enchantments, this has been blocked.
World Map
- Fixed an issue in Realm Setup where some Settings would stay behind when removing a Realm Trait.
- Fixed a issue with the "Beacons Unlocked" event when you very briefly have enough provinces
- Fixed an issue where the Expansion Victory Counter was 1 Province behind when annexing
- Fixed an issue where, after losing your Throne city, building a new City would not automatically become your Throne City.
- Fixed an issue where units within provinces owned by Players or Infestations would refuse to Auto-Explore.
- Fixed an Outpost exploit where continuously starting and canceling the razing process would prevent the player from paying upkeep costs.
- Fixed an issue where ally AI armies could get stuck inside your City because they defeat an enemy army thus lifting the siege and activating the city’s walls.
- Fixed an issue where armies were still entering the City Structure by executing the move command on the City Center.
- Fixed an issue where clearing Infestations would incorrectly flag the distance between players as being outdated.
- Fixed an issue where removing a Whispering Stone from your own City took an additional turn to start decreasing
- Fixed an issue where the Affinities from the Governor “Affinity Adept” skill would not stack
- Fixed an issue where you could become the Race Keeper of an eliminated race
- Fixed an issue where you could lose Race Keeper status while Alive
- Vaultsphere no longer makes every province count as a research post.
- Fixed an issue where some Structures would not update the Province with new properties when the owner side changes
- Fixed an issue issue where refunding an operation that received a discount after it was started, would not refund the original costs but the discounted costs
- Fixed an issue where you could go over the Hero Cap by having the AI release a Hero to you.
- Fixed an issue where Feudal Heroes could end up with 2 Lord skills
- Fixed an issue where the Arcane Observatory was providing 3 Vision hexes more than intended.
- Fixed an issue where the Tower of True Sight did not actually give True Sight.
- Fixed an issue where a Province could be annexed while the City is under Siege
- Fixed an issue where Marching Winter had the wrong settings in the Underground, it now correctly terraforms 2 provinces per turn and up to 2 provinces away.
- Mixed Water/Land provinces no longer unlocks additional province improvements. Land features only unlock land province improvements, and water features only unlock water province improvements
87265 (2023-12-12)
Age of Wonders 4 - Golem 1.3 Hotfix
Game Version: 1.005.006.87265
- Fixed a block in the Faction Creation flow when a Ruler File Corruption has occurred
- Fixed a Siege Flow issue where the order in which Heroes died could result in a infinite Siege
- Fixed a Crash that can occur when a Infestation becomes occupied by Free Cities
- Fixed a Crash when transferring your Throne City after losing the original one.
- Fixed a Crash that could occur in Combat when a Unit would end its turn on top of a different Unit and remove it.
85956 (2023-11-07)
Golem Update
Game Version: 1.005.003.85956
Highlights
New Feature: Item Forge
- To unlock the Item Forge, you require the Item Forge city structure. This structure is unlocked after you build the Wizard Tower Foundation.
- In your Arsenal you can Disenchant items, this will give you Binding Essence which is used to Forge new items. You won’t be able to Sell items for gold anymore but can still trade them for gold to other rulers.
- You can change damage channels of primary weapons. You can add passive properties on almost all items. You can add active abilities on staffs, melee weapons and wands.
- You have a limited Infusion selection at the start. You need to collect Magic Materials to unlock Infusions. Collecting more of the same Magic Material will unlock more powerful Infusions.
New Feature: War Coordination
- Added a Cooperation Panel to the Free City Interface. This panel handles Free City Interactions such as Trading and War Coordination.
- War Coordination is available to any Free City that has reached the Vassalage Diplomatic State. If in this state your Vassalage Level drops to Tributary or below War Coordination will be blocked.
- Instruct your Vassal to Attack a variety of Locations, whether they are Infestations or Enemy Cities or instruct them to Defend your own Cities.
- Review the time until the next Attack or spend Imperium to immediately call for an Attack.
- When reinforcing a vassal through the rally of the lieges, you can now choose to have those units join the next mission of the Vassal. This means the recruited units will join in the vassal city’s next attack/defense mission.
- When a Free City’s army pillages a province it will now give the pillage rewards to their overlord and will send a notification about this.
Overhaul: Form Trait Rework
- Form Traits have been reworked from Body & Mind Traits to a Point Buy System
- Traits now cost between 1 to 3 points, the player has 5 points to spend on traits. Some, like mounts and terrain adaptations are mutually exclusive
- Default traits for all forms have all been updated so they always spend all 5 available points
- New Form Traits:
- Hideous Stench - Adjacent enemies have -2 Resistance and Status Resistance
- Light Footed - Friendly Units do not block Movement
- Sharp Eyes - Units have +1 Vision and Sensing Range on the World Map
- Changes to existing Form Traits:
- Arctic Adaptation
- Replaced -2 Movement reduction in Snow & Ice terrain with Arctic Walk
- Added the “Freeze the Land” Terraforming Spell
- Desert Adaptation
- Replaced -2 Movement reduction in Sand terrain with Sand Walk
- Added the “Scorch the Land” Terraforming Spell
- Swamp Adaptation
- Replaced -2 Movement reduction in Swamp terrain with Swamp Walk
- Added the “Flood the Land” Terraforming Spell
- Underground Adaptation
- Replaced -2 Movement reduction on Cavern Floors with Cave Walk
- Underground Adaptation no longer gives Rocky Walking.
- Hardy
- Renamed from Hearty
- Reduced HP given from 10HP to 8HP
- Athletics
- Renamed from Fast Initiative
- Grants units Fast Movement on the World Map and in Combat.
- Resilient
- Has been combined with Resolute
- Gives +2 Status Resistance
- Reduces Negative Status Effects by 1 Turn
- Fast Recuperation - Increased HP recovered from +5HP to +10HP
- Strong - Now grants a +2 Flat Physical Damage instead of percentage
- Elusive - Reduced Defense and Resistance from +6 to +4
- Poisonous - Increased chance to Trigger Poisoned from 30% to 60%
- Exotic Mount traits now only give 40 Move Points to mounted units (if a mounted unit already had 48mp, then it will keep that)
Overhaul: Water Gameplay
- You can annex Coastal Provinces with the general improvements that also work on the land! This allows your boosts, improvement stacking effects and adjacency bonuses to activate using coastal annexation.
- You can always build a water Farm on coast provinces
- You can build a water Quarry or Research Post on coast provinces with Sunken Ruins
- You can build a water Forester on coast provinces with Mangrove Forests
- You can build a water Conduit or Mine on coast provinces with Pearl Reefs
- The Oyster Reef node has been renamed to Pearl Reef, and now grants Mana and Gold instead of just Gold
- Experienced Seafarers Changes
- No longer reduce the cost to recruit and maintain naval units, instead it grants Embarked units +20% Damage.
- No longer grants +2 Ranks to naval units, instead it grants Embarked units +20% Experience gain.
- No longer grants +2 Gold, Food and Draft per Fishery instead it grants +2 Gold, Food and Draft per Coastal & River Provinces.
- Updates to Water Vision
- Reduced the vision range bonus land units gain from embarking onto ships to +2 (from +3)
- Added a +2 vision range bonus to floating and amphibious units when they’re in the water (note that flying units always have a +2 vision range bonus)
- Added Underground Passages on the water, connecting the sea with underground rivers/lakes
- 7 New Water Combat Maps
- Mangrove Forest
- Sunken Ruins
- Pearl Node
- Fish Node
- Water Improvement
- 2 Natural Oceans
- Disabled the recruitment of the Ram Warship and the Ballista Warship.
New Content: Events
- 18 Events focussed on War
- 4 Firs Meet Events
- 8 Free City War Events
- 5 Empire at War Event
- 1 Army Surrender Event
- 6 War Oriented Quests
New Content: Pantheon Update
- Added new Banner Icon Unlocks
- Pirates Banner
- Commonwealth Remnant Banner
- Commonwealth Philosophers Banner
- Krazura Banner
- Avian Reavers Banner
- Added new Hero Origins Unlocks
- Veteran Hero Origin
- Captain Hero Origin
- Hunter Hero Origin
- Added new Society Trait Unlocks
- Relentless Crusaders
- Merciless Slavers
- Added a Item Forge Visuals Unlock Tree
- Alternative Icons & Models for Weapons/Shields
- Alternative Icons for Armor, Rings & Trinkets
Quality of Life Updates
- When playing Simultaneous Turns, Auto Combat, the Combat Engagement and Combat Result Screen no longer block other Players from taking Actions.
- Added Combat Advantage settings for AI as well as Human players
- Added new Spell Book Interface
- Added AI Personality Picker
- Added Pangea map type
- Overhauled the Islands map type. They will have a lot more water, and different sizes of islands.
General
- Added an Exclusive Fullscreen mode in the Graphics Options
- Added Resolution Selection to the Graphics Options, only available in Exclusive Fullscreen
- Intro video can now be skipped by pressing Esc, Enter or Spacebar.
A.I.
- Optimizations for AI performance
- City Mission generation - This handles Structure Construction & Unit Recruitment
- The AI will now also make use of the boost Free City negotiations option on Hard and Hardest difficulty
- Adjusted amount of pickups the AI targets
- Disabled ForceDuration for missions that take longer then 1.5 turns
- Adjusted priority for nearby targets
- Removed the old scout unit production logic
- Implemented support for free cities to use siege projects
Combat AI
- Reworked threat assessment of units in combat. The AI will now consider units as dangerous as their strongest ability, whether this be a damage ability, buff, debuff, summon, etc. This should lead to support- and ranged units being targeted more.
- Rebalanced low-health unit prioritization. This should lead to AI focussing more on killing off low-health units when possible.
- Tactical AI will now focus even more on low health units when it knows it’s going to lose.
- Added local friend/foe balance checks for standing positions to reduce fast and teleporting units rushing in.
- Reworked Cautious Approach logic that controls unit movement in the first 1 or 2 turns to form better formations.
- Rebalanced Spite mode to inflict more casualties. Spite is a mode that the AI enters when it knows it can’t win the battle.
- Addressed under- and overvaluing of the threat of some unit’s abilities. This should help the AI pick their targets better and better estimate if they are winning or losing.
Art
- Tweaked the WM visual of the owned underground passage
- New icons for:
- ‘Siegecraft’ unit type
- ‘Poison Weapons’ hero skill & unit property
- ‘Decaying’ status effect
- ‘Restoration’ signature hero skill & unit ability
- ‘Experienced Leader’ hero skill
Audio
- Updated FMOD Studio to V2.02.15
- Rerendered AstralWorld Ambiences
- Set frequency of Dragon Roar idle to 0.15 (was 0.3) and default idle to 0.7 (was 0.5)
- This will limit the Roar triggering ingame. Especially if you had multiple dragons in TC it became too much quickly.
- Removed DragonRoar event from Serpents, event played too frequently and this should be available to dragons only.
- Added Stepland SFX for Young Dragons
- Updated the Cast Net SFX
- Updated mixing for Spirit Hawk, Carrion Bird and Grimbreak Crow
- Updated Cavern Ambients
- Updated sound for Harass Defenders and Headlong Assault
Combat
- Added a new status effect “Dominated”, this is identical to mind control except that the player who applied the effect will get the option to purchase the unit after combat with Mana if they can end the combat quickly enough.
- Dominated is applied by the following units/items:
- Nymph
- Lightbringer
- Wand of Domination
- Passives that triggered on any spell cast are now only triggered by friendly spells. The following were affected:
- Arcane Surge (Hero Skill)
- Attunement: Blades
- Attunement: Fortune
- Attunement: Mana Addicted
- The Camera should “ping pong” around a lot less, it now stays in the location where it moved to show something to the Player and continues from there. Before, it would move back to its original location in between sequences. Interrupting the movement still behaves the same as before.
- Enabled previewing AoE attacks with full info when holding CTRL in combat.
- The abilities of enemy units can now be selected to view previews of what they will do to your own units
- Slow no longer removes retaliations completely. It removes one retaliation so if a unit has more than 1 they can still have retaliations.
- Hastened adds one retaliation to affected units.
- Poisoned now stacks up to 5 times, and deals 4 damage per stack.
- Bleeding now stacks up to 5 times, and deals 4 damage per stack.
- Slightly reduced the time between turns, it was taking quite long (used to be 3 seconds, now 2).
Combat Map
- When fighting on Ancient Wonders without exploring them, you instead get a new “exterior” Ancient Wonder map. This was added mainly for when fights happen between player armies during the Magic Victory, in which players have to keep control of Gold Ancient Wonders.
- When fighting to take back a conquered city from occupiers, you will be fighting on a new City Streets combat map!
Diplomacy
- Added alternate text in the diplomacy screen for when a player doesn’t have a throne city (before it would say “not discovered”) and added tooltips.
- The declare war / respond to call to war screen will now also list players that can receive a call to war as a result of the war starting.
- Fully justified wars now ignore the penalties of breaking any treaties when war is declared.
- We now show the value of the Grievance gained from the Fabricate Grievance option in the tooltip.
- Grievance tooltip and info updated to show Rival Justification more clearly.
- Some restrictions on gaining a Defensive Pact / Alliance are now removed if the opposing ruler is a vassal of one of your allies to make sure you are always able to end a game diplomatically and gain good relations with your ally’s vassal rulers.
- Vassal Cities will now also share their Souls income.
- AI rulers with a negative relation are now more prone to going to/maintaining a war with a ruler that is in the final countdown of a victory condition.
- When a vassal city army captures another (free) city, they will now make their overlord ruler the occupier of the city instead of razing the city, which grants their overlord the choice of how to handle the city.
- Tweaked the pressure system slightly to make sure that in general the AI is slightly less aggressive, to allow for more player agency.
- Updated the pressure system balance to make sure not all rulers are hostile on hard and brutal difficulty.
Trades & Treaties
- Added the option to peacefully end a resource/magic material treaty without causing an alignment penalty by making a trade proposal. This will not break any other treaties made in the same deal. You can also still break treaties forcefully.
- When proposing a resource or magic material treaty to another player you can now set how long the treaty will last or keep it at indefinite (default). When the treaty expires it will not break any other treaties that were made in the same deal.
- The AI will now offer / ask for more realistic amounts in resource treaties (gold or mana). It is now also correctly based on the actual income of a player and has limits to prevent the values from being too high.
- When offering or requesting resource/magic material treaties, the opposing ruler will no longer ask for/offer finite resources as payment but instead will propose a resource treaty as payment
- Equipment trading now uses the actual item cost again instead of the sell value, this means they are more expensive again. Limits have been added so the AI will not sell or buy them for a price that is too far away from the actual value.
- Added “per turn” mention to resource treaties to make it clear that the gold/mana is exchanged every turn.
- Added a new notification panel when declarations have ended to better explain which declaration ended, why and to whom it belonged.
- Added shields to the declaration ended notification and differentiated their/your declaration in the title.
- When switching between rulers using the shields in the top bar we now attempt to keep the trade screen open instead of going back to the main diplomacy screen (only if you can trade with the other ruler).
- Updated Trade Items tooltip with proper formatting.
Factions
- Added a new personality trait: Economic Warlord. This type likes warmongering and trade!
- Adjusted the personality of several premade rulers (DLC and core game) to reflect their tomepaths and actual personality better.
- Updated Random Personality picker to only select a personality from the ones that best match the ruler’s affinities, previously it could also pick from personalities that had a lower match score.
- Improved Faction Customisation
- All Forms can now choose Skin Decorations for their Armies
- Feline, Ratkin, Toadkin & Molekin Forms can choose the Heads for their Armies
- Randomized faction shields will now match the culture and affinity of the faction. This works for random generated factions, as well as when randomizing a duplicate color.
Society Traits
- Added New Society Traits
- Hermit Kingdom - This Astral Society Trait is for those that prefer to live in Isolation. Experiencing the benefits of solitude through increased City Stability and Knowledge Income and condemn those that dare to come close.
- Reclaimers - This Materium Society Trait is for true Crafters that know how to use every bit of material left behind after a battle.These materials are then reused to craft more suitable items
- Chosen Destroyers - Now grants 40 gold, 40 Mana (up from 20) and 40 Knowledge (up from 20) income per city razed
- Chosen Unitors - Start with +1 Whispering stone base now, rather than the Diplomatic Focus empire skill. Vassals grant +30% income (up from 20%)
- Perfectionist Artisans - City cap penalty reduced from -2 to -1.
- Silver Tongued - Replaced Diplomatic Focus Empire Skill with Court of Whispers.
- Adept Settlers - Now grants the first unlock of Expanded governance (to give +1 City Cap) rather than giving a flat city cap increase.
Free City
- Free Cities created upon a player’s defeat will now remain at war with players with whom the defeated player was at war with. These cities will send a notification offering to make peace for free or to remain at war if declined. Any active sieges will no longer be canceled.
- You can now make treaties with Free Cities even if they can only be afforded for 1 turn, previously it would require you to be able to pay for the full duration upfront.
- The event ‘{DefeatedPlayer} banished to the Void’ now also triggers when another player is defeated by a Free City, not just by a player.
- Improved Rally of the Lieges tooltips to explain recruitment points and Rally Pool build up.
- The number of units available in the Rally of the Lieges is now unlimited instead of having a hard limit of 20 units.
- Heroes released from your prison back to a free city will now spawn off map when that free city is occupied or under siege to prevent the hero being captured again.
Heros
- Hero Skill “Killing Momentum” no longer gives enough move points to move a hex when it returns an action point
- Signature Skill “Dark Ritual”
- Now once per battle
- Raised Zombiesnow start with 1ap instead of 3.
- “Gravecall” gained from the Staff of Inioch is no longer dispelled by healing or negative effect dispels.
Interface
- The game now prioritizes certain fonts depending on the set language. This is to fix incorrect glyphs in the Japanese language.
- Added individual icons for DLC information used in the frontend. Icons now reflect whether you own the content or not
- Story event Affinity check now shows the effects that it will have in the success / failure screen
- Enabled the in world elements and banners to be displayed in the background during story events.
Reworks & Updates
- Reworked the Cities Overview screen.
- Reworked the Quest Overview & Tracker
- Updated the Banner & Colour Pickers
- Updated the Outpost Screen
- Added “Combat in Progress” indicator for all gamemodes
- Added “Completed” tab to realm selection to show completed Story Realms.
- Added Diplomacy ranking button and sorting to the diplomatic overview screen.
- Added a “Go to Magic Materials” button in the Magic Material Location Panel
- Changed the “Go to Magic Victory” button to be consistent with the “Go to Magic Materials” button
- Improved the UX on the siege screen when adding siege projects. The side menu will now stay open until all slots have been filled. You can manually close the side menu now.
- Reward panel now calculates the amount of rows and columns based on the amount of rewards instead of having a fixed size.
- Unit panels will now only show every property once if the unit has the same property from multiple sources.
- City Production list remembers the position of the scrollbar after inspecting a unit in the unit production list in the city interface.
- The “Population Starved” notification now has the name of the province and moves the camera to this province on selection.
- Duplicate notifications from victory conditions are now filtered out to avoid spam.
Tooltip Improvements
- Added tooltip to Discounted Skill icon in the Research screen.
- Added Fortification Damage when examining Siege Projects in Tomes
- Added the Spell Casting Cost when examining Spells in Tomes
- Added Icons to Enchantments for unit types that didn’t have them before like Animal or Elemental unit types.
- Added tooltips to the combat history and spell casting buttons on the leader portrait in tactical.
- The tooltip for founding an outpost will now display an error message if the center hex of the province is occupied by an enemy army
- The economic penalty of having cities over the city cap can now be seen in the city count tooltip in the topbar.
Controls
- Moved the ‘Center View on Selected Object’ to the correct keybinding category
- Pressing the “back” button on a controller while having a structure(outpost, ancient wonder, underground passage) screen open will now keep the stack selected
- Disabled the swapping of the A and B controller buttons in the keybinding screen as swapping major buttons like this is not fully supported.
Multiplayer
- Added a Summary of changes to the Advanced Settings screen.
- Added the chosen Crossplay Setting on the Multiplayer Board.
- Implemented support that a newer version of a mod can update the session information to use the new mod version.
- Team selection is now grayed out when the player presses Ready.
- The presence icon in the chat screen now updates when a player enters or leaves the session.
- Double clicking a session in the in-game sessions screen now switches to that session instead of opening the chat.
- Added extra visuals and notifiers for when another player is currently making a decision that blocks actions from queueing in multiplayer.
Onboarding
- Added a confirmation dialog when resetting help messages.
- Ensured a city of the player’s race is present in the Initiation Realm.
- When you open the Advice list while having Advices disabled, the game will query you if you would like to enable them.
- Removed highlighting of buttons during tutorials while playing with controller.
Encyclopedia
- Tomes in the Encyclopedia are now sorted by Tier rather than name.
- Encyclopedia Affinity sorting now takes the second Affinity into account.
- Special Province Improvements now show up in the Encyclopedia.
Pantheon
- You can now ascend leaders of games that you’ve already won by loading the save and winning again. Rulers can still only be ascended once of course.
- You can no longer earn more points for the Pantheon when you already have enough points to unlock all remaining items.
- Pantheon unlocks now state they require connected items rather than specifics which imply the system doesn’t unlock backwards as well.
- Forming Realm and Warping Wilds now use terraforming templates instead of its old pure script based setup.
- Souls Spells now also cost 2x same as mana costing spells on Unlimited Power realms.
- You can now replace a Realm Trait with a trait that it is blocked by.
Tomes
- Dual Affinity Tomes now require any mix of their respective Affinities to match the Affinity Requirements to unlock. i.e. Tome of Dragons Requirements are met with 2 Nature & 1 Chaos or 2 Chaos & 1 Nature.
Astral
- Tome of Evocation
- Evoker - Reduced Resistance from 3 to 1
- Tome of Amplification:
- Is now a Tier III tome
- Casting Cost of Spells and Skills adjusted accordingly
- Combat Spell “Chain Lightning” - Increased Damage from 20 to 30
- Hero Skill “Spell Amplification” - No longer stacks if multiple heroes have it in the same battle
- Tome of Summoning:
- Is now a Tier II tome.
- Cast cost of spells and skills adjusted accordingly
- Arcane Restoration heal increased to 25
- Astral Serpent
- “Melee Strike” - Now has a Base 90% Chance to apply Electrified
- “Shattering Refuge” - Now has a 60% chance to apply slowed
- Tome of Scrying
- Watcher
- Reduced Resistance from 4 to 2
- “Psychic Gaze” - Can no longer be used when engaged in Melee
Chaos
- Tome of the Horde
- Combat Spell “Blaze of the Horde”
- Increase damage bonus from 4 to 5
- Decreased mana and casting point costs
- Houndmaster
- Increased HP from 40 to 45
- Tome of Pyromancy
- Pyromancer - Reduced Resistance from 3 to 1
- Tome of Mayhem
- Gremlin:
- Behind You! - Now removes Defense mode and retaliation. Doesn’t apply on units with charge resistance.
- Increased HP from 55 to 60
- Increased Defense from 1 to 2
- Increased Resistance from 1 to 2
- Tome of Pandemonium
- Chaos Eater
- Increased Defense & Resistance from 3 to 4
- “Chaos Bolts” - Increased Damage from 7 to 8
Materium
- Tome of Rock
- Earthkin
- No longer gives Rocky Camouflage, instead it gives Mountain Camouflage.
- No longer gives Rocky Walking, instead it gives Mountain Walking.
- Lesser Stone Spirit
- No longer has Rocky Camouflage, instead it has Mountain Camouflage.
- Now has Mountain Walking.
- Gargoyle
- No longer has Rocky Camouflage, instead it has Mountain Camouflage
- Tome of Enchantment
- Copper Golem - Is now treated as a non-Magical unit, even when summoned, which changes its upkeep from mana to gold.
- Tome of Winds:
- Combat Spell “Abducting Cyclone” - Now stuns with a 90% chance. Reworded description to make it clearer on what the spell does.
- World Map Spell “Favorable Winds”
- Can now target land units but recovers only half of the movement points.
- Increased Casting Costs from 60 Mana/CP to 80 Mana/CP
- Combat Spell “Dust Storm’ - Now deals 10 Physical Damage in addition to Blind
- Wind Rager:
- New passive: Wind Barrier Aura: Adjacent friendly units have +30% evasion to Physical Ranged and Magical attacks.
- Fixed bug where Whirlwind didn’t have an attack tag thus didn’t get a damage bonus from buffs like Strengthened.
- Tome of Artificing
- Iron Golem Assistant
- Increased Defense & Resistance from 0 to 2
- Tome of Transmutation
- Added the Transmutation Circle Special province Improvement. This Structure can duplicate the effects and income of any Magic Material.
- Transmuter - Reduced Resistance from 5 to 3
- Tome of Terramancy
- Earth Shatter no longer creates Rocky Terrain.
- Stone Spirit
- No longer has Rocky Camouflage, instead it has Mountain Camouflage.
- Now has Mountain Walking.
Nature
- Tome of Beasts
- Animal Kinship: Animals also get the damage and critical hit bonus when adjacent to a transformed unit. Cavalry units no longer trigger this effect.
- Call of the Wild: Now grants 2 Strengthened from 1. Is now a 1-hex radius spell (from battlefield wide)
- Tome of Fertility:
- Restore the Land: Can now be used on neutral provinces.
- Nymph seduce is now a single action point cost at range 3
- Tome of Nature’s Wrath:
- Awaken Instincts: Healing increased to 25 Temporary Hit Points. Is now a 2-hex radius spell (from battlefield wide)
- Horned God
- Gained “Melee Mage” allowing Magic & Support abilities to be used when in a Unit’s Zone of Control
- Reduced the Range of all abilities to 4
Order
- Tome of Zeal
- Zealot
- Increased Defense & Resistance from 1 to 2
- Melee attacks have a 60% chance to apply Condemned
- Tome of Inquisition
- Inquisitor
- Increased Defense & Resistance from 2 to 3
- Increased HP from 80 to 90
- Tome of the Beacon
- Lightbringer
- Reduced Resistance from 3 to 1
- “Convert” is now a single action point cost at range 3
- Tome of Exaltation
- Shrine of Smiting:
- Gained the “Fierce” property
- “Smiting Praying Blast” is now no longer affected by accuracy. Extra damage from Faithful units in the battlefield now caps at 10 units.
Shadow
- Tome of Cyromancy
- White Witch - Reduced Resistance from 3 to 1
- Tome of the Doomherald
- Banshee
- Increased Defense from 2 to 3
- Increased Resistance from 4 to 5
- Tome of Necromancy
- Necromancer: Raise Undead unit ability is now a single action
- Tome of the Reaper
- The Harvest Population spell from Tome of the Reaper now also blocks bonus food income from having positive city stability.
- Reaper - Gained the “Fierce” property
Units
Unit Type Updates
- Naval Units:
- Naval units now get -2 Fire resistance
- Naval units are now referred as Embarked units
- Embarked now reduces Armor and Resistance by 2
- Fey:
- Lost Shock Weakness
- Increased Blight Resistance from -2 to -4.
- Increased Spirit Resistance from 2 to 4.
- Entwined
- Undead:
- New Unit Type: Construct
- Has Reinforced (+4 Defense against Ranged Attacks)
- -4 Lightning Resistance
- 100% reduced morale changes
- Control Loss Immunity
- Immunity to: Bleed, Distracted, Diseased and Poison
- Copper and Iron Golem are now Constructs and lost the blight resistance and immunity to all status effect
- Gold golem is now a Construct and lost the blight resistance.
- Main attack is now a cleave that hits units in a 1-hex cone (3 adjacent units)
- New Unit: Bronze Golem, which is now the evolution to the Copper Golem
- Constructs and Undead units now have a new property “Heartless” which reduces the impact of morale events by 50%, this replaces the 100% reduction they had earlier
- Battle Mages and Ranged Units now all have a 5HP reduction.
- Battle Mages have had their Resistance reduced to various degrees
- The “Tower” subtype is now exposed again for units and its tooltip will tell you about its implications (such as automatically attacking, immobilized, certain status immunities, etc)
- Water Units now go as fast over water as Floating, Flying and Amphibious units (they used to need 4 MP per hex, compared to 3 for the other movement types)
- Mythic Units now all have Control Loss Immunity, making them immune to mind control, berserk and taunt.
- New unit modifier called Warding providing 3 Resistance.
- Quick Stab is no longer a Base Melee Ability but just a Melee Ability.
- Units in Refuge no longer have a zone of control. This means that adjacent enemy units can use ranged attacks.
Culture Units
- Barbarian Sunderer
- Increased HP from 50 to now has 55HP
- Increased Defense from 0 to 1
- Increased Resistance from 0 to 1
- Barbarian Pathfinder - No longer has Rocky Walking.
- Dark Outrider - No longer has Rocky Camouflage, instead it has Mountain Camouflage
- Dark Warlock - Reduced Resistance from 4 to 2
- Feudal Defender
- Increased Defense from 3 to 4
- Increased Resistance from 1 to 2
- High Dawn Defender - Increased HP from 70 to 75
- High Awakener - Reduced Resistance from 4 to 2
- Industrious Bastion - Removed Defensive Masters from the Industrious Bastion Unit. It now has a new ability called Defensive Sweep that deals damage to a target and adjacent enemies.
- Mystic Arcanist - Reduced Resistance from 1 to 0
- Mystic Spellbreaker - Reduced Resistance from 4 to 2
Wildlife Units
- The following units went from being a single unit on a hex to multiple:
- Druid of the Cycle (2 on hex)
- Spirit Wolf (2 on hex)
- Astral Serpent (2 on hex)
- Flow Serpent (3 on hex)
- Slither (2 on hex); Lost Large Target
- The following units now have Large Target:
- Chaos Eater
- Tide Spirit
- Storm Spirit
- Stone Spirit
- Snow Spirit
- Magma Spirit
- Updated flying units to all have at least 40mp
- Autumn Fairy
- Balor
- Bone Dragon
- Carrion Bird
- Dragon Ruler
- Eagle Rider
- Fire Dragon
- Frost Dragon
- Gargoyle
- Golden Dragon
- Grimbeak Crow
- Lightbringer
- Obsidian Dragon
- Phoenix
- Spirit Hawk
- Spring Fairy
- Summer Fairy
- Thunderbird
- Winter Fairy
- Wyvern Fledgling
- Young Fire Dragon
- Young Frost Dragon
- Young Golden Dragon
- Young Obsidian Dragon
- Bone Wyvern
- Has the Animal requisite
- Increased Resistance from 1 to 2
- “Melee Strike” - Reduced Physical Damage from 10 to 8
- “Melee Strike” - Increased Blight Damage from 4 to 5
- “Melee Strike” - Has a 60% chance to apply poison
- Ice Spiders and Phoenix units are no longer elementals; They can still spawn together with Elemental themed stacks.
- Phase on Unicorns and Phase Beasts now has a range of 6, but requires 3 action points to be used.
- Autumn Fairy - Reduced Resistance from 4 to 2
- Winter Fairy - Reduced Resistance from 4 to 2
- Thunderbird - Reduced Resistance from 4 to 2
- Magma Spirit - Reduced Resistance from 4 to 2
- Swamp Troll - Reduced Resistance from 5 to 4
- Entwined Scourge - Reduced Resistance from 5 to 4
- River Troll “Razor Net” - Increased damage from 20 to 24
- Ghost Ship “Spirit Beacon” - Now can only trigger Once per Turn.
- Spring and Summer Fairies - Can now target themselves (their hex) with their support abilities
World Map
- Rocky Terrain is removed as an overlay. It is still present as a Feature. This means that movement is no longer reduced from Rocky terrain
- Improved terraforming logic to create prettier results.
- Pillaging Teleporters, Spell Jammers, Chrono Gate and Demon Gate is no longer considered an act of Evil.
- Spelljammer no longer blocks all spells from being cast in TC. Instead spells cast by enemies in TC in the domain cost +100% Combat Casting Points.
- Roaming/Attacking armies spawned by Free Cities and infestations can now upgrade earlier.
- Moved the Ritual Graveyard from a Silver Infestation to a Bronze Infestation
- Selected enemy units now get deselected if they move out of vision
- City spells are now consistent on when you can cast them on allies. Any spell that only has beneficial effects can always be cast on allies. While any spell which has a negative effect cannot be cast on allies. These spells are: Amplify Minds, Transmute Resources, Awakened Tools and Fanatical Workforce.
- Reign of Destruction now gives +50 Gold per Population of the razed city. Before it effectively only gave +75 Gold when razing.
Victory Conditions
- Allied score victory is now possible.
- Losing your capital will now give all other players a quest to kill your ruler.
- Beacons of Unity will now be destroyed if the city they are annexed to is occupied.
- Bind Gold Ancient Wonder now cancels correctly when the province gets disconnected from a city or outpost. But will stay if you simply transfer the province between cities/outposts.
Ancient Wonders
- The Golden Ziggurat’s upkeep reduction for Magic Origin units in the domain now only applies to the owner of the Ziggurat. It previously wrongly applied to any magic origin unit regardless of owner.
- The Violent Gorging combat enchantment from one of the Enchanted Cave events now displays Violent Gorging in its description as a hyperlink from which you can see the ability it actually adds to all enemy units.
Fixes
General
- General fixes in movement animations, making them a lot smoother and behave as expected. This should give the units some more “weight” while moving.
- Mouse movement was not correctly handled under all circumstances, causing camera rotation in both the World Map and Combat to be unresponsive/inconsistent. A fix has been done to make this behave as intended.
- Fixed crash when attempting to start a game with a faction that has colors or an icon from a disabled mod.
AI
- Fixed issue where the AI would still send declarations even though they shared a vassalage with the opposing player.
- Fixed an issue where the AI would send a request to the player for them to make a new declaration even if that player or the AI itself was a vassal.
- Fixed issue where AI’s would not continue pillaging domains
- Fixed issue where PlayerAI’s would ignore some forms of concealment
- Fixed issue where performing a set of simple but specific actions would keep a sector in perpetual occupation state
- Fixed issues where the free cities would continue to spawn units
- Fixed bug in handling of Secondary Missions.
- Fixed Embarking issue
- Fixed City Founding Issues
- Fixed City Production Queue resetting on load
- Fixed Coverage Range issue in Transaction Solver
- Fixed Approved Briefing Mission reconstruction in ArmyManager
- Fixed issue where free city armies would attack other free city armies that have the same overlord
- Fixed issue where free city armies would attack quest stacks
- Fixed issue where the AI was able to build mutual exclusive buildings in their cities
- Fixed armies halting their movement because of hidden Pickups.
- Fixed a crash related to AI leaders ending a truce in the wrong way
- Fixed that the AI no longer spends Imperium on extra city cap when it can still build another city.
Combat AI
- Fixed skirmisher units trying to hind behind each other
- Fixed units accidentally standing on flee points when seeking cover
- Fixed hang in combat caused by the AI trying to cast a spell on an invalid position continuously
- Fixed units not attacking when outnumbered
- Fixed units running around when choosing not to attack
Audio
- Fixed Music tags of Flourishment and Sovereignty songs
- Fixed Sunderer Throw Javelin having no impact FX
- Fix for Main Menu SFX memory Issues
- Fixed mixing audio slider issue for certain units and abilities
Combat
- Parting Gifts is now tagged as a buff (appears green on the unit panel)
- Wrath of the Emperor’s Condemned effect is now tagged as a debuff (appears red on the unit panel)
- Fixed issue that prevented a lot of combat effects from being applied.
- Updated the description of Killing Momentum to clarify that it only triggers when a unit is killed with a Magic, Melee or Physical Ranged attack.
- Killing Momentum was giving 2 Action Points back instead of 1 to units with regular movement. This has been fixed.
- Rock Giant’s Throw Boulder now correctly shows that it has a chance to slow at 90%
- Cryptblade and Melenis’ Glaive no longer make zombies that walk on water.
Diplomacy
- Fixed issue where the option to add a magic material to a trade would not disappear in human vs human trading if that magic material had already been added to the trade.
- Fixed an issue where denouncement notifications/messages would not disappear if the sending or denounced player was defeated before clicking the notification.
- Fixed a crash that could happen if a script was trying to add invalid treaties to a relation.
- Fixed an issue where two players could trade cities even if either side of the relation had the chosen destroyers trait.
- Fixed issue where the Alliance tooltip would mention too many alliances when there were only 2 living players, we now have alternative text in this scenario.
- Fixed several diplomatic notifications missing their shields.
- Fixed issue where Defeated players could still have higher rankings and would also appear to have a higher score in the end game results screen.
- Fixed issues where a queued diplomatic state (e.g. War in 1 turn) would not be mentioned in the diplomacy message, the AI’s general opinion and that it would still be possible to attempt to make trades and pronouncements
- Fixed issue where capturing ancient wonders could give other rulers double grievances.
Economy
- Fixed issue where Global Income properties would sometimes not apply their requirements.
- Fixed the Ruler’s Statue not giving imperium income for alliances with other rulers
- Fixed the Ruler’s Statue not correctly showing the income it gives when selecting it on the world map
- Fixed the Ruler’s Statue not being correctly counted as a conduit by other special province improvements
Empires Development
- Fixed an issue where skills in the empire tree would not be unlocked if you had exactly the correct amount of XP
- Fixed that the Balor's “Power from Slaughter” damage modifier didn't allow stacking
- Fixed Surge Spellcasting allowing you to cast spells on invalid targets
- Fixed Philosopher Soldiers ranking rewards being misaligned.
- Fixed Reign of Destruction reducing the time to raze by 3 while it should be by 2 turns.
- Fixed Knightly Orders empire skill applying to all units instead of only Legendary rank units.
Events
- Revel Without A Cause: The first Chaos check now does not award city stability on a success
- Fixed an issue where heroes would be duplicated when they were recruitable after an event
- Fixed an issue where a lack of Free Cities on the map would mean Ancient Wonder events would be blocked
- Fixed Salt and Vinegar event where chaos affinity check would result in an astral affinity penalty
- Fixed an issue where army encounter story events would sometimes invalidate or break if you retreat from the event/combat and come back later (in combination with army splitting/merging).
- Fixed the “Eternal Bedchambers” Aftermath event where skipping combat would not properly allow the player to recruit the undead queen
- Fixed wrong text link for Header in the Smoke and Ruins ancient wonder event, when you would trigger the event with your ruler.
- Fixed issue where resource sharing system did not allow multiple entries between 2 cities
- Fixed an issue where certain events were showing the wrong unit.
- Fixed a bug where certain events weren’t showing up in story realms due to loading a save game.
- Fixed issue where events would show for bespoke heroes, resulting in unintended randomized events for heroes with specific flavors
- Fixed issue where Story Events could sometimes spawn with incorrect data.
- Fixed a bug where you gained gold instead of paid gold in certain story events when you had a negative gold income.
- Fixed a text issue where the Overlord Player of a Vassal city was not named correctly in events
Faction
- Scions of Evil now correctly ranks units up if you are pure evil.
- Fixed Perfectionist Artisans also increasing Production costs of Special Province Improvements.
Free City
- Fixed issue where the hostile action screen allows the player to declare war on Free Cities even if the cooldown timer is still active.
- Fixed issue where trades with Free Cities would not expire if the player could no longer afford them.
- Fixed a crash when Magic Material Treaties with Free Cities would expire.
- Fixed Distrusting locals affected your own city giving the city -1 stability when you give it a whispering stone
- Fixed issue where you could not boost War Coordination attacks against infestations or free cities when the player was not at war with anyone.
- Fixed issue where when an infestation got cleared it would not cancel any War Coordination attacks against that infestation.
- Fixed issue where migrating a Free City and then vassalizing it again would cause an issue where the defender units would not be registered with the side correctly.
- Fixed issue where Free City armies would not clear infestations.
- Fixed issue where all entries in the Rally of the Lieges Points tooltip would be listed twice.
- Fixed crash that would happen if a Free City or Marauder army would raze another Free City.
- Fixed issue where cities occupied by a Free City army wouldn’t be converted to independents on the owning player’s defeat.
- Fixed issue where the Free City info tooltip would miss the race information and would not format some of the information correctly.
- Fixed issue where liberating a Free City would not work correctly and also added the ability for Free City armies to liberate other Free Cities.
- Treaty expires event did not switch to the free city if another free city panel was already opened.
Hero Skills
- Demonic Slaughter hero skill should now correctly summon only T1 and T2 fiends
- Fixed description of Defensive Training and Precision Training to reflect that they don’t affect heroes
- Fixed Endurance Training to not affect heroes
Interface
- Fixed issue where pressing “New Game” multiple times could get you stuck in realm creation.
- Fixed an issue with HumanvsHuman trading where setting an amount over their gold/mana cap doesn’t add it to the trade list.
- Fixed issue when having a fullscreen interface open while winning the game at the same time, graphical issues would occur.
- Fixed issue where the turn count would be displayed in the encyclopedia entries of structures.
- Fixed issue where the diplomacy shields would be displayed during hero and unit screens.
- Fixed crash in the combat log.
- Fixed issue where sometimes selecting multiple hero skills to level up would accidentally pick the wrong skill.
- Fixed a couple of bugs in the window manager. It would open/hide the wrong window in very specific instances.
- Fixed issue where the faction generators data would be wiped when going into tome of wonders and returning.
- Fixed “Hero Required” popup when walking a stack without a hero into a besieged city.
- Fixed additional turn in the Journey screen when achieving victory outside your turn.
- Fixed topbar city cap color when over the city cap.
- Fixed the ordering (/sandwiching) of annexation pins.
- Fixed empty todo event that sometimes showed up after winning or losing a story realm.
- Fixed “Beacons of Unity Unlocked” spam every time a player loses a Beacon of Unity.
- Fixed an issue where advice would be added multiple times
- Affinity Province Improvement was removed from the Encyclopedia, as it is a feature no longer accessible in the game with the new Magic Victory.
- Fixed “No governor set” notification appearing for occupied cities.
- Fixed issue where one of the fabricated grievances would mention root nodes.
- Fixed issue where the icons in the confirm pronouncement panel would be slightly cut-off.
- Fixed herbalist incorrectly stating it only worked with adjacent hexes in the city’s domain
- Fixed issue where Imperium income would sometimes not be highlighted correctly depending on the type of unjust war the player had.
- Fixed certain story realm characters’ emblems being randomized.
- Fixed issue with a missing ruler name in the declare war on overlord confirmation screen.
- Fixed a bug that made riot notifications lose their province name and show a number instead.
- Fixed a crash when opening the pause menu, closing it and reopening it again and then loading a save file, while having the research screen open with the tome library enabled.
- Fixed issue where the project list in the siege overview screen would not be scrollable.
- Fixed issue where the parchment scroll would be too big on certain research complete screens.
- Fixed character corruption in certain interfaces
- Fixed an issue on the governor assignment screen where an incorrect +20 draft was displayed.
- Fixed The ruler's name doesn't update in the "Race Transformation" screen after they are rename
- Fixed Total Income will show in the Arsenal while no income is gained
- Fixed Prison screen only showing income from one source rather than counting up all incomes.
- Fixed a broken duplicate Castle structure from showing up in the Encyclopedia.
- Fixed Faithfull Whispers doesn't locate city.
- Fixed Turn numbers are behind in the "Event Log" menu when playing on "Low Speed"
- Fixed incorrect icons for Control Loss Immunity, Wind Barrier Aura, and Truesight
- Removed the Affinity Province Improvement concept from the encyclopedia since it no longer exists.
Controls
- Fixed issue where canceling a keybind through the button would not properly cancel the keybinding system.
- Fixed issue where the content of disabled comboboxes could still be changed when using the mousewheel.
- Fixed issue where you could get stuck when using a combination of controller and keyboard mouse input while navigating the advanced setup.
- Fixed issue where the ‘Toggle Hex Grid’ and ‘Toggle Army Banners’ keybindings would not work after exiting combat.
- Fixed issue where the mouse would be unresponsive in the tome selection of the faction creator.
- Fixed bug with keybinds when a key is released while using a modifier key would not send the action through.
Tooltips
- Fixed issue where tooltips would be placed on sliders inside comboboxes. This would cancel the tooltip of the item inside a combobox when trying to hover over said tooltip.
- Fixed issue where sometimes tooltips would not resolve properly on combo boxes and appear blank.
- Fixed issue where the trade option blocked by personality would not show a tooltip when hovering over the personality name in the tooltip.
- Fixed pillage tooltip not showing alignment penalty until you stand on top of it.
- Fixed incompatible society traits coming from the Pantheon not showing up in the tooltip
- Fixed War Prediction Popup appears when mousing over your own units. Now the War prediction Popup doesn't show up if you have selected your unit and mouse over another of your own unit
- Fixed a rare bug that should prevent tooltips from showing up empty.
- Fixed crash in the spell tooltip when a unit is displayed.
- Fixed bug where certain special characters would not be uppercased in the combat ability targeter tooltip.
- Fixed The "Migrate to" city option doesn't show the number of turns required for completion
- Fixed Enfeebling Howl displaying the correct damage value in the Front End Exotic White Wolf Mount Trait tooltip.
- Fixed Abbey telling wrong information about what units it applies on.
- Fixed Marauder tooltip not showing up
- Fixed the Disrupted status effect linking to the wrong concept
- Fixed ‘Forced March’ tooltip not updating the value of HP cost after acquiring the ‘Tireless marchers’ empire skill
Controller
- Fixed crash when deleting an empty save slot with controller
- Fixed issue when navigating the sliders in the appearance tab of the faction creation would skip a few items due to slider acceleration.
- Fixed issue where tome skill slots selection would reset when reshuffling the research.
- Fixed issue where the tooltip in the research screen when using a controller would overlap the new magic victory spell research. Tooltip has now been moved to the right bottom corner in this specific instance.
- Fixed issue where the army moral icon and shield could not be reached with the controller.
- Fixed unreachable focus point in the free city interface
- Fixed Hero items that are in "transport" state can still be sold while using a controller
- Fixed controller issue where navigating through the stack with the shoulder buttons was not working as intended.
- Fixed issue where the pantheon fold out menu could not be opened with controller
- Fixed crash when trying to unequip an item with a controller in the hero screen while not having a slot selected
Items
- Wand Of Healing now allows a hero to heal themselves
- Fiery Wake Boots now correctly give you burning immunity.
Multiplayer
- General Stability Fixes
- Fixed bug where the multiplayer chat stopped receiving messages until reopening the screen.
- Fixed “Cannot queue order” message when ending turn in multiplayer.
- Fixed turn timer stopping when a human controlled player is defeated or surrenders.
- Fixed being able to switch to an unstarted game, resulting in an infinite load screen.
- Fixed forced teams not disabling when switching from 2 players.
- Fixed a bug that the player is sent to the lobby of a match that started while they were in the multiplayer sessions screen.
- Fixed “new chat message” exclamation mark on messages that have already been read when restarting the game.
Pantheon
- Fixed Overchannel from appearing as a combat enchantment when using Pantheon Loadouts with a wizard king ruler.
- Fixed the AI difficulty setting affecting Presence Trait factions
- Fixed issue where the Silver Tongued Society Trait would not influence the cost of making declarations.
- Fixed Ashen war quest would not be finished after getting back into the game after a victory.
- Fixed Ashen war quest would result in some of your allies dying
- Fixed Ashen war quest amount of objectives remaining counter was 1 to high
Spells
- Fixed “Astral Travel” spell not teleporting units on mountains
- Fixed the Harvest Population spell having the wrong values displayed.
- Fixed the Order and Shadow bolstering matrices not affecting resurrection spells
- Fixed wrong requisites for Tome Skills:
- Animal Kinship is now a Transformation instead of a Unit Enchantment.
- Spawnkin is now a Transformation instead of a Unit Enchantment.
- Artisan Blades is now a Unit Enchantment instead of a Tactical Spell.
- Force of Nature is now a Unit Enchantment instead of a Tactical Spell.
Story Realms
- Enchanted Archipelago:
- Decrease imperium reward for Call of the Covenant quest
- Fixed script that would make the Flotsam city revert as a vassal for the player when a different AI player met the city
- Eternal Court:
- Fixed issue where summon animation would be played on the wrong location
Units
- Astral Pursuit can now only be used if there's space for the unit to teleport
- River Troll’s Net now correctly counts as a base attack so it can be enchanted by spells that target ranged attacks
- Fixed Brewer Ogre’s Frigid Belch from showing 'cannot affect target' on enemies and now it correctly removes itself once used.
- Revels of Carnage now correctly grants +30% exp gain.
- Fixed Units that are recruited with Mana to have the same Draft cost as gold costing units.
- Fixed the Chaos Eater to use mana for its recruitment when made from the Demon Gate.
World Map
- Prevent the RMG from generating two infestations adjacent to each other.
- Fixed an issue where units could lose flying while above the water, and die instead of enter a transport.
- Fixed an issue where a unit would not transform when reaching max rank through the Rite of Enduring Duty.
- Fixed siege particle effects not playing after restarting a lifted siege.
- Fixed an issue where a spell that was unlocked by a city structure (such as Recall Leader) would be removed from spells slots on reloading the game
- Fixed an issue where certain themes and overlays were showing up on maps they were disabled in.
- Fixed a crash when trying to terraform without having any valid positions in the province
- Fixed terraforming spells not correctly placing overlays after changing the theme.
- Fixed terraforming not selecting a variant, blocking certain visualization from showing up.
- Fixed an issue where terraforming would remove all borders on the map.
- Fixed a bug where regeneration was blocked in provinces with an ancient wonder.
- Fixed a bug where pathfinding would try to avoid the center hex of ancient wonder provinces.
- Fixed captured units not getting removed from ancient wonders.
- Crash fix when heroes get captured
- Fixed crash that would happen due to infestations not having a side when they were undefended.
- Fixed issue where when infestation units would attack an army, they could drag in the army defending the infestation structure into the battle which could leave the infestation undefended.
- Fixed rare crash in spell targeting on the world map.
- Fixed camera didn’t move switch layers when your units moved to the underground after getting trespassing pop up
- Fixed “Ruler’s Statue” special province improvement not properly allowing you to cast spells while your leader is in the void.
- Fixed player being able to get stuck into auto movement after trespassing
- Fixed Unit Deployment Location not saving.
- Fixed that armies would halt their movement because of hidden Pickups
- Fixed that AI armies would get stuck in an ally’s city after defeating the besieger
- Fixed that clicking on the center of an ally’s city would trigger a “break defensive alliance” popup too late, allowing the army to make it into the city.
- Fixed issue where if only a part of an army was selected to move and an encounter event popped up, it would still move the entire army afterwards instead of only the selection.
- Fixed issue where Quest armies could get stuck on city/outpost districts by moving all independent armies away from districts on city/outpost creation.
- Fixed issue where after razing a city it would still be flagged as being occupied by the party that razed it until saving and reloading the game (could also trigger an Out of Sync).
- Fixed issue where road generation between provinces would remove structures on the water.
- Fixed issue where heroes released back to another ruler would sometimes spawn at the free city they originally were recruited from.
- Fixed an issue where the camera would move to show an opponent annexing a new sector
- Fixed an issue where players would not receive Notifications when enemies used spells on them on the world map
- Fixed production queue losing progress when annexing a province.
83608 (2023-09-14)
Game Version: 1.004.002.83608
General
- World Map AI Optimizations related to:
- Army Movement
- Diplomatic Trades
Story Realm
- Grexolis Flow and Difficulty changes:
- The Map Size has slightly been decreased to reduce the end game slog of the mission.
- The Starting Resources and Units of the player have been buffed:
- Easy - Starting Resources increased from 700 Gold and 225 Mana to 950 Gold and 475 Mana
- Easy - Added additional Tier IV and Tier V Affinity Starting Units
- Normal - Starting Resources increased from 300 Gold and 50 Mana to 550 Gold and 250 Mana
- Normal - Added Tier III and Tier IV Culture/Affinity Starting Units
- Hard - Added Tier III Culture Starting Unit
- On Easy and Normal difficulty, the player and their Allies get Emissary of the Shad’rai, a permanent income buff on all global resources.
82928 (2023-08-25)
- Reverted a change made to the outpost panel, as it was causing crashes when trying to annex a province to an outpost with controller
82837 (2023-08-24)
General
- Implemented a fix that potentially mitigates the reported audio stuttering issues
Units
- Fixed that the Bone Dragon was an Amphibious unit rather than a Flying unit
RMG
- Fixed an issue where Silver Ancient Wonders generation would create too much empty space around it; making it hard for the AI to decide where to expand
Crashes
- Fixed a crash that could occur upon defeating a hero that was also a governor
- Fixed a crash that could occur when loading older save games, related to gaining vision on a free city
- Fixed a crash when loading a save game while having the outpost panel opened
- Fixed a crash that could rarely occur on startup
82125 (2023-08-15)
Watcher Update
Highlights
Research Scaling
The way knowledge costs are determined for skills in Tomes has changed. Instead of the tier of the skill determining the cost, the knowledge cost is now based on the amount of Tomes you have collected so far. Every new Tome you unlock will have an increased knowledge cost of skills compared to the Tome before, regardless of what Tier the Tome or the skill is.
- The general Knowledge cost of Tome skills is increased, especially near the mid and late game Tomes.
- The base knowledge cost of skills for tomes are as follows:
- 1st Tome, General Research and Culture Research: 250
- 2nd Tome: 400
- 3rd Tome: 600
- 4th Tome: 800
- 5th Tome: 1100
- 6th Tome: 1500
- 7th Tome: 1900
- 8th Tome: 2400
- 9th Tome: 3000
- 10th Tome: 3600
- 11th Tome: 4300
- 12th Tome: 5000
- Every Tome afterwards has an additional +1000 knowledge cost per skill.
Individual skills in a Tome now have a skill level (Adept, Intermediate or Expert). This adds a modifier on the knowledge cost. Different skills inside of a tome can still differ in cost as they did previously.
- Changed Tome Tier unlocking. Instead of needing 2 tomes of the previous tier, you just need a certain number of tomes of any tier. This means that players can choose more lower level tomes without slowing down their progress towards higher level tomes.
- Tier II - 2 Tomes of any Tier
- Tier III - 4 Tomes of any Tier
- Tier IV - 6 Tomes of any Tier
- Tier V - 8 Tomes of any Tier
- Tier 3 tomes now require 3 Affinity Points to be unlocked.
Magic Victory Rework
The new Magic Victory Rework focuses on the binding of Golden Ancient Wonders to eventually cast the Age of Affinity Spells. By using Ancient Wonders the Victory Condition becomes more active and makes it different from the Expansion Victory.
- Upon selecting your first Tier 3 Tome, a new global research skill appears "Bind Gold Ancient Wonder"
- It's a sustained strategic spell that must target an annexed golden ancient wonder in your empire.
- While bound, provides research bonus, but more important of all, a number of them are needed to cast the Age of Affinity spell.
- The Age of Affinity spell appears when you first unlock your Tier 5 Tome, in the same place as the Binding spell.
- You can channel it while having enough bindings, but if you lose enough bindings during channeling the spell will be canceled.
- You lose a binding when your wonder or the city it's attached to gets occupied or changes ownership.
- Global Spells are a separate Research pick, not part of the three randomly drawn ones and can be started/paused at any time once it becomes available.
- The amount of Golden Ancient Wonders required scales based on the size of the map.
Summon & Casting Changes
We've added a system to limit how many spells can be actually launched each turn, as well as tightened the rules about where units can be summoned.
- Added a Spell Slot system that limits the number of spells that the player can prepare without actually casting them. This prevents the player from banking up a lot of spells, only to cast them all at once.
- Summoning Spells can now only be targeted on hexes next to your City, your Ruler or your Heroes. Previously they could be targeted on any visible hex.
- Starting Casting Points increased from 30 to 45.
- Changed Casting Point cost of Combat spells to make it easier to cast higher tier spells and have casting points left for other spells and to make it so casting many low tier spells less free. Mana costs have stayed the same.
- Tier 0: Increased from 5 to 10
- Tier 1: Increased from 10 to 15
- Tier 2: Increased from 15 to 20
- Tier 3: Increased from 20 to 25
- Tier 4: Stays at 30
- Tier 5: Decreased from 40 to 35
- Tier 6: Decreased from 50 to 40
- Tier 7: Decreased from 60 to 50
- Tier 8: Decreased from 80 to 65
- Tier 9: Decreased from 100 to 80
- Several World Map spells have been made more consistent. They have their damage or other effectiveness increased while being slightly harder to cast repeatedly. Making for fewer but more impactful actions.
Map Improvements
We’re tackling several elements of the Map Generation that we’ve seen the community provide feedback on. The focus for these improvements will be on the Underground Experience, but we’ve touched up the overall Map Generation as well.
-
Reworked Map Generation
- Renamed Player Distance to Relative Map Size
- Replaced the Far setting with a new Very Large setting, which has a greatly increased distance between players.
- Added a new Large setting which has a map size in between that of Medium and Very Large and gives players room to expand before meeting another player.
- Added Tooltips to better explain the provided experience on each Map Size
- Changed the Continents generation to allow for more varied maps, and small islands to form in the water.
-
Underground Improvements
- Improved player placement in the underground to better take into account the positions on the surface.
- Cities can now annex Provinces on the opposite layer through Underground Passages. This is possible when provinces on both sides of a Underground Passage are annexed.
- Exploring an Underground Passage gives you vision on both sides
- Added a world map visual for when an underground passage is in an owned territory.
- Magic ingredients are now split between the surface and underground, where Ores are only able to spawn in the underground.
- Excavatable provinces in the Underground now have a special FX to show that a structure or node is hidden underneath.
- Excavating no longer spawns a roaming stack of monsters that follow you. You can now uncover infestations and guarded nodes instead.
Crossplay
Starting with the Watcher update, Cross Play is fully enabled between all different supported platforms. This means console and PC players can play multiplayer games together as long as their Cross Play setting is enabled. Thanks for your patience!
- Enabled Cross Play functionality between Steam, GoG, Epic, PlayStation 5, Xbox Series X|S and Microsoft Store.
- Added Cross Play setting to the Online settings tab
- The Cross Play setting is enabled by default when playing on a PC platform (excl. Microsoft Store)
- Console and Microsoft Store players will receive a pop up asking them to set their Cross Play setting when going into Online Multiplayer (if not set previously)
- Cross Play is disabled when playing with mods
General
- Improved Memory Efficiency in the Animation Systems
- Improved optimizations for Tactical Banners and images that frequently update their Opacity
- Increased the Racial Affinity Points given by Traits from Race Council Events from +1 to +2.
- Renamed Publish to Build in the PackageManager, as it’s more fitting for the process that happens when you press this button.
A.I.
AI World Map Behaviour Updates
- Mission Generation & Evaluation
- Updated the AI aggression when calculating the army powers required to fight
- Updated the AI mission army calculation when targeting independents
- Added survivability and damage modifiers based on the world threat settings
- Increased the mission distance range to generate more things for the AI to do at a longer range
- Updated Defense Logic
- Cities with Walls no longer have the “Always Defend” flag, this opens up additional units for the AI to use.
- When under threat the AI will defend accordingly towards the threat
- Throne Cities under Siege will become a forced defense
- Changed how the AI takes Siege Durations into account when attacking and defending
- Updated AI Summon Logic
- Removed a limit that restricts summons to when there is a combat nearby. Now the AI will summon units as soon they are primed
- The AI no longer needs to have a standing threat near their leader or cities to start summoning units
- Increased the Research Priority of Units and Summons
- Increased the priorities of each summon spell by the Tier of the Units they would Summon
- Expansion Updates
- Added simple support to stop Friendly or Allied AI’s from expanding towards the players domain
- Changed rule regarding clearing Ancient Wonders. The AI will now clear them when they are in annex range to Cities or Outposts
- Changed empire development rule, ruleset now includes taking into account free cities that could be integrated instead of only new cities
- Implemented new free city expansion rules, when fully independent they will expand in a circular pattern, when they are a vassal they will default to pick the highest value again
AI Diplomatic Behaviour Updates
- AI Update for the Threat system:
- The threat system has been expanded to look at several new factors and has been tweaked to achieve more competition with nearby rulers and rulers that are competing in overall ranking.
- The impact of the “Need a Friend” and “Need an Ally” modifiers is reduced for Warlord and Isolationist Personalities.
- The “Need an Ally” modifier now only applies if either side of the relation has a War, to make sure the AI doesn’t radically shift opinion (to positive).
- The system now takes Defensive Pacts into account more and no longer waits for a Full Alliance before applying certain factors.
- Some AI players will now have a predisposition in their threat level towards higher / lower threat
- Generally AI rulers should initially act more threatened and hostile.
- AI update for making declarations:
- The amount of declarations that will be made on a player by the AI is now more balanced.
- The AI should no longer abundantly declare friendships on a player, unless that player declares a friendship on them.
- Isolationists no longer declare friendships unless it is declared on them.
- An issue was fixed where the influence of ranking on declarations was inverted.
- Added a 2 Turn cooldown to the AI for manually sending a Call to War after the Diplomatic State with the player they call into a war has changed.
AI Economy Updates
- Normal Difficulty
- Increased Mana Income Modifier from 1 to 1.2
- Increased Knowledge Income Modifier from 1 to 1.1
- Removed Unit Upkeep and Unit Cost Discounts
- Hard Difficulty
- Increased Gold Income Modifier from 1.2 to 1.3
- Increased Mana Income Modifier from 1.2 to 1.3
- Increased Knowledge Income Modifier from 1 to 1.2
- Reduced Unit Upkeep Discount from 33% to 15%
- Removed Unit Cost Discount
- Brutal Difficulty
- Increased Gold Income Modifier from 1.3 to 1.4
- Increased Mana Income Modifier from 1.3 to 1.4
- Increased Knowledge Income Modifier from 1 to 1.3
- Reduced Unit Upkeep Discount from 50% to 30%
- Removed Unit Cost Discount
- Removed Unit Stat Bonus
- Updated Unit Production Logic. The AI will no longer always produce units but tries to keep up with the strongest human player. They try to have at least X% more army power than the human player.
- Easy 5%
- Normal 50%
- Hard 75%
- Very hard 100%
- Changed Disbanding Units Logic.
- No longer disband units on Cities and Victory Condition Structures that are under threat
- Never disband units on cities that are under siege
- Block the AI from replacing Gold, Mana and Special Province Improvements, providing a stronger economy
- Added support for the AI to save up imperium in the late game to buy the city cap empire tree skill
- Changed AI Research values to have a focus on Units, Transformations and Unit Enchantments.
- Changed AI Evaluation for the Magic Victory Condition research
Art
Environment art
- Added drips pfx to the underground stalagmites on WM
- Added pointlights to the underground lava WM
- Added pointlights to the underground water WM
- Texture pass on the underground mushroom forest
- Texture pass on the underground digable walls
- Fixed vertex snap issue with wizard tower city structure
- New Bind Ancient Wonder PFX
Unit Art
Combat
- The “All enemies have routed” dialog will now popup even if temporary summons and siege engines are not routing. This mirrors the rules for winning battle, which does not require those units to be killed.
- Modified the XP gain cap so that dragons and rulers soloing battles earn less XP - a solo unit will now only earn 25% of the battle’s total XP (previously it was 50%)
- Added a small wait time in between turns to make turn transitions less jarring.
- Combat AI is now more likely to use guard breaking and retaliation canceling abilities.
- Combat AI will now choose more varied spells
Buffs/Debuffs
- Buff “Fortune” - Reduced Max Stacks from 5 to 3.
- Buff “Evasion” - Now correctly only work on Physical Ranged and Magic attacks.
- Debuff “Slowed”
- Now also disables Retaliation Attacks
- Decreased duration from 3 Turns to 2
- Debuff “Misfortune”
- Reduced Max Stacks from 5 to 3.
- Increased Fumble chance from 10% to 15%
Cultures
General
- Added Wizard Tower Affinity City upgrades:
- Bolstering Matrix
- Unlocks at Wizard Tower: Level 2
- Adds additional effects to Affinity Buff & Healing Spells
- Amplifier Lens
- Unlocks at Wizard Tower: Apex & Bolstering Matrix
- Adds additional Damage to Affinity Damage Spells
- Adds additional effects to Affinity Debuff Spells
Feudal
- Defender “Heavy Shield” - Now also gives +1 Resistance.
- Bannerman
- Decreased Defense from 2 to 1.
- Banner Smite - Reduced Damage from 16 to 14.
- Knight - Now has Giant Slayer, which does an additional 30% damage to large targets
- Combat Spell “Hold the Line” - Units can now only get Steadfast from this spell once per combat.
High
- Daylight Spear - Increased Resistance from 2 to 3
- Awakener - Dormant Trait: Seeker Missiles replaced with Dormant Trait: Blinding Radiance
- Unit Enchantment “Dormant Enchantment” - Battle Mages now get Dormant: Radiant Light instead of Dormant: Seeking Missiles
- Dormant: Seeking Missiles
- Renamed to Seeking Arrows
- No longer increases accuracy.
- Awakened - Decreased Spirit Damage from +4 to +3.
- Hero Skill “Coordinated Strike” -
- Increased Skill Level from Adept to Expert
- Decreased chance to apply Marked from guaranteed to 60%
Industrious
- Steelshaper “Grant Defense” - Changed to a Free Action with a 2 Turn Cooldown
- Bastion
- Now has Defensive Masters, so it always enters Defense Mode at end of its turn
- Inspired Defense - Changed to a Free Action with a 2 Turn Cooldown
Mystic
- Arcanist - Reduced Resistance from 2 to 1
- Soother - Now has Star Blades
Diplomacy
- Added an Imperium cost for releasing cities as your own vassals. This cost increases as you release more cities.
- 1st city: Free
- 2nd city: 25 Imperium
- 3rd city: 50 Imperium
- 4th city: 75 Imperium
- 5th city and up: 100 Imperium
- Removed the Imperium gained when releasing a city as a vassal.
- Sustained City Spells that grant Economic Bonuses can no longer be cast on Vassals.
- The trade value for equipment is back to the original item value and extra limits have been added to make sure the AI will not ask for/offer resources in return that deviate too far from the original value.
- The costs for starting a Declaration (of Friendship or Rivalry) are now fixed at 100 gold instead of scaling over time.
- The costs for Boosting the Allegiance of a Free City during negotiations are now shown on the button directly.
- Declaration of Rivalry now has a new effect where it generates “Rival Justification” over time, this allows the player to ignore part of the opposing ruler’s grievance points when they declare war on that ruler.
- Declarations of Friendship will now automatically end if an Alliance or Defensive Pact ends / is broken.
- The AI will now wait several turns before attempting a new declaration after a declaration has recently ended.
- Automated Calls to War will now be sent if two of the Player’s allies go to war against each other.
- AI rulers will now mention the Magic Victory when they declare war on the player.
- Made some text adjustments to better explain how the impact of war justification works on imperium when involved in multiple wars.
- Changed Moderate Justified war Imperium gain from +10% Imperium to +10 Imperium.
- Changed Extremely Justified war Imperium gain from +20% Imperium to +20 Imperium.
Empire
- Advanced Scrying was renamed to Advanced Sensing
- Advanced Sensing is now available at 160 accumulated affinity instead of 200.
- Forced March is now available at 200 accumulated affinity instead of 300.
- Siege Specialization is now available at 300 accumulated affinity instead of 400.
- Advanced Sensing and now also increases vision range by 2.
- Skilled Raiders now gives 20% as the description implies instead of 25%
- Philosopher Soldiers now explains the amounts gained for each rank in its description.
- Ingredient Experimentation knowledge bonus decreased from +15 to +10.
- New Empire Skill Added: Advanced Logistics. It has the following effects:
- Reduces Move Point cost of Roads outside of the Enemy Domain from 5 to 3.
- Units gain Fast Embark and when embarked, they have Very Fast Movement.
Factions
- Gave Shira Snowblood the Wolf Mounts Trait properly
- Elaborated what the Form Adaptations do mechanically. The different Walk properties also state what the movement costs are before and after the property.
- Fixed various minor issues with traits not displaying correct values and text
Body Trait
- Quick Reflexes - Reduced Evasion from 30% to 25%
- Defensive Tactics - Now gives 10% Evasion as well
Mind Trait
- Water Adaptation - Renamed to Swamp adaptation.
- Swamp Adaptation - Now also gives River Walk.
- Underground Adaptation - Now grants +1 annex range on Cities in the Underground of this race
Society Traits
- Society Trait “Chosen Destroyers” - Now has access to City Structures that can increase Hero Cap. Can be built once for every City Tier of the Throne City.
Origins
- Wizard King
- Now only gains +5 casting points every other level instead of every level
- Overchannel - Now starts on a 1 turn cooldown.
- Champion leaders now gain +20 draft on their throne city, providing a faster way for them to rally troops in the early game.
Heroes
- The first hero over the cap costs 30 gold and 5 imperium. Each additional hero over the cap costs 30 gold and 5 imperium more per turn than the previous one.
- Reworked the needed amounts of experience for heroes to level up. They now get their first level slightly faster and after that it should feel about the same until level 6. After that it starts getting slower.
- Implemented a limbo system for Hero Items. When you unequip them it takes 1 Turn to:
- Become available for other heroes to equip
- Be traded with other players
- Be sold
- Count towards Arsenal effects (like hoard mechanics)
- Hero Background Traits
- Affinity Adept - Reduced granted Empire Affinity from +3 to +2
- Distracting - Reduced the chance to apply from 90% to 60%
Hero Skills
- Precision Training - No longer gives Critical Chance.
- Lightning Evoker - Increased Damage from 10 to 14.
- Endurance Training - Reduce HP from 15 to 10.
- Weaver - Can refresh all abilities. Is now a single action. Places hero on defense mode.
- Channel Power - Is now a free action that gives a 50% damage boost to Magic Attacks for the current turn only.
- Summon Elemental - Now works in Water Combat maps
- Dragon Lords “Astral Aspect” - Increased Resistance from +2 to +4
- Dragon Lords “Comet Breath”
- Now a full action
- Increased Range from 4 to to 5
- Dragon Lords “Affinity Aura”
- Order Aura, Materium Aura and Astral Aura no longer gives bonuses to the Dragon Lord itself
- Chaos Aura
- Now gives Burning to adjacent enemies
- Now has a 90%chance to proc a random negative status effect on random enemies
- Now gives a random buff to adjacent allies
- Shadow Aura
- Now gives Slowed and Weakened to adjacent enemies
- Now has a 60% chance to freeze adjacent enemies
- Nature Aura
- Now no longer gives Regeneration to the Dragon Lord itself
- Now gives Decaying to adjacent enemies
Interface
- In the army panel, you can now see predictions of HP your units (as well as allies and enemies) will regenerate in the next turn. This is a yellow section in the health bar on each unit slot.
- Added notes to status effects to explain which status effects counter other status effects
- Added a notification when finishing excavating a province.
- When a unit gains a benefit from Pack Hunter, Animal Kinship, Defensive Tactics or Overwhelm Tactics, this is now displayed
- Improved the annexation flow on Controller using LB/RB for cycling between provinces.
- Locked the camera zoom layer when annexing provinces
- Improved the UX on the siege screen when adding siege projects. The side menu will now stay open until all slots have been filled. You can manually close the side menu now.
- Removed inspect option in reward screen for units
- Removed the casting cost in strategic transformation screen
- Enabled the Launch Now button for tactical spells that have no specific target
- Moved the ‘Center View on Selected Object’ to the correct keybinding category
- Custom Realms with DLC traits will now gray out if the DLC is not owned or not enabled.
- Allied victory checkbox now grays out when teams are enabled.
- Now remembers the position of the scrollbar after inspecting a unit in the unit production list in the city interface.
- The about pages are now the same size, so buttons to click next align with each other.
Multiplayer
- Added the Revert Option to the In-Game Menu
- Added an Automatic Reload that runs in specific instances
- Addressed several Out-of-Syncs that could occur during the initial Map Setup
- Addressed several Out-of-Syncs that could result in broken Sessions
- Addressed an issue where a Session would appear Frozen/Stuck
- Multiple out of sync issues fixed
- Stability fixes mostly related to Tactical Combat
Pantheon
- Realm Trait “Megacities” - Now has access to City Structures that can increase Hero Cap. Can be built once for every City Tier of the Throne City. (Does not stack with Chosen Destroyers)
- Realm Trait “Ashen War” - Now no longer gives its quest and event in team games.
- Realm Trait “Wondrous Past” - Now increases Ancient Wonders of all tiers, but does so less extremely. Before this it would place too many extra Gold Ancient Wonders in the map.
Onboarding
- Updated Magic Victory Tutorial
- Combat tutorials are now properly hyperlinked
Tomes
- Reduced the Casting Points given by T3, T4 and T5 Tomes from +10 and +15 to +5.
Astral
- Tome of Evocation
- Unit Enchantment “Lightning Blades”
- Removed the chance to electrify.
- Now deals +20% against Electrified units.
- Hero Skill “Lightning Weapons” - Now applies Electrified at 30% chance.
- World Map Spell “Lightning Torrent”
- Increased Damage from 10 to 20
- Increased Lightning Weakness applied from -2 to -3.
- Cost increased from 40 mana and casting points to 80 each.
- Scrying
- World Spell “Summon Watcher” - Increased Mana cost from 100 to 150 Mana
- Amplification
- Amplification Pylon
- Increased Damage modifier on Combat Spells from +20% to +50%
- Added Static Charge, dealing 6 lightning damage to melee attackers with a 30% chance to Stun them.
- Removed Blight Immunity
- Unit Enchantment “Amplified Arrows” - Reduced Damage from +4 Shock and -2 Physical to +2 Shock and -1 Physical
- Summoning
- Combat Summon “Conjure Astral Keeper” - Now works in water maps
Chaos
- Horde
- Minor Transformation “Spawnkin” - Now gives 10% evasion to heroes instead of extra damage (non-heroes still get 20% damage)
- Combat Spell “Blaze of the Horde” - Now does 20 damage to a single target, with an extra 4 damage for each adjacent friendly unit
- Combat Spell “Fury of the Horde” - Increased Casting Costs from 10 Mana/CP to 20 Mana/CP
- Hero Skill “Battle Seeker Training” - Now gives 1 Defense, 1 Resistance, 1 Status Resist and 5HP to Tier 1 units (instead of 20% damage)
- Pyromancy
- Unit Enchantment “Fiery Arrows” - Reduced Damage from +4 Fire and -2 Physical to +2 Fire and -1 Physical
- Hero Skill “Fiery Weapons” - Now applies Burning at 30% chance instead of dealing +20% damage against Burning targets
- Demon Gate
- World Map Spell “Abyssal Flames”
- Increased Damage increased from 10 to 20.
- Increased Casting Costs from 120 Mana/CP to 150 Mana/CP.
Materium
- Rock:
- Gargoyle:
- Reduced Spirit Weakness from -6 from -3
- Reduced Fire Resistance from 4 to 2
- Reduced Blight Resistance from 6 to 3
- Can now retaliate when in Defense Mode
- Lesser Stone Spirit:
- Is now a Shield Unit;
- Melee Strike - Reduced Damage from 12 to 10
- Melee Strike - Now has Earthen Fury on its main attack (+20% dmg vs Slowed or Immobilized units)
- Reduced Spirit Weakness from -6 from -3
- Reduced Fire Resistance from 4 to 2
- Reduced Blight Resistance from 6 to 3
- Increased Hit Points from 60 to 65
- Artificer:
- Unit Enchantment “Artisan Armaments” - No longer applies to Ranged Units.
- Winds
- Zephyr Archer
- Zephyr Shot damage reduced from 34 to 30.
- No longer has Slippery
- Wind Ranger
- Melee Strike - Increased Damage from 14 to 15
- Whirlwind - Reduced the cooldown from 2 Turns to 1 Turn
- Combat Spell “Dust Storm” - Increased the radius from 1 Hex to 2 Hexes
- Terramancy
- World Map Spell “Earth Shatter”
- Increased Damage from 10 to 20
- Increased Casting Costs from 80 Mana/CP to 100 Mana/CP
- Stone Spirit
- Is now a Shield Unit;
- Melee Strike - Reduced Damage from 16 to 14
- Immobilizing Phase - Increased Damage from 6 to 8
- Immobilizing Phase - Increased chance to Immobilize from 30% to 50%
- Quake - Changed from Once per Battle to a 1 Turn Cooldown
- Quake - Increased chance to Immobilize from 30% to 50%
- Reduced Spirit Weakness from -6 from -3;
- Reduced Fire Resistance from 4 to 2
- Reduced Blight Resistance from 6 to 3
- Increased Hit Points from 90 to 100
- Crucible
- Unit Enchantment “Meteor Arrows” - Reduced Damage from +5 to +4
- World Map Spell “Pyroclastic Eruption”
- Increased Damage from 15 to 20
- Decreased Casting Costs from 150 Mana/CP to 100 Mana/CP
- Golden Realm
- City Structure “Reagent Refinery” - Added +10 Gold income
Nature
- Beasts
- World Map Spell “Summon Wild Animal” - Mow has a chance to spawn a Wyvern Fledgling or a Slither Hatchling when used on Temperate Terrain (requires the Dragon Dawn Content Pack)
- Special Province Improvement “Wildlife Sanctuary”
- Removed the Hunter Spider
- Added Vampire and Dread Spider Hatchlings to replace it
- Roots:
- Unit Enchantment “Poison Blades”
- Renamed to Blight Blades.
- No longer applies Poisoned.
- Now deals +20 damage against Poisoned units.
- Now also applies the +20% damage on units with Decaying.
- Unit Enchantment “Poison Arrows” - Reduced Damage from +4 Blight and -2 Physical to +2 Blight and -1 Physical
- Entwined Thrall:
- Now evolves into a Entwined Protector
- Melee Strike - No applies Poisoned at a 60% chance
- Poison Needle - Increased chance to apply Poisoned from 60% to 90%
- Glades
- Glade Runner “Tracker’s Mark”
- Removed Sundered Resistance
- Reduced Sundered Defense from 2 to 1
- World Map Spell “Create Forest” - Reduced Casting Cost from 45 Mana/CP to 30 Mana/CP
- Fertility
- World Map Spell “Restore the Land” - Reduced Casting Cost from 45 Mana/CP to 30 Mana/CP
- Cycles:
- Unit Enchantment “Projectiles of Decay” - Reduced the chance of applying Decaying from 90% to 60%
- Vigor
- World Map Spell “Summon Greater Animal” - Now has a chance to summon a Slither or Wyvern, depending on the location summoned (Dragon Dawn Content Pack is required, except for the Fire and Frost Wyverns)
- Nature's Wrath
- World Map Spell “Destructive Regrowth”
- Increased Damage from 10 to 20
- Reduced Casting Costs from 120 Mana/CP to 100 Mana/CP
Order
- Zeal
- Unit Enchantment “Legion of Zeal”- Now affects Ranged Units
- Faith
- World Map Spell “Army Heal”
- Increased Hit Points healed from 20 to 25
- Increased Casting Costs from 60 Mana/CP to to 80 Mana/CP
- Beacon
- World Map Spell “Covenant of the Faith”
- Removed the +5 Imperium income
- Added +10 Gold income
- Inquisition:
- Unit Enchantment “Inquisitor’s Zeal”
- Renamed to Inquisitor's Mark
- Removed:
- Grant:
- Base 30% chance for base attacks to apply Condemned.
- Base 30% chance for base attacks to apply Weakened
- Base 30% chance for base attacks to apply Slowed
- Increased Upkeep from 2 Mana to 2 Gold and 3 Mana
- World Map Spell “Burden of Guilt”
- Increased Damage from 10 to 20
- Increased Casting Cost from 60 Mana/CP to 80 Mana/CP
- Sanctuary
- Special Province Improvement “Sanctuary”
- No longer functions as a Spelljammer.
- No longer blocks Pillaging
- Now increases Pillage Time by 2 turns and decreases pillaging yields by -30%
- Increased Mana income from +10 to +15.
- Supremacy
- World Map Spell “Condemn Army”
- Increased “Condemned” Duration from 3 to 5 World Map Turns.
- Decreased Casting Cost from 120 Mana/CP to 80 Mana/CP
- Exaltation
- Special Province Improvement “Statue of the Leader”
- Reduced Imperium income from +5 to +3.
- Shrine of Smiting “Divine Vengeance” - No longer ignores Faithful units and only hits enemies.
Shadow
- Cryomancy:
- Unit Enchantment “Frost Arrows”
- Reduced Damage from +4 Frost and -2 Physical to +2 Frost and -1 Physical
- Has a 60%.chance to apply Slow
- Hero Skill “Frost Weapons” - Now applies Slowed at 30% chance instead of dealing +20% damage against Slowed or Frozen targets
- World Map Spell “Blizzard”
- Increased Damage from 10 to 20.
- Increased Status Vulnerability from -2 to -3
- Increased Casting Cost from 40 Mana/CP to 80 Mana/CP
- Doomherald
- World Map Spell “Prelude of Doom”
- Increased Demoralized from 2 Stacks to 3 Stacks
- Increased Casting Cost from 60 Mana/CP to 80 Mana/CP
- Cold Dark
- World Map Spell “Flash Freeze”
- Increased Damage from 10 to 20
- Increased Casting Costs from 80 Mana/CP to 100 Mana/CP
- Oblivion
- World Map Spell “Fog of Insanity”
- Increased chance to inflict Insanity from 10% to 20%
- Reaper
- Reaper “Finger of Death” - Now summons a Decaying Zombie, not a normal zombie
- World Map Spell “Harvest Population” - Now is a Sustained City Spell, while active the city’s food income is blocked (including from converting draft to food), it loses -20 Stability, but gains +10 Souls income.
Evolution
- Combat Spell “Youthful Regeneration” - Now grants Resurgence to Evolve units.
- Unit Enchantment “Rapid Evolution” - Grants Tier 1 and 2 Units Slip Away rather than Resurgence
- Minor Transformation “Draconic Vitality” - Now caps at level 5 when giving a bonus to Heroes.
Units
- Ranged Units Legendary Rank no longer grants accuracy
- Decaying Zombies will no longer apply morale penalties to their allies when they’re killed
- Went through the various spells and abilities that summon zombies. All those that summon a zombie from a corpse now give the zombie 3AP when it appears. Those that spawn a zombie when a target is killed by an ability are unchanged.
- Cavalry and Giant Slayer now appear on the ability tooltips.
- Dragons now display a High Maintenance tag in their stat sheet that explains they cost more upkeep than normal (they always had the upkeep modifier, but it was invisible before)
- Plague and Stormscale Serpent’s Elusive ability renamed to Fleeting to not clash with the Elusive racial mind trait
Wildlife
- Dread Spider Hatchling
- Increased Hit Points from 50 to 55
- Increased Resistance from 0 to 1
- Dread Spider Matriarch
- Changed Blight Immunity to 8 Blight Resistance
- Dire Penguin
- Now correctly has faster movement in Swamps due to Amphibious ability
- Bone Wyvern
- Melee Strike - Added 30% chance to apply Poisoned
- Increased Move Points from 32 to 40
- Fire Wyvern
- Melee Strike - Added a 60% chance to apply Burning
- Melee Strike - Increased Fire Damage from 4 to 6
- Increased Move Points from 32 to 40
- Young Fire Dragon
- Melee Strike - Added a 60% chance to apply Burning
- Melee Strike - Change Damage from 16 Physical to 12 Physical, 5 Fire
- Now has 4 Fire Resistance and -2 Frost Weakness
- Frost Wyvern
- Is now a Skirmisher
- Now has the Freezing Burst ability
- Melee Strike - Added a 60% chance to apply Slowed
- Increased Move Points from 32 to 40
- Young Frost Dragon
- Melee Strike - Added a 60% chance to apply Slowed
- Melee Strike - Changed Damage from 16 Physical to 12 Physical, 5 Frost
- Now has 4 Frost Resistance and -2 Fire Weakness
- Frost Dragon
- Melee Strike - Added a 60% chance to apply Slowed
- Obsidian Wyvern
- Melee Strike - Increased Lightning Damage from 4 to 6
- Increased Move Points from 32 to 40
- Young Obsidian Dragon
- Melee Strike - Added a 60% chance to apply Electrified
- Melee Strike - Changed Damage from 16 Physical to 12 Physical, 5 Lightning
- Now has 4 Lighting Resistance and -2 Spirit Weakness
- Gold Wyvern
- Melee Strike - Added a 30% chance to apply Distracted
- Increased Move Points from 32 to 40
- Young Gold Dragon
- Melee Strike - Added a 30% chance to apply Distracted
- Melee Strike - Changed Damage from 16 Physical to 12 Physical, 5 Spirit
- Now has 4 Spirit Resistance and -2 Blight Weakness
- Golden Dragon
- Melee Strike - Added a 60% chance to apply Distracted
- Kraken Spawn
- Melee Strike - Increased Damage from 10 to 12
- Horned God
- Increased time of the Living Vines summoned from 1 to 2 so they don’t immediately die at the end of the turn.
- Tide Spirits and Lesser Tide Spirits are now permanently Wet, and have had their damage resistances adjusted to compensate for being Wet.
World Map
- Moving through the City Domain of a Vassal will now provide the Friendly Domain movement cost modifier.
- You can now view move paths for enemy stacks to see how long it would take them to move to a particular location
- Move paths and max move distance lines are now hidden if you select an independent stack that will never move
- Starvation now destroys the province improvement
Ancient Wonders
- The overall distribution of Ancient Wonders, especially Golden ones, has been adjusted to go hand in hand with the revamped magic victory system. Roughly 1.5 golden Ancient Wonders will spawn in a realm. And underground now has a lot less Gold Ancient Wonders and more bronze and silver ones.
- Ancient Wonders can now be transferred between different cities and/or outposts of the same empire
- Capturing Ancient Wonders now takes 3 turns
- Wizard Tower no longer functions as a spelljammer.
Magic Materials
- Increased Imperial Essence Imperium income from +10 to +15.
- Removed the +5 Imperium income from the Rainbow Clover.
- Added +10 Food income on the Rainbow Clover.
- Astral Dew - Lowered World Map Casting Points from +20 to +15.
- Archon Blood - Lowered Combat Casting Points from +20 to +15.
- Cosmoflux Elixir Collection bonus - Lowered Knowledge and Mana Bonus per Mana Node from +10 to +5.
Fixes
General
- Fixed a crash during map generation.
- Fixed a potential leak in the Swamp_FX
AI
- Fixed issue where the AI would wait in certain moment for reinforcements while they have enough units to attack
- Fixed AI city target values
- Fixed AI victory condition target values
- Fixed issue where the AI would move to the ancient wonders understrength
- Fixed small issue where the AI would would target unprotected nodes in a hostile domain
- Fixed issue where the AI would not use siege projects
- Fixed issue where the AI would see less priority to build a wall for a city that has no walls while at war.
- Fixed issue where the AI would leave a city under siege to pick an easy fight
- Fixed issue where the AI could only cast one primed spell per turn
- Fixed issue where the AI would occasionally walk on an allied structure
- Fixed a small issue to the AI unit production loop to make sure the AI produces enough units to match the difficulty settings.
Combat
- Taunted units can now correctly be dispelled of the effect.
- Fixed an issue that meant Draconic Rage and Berserker’s Rage didn’t work in auto combat. This bug would also lead to an Out of Sync when watching the replay of the combat.
- Fixed issue where Bolstered Resistance from the Industrious Bolstering Trait would not correctly remove Sundered Resistance
- Fixed an issue where mind controlling a unit wouldn’t update the buffs/debuffs it got from adjacent units
- Fixed an issue where resurgence would give units full HP after combat instead of half HP.
Diplomacy
- Fixed issue where becoming another ruler’s vassal would cause your vassal cities to declare war on you.
- Fixed issue where the Show Ruler button in Diplomacy for declarations would show a non-functional hyperlink on the button itself.
- Fixed a crash that would happen on assigning a whispering stone to a Free City if the allegiance per turn would then become 0.
- Fixed issue where the AI could send an insult or compliment to the player on the same turn they met.
- Fixed issue where the AI would not end their declarations of Rivalry and Friendship when the relation had changed.
- Fixed issue where trade options with Free Cities would be disabled when the player had negative income even if the cost per turn was free.
- Fixed several issues where it was possible to declare wars while being vassalized to another ruler:
- It was possible to declare war on your overlord by moving an army onto a structure/army of a Free City that is their vassal.
- It was possible to declare war on other players by moving on their armies or structures.
- It was possible to declare war on other players by using a hostile spell on them.
Economy
- Industry Compound no longer also buffs the Draft to Food conversion ratio.
Empire Development
- Added conditions to several rites to prevent these from being activated while you don’t own a city.
- Wild Expansion now only triggers on province annexation through building an improvement.
- Spoils of Destruction and Destined Conquerors now both only trigger on razing conquered cities, not your own
Events
- Crimson Caldera
- Fixed recruited rulers in story realm 3 still being governor of their throne city after being defeated.
- Fixed recruited rulers in story realm 3 still auto picking skills after being recruited
- Fixed multiple issues that would occur if you recruited a dead ruler in act 3.
- Eternal Court:
- Fixed issue where declaring war to Melenis or Meandor through an event would lead to the war being unjustified and unfairly penalizing the player
- Fixed issue where Sundren would sometimes respawn on a different side than the player’s after being defeated in combat
- When viewing a Race Council event, the characters of your race now have the appropriate transformations applied.
- When you choose a peaceful resolution for an army-engage event, the army now doesn’t play their death animations anymore, but they simply fade out.
- Fixed an issue that the “Mark of the Otter” destiny trait gave 1 Chaos Affinity instead of 1 Nature Affinity.
Free City
- Fixed issue where gaining a bonus to the Rally of the Lieges would initiate the timer even if the first Rally had not been triggered yet.
Heroes
- Fixed an issue where the Berserker’s Belt would give Steadfast and Berserk for one turn too long.
Interface
- Fixed issue where the pantheon bar would overlap the faction creation
- Fixed crash when deleting an empty save slot with controller
- Fixed issue where the pantheon fold out menu could not be opened with controller
- Fixed crash when trying to unequip an item with a controller in the hero screen while not having a slot selected
- Fixed issue where the ‘Toggle Hex Grid’ and ‘Toggle Army Banners’ keybindings would not work after exiting combat.
- Fixed issue when having a fullscreen interface open while winning the game at the same time, graphical issues would occur.
- Fixed issue where the turn count would be displayed in the encyclopedia entries of structures.
- Fixed issue where sometimes selecting multiple hero skills to level up would accidentally pick the wrong skill.
- Fixed issue where the mouse would be unresponsive in the tome selection of the faction creator.
- Fixed wizard kings having their race transformations marked as conflicting where it was the same transformation as is being cast.
- Fixed a bug where duplicates of already equipped items would not show in the equipment list.
- Fixed rulers in the pantheon overview not showing the right amount of affinities
- Fixed a crash when button mashing in the sector selection screen for special province improvements
- There is now a distinction between “Domains” and “Infestations” in the Legend on the Overview Map. Originally, “Domains” also filtered out the domain area of an Infestation. This has been moved to the actual “Infestation” checkbox.
- Fixed Artifact Hoarders income breakdown correctly display what item tier the income is coming from.
- Fixed an issue where some combat UIs would not properly refresh when a “Unit gets a buff/debuff when adjacent to another unit” effect was applied
- Fixed empty entry of magic materials in the casting point breakdown
- Fixed the spell list tab header upkeep cost to the correct upkeep cost, considering discounts etc.
- Removed experience required for next rank in the unit rank tooltip when unit is max rank.
- Dismantle Ruins operation now correctly displays why it cannot be activated if conditions aren't met.
- Lord of War now correctly mentions its buffs world map regeneration instead of healing after combat.
- Fixed Reaper upkeep cost in the spell list tooltip
- Removed the duplicate hero level in the hero level tooltip
- Fixed issue where the quest failed notification would be empty (only applies to quests that fail with the new fix in place).
- Fixed issue where the buttons of the Free City interface would not refresh when opening another interface (e.g. Empire Development) and then closing that back to the Free City interface.
- Fixed the informational text strings at the bottom of ability tooltips to have line endings when needed.
- Souls Tome: Soul Overflow buff now correctly displays that the unit has +20hp
- Fixed issue where the diplomatic state changed notification will not be invalidated if the diplomatic state had changed again.
- Fixed teams not working in multiplayer when the setting is enabled after posting the session.
- Fixed issue where in the shield tooltip the Threat level value would not show a breakdown of the threat level.
- Fixed Alignment Penalty not showing in the Pillage Tooltip unless you stand on the Province.
- Fixed a Crash that occurred in the Setup Casting Point Breakdown
Controller
- Fixed issue where tome skill slots selection would reset when reshuffling the research.
Localisation
- Multiple language quality and grammar fixes for Polish & Russian languages.
- Fixed a flow where hero last names would not resolve in a proper way and kept showing grammar syntax
- Veil of Shadows now has proper description
- Fixed the Reagent Refinery having the wrong tooltip.
- Eyebrow customization slider header in leader customization is now properly localized
- Fixed missing description on the Warding Bond Tooltip.
Pantheon
- Fixed issue where the Bannerlords 50% reduction of Rally of the Lieges timers was not being applied.
Research
- Fixed an issue where the game was presenting players with the wrong skills when a game started
Spells
- Lightning Torrent and Blizzard now correctly say they deal 10 damage (was displaying 20)
- Arcane Bond no longer ignores a target’s Status Resistance
- Consecrate Domain now displays the name of the Morale Modifier correctly when in battle.
- Primal Mark now gives the correct version of Primal Strike
- Fixed Burden of Guilt from stacking the movepoint loss, making armies unable to move by the second casting.
- Final Ultimatum is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Order Amplifier Lens.
- Devolve is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Nature Amplifier Lens.
- Exalted Champion is now a buff spell instead of a damage spell so it can benefit from the Order Bolstering Matrix and it will no longer be wrongly displayed that it will deal damage to the unit.
- Rotting Explosion is now a Damage and Debuff Spell so it can benefit from both of the Shadow Amplifier Lens bonuses.
- Ice Coffin is now correctly benefiting from being a Damage spell for the Amplifier Lens.
- Devouring Void is now a Combat Enchantment instead of a Damage spell, so it is clear that it cannot benefit from the damage bonus of the Shadow Amplifier Lens.
- Fulmination is now a Damage/Debuff spell so it benefits from both Astral Amplifier Lens bonuses.
- Seismic Shock is now correctly displayed as a Damage/Debuff spell.
- Crushing Earth is now correctly just a Damage spell so it no longer benefits from the Materium Amplifier Lens debuff bonus.
- Parting Gifts is now a Combat Enchantment Spell, so it is clear it cannot benefit from the extra Healing of the Nature Bolstering Matrix.
- Abducting Cyclone is now an untyped Combat Spell, to make it clear it cannot benefit from the debuff bonus from the Materium Amplifier Lens.
- Awaken Instincts is now correctly a Nature Affinity spell, so it can benefit from the healing bonus of the Nature Bolstering Matrix.
- Demonic Onslaught now correctly allows Extra Unit Effects so the Chaos Bolstering Matrix can apply its extra buffs.
- Time Stop is no longer a Buff spell, so it does not display that it will give buffs to affected units from the Astral Bolstering Matrix.
- Exhilarating Pollen now correctly heals allies and weakens enemies.
- Disruption Wave now correctly only buffs allies and debuffs enemies.
Tomes
- Tome of Sanctuary: Fixed an issue where Keeper’s Mark would sometimes give steadfast for too long.
Units
- Fixed an issue that Stand Together didn’t work with feudal heroes and racial leaders
- Eagle Rider now correctly gets their ranks from effects that grant bonus ranks to Shield Units.
- Fixed Nature dragons with the Nature Major transformation not being able to properly heal allies (and have their breath not damage allies)
- Fixed the Soother Staff appearing behind the Soother when the Crocodile Head is selected
World Map
- When embarking; transitions from land to water (and vice-versa) on the Strategic map should now animate a lot smoother.
- Outpost Watchtower is now removed upon converting the outpost to a city. As you cannot have a watchtower in your city except for the Wizard Tower.
- Improved performance on the start of a new round
- Fixed issue where an enemy can take over your siege weapons if they attack within one round of you capturing the city.
- Fixed endlessly looping dust effect after migrating a city.
- Fixed a crash when a riot is started on a building that is being replaced.
- Improved the animation blending during movement animations and in ability transitions. The blending should be a lot smoother, whereas it was very jittery initially.
- Reduced the amount of animation “sliding” when units stop running
- Combat Summons are now correctly free when used in owned domain with the Summoning Well Special Province Improvement.
- Fixed an issue that prevented multi stack battles on all cave entrances. Now multi stack battles are only prevented when you attack THROUGH the cave entrance
- Fixed rare crash in saves if a city was razed after the player lost their throne city.
- When multiple items are queued for dismantling they will no longer complete in a single turn.
- Fixed edge cases where rioting and starvation could disconnect ancient wonders from the city.
- Fixed crash when a pillaged province starves.
- Fixed issue where you could not teleport to a Vassal City’s Teleporter, Chrono Gate or Demon Gate province.
- Fixed issue where having vision on any location inside the domain of a free city would not trigger meeting them, only having vision on a structure or army would trigger a meet.
- Fixed crash that could occur on vassalizing a (conquered) city due to properties not being assigned to the correct side.
- Fixed an issue where units would be lost after attacking from the water, directly onto land.
- Fixed an issue where excavations weren't interrupted when the leader was teleported away from the province.
- Fixed crash when clicking on a starved sector that was getting replaced with another structure.
- Fixed wrong hero count when a free city that has multiple heroes is integrated.
- Fixed wrong hero count when a hero dies to a strategic spell.
- Fixed teleporters non-functional after repair.
81155 (2023-07-13)
Age of Wonders 4 - Wyvern Update 1.2
Game Version: 1.003.004.81155
Fixes
Interface
- Fixed Focus Point Priorities on Enemy City Screen, Ancient Wonder Screen, Province Screen, Structure Screen, Low Morale Screen and Generic Message Screen
Units
- Fixed Broken Tyrant Knight model when paired with Boar Moutns
- Fixed Wildspeaker model appearing broken in Event Scenes
Crashes
- Fixed a Crash that could occur due to Ticks getting rejected after continuously being appended
- Fixed a Crash that could occur when a City is null but still trying to get a name
- Fixed a Crash that could occur when two players in a multiplayer lobby select a faction at the exact same time
- Fixed a Crash that could occur when upgrading a Outpost while having a pillaged province
- Fixed a Crash that could occur due to a Tooltip being refreshed when no Client Player was present.
- Fixed a Crash that could occur due to hyphens in parsed names in non cyrillic languages.
- Fixed a Crash that could occur after vassalizing a tier 4 Mystic City.
- Fixed a Crash that could occur during the population of the Realm Lists
- Fixed a Multiplayer crash that could occur in Name Validation
80377 (2023-06-22)
Age of Wonders 4 - Wyvern Update 1.1
Mighty Rulers,
I hope you all have been enjoying the return of Dragons to the Realms. We’ve seen some amazing creations, from chunky bois to ultra mega chickens. Even the most majestic creatures aren’t without their rough skin and that’s what we’re here to address. Below you’ll find several fixes that tackle some of the issues that you’ve encountered over the past few days.
May your Pantheons thrive
Game Version: 1.003.003.80377
Fixes
General
- Expanded the Driver Workaround setting to include the 3050 line of GPU's.
- Added a warning when a file verification issue is detected.
- Added additional Soil Cover optimisations.
- Addressed a hang that could occur on Start Turn.
Interface
- Fixed the Pantheon Bar remaining when editing a Generated Ruler.
- Fixed the Pantheon Bar not always opening when pressing R3.
- Fixed an issue where Exotic Mounts would block Wing Length changes for Dragon Lords.
- Fixed an issue where the Outpost Panel would not close when annexing a new Province.
Units
- Fixed Living Vines from Vine Prison perishing at the end of the Summoned Turn.
- Fixed Tyrant Knight Visuals.
- Fixed new mounted units not having the correct Move Points.
Crashes
- Fixed a crash that could occur when Incite Revolution targeted a Province with an active Operation.
- Fixed a crash that could occur in the Diplomacy Overview on selecting a Free City.
- Fixed a crash that would occur on loading saves made on Story Realm 3: Crimson Caldera.
- Fixed a crash that could occur due to Combat Keybindings persisting after Combat.
- Fixed a crash that would occur when pressing the "Triangle"/"Y" button after switching from the "Sell" tab to "Equip" in the Equipment screen.
- Fixed a crash that could occur when using Spells such as Mass Recall & Fight for Power when using a Controller.
- Fixed a crash that could occur when updating Player Colors.
- Fixed a crash that could occur when retreating/routing a transformed Mirror Mimic.
- Fixed a crash that could occur when returning to the Hero Recruitment Screen.
- Fixed a crash that could occur in Diplomatic Confirmation Panels.
- Fixed a crash that could occur due to Focus Points no longer being accessible.
- Fixed a crash that could occur due to equipment being removed from a Hero through Events.
- Fixed a crash that could occur when trying to build a Special Province Improvement outside of your Domain.
- Fixed a crash on exiting a session or loading a different session while playing due to a memory corruption.
- Fixed a crash that could occur due to Infestations having an incorrect side.
80167 (2023-06-20)
Wyvern Update
Highlights
New Feature: Create Faction & Random Generator
- Added a “Create Faction” option to the Main Menu. This takes you to Faction Selection where you can Create a New Faction or choose to Edit an existing one.
- Added a Random Ruler Generator. Found in your Custom Rulers Tab, this option will generate a Random Ruler/Faction to play as.
New Traits
- Body Trait: Poisonous - Form Units gain +2 Blight Resistance and Melee Attackers have a base 30% chance of becoming Poisoned.
- Society Trait: Artifact Hoarders - Gain a T2 or T3 Hero Item after clearing an Ancient Wonder or Infestation. Gain extra Mana for unequipped Hero Items in your inventory and start with 2 Random Hero Items.
Improvements: World Map
- New Events - Further explore the history of your Ruler with new Origin Events for Ascended Champions & Wizard Kings.
- Underground Resources - Excavating Diggable Earth can uncover Resource Nodes & Magic Materials alongside Pickups and the occasional Marauding Army.
- Dismantle City Ruins - This 3 turn World Map operation allows the removal of City Ruins from a province making it eligible for annexation.
Improvements: Quality of Life
- You now have the ability to disable the “Combat Action Camera”, giving full control to the Player. This should help with accessibility.
- Status Effects are now also displayed in the Unit Abilities panel. Here, you can see the number of stacks and duration of a status effect. They also include tooltips; so you don’t have to enter the Unit Panel anymore to determine what an effect does.
- The “Show Location” button should now indicate way better where the corresponding event location resides. This now has an animated sequence so the Player can visually see where the location is relative to their current location.
- Observe Mode has a new setting “Enemies Only.” With this setting only movement/actions done by Hostile Armies will focus the World Map Camera.
General
- Added Social Media buttons to Main & Pause Menu.
- The Difficulty setting of the Initiation Realm is now locked to Easy.
- The “Manufactured War” Achievement now triggers when starting any war of Moderate Justification or Higher when reached using Fabricated Grievances.
Combat
- A unit’s critical hit chance can no longer be higher than their chance to hit a target. This prevents high crit chance units always hitting hard to hit targets.
- Most Tactical Combat Summons now have a limited amount of turns to live.
- Signature Skills:
- Summon Animal: Summon lasts for 3 turns.
- Summon Elemental: Summon lasts for 3 turns.
- Summon Undead: Now summons a T3 undead unit that lasts for 3 turns.
- Tomes:
- Summoning:
- Conjure Astral Keeper: Summon lasts for 3 turns.
- Amplification:
- Conjure Amplification Pylon: Summon lasts for 3 turns; Increased Damage from 16 to 20 Lighting Damage.
- Vigor:
- Totem of the Wild now lasts 3 turns instead of 5.
- Animals summoned by the totem last 3 turns.
- Beasts:
- Wildspeaker - Conjure Animal: Summon lasts for 4 turns.
- Fertility:
- Animate Flora: Summon lasts for 3 turns.
- Nature's Wrath:
- Horned God - Awaken Flora: Summon lasts for 3 turns.
- Beacon:
- Conjure Divine Beacon: Summon lasts for 3 turns.
- Astral Convergence:
- Explosive Manifestation: Summon lasts for 3 turns.
- Units:
- Fire Giant - Conjure Runestone: Now correctly says it lasts 3 turns.
- Lost Wizard - Astral Rift (Forbidden Tome): Summon lasts for 3 turns.
- Ghost Ship - Summon Ghost: Summon lasts for 3 turns.
- Hero Items:
- Spider Hatchling Bell, Spider Flute and Spider Matriarch's Leg: Summon lasts for 3 turns.
- Zombie Summoning:
- Most Zombie Summon spells and abilities now summon a Decaying Zombie instead, which has a permanent version of Decaying.
- Decaying - Increased Damage per turn from 5 Blight Damage to 10 Blight Damage.
Cultures
Barbarian
- War Shaman “Invigorate” - Changed from a Single Action to a Full Action.
- Furies - Gained Frenzy; Base damage reduced from 12 to 10.
Dark
- Interrogation Dungeon income changed from -5 City Stability, +10 Knowledge, +2 Knowledge per Hero in Prison to +10 City Stability, +5 Knowledge, +2 Knowledge per Hero in Prison.
- Ritual Mausoleum income changed from -5 City Stability, +10 Mana, +2 Mana per Hero in Crypt to +20 City Stability, +5 Mana, +2 Mana per Hero in Prison.
Feudal
- Bannerman “Soothing Standard” - Increased Cooldown from 3 Turns to 4 Turns.
Diplomacy
- AI players will no longer allow the player to surrender as a vassal to them if that means that either the player or the AI will have an alliance with all living players (and allied victory is enabled).
- AI players no longer will surrender as vassal to a player if their throne city is under siege, instead this now reduces the army power requirement drastically so sieging will still affect the AI but it still requires the sieging player to be stronger than the AI.
- Added relation breakdown support to the relation value shown in the first meet message as well as to the tooltips on player shields.
- Added new in the void first meet reactions depending on whether the player or the opposing player is in the void (or both).
- “First Meet” friendly and hostile responses are disabled if either ruler is in the void.
- When war is declared the opposing player is now also shown in the center of the screen, similar to first meet.
- Added a Goodbye button to several states during trading to allow you to exit out of trading back to the world map without having to go through the main diplomacy interface first.
- Added tooltips to mentions of 3rd players in the information section in the diplomacy screen. E.g. “Another player was denounced” now allows you to inspect that player when hovering over their name.
- Armies are now removed from outpost districts when war is declared, even if the outpost was already occupied. This is now in line with the city logic.
- Fabricated Grievances are now always worth 20 grievance points instead of getting a random value (either 5, 15 or 30).
- Added a max limit to how far trade costs of single trade items can stray from their original value in AI trades.
- Increased the lower limit to how far trade discounts can change the trade value of single items. (25% → 40%).
- Updated the value of Equipment trades to make the value based on the actual sell cost of the item.
- The Teleporter and Province-Claims pacts are now part of the Vassalage deal.
- Treaty Broken (15 turns) and Treaty Created (10 turns) relation modifiers now have a turn timer, previously they used to last indefinitely.
- Now exposing the exact alignment penalty for breaking treaties.
- No longer showing the declaration countered notification when war is declared.
- Removed incorrect mention of an alignment penalty when trespassing.
Empire
The Affinity and Imperium cost of T1-T4 Empire Development skills has been adjusted, “dipping” into affinities was a little easier and cheaper than intended, this should ensure a need to prioritize their affinities intently to perfect multi-affinity builds.
Global
- T1, T2 & T3 Empire Skills - Increased Imperium Cost by 50 Imperium.
- T4 Empire Skills - Increased Imperium Cost by 25 Imperium.
- T1 Empire Skills - Increased Accumulated Affinity threshold from 10 to 15.
- T2 Empire Skills - Increased Accumulated Affinity threshold from 20 to 40.
- T3 Empire Skills - Increased Accumulated Affinity threshold from 40 to 60.
- T4 Empire Skills - Increased Accumulated Affinity threshold from 80 to 100.
General
- Basic Seafaring - Increased Imperium Cost from 50 to 100 Imperium.
- Excavation - Increased Imperium Cost from 75 to 125 Imperium.
- Road Building - Increased Imperium Cost from 75 to 125 Imperium.
- Diplomatic Focus - Increased Imperium Cost from 100 to 150 Imperium.
- Advanced Scrying - Increased Imperium Cost from 100 to 150 Imperium.
- Forced March - Increased Imperium Cost from 150 to 175 Imperium.
- Siege Specialization - Increased Imperium Cost from 150 to 175 Imperium.
- Rite of the Last Stand - Increased Imperium Cost from 150 to 175 Imperium.
Astral
- Casting Reserves - Moved from T1 to T3.
- Adaptive Research - Moved from T3 to T2.
- Astral Inspiration - Moved from T2 to T4.
- Surge Spellcasting - Moved from T6 to T1.
- Focused Studies - Moved from T8 to T7.
Chaos
- Impressment - Reduced upkeep reduction from -30% to -20%.
- Lure of the Horde - Reduced chance from 50% to 25%.
- Skilled Raiders - Reduce Reward bonus from +50% to +20%.
- Tireless Marchers - Increased Cost Reduction and Damage Reduction to -75%.
Materium
- Military Engineering - Changed Palisade Walls unlock to Work Camp.
- Military Engineering - Outpost cost reduction reduced from 50% to 25%.
- Metropolitan Society - moved from T3 to T4.
- Warsmithing - Renamed to Arcane Artisans.
- Arcane Artisans - Grants +10 Mana for Mines.
- Arcane Artisans - Moved to T3.
- Consolidated Industry - Moved from T2 to T6.
- Master Masons - Moved from T6 to T2.
- Indomitable Defenders - Replaced with Provincial Architects.
- Provincial Architects - Special Province Improvements cost -25% less production and -25% less gold.
Nature
- Wild Expansion - Reduced chance of summoning a Greater animal from 60% to 20%.
- Wild Expansion - No longer triggers on Annexing Ancient Wonders or swapping provinces between cities.
- Druidic Care - Mana income reduced from 5 to 3.
Shadow
- Knowledge Extraction - Changed from 50 Knowledge per Hero level to 150 per Hero flat.
- All Seeing - Increased Knowledge Income from +10 to +15.
- Death Magic - Increased Casting Points gain from +5 to +10 Casting Points .
- Death Magic - Moved from T4 to T6.
- Court of Whispers - Moved from T6 to T4.
- Exalted by Shadows - Increased XP Gain bonus from 100% to 200%.
- Exalted by Shadows - Moved from T7 to T9.
- Shadow Domain - Now additionally grants Cities +4 Vision range.
- Dark Vigor - Moved from T9 to T7.
- Rite of the Cryptblade - Cryptblade is now a free action attack, Zombies are created with full action points. Now a Tier 4 item instead of 2.
- Rite of Forbidden Knowledge - Knowledge gain increased from +500 Knowledge to +750.
Factions
- Changed Society Trait bonuses that gave +1 Rank to all units of specific unit roles to only give the bonus to all Racial units of specific unit roles.
- Decreased the HP Bonus from Exotic Mount Traits from 10HP to 5 HP.
- Wonder Architects Society Trait now uses the correct icon.
- Renamed Shadow Walkers back to Devious Watchers.
- Changed Melenis into the Wizard King she was intended to be.
Heroes
- Mortal Champions and Wizard Kings now get their Signature Skills at levels 4, 8, 12, 16 from 5, 10, 15, 20.
- Racial Heroes now get their Cultural Hero Skill by default.
- If you load a save where such a hero has wasted a skill point buying such a skill, it will be refunded.
- Note that Dragon Lords and Wizard Kings still need to buy the skills.
- Hero Skill “Spur to Action” - No longer works on Heroes.
- Hero Item “Spider Matriarch Leg” - Now only grants Tier IV Spiders.
- Pantheon leaders recruited as heroes in other games can no longer be animated.
Interface
- The game now prioritizes certain fonts depending on the set language. This is to fix incorrect glyphs in the Japanese language.
- Added color coding for the different properties to the unit panel (e.g., debuffs are red).
- Added a Next and Previous button for the Hero Panel screen.
- Buttons for cycling through cities are now in a fixed position.
- Added duration pins for operations on the World Map.
- Allowing the deselection of allied reinforcements in the combat enter screen.
- Added notification which tells the player one of their provinces is being pillaged.
- Added notification which reminds the player one of their pillaged provinces can be repaired.
- Added notification which reminds the player that one of their heroes has a signature skill available.
- In advanced setup it is no longer possible to disable teams for 1 v 1 games.
Multiplayer
- Added indicator when queueing an order failed during sim turns multiplayer matches.
- Added DLC and Mod information to the available session information.
- Update the mod conflict information window when joining a session with conflicted mods.
- Updated the Multiplayer Lobby to fix AI Ruler Selection.
- Improvements & Out of Sync Fixes:
- Fixed issues with Player Kicking.
- Fixed an issue where the “City produced {structure}” notification would be in a different language when reloading a multiplayer game that involved multiple languages.
- Fixed a crash that could occur due to Team changes for the Host not being synced.
- Fixed a crash that could occur in Combat Resolve.
- Fixed a hang when units die in your own turns and multiple Humans are active in the combat.
- Fixed a hang that could be caused by action duplication, most frequently encountered after a OoS.
- Fixed an Out of Sync caused by observers in Combat.
- Fixed an Out of Sync on Game Start that could occur due to Custom Rulers getting different Personalities.
- Fixed an Out of Sync that could occur due to an Relation Modifier being added during Game Setup.
- Fixed an Out of Sync that could occur during a Combat Replay when units triggered auto-spell effects.
- Fixed an Out of Sync that could occur on rejoining a session due to the Notification order changing.
- Fixed an Out of Sync that could occur when Combat Properties were added but users would be playing in different languages.
- Fixed an Out of Sync that could occur due to Inhabitants & Off Map heroes for the Independents not refreshing properly.
- Fixed an Out of Sync that could occur due to incorrect removal of a Hero from a Quest.
- Fixed an Out of Sync that could occur due to hotjoining while a Ruler is in the Void.
- Fixed an Out of Sync that could occur due to hotjoining while a Governor was in the Void.
- Fixed an Out of Sync that could occur due to a difference in Free City order.
- Fixed an Out of Sync that could occur when vassalizing a (conquered) city, the newly created free city was not getting all relation properties applied like rainbow clover.
- Fixed an Out of Sync that could occur with Rally of the Lieges units when the City they were based off would change the costs of building units.
- Fixed an Out of Sync that could occur due to vision not updating correctly when the owner of a province changes, this happened specifically on vassalizing or absorbing/migrating a city.
- Fixed an Out of Sync that could occur due to FoodIncome not always updating properly when multiple updates were happening simultaneously.
- Fixed an Out of Sync that could occur on viewing or annexing specific provinces.
- Fixed an Out of Sync that could occur by the Notifications list not guaranteeing a unique sorting key which caused an OoS on hotjoining.
- Fixed an Out of Sync that could occur due to Rulers sometimes getting a different Personality assigned.
- Fixed an Out of Sync that could occur after a new round/game had started due to relations being incorrectly sorted.
- Fixed an Out of Sync that could occur due to the Story System not always cleaning up all unit data for quests.
- Fixed an Out of Sync that could occur by the “Saving the Meek” story event.
Onboarding
- Ensured the “Free City available for Negotiations” advice would not show for free cities that are actually not available for negotiations.
- Both Low Food and Low Stability advice will now trigger properly.
Tomes
Astral
Units
- These units now have Juggernaut (can destroy non Fortified obstacles by walking):
- Karagh
- All adult Dragons
- Entwined Scourge
- Kraken
- Caustic Worm
- Earth Titan
- Horned God
- Gold Golem
- Giants got Unstoppable Juggernaut (can destroy non Fortified obstacles without slowing down).
- Ghost Ship is now Ethereal and Undead.
- The following units are now permanently mounted:
- Mystic Spellbreaker
- Hound Master
- Wild Speaker
- The following units are now mounted if you have an exotic mount:
- Barbarian Warrior
- Dark Pursuer
- Feudal Defender
- High Dawn Defender
- Industrious Marksman
- Mystic Spellshield
- Glade Runner
- White WItch
- Evoker
- Added a new “Optional Cavalry” tag to the unit panel for units that become mounted if the race has an exotic mount. This will be visible in the unit panel and encyclopedia.
- Nightmare - Gained “Vicious Killer” Passive.
- Nightmare - Increased Defense from 2 to 3.
- Nightmare mount trait now gives Vicious Killer to mounted units.
World Map
- Building victory structures will ‘explore’ the location of the structure to all other players instead of giving vision. This still triggers a meet event for players that haven’t met the owner of the victory structure yet.
- Outpost Teleporter upgrade logic has been changed. You now choose the teleporter improvement when annexing a province using the outpost’s workcamp, or change its existing improvement into a teleporter. As long as the Teleporter Infrastructure empire trait has been unlocked.
- If you attack through an underground passage, the Reinforcement Rule is now disabled, so it’s always a 1 army vs 1 army battle.
- If you pillage a province of a free city, they will now wait a while before rebuilding it.
- Changed text of existing Ancient Wonder events to fit the more bespoke names.
- The Castle Ruins Ancient Wonder has received a entirely new Combat Map.
Modding
- Story Events no longer auto generate text, which would call upon special localization tools that are not released to modders, which previously made modding Story Events impossible, this is now fixed.
- Level editor will now ask where to save new maps.
- Level editor various crash fixes.
- Level editor decals translate/rotate/scale gizmos.
- Removed localized text dialogs in Resource Editor double click editing.
- Fixed crash on deleting an entity mod.
- Fixed city structures from mods and dlc showing up grayed out.
Fixes
General
- Slowdowns at the start of a new realm have been decreased in severity by fixing a bottleneck with updating domain borders every time it placed diggable earth during the last stages of RMG, which could sometimes result in a crash.
- Multiple crash fixes for starting the game when you are missing specific leader data due to disabling DLC or mods.
- Fixed an issue where shadows were displaying incorrectly when playing on the lowest shadow settings.
- Fixed an issue where if a player would receive multiple combat completed notifications it would cause a UI state where the combat results screen could no longer be closed.
- Added mitigation for a crash that can occur in closing & opening Tooltips.
- Added a Retry Option for when an Out of Memory is reached.
- Fixed a crash that could occur when generating Pantheon Heroes.
- Fixed a crash in combat results that would happen because a newly created hero unit was trying to manipulate relations before those were initialized.
- Fixed a crash that would happen when a player was defeated while one of their heroes was still routing and was also a governor of one of their cities.
- Fixed a crash that would on vassalizing a city if there were off-map heroes belonging to a ruler.
- Fixed a crash that could occur during the removal of duplicate races.
- Fixed a crash that could occur due to a raw-pointer in the UI.
- Fixed a crash that could occur in Province Borders if the Color was missing/removed (due to Mods).
- Fixed a crash that could occur in Nested Tooltips when the Parent Tooltip got updated.
- Fixed a crash that could occur in the Figure Formations.
- Fixed a crash that could occur on Start Up.
- Fixed a soft-lock that could occur when multiple Combat Result screens would queue.
- Fixed faction saving and deleting issues on PS5.
AI
- Fixed issue where vassals that were player cities would not send attack armies or spawn patrolling stacks.
- Fixed issue where AI would get racial transformations while they were not allowed to.
- Fixed issue where campaign specific personality traits could get automatically assigned to rulers.
- Fixed issue where free cities would still think they were at war while they lost their capital on some occasions.
- Fixed issue where free cities would not defend their domain.
- Fixed issue in the AI Missions keeping them from Pillaging.
Diplomacy
- Fixed crash caused by the AI not properly storing and validating the “recruit unit from Rally of the Lieges” missions.
- Fixed issue the AI would pick the Personality based diplomacy pose over the one set in faction creation / preset for the leader.
- Fixed crash that would happen in the IsVassalized check when using it on Rulers (would not crash on free cities).
- Fixed issue where equipment items could be added multiple times to the same trade in human-vs-human trading.
- Fixed issue where whispering stones would not get removed from an owned city when the ownerside had changed, this could cause a crash and could also cause the player to not be able to withdraw the WS.
- Fixed an error that would occur on buying equipment from an AI player in trading.
- Fixed issue where players would sometimes incorrectly receive alignment penalties for breaking treaties when war was declared on them, instead the war declaring player now receives the penalties.
- Fixed several issues where the state of the diplomacy trade screen could be wrong if viewing a declined trade while there is already a new proposal, making a counter offer or making a counter offer that is identical to the original offer.
- Fixed issue where AI rulers would still show foreshadowing messages (opportunity to improve the relation or that it will degrade soon) while their leader is in the Astral Void.
- Fixed an issue where the 5 turns delay for declaring war on a Free City would not be applied when vassalizing a city / having a vassal city.
- Fixed issue where having negative allegiance on Whispering Stone could cause a WS to become lost if assigned to an owned City and then ending the turn.
- Fixed issue where trades would sometimes incorrectly fail if it would cost more than half of the resources of the offering ruler.
Events
- Fixed issue where Quest events would not be removed immediately if the quest had failed.
- Fixed crash that would happen when a Story Event was removed because the quest entity would still reference it and try to access the data.
- Fixed issue where the Position Generation for Kill Quest Objectives would not fail quest spawning correctly and could then cause a crash.
- Fixed issue where kill quest objectives would not correctly filter out water only units and therefore failed to spawn the quest target army.
- Fixed crash in quests when converting an Outpost into a City.
- Fixed issue where Story Events would not spawn under specific conditions, causing players to not be able to finish or receive campaign related story events, preventing them from completing the campaign.
- Fixed issue where certain campaign quests would not spawn if they required a specific resource node that only existed in owned provinces.
- Fixed issue where story event buttons would not be hidden correctly due to an issue in sorting the button order.
- Fixed unclarity in the Revel Without A Cause event.
- Fixed that the wrong ruler was showing in the “Meandor Defeated” event in Eternal Court.
- Fixed issue where the OnDefeatedAnotherPlayer scripting event would trigger before the player was marked as defeated in specific instances, this caused the Ashen War quest to not complete and end the game correctly.
Faction Creation
- Form Traits should now have the correct values in-game.
- Fixed Ruthless Raiders correctly rewarding Hero kills.
- Fixed Ritualist Cannibals correctly rewarding Hero kills.
- Fixed Battlefield Looting correctly rewarding Tier 5 Unit kills.
- Fixed edited heroes not saving their data due to requesting the same (already used) filename.
- Fixed an issue where custom titles or changed pronouns would reset as soon as you went into the game.
Heroes
- Fixed Heroes no longer give their intended reward per level, but just once for all Unit Kill Reward effects. Hero kill reward is equal to a Tier 5 unit.
- Fixed hero count not updating when a hero gets captured in battle.
- Fixed issue where recruited heroes who originate from Ancient Wonders would not gain XP or level up.
Interface
- Fixed the order in which prospecting errors are displayed in the interface.
- Fixed issue where certain trade requirements would no longer show the required values.
- Fixed combat handicap/advantage not showing up in single player settings.
- Fixed duplicate realm saving bug.
- Fixed realm settings locking after posting a multiplayer game.
- Fixed tutorial advice saying it can be dismissed from advice history when it can’t.
- Hero traits now respect their “Display in Unit Panel” flag.
- Fixed Wizard King race transformation conflict popup displaying the wrong text, it now correctly displays conflicts.
- Fixed the Ancient of Earth wrongly showing up in ability modifiers.
- Fixed the income breakdown in the province improvement screen.
- Fixed issues with player count when using Presence Traits.
- Fixed custom realm portal visualization issues.
- Fixed Quick Start allowing you to go over the maximum sessions cap.
- Fixed Tome voice-over continuing to play after closing the research screen.
- Fixed top-bar imperium income color not correctly refreshing when war was declared.
- Fixed glitch that allows a player to change the controller type of a presence trait ruler.
- Fixed issue where the relation arrows would be shown on the ruler shields in the top bar for human players.
- Fixed issue where trade interests (“interested in”) would be shown for human players in the diplomacy screen.
- Fixed a double % in lure of the horde empire skill.
- Fix for the city banner not being properly refreshed when you rush production for the unit queue.
- Beacon of Unity now uses the correct icon.
- Fixed issue where the shields in the top bar would still show the relation icons when that ruler was defeated.
- Fixed broken tooltip for ritual of alacrity.
- Fixed that the annex province button would appear on the outpost screen when you are currently doing an action on the outpost (so you can’t annex).
- Fix for a crash when you have the special province improvement placing screen open and you click on a topbar button.
- The Diplomacy screen UI now shows the active pronouncements.
- Fixed Army Banners not disabling in Combat.
Controller
- Fixed issue where the selection would reset to the top when buying a new pantheon unlock.
- Fixed issue where the selection would reset to the bottom of the appearance screen when selecting a color or icon in one of the shield color/icon pickers and closing the side panel.
Onboarding
- Fixed a bug where the To Battle tutorial quest would not automatically complete if you had already fought a battle before getting the tutorial.
Pantheon / Meta System
- Fixed an issue where one of the Artisan Kings wouldn't correctly link in the frontend.
- Fixed issue where the Rite of Allegiance and Might Makes Right scripts would give allegiance to relations even if the player was at war with the Free City, the City was under siege or was currently occupied, which led to invalid behavior.
- Crystal Desserts map preset no longer spawns 7 hex grasslands in the middle of uninhabitable desert provinces.
- Fixed rare bug where pantheon leaders show up as heroes while you are playing as that leader.
Spells
- Fixed crash in city targeting spells when a city is owned by marauders.
- Fixed a crash that would happen when declaring war through casting a hostile spell.
- Fixed several issues where spell casting would not properly take into account the vassalage rules and queued diplomatic states.
- Fixed issue where the Marching Winter spell was incorrectly marked as Hostile.
- Fixed issue where the Consecrated Domain spell was incorrectly marked as Hostile.
- Consecrated Domain, Transmute Resources, Cycle of Seasons and Fortress of Vines can now only be used on friendly cities, as intended.
- Abyssal Flames and Pyroclastic Eruption now properly damage concealed units.
- Ascended Warriors can now trigger evolution on higher tier units.
- Fixed Tectonic Shatter spell not actually destroying half of the obstacles in the map and instead adding an empty Combat Enchantment.
Tomes
- Fixed an incorrect unlock setting for the Garden of Bliss from the Tome of Paradise.
- Lure of the horde can now give units while the combat took place on a water hex.
- Necrotic Spires now mention they heal Temporary HP instead of normal HP.
Units
- Caustic Worms can now correctly use Unit Enchantments.
- Earthshatter engine units’ shatter the earth ability has been fixed so they show up again in the unit’s ability bar.
- Fixed a bug where Towers Units didn't properly get their immunities, so they could Bleed and have other effects that didn't make sense for them.
- Fixed bug where Spider Webs were dealing double damage.
World Map
- Fixed a bug in continent map generation where a player would not be connected to anyone else.
- Fixed a bug where multiple realm traits that gave units a minor transformation would overwrite each other rather than combine.
- Fixed a bug where you could start in the underground without having a Free City of your race nearby.
- Fixed issue where Transfer Captured Heroes code was being called when creating team games, which could trigger issues with notifications.
- Fixed Vision property listener issue which was caused by the order in which provinces update their owner, this caused the listener to be registered and unregistered incorrectly which would crash the game.
- Fixed crash that happened because of the order in which heroes are activated, this would attempt to add relation modifiers based on affinities before the relation was activated.
- Throne city now still needs to be sieged if the throne is the only fortification left.
- Fixed issues with sieging stacks losing in a combat outside the siege area.
- Fixed multiple crashes when a siege becomes invalid.
- Fixed having to besiege your own city after integrating it with an enemy army inside the walls.
- Fixed a crash that would happen on razing a structure and then zooming out to the overview map.
- Fixed issue where the City cap penalties would not be applied if the player has 4 or more cities beyond the city cap.
- Fixed issue where vassalizing a migrated city, that at any point in time used to be a free city, would revert the city back to the original race of the free city. Instead it will now generate a new free city as owner of the city.
- Fixed magic victory spells losing their effect when reloading that game.
- Outpost upkeep is now correctly removed when the outpost is converted to a city.
- Fixed an issue where a City would still be under siege for 1 turn when instantly vassalizing a conquered city. This would block certain interactions like assigning a whispering stone.
- Fixed Outposts counting as cities for the following bonuses: Imperialists, Perfectionist Artisans and Metropolitan Society.
- Fixed outposts losing population when food income is low.
110650 (2025-08-12)
# Griffon Update - 12/08/2025
Highlights
QoL: Multi-Stack Movement
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
QOL: Notification Updates
- 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:
- 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
New Content: Pantheon
- 3 Banner Items
- 2 Ruler Helmets
- 4 Giant King Exclusive Customization Items
- 7 Item Forge Infusions
- Passive: Fearless
- 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:
- 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.
Features
New Content: Flaws (& Inner Radiance)
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
- -2 Defense
- Incompatible with Tough
- [Flaw] Vulnerable to Magic
- -2 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
- 50% less strategic healing.
- 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
New Content: Hero Classes
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.
Hero Class: Elementlist
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.
Hero Class: Ritualist
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
Hero Class: Warlock
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
New Feature: Extra Faction Data
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
- 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
QoL: Persistent Forged Weapons
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.
New Feature: AI Strategic Bonus
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
New Feature: Combat Difficulty
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.
Forgiving:
- 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.
Challenging (default):
- 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.
Challenging+:
- Same settings as Challenging
- Deals 20% more damage
- Receives 20% less damage
General
AI
- 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
- 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
Combat AI
- 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.
Art
- 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
Audio
Affinities
Combat
- 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
Buffs/Debuffs
- 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”
- 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
- 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
Combat Map
- 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
Cultures
Barbarian
- Unit “War Shaman” - Now has Kindle Resolve
- 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
Dark
- Unit “Dark Warrior” - Increased Hit Points from 60 to 70
Industrious
- World Map Gameplay “Prospecting”
- 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.
Mystic
- Unit “Summoner”
- Spirit Summon - Replace Spirit Hawk with Lesser Light Spirit as the Order Affinity Summon
Reaver
- Unit “Dragoon”
- Can now use Attacks after being affected by Refresh Abilities like Command and Killing Momentum.
- Can now Retaliate after triggering Master Skirmisher
Primal
- When Primal Culture use Call Wild Animal or Call Greater Animal, an animal related to their culture will always be one of the options
- Note that Sabertooth don't have options for Wild Animal and Serpent don't have options for Greater Animal
Oathsworn - Strife
- Unit Warbound - Bulldoze can no longer be used while immobilized.
Diplomacy
Economy
Empire
Events
- Race council events now adhere to racial visuals
Factions
- Added new Premade Factions
- Tayla
- Rupsta
- Lithyl (Wizard King) is now added upon completion of Grexolis
- 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
Society Traits
- The Subterranean Society trait now starts a surface player with a nearby underground passage.
Free City
- Vassals now share their Magic Materials from Transmutation Circle with their overlord
Happening
Heroes
- 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
Ambition & Renown
- 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.
Death Knight
- 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
- Renamed to Bone Wyvern Keeper
- Now works in water combat
Spellblade
- Spell Penetration - Reduced Resistance and Status Resistance bypass from 3 to 1
Ranger
- 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
Warrior
- 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
Affinity Skills
- Condemning Strikes:
- 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**
Dragon Lords
- Signature Skill “Ancient of Earth” - Reduced the Damage Increase from 30% to 20%
Eldritch Sovereign
- Tome of Pestilence “Rot Away” - Now applies 4 Decaying
- Signature Skill “Ancient One” - Reduced the Damage Increase from 30% to 20%
Giant Kings
- 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%
Infestation
- All Infestations now have a new Relation Component that allows them to be neutral towards players.
- 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.
Interface
- 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:
- 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”
Item Forge
- 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.
Modding
- Tabs in the Resource Editor can now be reordered
- Added a debug setting for Copying a Faction in the Advanced Faction Settings
- FACTION_TO_CLIPBOARD=false
- This allows you to copy your entire Faction Data and paste it in a Lord Definition in the Modding Tools
- Improved loading times on LevelEd maps.
- Copy/Cut/Paste support for Structures and Markers in LevelEd
- Added support for the Player RMG Property: Region 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.
Multiplayer
- 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
Onboarding
- 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.
Pantheon
- 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”.
- 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
- 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%
Research
Story Realm
Spells
Tomes
Astral
- Tome of Evocation
- 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”
- 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
- Tome of Amplification
- Unit “Amplification Pylon”
- 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
- Tome of Teleportation
- Unit “Phase Beast”
- 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
- Tome of the Astral Mirror
- Unit “Mirror Mimic”
- 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
- Tome of the Stormborne
- World Map Spell “Downpour”
- 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%
Chaos
- Tome of Pyromancy
- 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”
- 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
Materium
- Tome of Enchantment
- 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
- 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
- Tome of the Crucible
- City Structure “Crucible Battlements”
- 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”
- 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
Nature
- Tome of Roots
- Unit Enchantment “Blight Blades”
- 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”
- 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”
- 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
- Tome of Cycles
- Unit “Druid of the Cycle”
- 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:
- 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”
- 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”
- 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
Order
- Tome of Zeal
- 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
- 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”
- 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”
- 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
- 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
- New ability: Oppress - Full Action, Range 3
- 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
- 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”
- 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.
- Tome of Supremacy
- Unit “Examplar”
- 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
- Tome of Exaltation
- Unit “Shrine of Smiting”
- 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”
- 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
Shadow
- Tome of Cryomancy
- Unit Enchantment “Frost Blades” - Extra damage against Frozen or Slowed targets decreased from 20% to 10%
- Tome of Necromancy
- Unit Enchantment “Necrotic Magic”
- 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
- Tome of the Tentacle
- Unit Enchantment “Constricting Focus”
- 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”
- 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.
- 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”
- Putrid Breath - Changed from inflicting 1 Poison and 1 Decaying to inflicting 2 Decaying
- Tome of Cold Dark
- Unit “Snow Spirit”
- 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”
- 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”
- 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
- 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”
- 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
Units
Units
- Rank: Elite - No longer gives 10% extra damage
- Unit abilities that apply Frozen now apply Status Vulnerability on failure instead of Slowed.
- 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
- 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”
- 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
- Unit “Zombie” and Unit “Decaying Zombie” - Increased HP from 50 to 60
Support Updates
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
- 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
- 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
World Map
- 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
- 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.
- Fighting on a road in lava now loads the chasm map
- Slightly tweaked Restore the Land to fix a bug:
- 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
Fixes
AI
- 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
Combat AI
- 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.
Art
- 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
Audio
- Memory optimization to fix issues where the memory budget is exceeded and no sounds play until other sounds have stopped.
Combat
- 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.
Combat Map
- 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
Diplomacy
- 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
Empire Development
- Shadow Domain no longer give invisibility to enemies in your domain if they also have the Shadow Domain skill.
Events
- 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.
Factions
- Fixed Skilled Raiders not working with Binding Fragments/Essence
Happening
Cosmic
- 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
Intrigue
- 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.
Heroes
- 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
Interface
- 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
Text & Descriptions
- 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
Item Forge
- 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
Shops
- 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
Spells
- 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
Story Realms
Crimson Caldera
- Fixed an issue where a quest would not get the right alias if starting the quest would cause you to meet a free city.
Eternal Court
- Fixed a situation when playing on Hard one of the story-specific locations (Tomb) would be explored before the story allowed
Tomes
- 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.
Units
- 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
World Map
- 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
105705 (2025-04-01)
Game Version: 1.010.001.105705
Highlights
Visual Improvements
- Added City Sprawl to all Culture Cities and City Tier Levels
- Added Mountain Visuals for Arctic and Ashland Themes
- Added Forest Visuals for Ashlands Theme
- Separated the Underground into 3 Distinct Themes
- Underground
- Lava Caves
- Ice Caves
- Added Colouring to Portal Visual based on Portal Image
New Combat Maps
We’re introducing new Combat Map Variations for locations that have frequently seen the sight of combat. When engaging in battle the game will randomly pick from the available Maps.
Nature Maps
- Natural Rocky
- Natural Grasslands
- Natural Forest
Node Maps
- Pasture Node
- Gold Vein
- Mana Node
- Iron Deposit
- Fish Node
Location Maps
- Small/Large Monster Infestation & Great Bird Nest
- Beacon of Unity
New Ancient Wonder Adventures
All base game Ancient Wonders that did not already have 3 or more Adventure Sets have received new adventures to experience.
- The Fairy Court - Encountered in Hidden Wellsprings with the names Fayfount, Nixwell and Covert Court
- The Silver Realm - Encountered in Crystal Forests with the names Silverdell, Argent Weald and Knight’s Rest
- The Wan - Encountered in Magma Forges with the names Anvil of Doom, Spiritsap Smithy and Blackhammer Furnace
- The Sleeper in Shadow - Encountered in Lost Tombs with the names Silent Tomb, Sleeper’s Sanctuary and Whispering Graves
- Order of the Glutton - Encountered in Secret Temples with the names House of Unger, Altar of Devoration and Glutton’s Fane
- Thundered Timber - Encountered in World Trees with the names Crackling Tree, Thundered Trunk, Stormbound Maple
- Forlorn Puppeteer - Encountered in Fallen Towers with the names Chanting Tower, Willtaker’s Needle and Vacant Steeple
- Prima Materia - Encountered in Golden Ziggurats with the names Vault of Transmutation, Artificer’s Altar and Temple of Constructs
Form Filtering & Save Improvements
We’ve added more tools to Realm Creation for you to be able to create the experience you want. Whether those are Jungle Realms filled with furry forms or your typical Tolkienesque Story. Changes to Realm Content will be saved to the Realm, if you choose to do so while Game Settings will be remembered for Single & Multiplayer separately.
- Implemented Faction Filtering. These settings can be found in the new Realm Content Tab in the Advanced Settings
- You can now control which Forms appear on a Realm during Realm Creation. This affects Rulers, Free Cities, Infestations and Inhabitants
- You can now control which Cultures are allowed to be used by Players and Free Cities
- You can now control the desired presence of Godir Origins
- All settings under the Realm Setup, Realm Factions and Realm Content tabs are now stored in the Realm Template. When selecting your Custom Realm, these settings will be loaded in from the Realm
- Players will now be asked whether they want their Custom Realm saved or not. If the player is editing an existing custom realm, they can also choose to overwrite it
- All settings under the Game Flow and Combat tabs will remember your choices from the last game you set up. Choices are stored separately for Singleplayer and Multiplayer
Faction Creation Updates
- Added custom Horse Visuals - These visuals are available to the default Horse Mount and can be adjusted separately for (Mortal/Godir) Rulers and Army units. The first tick functions as a random option
- Added Voice (emote-) Overrides - T can be adjusted separately for both (mortal/godir)rulers and army units
- Added a Lighting button - This setting alternates the Lighting while customizing your appearance to showcase what your Ruler/Race looks like in different environments
- Expanded Body Customization Options
- Added Body Shape selector
- Added Head Size Slider
- Added Hand Size Slider
- Expanded Banner Customization Options
- Added more Primary Player Colours
- Added more Primary Armor Colours
- Added 6 new basegame banner icons
- Materium category: Digger, Excavator, Forger
- Nature category: Lilypad, Toad
- Shadow category: Snowflake
- Astral category: Lightning
Pantheon Update
Added 13 new Pantheon Rewards to unlock.
- Added 2 Mounts for your Race & Ruler
- Cavernbear Mount
- Crystalrunner Mount
- Added 6 Hero Starting Loadouts
- Magma Orb
- Goldseeker Pickaxe
- Giantslayer Spear
- Titan’s Greatbow
- Lithorite Orbs
- Shatterblades
- Added 4 Banner Icons
- Rock Clan icon
- Storm Clan icon
- Frost Clan icon
- Fire Clan icon
- Added 1 Society Trait - Subterranean Society [Materium]
New Realm Creation Traits
- Number of misc trait slots increased to 8
- Added Misc. Trait: Surface Start - When chosen, all empires, even those with Underground adaptation, will start on the Surface
- Added Misc. Trait: Unearthed Realm - When chosen all Diggable Earth is blocked from appearing in the realm
- Added Misc. Trait: Subduued Infestations - When chosen, the realm will have a reduced amount of Infestations
Features
Feudal Authority
The Feudal Culture has been updated and now supports two different forms of Authority. Feudal Monarchy is the default Feudal Subculture and provides the most direct system of control, the Ruler is undisputed and grants powerful benefits to their accompanying force. Feudal Aristocracy must maintain a balance of power disseminated between the player’s cities, in doing so each house can field their own army effectively and exceptionally cheaply as long as the units in that army belong to that house.
Global Updates
- Added a new World Map Summon Spell “Call Militia”
- Summon 2 Militia in target owned City
- Replaces Call to Glory as the Feudal Starting Spell
- Replaces Signet of Knighthood
- Combat Spell “Call to Glory”
- No longer grants 5 Morale and 1 Strengthed to units in a 1hex Radius
- Now grants all units +5 Morale at the start of your turn, for 3 Turns
- Now is a Combat Enchantment
- Unit “Peasant Pikeman”
- Renamed to Militia
- No longer recruitable
- Unit “Defender”
- Changed from a Tier 2 Unit to a Tier 1 Unit
- Stats were adjusted accordingly
- Unit “Archer”
- Shoot Bow - Now has a 30% chance to inflict Sundered Defense
- Unit “ Bannerman”
- Now has Optional Cavalry
- Now has War Banner
- A Passive ability that grants +1 Defense and +1 Resistance to adjacent friendly units
- This replaces the Active Ability “Bulwark Standard”
- Soothing Standard
- Increased Temporary Hit Points from +20 to +25
- Enters Defense Mode after use
- Changed from Radius around the Cater to a Single Target Ability
- Can now be used while inside a Zone of Control
- Added new Unit “Aspirant Knight”
- Tier 2, Cavalry, Shock Unit
- Aspirant: Knight - When this unit reaches Legendary Rank, it is promoted into a Knight. Requires a Feudal Tier 4 Town Hall to be built in the Empire
- Isolation Slayer - This unit deals -6 Physical Damage if another enemy is adjacent to the target
- Unit “Knight”
- Changed from a Tier 3 to a Tier 4 Unit
- Stats were adjusted accordingly
- Now has Graceful Charge
- Special Province Improvement “Levy Camp”
- Renamed to Farmstead
- No longer functions as a Unit Deployment Location
Feudal Monarchy
Affinities: Order + Materium
Theme: Ruler and Throne city above all else
World Map Gameplay
The Feudal Monarchy subculture is about stability and draft, preferring a tight, consolidated empire led by a Monarch.
- Passive “Monarch’s Dominion”
- In combat, activates For the Monarch on Friendly Units
- While Army Leader, all units in the army with For the Monarch have no Unit Upkeep
- City Structure “Militia Barracks”
- Replaces Workshop
- +10 Production Income
- +5 Draft Income
- +5 Stability
- City Structure “Royal Smith”
- Replaces Blacksmith
- +20 Draft Income
- +1 Rank for Tier 1 units built in city
- +10 Stability
- City Structure “Retainer's Estate”
- Requires Tier 3
- While this city's domain connects to the Throne city gain:
- +10 Stability
- +10 Gold Income
- +20 Food Income
Combat Gamepay
- For the Monarch - Units gain a powerful boost when in combat in their own Domain or alongside their Ruler. This replaced Stand Together
- +1 Defense
- +1 Resistance
- +10% damage
- +10 Morale
- Combat Spell “Monarch Decree”
- Replaces “Hold the Line”
- For 2 Turns, all friendly units gain the benefit from “For the Monarch” as though the Monarch were present
The Feudal unit lineup has a strong divide between its lower classes and higher classes. Low tier units are on foot and cheap, while their important units are mounted or optionally mounted.
- T1 Militia (Polearm) - Not Recruitable, gained through the “Call Militia” Starting Skill
- T1 Defender (Shield)
- T1 Archer (Ranged) - Promotes into Longbows (If the Tier 3 Town Hall has been built in the empire)
- T2 Bannerman (Support)
- T2 Aspirant Knight (Shock) - Promotes into Knight (If the Tier 4 Town Hall has been built in the empire)
- T3 Longbows (Ranged) - New Unit, Promoted from Archers or recruited from a Tier 3 Feudal City
- Shoot Arrow
- Longshot - Full Action, Always Hit, Range 6
- Longbow - Abilities have +1 Range
- T4 Knight (Shock) - Not Recruitable, promoted from Aspirant Knights. A powerful, heavy mounted shock unit with Giant Slayer, Inspiring Killer and Graceful Charge
Feudal Aristocracy
Affinities: Order + Nature
Theme: Maintain strength balance between your cities to gain power
World Map Gameplay
The Feudal Aristocracy subculture cities each have a House to which the City, Governor and units built in that city belong. The House gains power as the Liege Lord (Governor) gains Renown.
- The player “creates” a new House when a Feudal City has a Governor assigned for the first time
- City Governors become the Liege Lord of that House
- Units produced in a Feudal city gain that House’s Banner
- Summoned Units gain the House’s Banner based on the following conditions:
- If the unit spawns in a city’s domain, it takes the House of that city
- If the unit is not in a city’s domain, pick the House of the closest stack
- If multiple stacks are equidistant but only one has a hero, pick the House of the stack with a hero
- If multiple stacks are equidistant and have a hero, pick the House of the stack with the fewest units in it. This way the player can reinforce that stack with the new unit
- Passive “Liege Lord”
- The Liege Lord and Units in their Army Units have:
- -10% upkeep
- +5 World Map Regeneration
- This bonus scales with Renown Level
- Units gain XP whenever their House Liege gains Renown
- In combat, activates For the Liege! on Friendly Units
- City Structure “House Hunting Grounds”
- Replaces Store House
- +10 Food Income
- +5 Draft Income
- City Structure “Serf Quarters”
- Replaces Granary
- +20 Food Income
- +10 Draft Income
- City Structure “Lord's Manor”
- Requires Tier 3
- For each level of Renown the Governor has, the city gains:
- +10 Food Income
- +10 Draft Income
- +5 Stability
Combat Gameplay
- For the Liege! - Units gain a powerful boost when in combat as long as their Liege Lord is in the battle. This replaces Stand Together
- +10 HP per Level of Renown
- +5 Morale per Level of Renown
- Combat Spell “Hold the Line”
- No longer grants Steadfast in a 1-hex Radius
- Now grants Defensive Masters & Charge Resistance in a 1-hex Radius
This lineup is similar to that of the Feudal Monarchy but features the Liege Guard on Tier 3 instead of the Longbow, which can be evolved into by the Defender.
- T1 Militia (Polearm) - Not Recruitable, gained through the “Call Militia” Starting Skill
- T1 Defender (Shield) - Promotes into Liege Guard (If the Tier 3 Town Hall has been built in empire)
- T1 Archer (Ranged)
- T2 Bannerman (Support)
- T2 Aspirant Knight (Shock) - Promotes into Knight (If the Tier 4 Town Hall has been built in empire)
- T3 Liege Guard (Shield) - New Unit, Promoted from Defenders or Recruited from a Tier 3 Feudal City
- Optional Mounted
- Melee Strike
- Sworn Bond - Link to target friendly Hero
- Damage Sustained by the linked unit is transferred to this unit with a 50% reduction
- At the start of each turn, the linked unit gains Strengthend
- Heavy Shield
- T4 Knight (Shock) - Not Recruitable, promoted from Aspirant Knights. A powerful, heavy mounted shock unit with Giant Slayer, Inspiring Killer and Graceful Charge
Siege Update
The Siege System exists to ensure players cannot rush the conquest of cities and grants defending players time to assemble armies to defend. It was also designed to grant an epic conclusive battle to conquest in the form of a siege battle. Throughout the game’s life, the system has achieved its goal of stopping rushing, but has not achieved its goal of creating epic conclusions of conquest, and has been met with plenty of frustrations.
We’ve given Sieges a pass with the main aim to:
- Increase the amount of battles being fought on the city siege map with siege projects and defense effects active.
- Lower the average time sieges take.
- Reduce the max amounts of Fortification Health and Fortification Damage players can accumulate.
Core Updates
- Reworked the Sally Out logic:
- A Sally Out Battle occurs when a besieged player attacks the besieger with units defending the city
- Sally Out battles take place on the Siege map, with all Siege Projects and Defensive Structure effects active
- If the sally out battle results in all units within the city being destroyed/routed. The Walls are immediately breached
- Added Movement Restrictions to Units inside a besieged City
- Units in a Besieged City cannot leave the City
- Units in a Besieged City can reorganize within the hexes of the City
- Units in a Besieged City can instigate a Sally Out Combat
- Units outside of the City can enter it to reinforce, but won’t be able to leave
- Trying to move path out the city will show a warning
- Units inside the city will have a Unit property that shows the Besieged state
- When continuing a Siege that was lifted this turn by either yourself or another player, the previously selected siege projects will remain assigned. If the siege projects slots were locked, they will remain locked
- City Under Siege Penalty now only reduced Food Income by 50%
- Outposts can no longer upgrade their Palisade Walls to Stone Walls
- Achievement “Impenetrable Fortress” - Reduced the Fortification Health required from 150 to 60
- Ambition “Defender” - Reduced required Fortification Health of Governed City from 100 to 40
Siege Projects
- Undermine Walls
- No longer creates Additional Wall breaches during combat
- Now all Wall Obstacles start damaged and 25% of Wall Obstacles are destroyed at the start of combat
- Reduced Fortification Damage from 3 to 0
- Headlong Assault
- Now Besieging units also gain Exhausted during siege combat
- Construct Onagers
- Reduced Cost from 250 Gold to 200 Gold
- Reduced Fortification Damage from 3 to 0
- Break Battlements
- Renamed to Burn Battlements.
- No longer destroyed all Battlement Obstacles at the start of combat
- Now Battlement Obstacles have a 50% to start On Fire for 3 turns at the start of combat
- Reduced Cost from 100 Mana to 80 Mana
- Reduced Fortification Damage from 2 to 0
- Tower Bombardment
- No longer destroys half of the Tower units at the start of combat
- Now a random Tower unit is struck for 20 damage at the start of combat. This repeats 4 times
- Reduced Fortification Damage from 1 to 0
- Removed Siege Project “Sabotage Support”
- Added New Siege Project “Raiding Party”
- Upon breaching the walls, gain 75 Gold per tier of the besieged city
- Wizard’s Bombardment
- New effect: During combat, every time you cast a spell, a random enemy unit is struck by an astral comet. All units within 1 hex radius suffer 15 Cosmic damage, all obstacles within 1 hex radius are destroyed
- Reduced Fortification Damage from 15 to 0
- Construct Bolt Repeaters
- Reduced Fortification Damage from 4 to 2
- Construct Great Bombard
- Reduced Fortification Damage from 5 to 3
- Construct Siege Guns
- Reduced Fortification Damage from 4 to 2
- Arcane Maelstrom
- Renamed to Arcane Accumulation
- No longer removes Towers and no longer applies Electrified and Cosmic Damage
- Now grants 50 Combat Casting Points at the start of combat and all enemy units suffer -1 Resistance
- Reduced Fortification Damage from 3 to 0
- Create Earthshatter Engines
- Now costs 200 Gold and 100 Mana
- New effect: At the start of combat, all Wall obstacles are damaged by 50%
- Reduced Fortification Damage from 10 to 5
- Sow Confusion
- Reduced Fortification Damage from 3 to 0
- Incite Rebellion
- Reduced Fortification Damage from 6 to 0
- Construct Devastator Spheres
- Reduced Fortification Damage from 8 to 3
- Fumigation
- No longer applies 2x Poisoned at the start of Combat
- Now applies 2x Weakened at the start of Combat
- Dragon Attack
- Increased Cost from 60 Mana to 100 Mana
- Additional effect: At the start of combat, 75% of Battlement positions are On Fire for 3 turns
- Construct Soul Siphons
- Renamed to Soul Siphon Ritual
- No longer grants a flat 40 Souls
- Now grants 40 Souls per tier of the besieged city when the Walls are breached
- Reduced Fortification Damage from 3 to 0
- Tremor Ritual
- No longer removes Towers and Battlements, or creates additional Wall Breaches
- Now during combat, every 2 turns, a random enemy unit is struck by an earthquake. Enemy non-flying, non-floating units in a 2 hex radius suffer 10 Physical damage and have 90% chance to suffer Slowed for 3 turns. Obstacles in a 2 hex radius are destroyed
- Reduced Fortification Damage from 6 to 3
- Ritual of Calamity
- No longer removes Towers and Battlements
- Now every turn during the siege a random province from the besieged city is pillaged and grants you the rewards
- Reduced Fortification Damage from 5 to 0
- All Fey Relic Evocation siege projects:
- Reduced Fortification Damage from 5 to 2
Fortification Structures
- All Tower units are now player controlled and no longer fire automatically
- Stone Walls
- Lowered Fortification Health from 40 to 30
- Cost reduced from 170 Gold and 450 Production to 85 Gold and 200 Production
- Ballista Towers
- Lowered Fortification Health from 10 to 0
- Increased Ballista Tower unit health from 35 to 60
- Increased Ballista Tower unit damage from 20 to 30
- Catapult Towers
- Lowered Fortification Health from 30 to 0
- Increased Catapult Damage from 15 to 20
- Archer Battlements
- Additional effect: Units standing in Archer Battlements also gain +40% accuracy on Physical ranged attacks
- Lowered Fortification Health from 5 to 0
- Arcane Battlements
- Additional effect: Units standing in Arcane Battlements also gain +40% accuracy on Magical ranged attacks
- Lowered Fortification Health from 5 to 0
- Caltrop Stash
- Additional effect: Polearm, Shield and Fighter units gain Deploy Caltrops. A free action once per battle ability to deploy Sharp and Slowing terrain on target hex within 4 hex range. If it targets an enemy unit, it inflicts Bleeding on the target unit
- Lowered Fortification Health from 5 to 0
- Beacon of Valor
- Additional effect: While under siege, the city gains +40 Draft income
- Lowered Fortification Health from 20 to 0
- Throne of Mirror
- Additional effect: Your Ruler gains 2 XP per turn (this can stack with multiple of this Upgrade in your empire)
- Lowered Fortification Health from 40 to 0
- Artisan Fortification
- Lowered Fortification Health from 20 to 0
- Reduced Bolt Repeater Tower’s HP from 70 to 60
- Increased Bolt Repeater Tower’s Defense and Resistance from 1 to 2
- Increased Bolt Repeater Tower’s Damage from its main attack from 10 to 12
- Fortified Crucible
- Renamed to Crucible Battlements
- Additional Effect: Battlements also grant +40% Accuracy and +1 Range to all ranged attacks and ignores Obscured
- Additional Effect: Units drafted in the city with this upgrade gain +1 Fire Damage on their base attacks (increased for non-repeating attacks)
- Lowered Fortification Health from 40 to 0
- Healing Spires
- Increased Healing Tower’s HP from 70 to 90
- Increased Healing Tower’s Defense and Resistance from 1 to 2
- Necrotic Spires
- No longer has Bolster Undead
- Now has Resurrect Zombie: Resurrect target non-zombie unit as a Decaying Zombie, cooldown 3 turns after use. Starts on 1 turn cooldown
- Lowered Fortification Health from 15 to 0
- Temple of the Pyre
- Guaranteed Condemned effect replaced with 90% chance to suffer Condemned
- In Siege Combat, hexes in front of the walls gain permanent Cleansing Fire markers
- Lowered Fortification Health from 10 to 0
- Bastion’s Barricade
- Lowered Fortification Health from 20 to 10
- Builder’s Guild
- Lowered Fortification Health from 30 to 10
- Fortress of Vines
- Lowered Fortification Health from 10 to 0
- No longer grants Fortification Health per Forest or Mushrooms Feature in the Domain
- Now lowers all Movepoints of enemy units in the city’s domain to 32
- Castle Ruins Ancient Wonder
- Replaced +5 Fortification Health per Quarry with +2 Knowledge per Quarry
- Replaced +20 Knowledge income with +20 Draft income
Lava Gameplay
We hinted at it when discussing the post-release Road Map back in 2023 but with this Update we’re introducing Lava Gameplay. We’ve worked out Traversal and Economic Exploitations for Lava Terrains in the World Map.
- Lava Walk is a new movement property that allows units to move in lava, the following units gain it:
- Units transformed with Scions of Flame
- Infernal Fiends
- Giants
- Gold Golem
- Roving Furnace
- Ironclad
- Severing Golem
- Added Lava Roads (which are like stepping stones of solidified rock)
- Units that Fly/Float/Can walk on Lava will be able to build this on Lava hexes
- Lava roads allow non-lava walking units to walk over it
- Annexing Lava Provinces will generate Lava Roads connecting adjacent improvements or cities
- All factions can annex Habitable Lava Provinces as a Smelter Mine or Conduit Mine, but doing so incurs a -15 City Stability penalty (accumulative with the standard -5, bringing it to a total of -20 city stability per improvement)
- Smelter Mine
- +5 Gold Income
- Counts as a Mine
- Cinder Conduit
- +5 Mana Income
- Counts as a Conduit
- Cities inhabited by Races with Demonkin Transformation or the Scions of Flame Transformation ignore the City Stability penalty from Lava and Lava Chasms in their domain
- Cities inhabited by Races with Underground Adaptation, Desolate Adaptation, Primal Tunneling Spider and Primal Ashen Sabertooth ignore the City Stability penalty from Lava and Lava Chasms in their domain
- New line of City Structures available in Cities with annexed Lava Provinces
- Mineral Extractor
- +5 Mana
- +5 Gold
- Unlocked by having 1 province with Lava
- Basalt Excavation
- +15 Production
- Unlocked by having 2 provinces with Lava, Tier 2 City and Mineral Extractor
- Obsidian Weaponsmith
- +20 Draft
- Unlocked by having 3 provinces with Lava, Tier 3 City and Basalt Excavation
- Volcanologist Guild
- +5 Production, +3 Knowledge per annexed province with Lava
- Unlocked by having 4 provinces with Lava, Tier 4 City and Obsidian Weaponsmith
- Mutually exclusive with other guilds
- New Pickups to be found in Lava Provinces
- Molten Weapons
- Guarded Pickup
- Grants Binding Essence & Fragments
- Pyroclastic Shards
- Unguarded Pickup
- Grants Gold and Mana
- Insert Void Traits
Underground Generation
We’ve taken another look at the way the Underground is generated and determined that it wasn’t providing the desired gameplay experience. Originally the Underground Generation was to support two distinct fantasies: Underground Empires & Cave delving/exploration. Trying to support both fantasies with a single generation method resulted in an experience that didn’t truly fulfill either, so we’ve changed course.
- Default Underground Generation has been reworked with an Expansion Focus. This means:
- Increased Cavern Sizes but Reduced Number of Caverns
- Caverns are generated closer together
- Tunnels connect all Caverns throughout the entire Underground
- Added the Explorative Underground realm trait, which has an Exploration Focus. This means:
- Increased Number of Caverns but Reduced in Size
- Increased Number of Pickups & Ancient Wonders
- Increased Number of Provinces covered in Diggable Earth
- Empire starting locations and Free City Caverns remain large enough to have space to grow
- The amount of Resource Nodes in the Underground is now better curated
- Improved placement of Underground Players compared to Free Cities on the Surface
- Improved placement of Underground Passages compared to City placement
- Removed Misc. Trait Massive Underground as this is now handled by the default generation
Item Forge Update
Item forging has a few issues that impact the balance of the game. Chief among these is the ease of access for high tier items, particularly weapons which benefit significantly more from the tier increase due to gaining damage based on it. With this Item Forge Rebalance we’re addressing both the accessibility and the speed at which items can be crafted.
Crafting Changes
- Added Binding Fragments resource
- Gained by disenchanting Tier 3 and 4 items
- Tier 3 - 25
- Tier 4 - 75
- Used to create hero items of Tier 3 and 4
- Tier 3 (4 Infusion Points) - 50
- Tier 4 (5+ Infusion Points) - 100
- Increased Binding Essence gained:
- Tier 1 - 40 to 50
- Tier 2 - 80 to 100
- Tier 3 - 120 to 150
- Tier 4 - 160 to 200
- Durations of crafting adjusted
- Tier 1 Items are now crafted instantly
- Tier 2 Items - Reduced Crafting Time from 3 to 1
- Tier 3 Items - Reduced Crafting Time from 3 to 2
- Tier 4 Items - Reduced Crafting Time from 4 to 3
- Society Trait “Reclaimers” - Now grants Binding Fragments from its sources as well
- Infestations - Now grant 25 Binding fragments
- Razing Cities - Increased the Binding Essence gained per population from 20 to 40
- Razing Cities - Now grants 20 Binding Fragments per population
- Pillaging Provinces - Now grants 5 Binding Fragments
- Bronze Ancient wonders - Now grant 50 Binding Fragments
- Silver Ancient wonders - Now grant 75 Binding Fragments
- Gold Ancient wonders - Now grant 100 Binding Fragments
Hero Changes
- Increased the quality of equipment that AI controlled heroes use
- Early Game - Level Range: 1/4 - Equipment Range: Tier 1/2
- Mid Game - Level Range: 5/6 - Equipment Range: Tier 2/3
- Late Game - Level Range: 7/10 - Equipment Range: Tier 2/4
- End Game - Level Range: 11+ - Equipment Range: Tier 3/4
- When an enemy hero is killed in combat, the player is now given that hero’s best piece of equipment as a reward after the battle. The rest of the hero’s equipment is removed before the hero is transferred to the crypt or prison
- This does not apply to Heroes that are returned to their Owner’s Prison/Crypt
- When killing enemy heroes on mounts, there’s a chance that the mount will be added to the after battle reward, as well as the hero’s best equipment
- Reduced the base time to Convert a Captured Hero from 3 to 2
- Increased the Gold gained from Selling a Hero Corpse from 20 +20 per level to 25 +25 per level
General
- Player Mods are automatically disabled on the First Launch of this update
- Custom Realms now are limited to 50 saved Custom Realms on Console Platforms
- Save Game Names are now sanitized to remove characters not allowed by Windows
A.I.
- Balanced the AI Economy around the new elements from the last few DLC
- Added support for the AI to focus more on the City Tier structures as per the new rules
- Added additional support to allow AI to understand that armies on the World Map have an inherited value to target
- Added support for the AI to have a better evaluation when it comes to Story Event battles
- Added support for the AI to have a better indication on story events that spawn new hostile armies (Toll of seasons)
- Added support for Free Cities to excavate Diggable Earth when expanding
- Updated the City Automation Manager to use the production queue when adding Special Province Improvements
- AI controlled forces besieging cities now have preferences for picking Siege Projects. They will pick specialized tome Siege Projects over the default siege projects. And will less often pick less useful siege projects for them such as Raiding Party and Headlong Assault
- Updated the way the AI starts the Attack to always take the strongest army
- Adjusted the AI War Focus on Hard & Very Hard Difficulty to focus more on Human Players
Combat AI
- Added new logic to prevent the Combat AI from trying to Stun/Freeze/Immobilize an already Stunned/Frozen /Immobilized unit
- Deprioritized Stunned and Immobilized units for the Combat AI
- Ranged units are now less likely to stand next to enemy units (even if that unit is facing a different direction)
Art
- Added new Event Background illustrations for Underground Events
- Added Prison & Crypt Scenes to the Prison & Crypt Menu’s
- Added a unique Expedition Leader status icon
- Added a new icon for Ruined Provinces
- Updated ‘Focus Aim’ active ability icon
- Changed Champion Medal icon to a more defined colouring
- Adjusted the size and strength of the units cloud mask used in Combat Maps for Overworld climes
- Adjusted the size and strength of the units cloud mask used in Combat Maps for Underground climes
- Adjusted the visuals of the Wightborn Transformation, changing the Eye Color to Black and adding Trail effects
- Added missing “Dead Trees” obstacles visualizations in TC in the following climes:
- Desert
- Underground
- Underground Arctic
- Underground Ashlands
- Dungeon
- Dungeon Arctic
- Dungeon Ashlands
Combat
- Adjusted the minimum number of Units used to divide XP from 4 to 6
- Added a new Ability Tag “Single Shot” to Single Target, Non-Repeating Attacks
- The Increased Effects system changed from non-repeating attacks to Single Shot attacks and now reads “Effects are increased for Single Shot attacks”
- The following Unit Enchantments and Unit Effects changed from applying only to Base Attacks to now work on all Attacks
- Unit Effects
- Barbarian Passive Effect “Savage Strikes”
- Dark Passive Effect “Cull the Weak”
- High Passive Effect “Awakened” (Not Dormant Trait)
- Mystic Attunement Passive Effect “Attunement: Star Blades”
- Mystic Potential Passive Effect “Ciphers of Dissonance”
- Primal Passive Effect “Spider Primal Communion”
- Primal Passive Effect “Mammoth Primal Communion”
- Primal Passive Effect “Crow Primal Communion”
- Primal Passive Effect “Serpent Primal Communion”
- Primal Passive Effect “Sabertooth Primal Communion”
- Primal Passive Effect “Crocodile Primal Communion”
- Primal Passive Effect “Wolf Primal Communion”
- Oathsworn Righteousness Passive Effect “Nobility”
- Oathsworn Strife Passive Effect “Warrior’s Soul”
- Order Passive Effect “Zeal”
- Shadow Passive Effect “Life Steal”
- Enchantments
- Astral Unit Enchantment “Lightning Focus”
- Chaos Unit Enchantment “Mark of Misfortune”
- Chaos Unit Enchantment “Focus of Devastation”
- Chaos Unit Enchantment “Infernal Focus”
- Nature Unit Enchantment “Force of Nature”
- Order Unit Enchantment “Inquisitor’s Mark”
- Shadow Unit Enchantment “Soulbinders”
- Materium/Shadow Unit Enchantment “Disrupting Blades”
- Order/Materium Unit Enchantment “Empowered Strikes”
- Chaos/Shadow Unit Enchantment “Accursed Projectiles”
- Units with negative armor or resistance will now take more damage from attacks
- Debuff “Sundered Resistance” and Debuff “Sundered Defense” now stack up to 10 times instead of 5
- Mind Control Abilities and Spells no longer work on units that are Berserk, Routing or Insane (with the exception of the Final Ultimatum spell)
Cultures
Dark
- Unit “Warlock”
- Sundering Curse
- Now jumps to an additional target within 3 hexes
- Reduced Base Frost Damage from 24 to 16
- Reduced stacks Sundered Resistance inflicted from 2 to 1
- Reduced stack of Sundered Defense inflicted from 2 to 1
- Increased stacks of Weakened inflicted from 1 to 2
Industrious
- Unit “Arbalest”
- Overdraw Crossbow - No longer blocked by Charge Resistance
- Overdraw Crossbow - Increased Base Accuracy from 90% to 100%
- Overdraw Crossbow - Increased Base Range from 4 to 5
- Defense - Increased from 0 to 2
- Resistance - Increased from 0 to 1
Mystic - Potential
- Reduced the duration of Spell Exploitation from 10 Turns to 5 Turns
- World Map Spell “Arcane Studies” - No longer reduces the Production of the affected City
- Unit “Spellweaver” - “Weaver’s Overchannel” reworked to "Dissonant Weave"
- Full Action, 6 Range, Always Hit
- Target Unit sustains 16 Rift Damage. This effect then cascades to adjacent units and is repeated
Reavers
- Unit “Harrier
- Cast Net - Ability can now graze
- Unit “Magelock”
- Fire Heavy Magelock - Increased Accuracy from 60% to 100%
- Fire Heavy Magelock - Changed from a Single Action to a Full Action
- Added Snapshot Heavy Magelock
- Single Action, Range 4, 80% Accuracy
- Inflicts 22 Physical Damage
- Benefits from Piercing & Breaching
- Removed Take Aim
- Updated Hero/Item Forge Magelock Equipment to match these changes
- Unit “Overseer”
- Increased HP from 60 to 70
- Patch Up - Increased Temporary Hit Points from +40 to +45
- Patch Up - Overseer enters Defense Mode after use
- Patch Up - Can now be used while inside a Zone of Control
Primal
- Tunneling Spider - Now grants +1 Annexation range to Underground Cities similar to Underground Adaptation
- Unit “Primal Darter"
- Shoot Blowgun - Increased Optimal Range from 2 to 3
- Unit “Primal Spider”
- Increased Movement Speed from Normal to Fast Movement
- Added Poison Web
- Single Action, Range 1, 100% Accuracy
- Inflicts 14 Blight Damage
- Guaranteed to Inflict Slowed for 1 Turn
- Has a 90% Chance to inflict Poisoned
- Has a 60% Chance to inflict Immobilized
- Has Life Steal
- Unit “Primal Sabertooth” - Increased Movement Speed from Fast to Very Fast Movement
Oathsworn
- Avenger
- Radiant Slash now applies Sundered Resistance instead of Blind
Oathsworn - Strife
- Unit Passive “Warrior's Soul” - Now works by giving a buff that lasts until the end of combat, so it isn't removed once you start winning the fight
- Unit “Sealbearer”
- Fire Seal - Reduced Fire Damage from 36 to 20
- Seal of Fire - Now explodes the target when it dies, dealing 20 Fire Damage to adjacent Units
- Unit “Warbound”
- Bulldoze - Now rotates 180 degrees after completing the action
Events
- Units gained through Events now receive special bonuses/effects to make them feel more special
- Added an option to the “Heroic Proposition” Surrender Event that allows you to imprison the Hero of the stack
- Added a new variation on the Retreat Event when armies are outnumbered
- Ensured that items generated through events cannot generate ruler-specific weapons anymore (like eldritch relicts, dragon claws, etc), so the player is never rewarded with an unusable item
Factions
Faction Adjustments
- Adjusted the main colours of many premade rulers to make use of the newly added banner colours, and diminish the duplicate occurrence of banner colours in-game
- Added custom Throne City Names for:
- Gloom Hooknail
- Kruul Blightlord
- Dafal Dea
- Blint the Underdelver
- Xetevaca Worldshaper
- Raina the Golden
- Meshara the Radiant
- Updated Premade Factions with new Hero Classes or Loadouts:
- Yaka - Now is a Spellblade
- Decimus the Unwavering - Now is a Spellblade
- Karissa - Now is a Spellblade
- Meandor - Now is a Death Knight
- Fangir - Now is a Spellblade
- Tephradenir - Now is a Spellblade
- Arvik - Now is a Death Knight
- Cantariel - Now is a Spellblade
- Anura the Cold Blooded - Now is a Death Knight
- Hunt-Herald Kyrma - Now is a Spellblade
- Karavar the Willbreaker - Now is a Death Knight
- Kralicavir the Collector - Now is a Death Knight
- Soncevar the Radiant - Now is a Spellblade
- Khir Uranon - Now uses a Greathammer
- Artica - Now uses Frost Orbs
- Nekron - Now uses Poison Orbs
- Noctus - Now uses a Lightning Staff
Form Traits
- Tough
- No longer gives a flat +2 Defense
- Now gives +1 Defense and Resistance against Melee Attacks
- Resistant
- No longer gives a flat +2 Resistance
- Now gives +1 Defense and Resistance against Magic Attacks, spells and effects
- Dread Spider Mounts
- Now also grants Swift
- Web - Changed from a flat 16 Physical Damage to Base 12 damage increasing by 4 for each Unit Tier above 1 (so a tier 3 unit does 20 damage with web)
Society Traits
- Order Trait “Devotees of Good”
- No longer grants +1 Rank to units at Pure Good alignment
- Now grant units +2 XP per turn while at Pure Good alignment
- Chaos Trait “Chosen Destroyers”
- Now grants +40 Gold, Mana and Knowledge income for every 3 population the razed city had, with a minimum of 1
- Astral Trait “Mana Addicts”
- No longer grants +1 Rank to Battle Mage and Support Units
- Now grants +10 Stability from Mana Nodes
- Astral Trait “Mana Channelers”
- No longer grants +1 rank to Magic Origin units
- Now grants +20% XP gain for Magic Origin units
- Materium Trait “Artifact Hoarders”
- Renamed to Equipment Hoarders
- Artifact Hoard has been renamed to Equipment Hoard
- Shadow Trait “Scions of Evil”
- No longer grants +1 Rank to units at Pure Evil Alignment
- Now grants 20% discount on Gold and Draft cost of units while at Pure Evil Alignment
Heroes
- Adjusted the Hero Generation to have less repetition in Governors per source
- Adjusted the Hero Generation to have less repetition in Ambitions per source
Hero Skills
- Affinity Skill “Chaos Empowerment” - Reduced Fire Damage done when attacks Crit from 5 to 3
- Ranger Skill “Scattershot” - Now has the Base Tag and copies their damage and some special effects from the hero’s main weapon
- Ranger Skill “True Shot” - Now has the Base Tag and copies their damage and some special effects from the hero’s main weapon
- Ranger Skill “Snap Shot” - Now has the Base Tag and copies their damage and some special effects from the hero’s main weapon
- Warrior Skill “Graceful Charge” - No longer triggers for retaliation and opportunity attacks
- Warrior Skill “Cleaving Sweep” - Now uses a more reliable method to copy damage out of the hero’s main weapon
- Death Knight Skill “Sundering Sweep” - Now uses a more reliable method to copy damage out of the hero’s main weapon
Godir Origins
- Wizard King
- Now starts with +10 Casting Points
- Removed Casting Point increase Hero Skills
- Eldritch Sovereign
- Restructured the Eldritch Sovereign's Skill unlock paths
- Eldritch Phase I - Increased range from 3 to 4
- Added 2 new skills Eldritch Caster I and II, which give +5 World Map Casting Points and allow the Sovereign to ignore up to 1 Status Resistance
- Now unlocks Affinity Skills as it chooses Signatures Skills
Governor Traits
- Added Trollkin Governor governance trait, using Foresters and Rivers for economy while letting the city recruit trolls and ogres as its governor gains renown
- The Ruler’s Governance trait is no longer replaced with “Ascended Governor” when joining as a hero after ascending to the Pantheon
- Each ruler type now has its own governance traits:
- Champion Governor - High growth, population payoff and draft
- Wizard Governor - Mana income, casting points
- Dragon Governor - Gold income
- Eldritch Governor - Stability and population exploitation
- Giant Governor - Structure production and building payoff
- Recruiting Governor
- Renown 3 now grants +1 rank to Tier 1 and 2 units (instead of all)
- Renown 4 now grants +1 rank to Tier 3, 4 and 5 units (instead of all)
Item Forge
- New Infusion “Leap” - Can be applied to Cestus and Polearms
- Infusion “Retaliator x%” - Reduced the Retaliated damage from 20/50/100% to 20/40/60%
- Infusion “Defensive Master” - Increased cost from 3 to 4 Points
- Weapon “Blowpipe”
- Replaced the secondary ability “Quick Stab” with “Disengaging Shot”
- Can no longer be equipped with Mounts
- Weapon Category “One Handed” - Increased Base Damage from 10 to 12
- Weapon Category “Magical Orbs” - Increased Base Damage from 10 to 12
Interface
- Added Content Identifiers to the Filters in the Create Faction Screen
- Added Pantheon Identifier to Hero Loadouts replacing Pantheon TML Tags
- Added Governor Type to the Godir Origin Summary in Faction Creation
- Added the ability to select any of your Cities when recruiting units from the Rally of Lieges
- Added support for Outpost Renaming
- Added a Scale Setting for Unit Banners in Combat
- Spells that were paused automatically will now unpause automatically as well
Notification Updates
- The system will now ensure you only ever have one "City needs a governor" event for a particular city at once
- If you set research, then the "Select New Research" button will be hidden in the "Research Completed" screen
- The "City has no production set" event will no longer appear in the notification area, so you'll only see a "City has built an X" event there
- When a spell is primed and ready to launch, a timer will delay the "You have spells ready to launch (1)" reminder for 4 turns, rather than that event appearing immediately and every turn after until the spell is cast
Text & Descriptions
- The effect of the city’s current stability level is now shown directly in the tooltip
- Special Province Improvement Research will now show the requirements for building the SPI
- The text that displays the relations between a Free City and a Ruler now auto updates when you start a trade with them
- Added the +3 Hit Points per Level for Heroes to the description to Draconic Vitality
- Added linked mind units explicitly to the description of Cascading Command: Reposition and Cascading Command: Defend
- Classification fixes for spells:
- Zealous Ignition is now a Buff + Debuff spell
- Awaken Instincts, Healing Roots and Salvation are now Buff + Heal spells
- Chain Lightning, Crushing Earth, Fan the Inferno, Ignite, Melt Armor and Necrotize are now Damage + Debuff spells
Modding
- Added the Story Region editor
- Added support for Enchantments to be applied through/filter on Tags as well as requisites
- Added support for Rushing Recruitment/Construction to be fully discounted
- The “Player Property: Global Income” no longer allows adding income resources that it does not support
- Deleting markers and decals no longer switched tabs in LevelEd once you’ve deleted the last one on the hex
Multiplayer
- Fixed a crash in combat caused by unit linking effects not properly refreshing during replays
- Fixed a crash that could occur due to a missing unit following an out of sync
- Fixed an Out of Sync that was related to Inhabitants
- Fixed an Out of Sync that could occur due to Hidden Structures i.e. Primal Dens relying on the Client Player instead of the PlayerID
- Fixed an Out of Sync that could occur due to Subjugating Raid's Siege Effect checking the Client Player instead of the PlayerID
- Fixed an Out of Sync that could occur due to the Property Sorting sorting algorithm not taking the value of FSkipTurn into account
- Fixed an Out of Sync that could occur due to datastore units not getting updated when a trait is changed
- Fixed an Out of Sync that could occur due to merging a concealed unit onto a non-concealed unit which would not properly update vision
- Fixed an Out of Sync that was related to losing a fight in an Ancient Wonder that would spawn units during that fight and stayed there for the next one
- Fixed an Out of Sync that could occur due to Unit Hit Points fluctuating during startup
- Fixed an issue on controller where you could accidentally accept combat results rather than retry the combat with a Combat Take Over active
Tomes
Astral
- Tome of Amplification
- Unit Enchantment “Frenzied Focus” - Now also grants +1 Range to all base
attacks
- Tome of the Archmage
- Combat Spell “Disruption Wave”
- Changed from a Guaranteed Chance to inflict Disrupted to a 120% Base Chance to inflict Disrupted
- Reduced dispelled Buffs (Enemies) and Debuffs (Allies) from All to 2
Chaos
- Tome of Revelry
- Unit Enchantment “Bloodfury Weapons” - Now only gives its damage bonus to Base attacks
- Tome of Pandemonium
- Unit “Chaos Eater”
- Consume Chaos - No longer recieves modifications like extra effects from enchantments
- Tome of Evolution
- Race Transformation “Draconic Vitality”
- New Effect: Now grants +5 World Map Regeneration
- Increased the cap on the +3 Hit Points per Hero Level from 5 to 10
- Tome of Dragons
- Unit Enchantment “Flamer Focus”
- Fire Bomb - Now Ability Damage increases with the Unit Tier
- Fire Bomb - Increased the damage done to adjacent units from 50% to Full
- Fire Bomb - Changed from 90% Base chance to inflict Burning & Bleeding to a Guaranteed Chance to inflict Burning & Bleeding
Materium
- Tome of Winds
- Unit “Zephyr Archer”
- Increased Movement Speed from Normal to Fast
- Zephyr Shot - Now is a Base Ability
- Zephyr Shot - Reduced Damage from 34 to 30
- Tome of Transmutation
- Unit “Transmuter”
- Shift Bolts - Replaced with Molten Bolts
- Molten Bolts - Deals 7 Physical Damage and 7 Fire Damage
- Molten Bolts - Has a 30% Base Chance of inflicting Gilded
- Petrify - Replaced with Transmute
- Transmute - Deals 12 Physical Damage and 12 Fire Damage in a 1-hex radius
- Transmute - Has a Guaranteed Chance of inflicting Sundered Defense
- Transmute - If Successful, grant Bolstered Defense to all friendly units in a 2-hex radius around the caster
- Tome of Terramancy
- Added New Unit Enchantment “Ley Line Focus”
- Applies to Battle Mages and Support Units
- At the start of the turn this unit’s damage is increased by 30% and they gain +2 Resistance. This buff is removed if the unit moves
- Combat Spell “Seismic Shock” - Increased Damage from 25 to 30
- Combat Spell “Crushing Earth” - Increased stacks of inflicted Sundered Defense from 3 to 4
- World Map Spell “Summon Stone Spirit” - Replaced with World Map Spell “Summon Rock Giant”
- World Map Spell “Earth Shatter”
- Changed from targeting Any Province to targeting Provinces with Mountain, Stalagmites and Diggable Earth
- New Effect: Summons a Stone Spirit on destroyed Mountain, Stalagmite or Diggable Earth Province
- No longer deals damage
- Tome of the Crucible
- Unit Enchantment “Meteor Arrows”
- Renamed to Meteor Projectiles
- Now affects Battle Mages and Support units as well as Ranged and Skirmisher units
- Combat Spell “Meteor Shower”
- Reduced damage from 15 Fire and 15 Physical to 10 Fire and 10 Physical
- Increased Duration from 3 Turns to 5 Turns
- Changed from Targetting hexes Adjacent to Enemy Units to Targetting Enemy Units
- Changed from damaging all Units in a 1-hex radius to only damaging Enemy Units in a 1-hex radius
- Reduced Casting Cost from 200 Mana/65 Casting Points to 150 Mana/50 Casting Points
- Tome of the Creator
- Unit Enchantment “Eternal Earth”
- Renamed to “Shaper’s Touch”
- No longer grants Undying
- Now grants Elementals and Constructs:
- Natural Regeneration
- +10 Hit Points
- +2 Lightning Resistance
- Unit “Earth Titan” - Now has Undying
- Tome of Shades
- Unit Enchantment “Shadow Blades” - No longer stacks with Melee abilities that already have Breaching or Piercing
- Tome of Severing
- Unit Enchantment “Disrupting Blades” - Now applies to Shield Units as well
Nature
- Tome of Nature’s Wrath
- Unit “Horned God”
- Wild Eruption - Increased Range from 4 to 6
- Animate Flora - Changed from a Single Action to a Free Action
- Tome of the Goddess of Nature
- Unit Enchantment “Force of Nature” - Now applies to racial units with the Naga transformation as well
- Tome of the Stormborne
- Unit “Stormbringer”
- Reduced Defense from 4 to 3
- Throw Storm Trident - Reduced Damage from 12 Lightning 12 Physical to 10 Lightning 10 Physical
Units
- Reduced the amount of XP that T4 and T5 units need to level up
- Ability “Heavy Charge Strike” - Increased the Damage per hex moved from 20% to 30%
Unit Passives
- Unit Passive “Frenzy”
- Now gives 2 stacks of Strengthened when used with single shot attacks
- No longer stacks with itself
- Unit Passive “Fiery Rebirth” - Changed from damaging all Units in a 1-hex radius to damaging Enemy Units in a 1-hex radius
- Unit Passive “Reinforced” - Now grants +3 Armor and Resistance against Physical Ranged attacks
- Unit passive “Warded” - Now grants +3 Armor and Resistance against Magic attacks
Unit Types
- Unit Type “Construct”
- Gained +2 Spirit Resistance
- Unit Type “Ethereal”
- Removed Lightning Weakness
- Gained +4 Spirit Weakness
- Undead/Ethereal units gain 4 Spirit Resistance to counter the Ethereal change
- Unit Type “Plant”
- Removed Blight Weakness
- Increased Lighting Resistance from 2 to 4
- New Effect: Receive 20% extra healing in combat
- Unit Type “Elemental”
- Removed Poison Immunity
- Removed Disease Immunity
- Unit Type “Undead”
- Removed Bleeding Immunity
- Skeletons, Bone Wyvern, Bone Horror and Bone Dragon have inherent Bleed Immunity
Units
- Unit “Dread Spider Hatchling”
- Increased HP from 55 to 60
- Removed Blight Resistance
- Unit “Vampire Spider Hatchling”
- Increased HP from 50 to 55
- Removed Blight Resistance
- Unit “Hunter Spider”
- Increased HP from 70 to 75
- Increased Movement Speed from Normal to Fast Movement
- Removed Blight Resistance
- Web - Changed from applying to all Units in a 2-hex cone to applying to Enemy Units in a 2-hex cone
- Unit “Ice Spider”
- Increased HP from 70 to 75
- Increased Movement Speed from Normal to Fast Movement
- Removed Blight Resistance
- Frozen Web - Changed from applying to all Units in a 2-hex cone to applying to Enemy Units in a 2-hex cone
- Unit “Dread Spider Matriarch”
- Increased HP from 90 to 95
- Increased Movement Speed from Normal to Fast Movement
- Removed Blight Resistance
- Web - Changed from applying to all Units in a 2-hex cone to applying to Enemy Units in a 2-hex cone
- Unit “Vampire Spider Matriarch”
- Increased HP from 90 to 95
- Increased Movement Speed from Normal to Fast Movement
- Removed Blight Resistance
- Barbed Web - Changed from applying to all Units in a 2-hex cone to applying to Enemy Units in a 2-hex cone
- Unit “Hunter Spider Matriarch”
- Increased HP from 110 to 115
- Increased Movement Speed from Normal to Fast Movement
- Removed Blight Resistance
- Web - Changed from applying to all Units in a 2-hex cone to applying to Enemy Units in a 2-hex cone
- Unit “Ice Spider Matiarch”
- Increased HP from 110 to 115
- Increased Movement Speed from Normal to Fast Movement
- Removed Blight Resistance
- Frozen Web - Changed from applying to all Units in a 2-hex cone to applying to Enemy Units in a 2-hex cone
- Unit “Lesser Magma Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Lesser Snow Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Lesser Stone Spirit”
- Removed Fire Resistance
- Increased Blight Resistance from 3 to 6
- Unit “Lesser Storm Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Lesser Tide Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Wind Ranger”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Magma Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Snow Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Stone Spirit”
- Removed Fire Resistance
- Increased Blight Resistance from 3 to 6
- Unit “Storm Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Tide Spirit”
- Removed Blight Resistance
- Gained +3 Spirit Resistance
- Unit “Butcher Ogre” - Butcher Cut Rework
- Now deals 25 Physical Damage
- No longer has a chance to Kill the target
- Now has a chance to inflict 3 Bleeding and 3 Sundered Defense when successful
- New Unit “Frost Giant”
- Unit “Fire Giant” - Changed Movement from Land to Amphibious
- Unit “Stone Giant” - Changed Movement from Land to Amphibious
- Unit “Storm Giant” - Changed Movement from Land to Amphibious
- Unit “Umbral Tyrant” - Tyrant's Retinue now summons a Splitterling until the end of combat
- Unit “Bone Wyvern”
- Changed from a Fighter Unit to a Skirmisher Unit
- Now has the Magic Origin Identifier
- New Ability: Poisonous Burst
- 4 Range, 90% Accuracy
- Deals 7 Physical 7 Blight Damage
- 90% Base Chance of inflicting Poisoned
- Unit “Fire Wyvern”
- Changed from a Fighter to a Skirmisher
- New Ability: Burning Burst
- 4 Range, 90% Accuracy
- Deals 8 Physical 8 Fire Damage
- Guaranteed Chance of inflicting Burning
- Unit “Gold Wyvern”
- Changed from a Fighter to a Skirmisher
- New Ability: Distracting Burst
- 4 Range, 90% Accuracy
- Deals 8 Physical 8 Spirit Damage
- 90% Base Chance of inflicting Distracted
- Unit “Obsidian Wyverns”
- Changed from a Fighter to a Skirmisher
- New Ability: Electrified Burst
- 4 Range, 90% Accuracy
- Deals 8 Physical 8 Lightning Damage
- Guaranteed Chance of inflicting Electrified
- Unit “Giant Beetle” - Increased Movement Speed from Normal to Fast Movement
- Unit “Death Beetle” - Increased Movement Speed from Normal to Fast Movement
- Unit “Goretusk Matriarch” - Increased Movement Speed from Normal to Fast Movement
Battlemage Updates
Battlemage Units now receive Improved Versions of their Secondary Abilities as they Rank Up. This is something we’re open to doing this for select other Units if needed, but only Units with a Secondary Ability that doesn’t scale well.
- Unit “Awakener” - Added Champion Exposing Light
- Inflict +1 Stack of Sundered Resistance and Sundered Defense
- Unit “Spellbreaker” - Added Champion Star Purge
- Increases Cosmic Damage from 18 to 27 Damage
- Unit “Spell Weaver” - Added Champion Dissonant Weave
- Increases Rift Damage from from 16 to 20
- Inflict +1 Stack of Dissonance
- Unit “Warlock” - Added Champion Sundering Curse
- Inflict +1 Stack of Sundered Defense, Sundered Resistance and Weakened
- Unit “Seal Bearer (Harmony)” - Added Champion Seal of Resonance
- Increases additional Blight Damage from 4 to 6
- Unit “Seal Bearer (Righteousness)” - Added Champion Seal of Transference
- Increases additional Temporary Hit Points from 5 to 8
- Unit “Seal Bearer (Strife)” - Added Champion Seal of Fire
- Increases additional Fire Damage from 10 to 15
- Increases additional On Death Fire Damage from 20 to 30
- Unit “Autumn Fairy” - Added Champion Blinding Gale
- Increases Lightning Damage from 24 to 30
- Increases base chance to inflict Blinded from 60% to 90%
- Unit “Winter Fairy” - Added Champion Hindering Blizzard
- Gains 60% base chance to inflict Frozen
- Unit “Evoker” - Added Champion Electrifying Arc
- Jumps to an additional 2 targets within 3 hexes
- Unit “Pyromancer” - Added Champion Flamestrike
- Increases Fire Damage from 16 to 20
- Increases base chance to inflict Burning from 90% to 120%
- Unit “White Witch” - Added Champion Freezing Blast
- Increases Frost Damage from 14 to 20
- Increases base chance to inflict Frozen from 90% to 120%
- Unit “Accursed Trickster’ - Added Champion Tricky Escape
- Caster gains Astral Refuge for 1 Turn
- Unit “Banshee” - Added Champion Wail of the Banshee
- Increases Frost Damage from 10 to 16
- Increases base chance to Reduce Morale and inflict Weakened from 90% to 120%
- Unit “Chaos Eater” - Added Champion Consume Chaos
- Enters Defense Mode after using Consume Chaos
- Reduces the Cooldown from 1 to 0
- Unit “Entwined Scourge”
- Entwine - Increased base chance to inflict from 90% to 120%
- Added Champion Sap Strength - Increases the base chance to apply Weakened from 90% to 120%
- Unit “Magma Spirit” Added Champion Incinerate
- Increases Fire Damage from 20 to 27
- Changes chance to inflict Burning from 90% to Guaranteed
- Unit “Swamp Troll” - Added Champion Plague Spores
- Increases Blight Damage from 24 to 34
- Increases base chance to inflict Diseased from 90% to 120%
- Unit “Thunderbird” - Added Champion Thunderclap
- Increases radius from 1 to 2 hexes
- Unit “Watcher” - Added Champion Psychic Gaze
- Increases the chance to inflict Stunned from 60% to 90%
- Inflicts +1 Stack of Marked
- Unit “Lightbringer”
- Convert - Now enters Defense Mode after use
- Added Champion Convert
- Increases the Range from from 3 to 4
- Reduces Cooldown from 4 to 3
- Unit “Transmuter” - Added Champion Transmute
- Gain 60% chance to inflict Gilded
- Unit “Direcaster” - Added Champion Hysteria Storm
- Increases base chance to Teleport Target Unit and inflict Insanity from 60 % to 90%
World Map
- Increased the time it takes to for Infestations to respawn patrolling stacks from 3 turns to 6 turns
- Slightly increased the amount of Ashland Theme on a default map
- Changed Magic Material distribution slightly:
- Ore magic materials can now appear in Ashland
- Liquid magic materials no longer appear in Temperate, Sub-Tropical and Desert, but can appear in Underground Ice caves
- Updated the Forming Realm and Warping Wilds Realm traits to use spells instead of trigger effects
Victory Conditions
Adjusted Magic Victory Balance
- Bind Ancient Wonder - Reduced Knowledge Cost from 4000 to 1500
- Age of {Affinity} - Reduced Knowledge Cost from 12000 to 3000
- Wonders Required - Reduced % from 40 to 33
- Min Wonders Required - Reduced to 1
Terraforming
- Added a new sub-category in General concepts in the Encyclopedia: Terrain
- Added a concept for Terraforming, displaying the general rules for what terraforming does, what can be terraformed and what can’t be terraformed
- Added a concept for Province Feature, which explains what a Province Feature is and what it influences
- Added a concept for all Province Features that are in the base game
- All Structures & Spells that have Terraforming effects, now display which Province Features they will add, and which ones they will remove
- All Earthshape spells:
- Now at least generate 1 hex of the overlays they say they will add
- Are no longer blocked by their own clime or if any hex of water is present (despite there being land available to be terraformed)
- All Primal subculture Temple structures:
- Now at least generate 1 hex of the overlays they say they will add
- Marching Winter, Flash Freeze, Pyroclastic Eruption, Desecrate Land, Abyssal Flames and Restore the Land:
- Now at least generate 1 hex of the overlays they say they will add
Fixes
AI
- Fixed an issue where the vassal armies would try to get on the city after a siege while the city is now owned by the overlord
- Fixed an issue where the City Automation system didn’t understand uninhabitable provinces
- Fixed an issue where the AI could have a Personality that clashes with its Society Traits
- Fixed an issue where the AI could start a combat with armies inside a Siege while the City was not at Besieged
- Fixed an issue where Free Cities would take over stacks underneath Diggable Earth
Combat AI
- Fixed an issue where the Combat AI could not use Resurrection spells
- Fixed an issue where Combat AI would sometimes choose the least favorable position for summoning a unit
Combat
- Fixed inconsistencies in army power between different screens and systems
- Fixed a crash that could occur during Combat due to a Unit dying and then regenerating temporary health
Combat Maps
- Fixed an issue where the Forest Combat Map did not properly randomize the sides and deployment zones being used, instead of always having the same deployment
- Fixed an issue in the Siege Maps due to the Zone behind Walls not being marked as safe
- Made the Presence of Growth, Presence of Gales and Presence of Sorrow effects from the Scourge Units non-stacking
- Fixed incorrect icons for Presence of Sorrow, Presence of Glory, Presence of Gales and Presence of Growth
Culture
- Fixed having an “Eldritch Pact” with an Umbral Dwelling counting as having a vassal while playing as Oathsworn - Strife culture
Events
- Fixed several quests that were unable to spawn due to a change in Unit Compositions
- Fixed an issue where a Quest wasn’t able to create an Infestation on a different map layer than the quest giver
Free City
- Free Cities now share magic materials from the Transmutation Circle with their owner
Happenings
Cosmic
- Fixed various things about Autumn Storm:
- The “Wet until end of combat” effect is now correctly applied
- The Damage and Stun to all Wet units now correctly applies to all units instead of just 1
- The delayed effect now correctly takes place 5 turns later instead of 4
- The double % in the tooltip for inflicting stunned is now gone
- Call Arctic Blizzards now has the correct Combat Property icon
- Call Thunder Storm now correctly displays the turn duration in its combat property tooltip
Invasion
- Fixed an issue with the Toll of Seasons not scaling up when it starts in a later game phase
- Fixed an issue where the Fey Fissure could not be entered when spawned underneath a Stack
Intrigue
- Fixed an issue in the Reaper Intrigue Happening in which a Hero gained the wrong equipment and thus did not get a first name
- Fix for Regent Intrigue Happening not closing properly after returning the previous Ruler on the throne
- Fixed Classes for Intrigue Happening Rulers so instead of all being Ritualists they will be:
- Balor - Spellblade
- Reaper - Death Knight
- Calamity Dragon - Mage
- Judge - Ritualist
- Usurper (Regent) - Mage
- Prisoner - Defender
- Fixed several issues in Intrigues Happenings
- Removed all negative relation modifiers imposed by the happening when the player brings back the original ruler
- Set peace to all other rulers when the Intrigue Happening ends
- Ensured that alliances are fixed when they are set at the end of the Happening, meaning that the player(s) cannot break them
Hero Skills
- Fixed an issue where the Chaos Empowerment Hero Skill did not work correctly on non-repeating weapons
- Fixed an issue where Killshot could not refresh “Once per Battle” Abilities
- Fixed an issue where the Flesh Golems from the Eldritch Sovereigns Fleshsculpt did not receive Unit Enchantments
Interface
- Fixed a crash that could occur in the cheat screen
- Fixed an issue regarding Copy-Pasting text into the Race Biography
- Fixed some localization text overflow issues
- Fixed an issue where the close button on the quest overview screen would be overlapped by ruler portraits when playing on largest interface scale
- Fixed an issue where the scrolling magic background in the headers of panels would have a tear in them
- Fixed an issue where the social buttons would cause an anti-virus popup on some systems
- Fixed an issue where the “Magic Material Acquired” notification did not always appear
- Fixed a crash that could occur when hovering over Draft in the City Overview
- Fixed an issue where selected unit abilities screen would not refresh when abilities change (Lost Tome, Ley Lines)
- Fixed an issue where the text description that appeared when hovering over a resource on the map would occasionally not be aligned properly
- Fixed an issue where the Combat Retry button was enabled in the combat results of a battle where the player disabled all their stacks
Text & Descriptions
- High Stability gain from Good Morale now shows under Global rather than Domain
- Enthrall Population now correctly mentions that if used on a vassal's city, you lose relations with them
- Fixed the temporary Condemned Effect from Condemn Army showing as Positive
- Added Special Improvements Tag to Wyvern Earie and Alchemist lab so they show in he ToW
- Fixed string insert issues in the Temple of the Pyre
- Fixed an text issue where the Sword and Throwing Daggers Hero Equipment mentioned mount that is not included
- Fixed an text issue where Critical Skirmisher did not mention the max stack count
- Fixed the modifier name string for Arcane Skirmisher
- Fixed the description of Willbreaker property to be clearer by using "within 3 hexes"
- Fixed an text issue where the allegiance benefit from Faithful Whispers was cut off
- Fixed the Reaver Overseer Subdue ability being marked as Support instead of Debuff
- Fixed an issue where generated names could be too long
Item Forge
- Fixes to a lot of different issues in the item forge, including Dragon Claws not having certain infusions or the War Claw finding the wrong Life Steal and +1 Retaliation infusions
- Armored Dragon Claws can now be given the Warded, Reinforced and Defensive Masters infusions in the item forge
Pantheon
- Fixed an issue where the Ashen War Dragons would pick the wrong Signature Skills as they level up (this will only affect newly started games unfortunately)
- Fixed an issue where the “Ascended Warlord” Skill did not heal the Hero upon killing an enemy unit
- Fixed an issue where the Necromancer's Staff Pantheon Hero Equipment was getting the wrong ability from its upgrade
- Fixed an issue where unascended Champion Rulers were able to opt out of Major/Minor transformations
Spells
- Fixed an issue where the Infestations spawned from Umbral Incursion and Incite Revolt placed dormant Infestations. They will now be active and immediately start patrolling and expanding
Story Realms
- Fixed an issue with Cinren and Karissa not appearing as heroes in the Crimson Caldera when recruited in their “quest defeat” events if they were in the Void at that point
Tomes
- Fixed an issue where Summon Astral Reflection did not have a visual link from the clone to the original unit
- Fixed an issue with the City Structure “Throne of Insidious Whispers” not moving when Transferring Throne City
- Fixed an issue with Cleansing Rain not properly giving Grace to units that don’t have something to dispel and doesn’t give grace to enemies
Units
- Contricter’s “Pull” can no longer pull units that have the ‘cannot be displaced’ passive
- Warbreed “Power Cleave” no longer incorrectly ignores Charge Resistance
- Fixed missing numbers from the Primal Fury’s Mammoths and Elephants as well as the Primal Spider Animist’s summon ability
World Map
- Fixed an issue where aggressive infestation attacks would lead to the guards to join the battle
- Fixed an issue where Philosopher Soldiers triggered when a unit is summoned or recruited with an increased starting rank
- Fixed an issue where Water movement did not cost the correct amount of move points
- Fixed an issue where the Primal Crow Terraforming did not correctly force grasslands to certain terrains
- Fixed a crash that could occur when recruiting a new unit while a stack is on the City and the Reinforcement Range Indicator is enabled