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The Protectors of Etheria is a stand-alone mod of the game Warlords Battlecry 3 (i.e. it can be run without having the original game installed - 100% free full game). It is an improved RTS/RPG game with new campaigns, quests, terrain, units, items, heroes, modding features and more. Beta versions available for download!

Post feature Report RSS Changelog 0.9 (part 2)

Presenting general changes made to the game in version 0.9 (from 0.8.9b).

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Minotaurs:

  • Minotaurs now start with 0 Rage
  • Raiders of the Pale Sea: Added new unit Gnoll, replaces Thrall
  • Minotaur Brute 4cmb, 180HP, 24dam, 7spd
  • Minotaur Axe Thrower 4cmb, 135HP, 18dam, 7spd, is now a Missile unit (was Ranged), , is now good vs small/medium infantry & spearmen (was nothing)
  • Gnoll renamed Gnoll Raider, 4cmb, 100HP, 14dam, is now good against Missile (was basic Infantry)
  • Slayer Knight 6cmb, 200HP, 25dam is now good against Spearmen (was basic Infantry) and has magic/slashing damage (was magic)
  • Basilisk 5cmb, 180HP, 20dam, 7 range, is now good vs small/medium infantry & spearmen (was nothing)
  • Minotaur Shamans 6cmb, 260HP, 29dam, now require Rage of Sartek, , is now good vs small/medium infantry & spearmen (was nothing)
  • Minotaur King 8cmb, 550HP, 60dam, 8spd, cost 525res 70s, no longer ignores armor, can no longer attack air units, has new soundset
  • Minotaur Spirit 8cmb, 450HP, 55dam, 11spd, no longer ignores armor, can no longer attack air units
  • Catapults require Ziggurat Level 3 (was Rage of Sartek)
  • Slayer Knights now deal Slashing/Magic damage (was Magic)
  • Skull of Sartek 8cmb, 5500HP, 100dam, now has splash damage, 7spd, 20res, 15UV, cost 3950res 420t
  • Arena 400HP > 1650HP
  • Ironworks 500HP > 1650HP
  • Lookout 500HP > 1650HP
  • Ale Store 500HP > 1600HP
  • Pen 500HP > 1700HP
  • Altar of Sartek 450HP > 1750HP
  • Henge 500HP > 1800HP
  • Minotaur Tower 350HP > 1600HP, 30dam > 36dam
  • Order of the Broken Sword: Fixed Survival Drills research not being permanent, now get Black Pegasi instead of Harpies
  • Order of the Iron Fist: Total War now gives vision over the neutral army and no longer duplicates text & sound. It also checks for a valid map edge to spawn units
  • Raiders of the Pale Sea: building penalty is now -10% HP instead of -3 armor/resistance value
  • Minotaur Spirit now has Frenzy aura str 3, r 6 (was Chaos str 5, r 6)
  • Minotaur Spirit now also has the Minotaur tag (besides Undead)
  • Spatial Warp research no longer affects mines and temples
  • Cleaving Blades research now affects Minotaur Kings
  • Hand of Sartek, Winds of Sartek researches now affect Minotaur Spirits
  • Minotaur Spirits are now eligible for retinue recruitment

Orcs:

  • Kobold 7cmb > 2cmb, 55HP > 70HP, 6dam > 5dam, 7spd > 8spd, 7view > 8view, 1res > 10res, poison strength 1 > 6, is now flagged as an Infantry unit
  • Orc Infantry 9cmb > 3cmb, 90HP > 100HP, 12dam > 13dam, 7view > 8view, 2res > 10res, cost 55res 15s > 65res 15t, renamed Orc Warrior, is now good against Spearmen (was nothing)
  • Goblin 6cmb > 2cmb, 45HP > 50HP, 7dam > 6dam, 16spd > 11spd, 9view > 11view, 1res> 8res, disease strength 1 > 4, cost 25res 8s > 40res 10s, is now good against Missile (was nothing)
  • Kobold Sniper 8cmb > 4cmb, 12dam > 12.5dam, attack speed 2.1s > 2s, 8spd > 6spd, 6rng > 10rng, 0res > 10res, cost 65res 17s > 65res 15t, is now good vs small/medium infantry & spearmen (was nothing)
  • Gobshooter 5cmb > 4cmb, 170HP > 100HP, 20dam > 13dam, 4spd > 6spd, 12rng >14rng, 6view > 8view, 10res > 12res, cost 320res 67s > 200res 35s, 3ASP > 4ASP, now accessible at Orchold Level 2 (was 3)
  • Gobshooter may now correctly spawn a goblin next to the target square if target square is occupied
  • Wolfrider 13cmb > 4cmb, 24dam > 21dam, 16spd > 18spd, 7view > 9view, 3res > 10res, cost 130res 32t > 165res 30t, 3ASP > 4ASP, renamed Orc Wolfrider, is now good against Missile (was Cavalry)
  • Ogre 13cmb > 5cmb, 170HP > 325HP, 24dam > 30dam, 8view > 7view, 5res > 15res, 2UV > 3UV, fear strength 2 > 4, fear range 2 > 5, cost 180res 36s > 215res 40s, is now good against small/medium Infantry and Buildings (was just small/medium Infantry), can no longer attack air units
  • Goblin Chief 10cmb > 4cmb, 70HP > 120HP, 10dam > 15dam, 14spd > 10spd, 7view > 10view, 2res > 10res, no longer has piercing vulnerability, now has a disease strike of strength 4, cost 150res 30s > 65res 20s, 4ASP > 2ASP, is now good against Spearmen (was nothing)
  • Troll 12cmb > 5cmb, 160HP > 240HP, 20dam > 22dam, 7spd > 8spd, 7view > 8view, 3rng > 6rng, 3res > 13res, cost 145res 33s > 205res 40s, 4ASP > 5ASP, is now excellent vs small/medium infantry and buildings (was nothing), is now a Missile unit (was Ranged)
  • Goblin Shaman 7cmb > 5cmb, 55HP > 120HP, 12dam > 26dam, 14spd > 10spd, 6view > 12view, 4rng > 6rng, 3res > 17res, 1UV > 2UV, cost 220res 39s > 160res 30s, 3ASP > 4ASP
  • Giant 24cmb > 7cmb, 450HP > 550HP, no longer has splash damage, 10spd > 8spd, 12view > 11view, 8res > 16res, resistant to fire (was crushing), vulnerable to cold (was nothing), 4UV > 5UV, fear strength 3 > 8, cost 1000res 120s > 500res 70s, 15ASP > renamed Fire Giant, now has fire damage (was crushing), is now good against small/medium/large Infantry and Buildings (was just small/medium/large Infantry), is now producible at the Battleyard, can no longer attack air units
  • Gornak Elfeater 8cmb, 6500HP, 85dam, now has splash damage, 8spd, 20res, 15UV, no longer resistant to magic damage, cost 3950res 420t
  • Orog 14cmb > 4cmb, 160HP > 200HP, 20dam > 22dam, damage type now slashing (was crushing), 9spd > 10spd, 4res > 12res, now resistant to crushing (was slashing & crushing), now vulnerable to nothing (was piercing), no longer has chaos aura, cost 135res 34t > 150res 30t, 4ASP > 3ASP, has new sprite
  • Orcish Jihad now tries 10 locations to spawn the units to. If it still can’t find a valid location after that, it’ll result to using the hero’s location
  • Graww: Orog now requires Orchold Level 2 (was nothing)
  • Goblin Mountain: Can build Beast Pit, with all its standard production, can build Ogres and Ogrelord research
  • Goblin Mountain: Fixed bug where Cowards! Would only apply if the hero was also from the Goblin Mountain faction
  • Dark Orcs of Toragnar: Ancestral Hall requires Orchold Level 2, no access to Trolls or Sheep
  • Orcs of Darkmyr: -5% HP penalty instead of -1 armor value
  • Fixed bug where a Wolfrider retinue if it once got rabies (from research) it would always have rabies in future battles (regardless of research)
  • Battleyard 500HP > 1700HP
  • Goblin Tower 300HP > 1650HP
  • Orc Tower 350HP > 1600HP, dam > 36dam
  • Beast Pit 500HP > 1650HP
  • Hovel 250HP > 1500HP, now requires Orchold Level 3 (was 2)
  • Shaman’s Hut 500HP > 1600HP
  • Totem 150HP > 1250HP

High Elves:

  • Added 2 new units: High Artisan and High Infantry
  • Lodestar Wisp, Venerable Wisp and the Elder Wisp research moved to the Fey. High Artisan units take their place
  • Iceguard 11cmb > 4cmb, 70HP > 80HP, 10dam > 12dam, 8spd > 10spd, 5res > 13res, cost 55res 16t > 65res 15t, is now vulnerable to fire, is now a Spearman unit, is now also excellent vs all large/huge units
  • Longbow 6cmb > 4cmb, 45HP > 50HP, 8spd > 10spd, 6rng > 8rng, 4res > 11res, cost 55res 16t > 75res 15t, no longer requires Rune of Cielos, is now good vs small/medium infantry & spearmen
  • Halcyon Phoenix 4cmb > 2cmb, 8dam > 7dam, 16spd > 18spd, 17view > 10view, 4rng > 6rng, 5res > 13res, cost 60res 18t > 60res 15t, 4ASP > 1ASP, can no longer hit ground units, can no longer convert, can now only hit air (was both)
  • Dragon Knight 16cmb > 5cmb, 140HP > 150HP, 19dam > 24dam, 21spd > 19spd, 7view > 6view, 5res > 15res, cost 175res 36t > 210res 40t, is now good vs small/medium missile units and infantry (was excellent vs small/medium Infantry), now requires White Tower Level 2 (was Rune of Cielos)
  • Celestial Hatchling 14cmb > 6cmb, 115HP > 200HP, 20dam > 26dam, 18spd > 11spd, 14view > 10view, 6res > 16res, 4ASP > 5ASP, cost 225res 34t > 235res 40t, no longer requires Rune of Vivos, is now classified as a Cavalry unit (was none)
  • Ice Maiden 7cmb > 6cmb, 45HP > 100HP, 13dam > 21dam, 8spd > 10spd, 8view > 9view, 5res > 16res, 1UV > 2UV, 3ASP > 5ASP, cost 155res 35t > 200res 35t, no longer requires Rune of Manos
  • Mystic 8cmb > 7cmb, 45HP > 180HP, 10dam > 42dam, 4rng > 6rng, 8spd > 10spd, 8view > 9view, 5res > 17res, 1UV > 3UV, 3ASP > 10ASP, cost 155res 36t > 390res 60t, now requires White Tower Level 4 (was Rune of Manos), now casts Frostblade and Psychic Blast (was Ring of Ice and White Ward), now has 45 max mana (was 40)
  • Manticore 5cmb > 6cmb, 190HP > 110HP, 26dam > 19.5dam, attack speed 1 per 2.4 seconds > 1 per 3 seconds, 11rng > 12rng, 5spd > 6spd, 6view > 5view, 3res > 16res, 2UV > 3UV, 7ASP > 9ASP, cost 340res 68t > 330res 60t, now requires White Tower Level 4 (was nothing), is now good vs small/medium infantry & spearmen (was nothing)
  • Moonguard 19cmb > 8cmb, 200HP > 250HP, 40dam > 45dam, 6rng > 10rng, 11spd > 10spd, 7view > 8view, 8res > 17res, 1UV > 5UV, 9ASP > 14ASP, cost 500res 100t > 435res 70t, is now producible at the Shooting Range and requires White Tower level 5 (was Rune of Cielos and Vivos), is now good vs small/medium infantry & spearmen (was nothing)
  • Lunarion 43cmb > 8cmb, 1125HP > 7000HP, 75dam > 140dam, 12spd > 14spd, 18view > 19view, 7res > 20res, 30UV > 15UV, terror strength 5 > 10, cost 4000res 600t > 3950res 420t, no longer resistant to magic damage
  • Buildings changes
  • High Elf Tower 300HP > 1500HP
  • Added Sylvan Mail research instead of Armorer
  • Added Imbued Arms research instead of Weaponsmith
  • Fire Arrows Replaced with Frost Arrows
  • Added 3 new buildings: Entropy Orb, Defence Orb and Snare Orb

Wood Elves:

  • Wisp, Ancient Wisp and the Elder Wisp research moved to the Fey
  • Oakman 9cmb > 4cmb, 95HP > 120HP, 12dam > 13dam, 8view > 10view, 5res > 10res, cost 17t > 15t, is now good against Spearmen (was nothing)
  • Forestguard 11cmb > 4cmb, 10dmg > 11dmg, 10spd > 11spd, 9view > 10view, 6res > 10res, cost 16t > 15t, is now a Spearman unit
  • Gladewarden 6cmb > 4cmb, 45HP > 40HP, 10dam > 8dam, 6rng > 8rng, 10spd > 11spd, 9 view > 10view, 6res > 10res, cost 55res 16t > 60res 15t, is now good vs small/medium infantry & spearmen (was nothing)
  • Elven Hunter 8cmb > 5cmb, 100HP > 110HP, 16dam > 13.5dam, 5rng > 6rng, 21spd > 20spd, 8view > 9view, 6res > 12res, cost 260res 35t > 135res 25t
  • Woodrider 16cmb > 5cmb, 22dam > 18dam, 25spd > 22spd, 8view > 9view, 7res > 12res, cost 150res 33t > 145res 25t
  • Phoenix 4cmb > 2cmb, 4rng > 5rng, 17view > 10view, 5res > 12res, cost 65res 18t > 60res 15t, 2ASP > 1ASP, can now only hit air (was both)
  • Treant 15cmb > 6cmb, 160HP > 400HP, 22dam > 30dam, 8spd > 6spd, 6res > 12res, 2UV > 3UV, fear strength 2 > 4, cost 190res 38t > 235res 40t, is now good against small/medium Infantry and Buildings (was just good against small/medium Infantry)
  • Druid 8cmb > 6cmb, 45HP > 105HP, 16dam > 21.5dam, 4rng > 6rng, 10spd > 11spd, 9view > 11view, 6res > 15res, 1UV > 2UV, 3ASP > 5ASP, cost 220res 39t > 200res 35t, is now good vs small/medium infantry & spearmen (was nothing)
  • Dryad 45HP > 120HP, 8dam > 29dam, 10spd > 16spd, 9view > 11view, 6res > 17res, 1UV > 3UV, 3ASP > 10ASP, awe strength 2 > 8, cost 165res 35t > 395res 60t, is now good vs small/medium infantry & spearmen (was nothing)
  • Ancient Treant 28cmb > 8cmb, 450HP > 650HP, 15view > 13view, 4UV > 5UV, fear strength 3 > 8, cost 1000res 120t > 505res 70t, is now good against small/medium/large Infantry and Buildings (was all Infantry), is now producible at the Tree of Life and requires Rune of Arbos and Haven Level 5, may now cast Gemberry, can no longer attack air units
  • Ironbark 43cmb > 8cmb, 1165HP > 9000HP, 75dam > 120dam, 15spd > 8spd, 18view > 19view, 18res > 20res, 30UV > 15UV, terror strength 5 > 10, cost 4000res 600t > 3950res 420t, is no longer resistant to magic damage
  • Tree of Life 600HP > 1650HP
  • Healing Orb 500HP > 1500HP
  • Ranger’s Guild 400HP > 1600HP
  • Hostel 450HP > 1650HP
  • Forest Tower 600HP > 1650HP
  • Arboreal Henge 500HP > 1750HP
  • Magic Well 700HP > 1800HP, no longer gives gold
  • Wood Elf Tower 520HP > 1500HP
  • Added new Thorn Sentinel building
  • Rune of Arbos requires Haven Level 3 (was 4)
  • Solhaven: Fixed bug where Nymphs weren’t registered to the faction (no production details or help text) and are now worth 5 UV (was 1 UV)
  • Added Sylvan Mail research instead of Armorer
  • Added Imbued Arms research instead of Weaponsmith
  • Added new building: Thorn Sentinel
  • Solhaven: Nymphs may now convert and cast Gemberry and Elemental Lore
  • Light Elves: -5% HP penalty instead of -1 armor value
  • Added new unit Archaic Treant

Dark Elves:

  • Will o Wisp, Stygian Wisp and the Elder Wisp research moved to the Fey. Thrall units take their place
  • Assassin 13cmb > 4cmb, 70HP > 80HP, 13spd > 11spd, 10view > 9view, 5res > 8res, poison strength 4 > 7, cost 70res 18t > 75res 15t, 2ASP > 1ASP, is now good against Spearmen (was nothing), is now a T1 unit which requires nothing (was T4, required Rune of Mortos)
  • No longer has access to Skeleton
  • Dark Infantry 11cmb > 4cmb, 12dam > 13dam, 8spd > 9spd, 5res > 8res, cost 55res 16t > 60res 15t, is now a Spearman unit, has now been renamed Dark Spearman, has now got a bleeding attack of strength 7, is now also excellent vs large/huge units
  • Spider 8cmb > 2cmb, 35HP > 40HP, 7dam > 6dam, 8view > 11view, 2res > 8res, cost 25res 8t > 40res 10t, poison strength 5 > 7, is now flagged as a Cavalry unit
  • Dark Archer 6cmb > 4cmb, 45HP > 40HP, 11dam > 10.5dam, 8spd > 9spd, 6rng > 8rng, 4res > 8res, cost 55res 16t > 75res 15t, poison strength halfDam > 5, is now good vs small/medium infantry & spearmen
  • Dark Knight 16cmb > 5cmb, 19dam > 20dam, 22spd > 20spd, 7view > 6view, 6res > 10res, cost 155res 34t > 155res 25t, is now good vs small/medium missile units and infantry (was excellent vs small/medium infantry)
  • Umbral Phoenix can now only hit air (was both)
  • Queen Spider 11cmb > 6cmb, 80HP > 180HP, 12dam > 28dam, 13spd > 12spd, 8view > 10view, 3res > 13res, cost 80res 19t > 215res 40t, lethal poison strength 6 > 9, 1UV > 2UV, 2ASP > 5ASP, is now a Cavalry unit, is now good against small/medium Infantry (was Missile), has enlarged sprite, no longer creates eggs on kills (instead is an activatable ability)
  • Spider Priestess 9cmb > 6cmb, 45HP > 90HP, 13dam > 22.5dam, 8spd > 10spd, 8view > 9view, 5res > 14res, 1UV > 2UV, 3ASP > 5ASP, cost 165res 35t > 210res 35t, now has Spray Acid instead of Poison Cloud, is now good vs small/medium infantry & spearmen (was nothing)
  • Sorceror 10cmb > 7cmb, 45HP > 150HP, 16dam > 36dam, 4rng > 6rng, 8spd > 10spd, 8view > 9view, 5res > 15res, 1UV > 3UV, 3ASP > 10ASP, cost 230res 40t > 395res 60t, is now good vs small/medium infantry & spearmen (was nothing)
  • Blackguard 26cmb > 8cmb, 250HP > 420HP, 40dam > 50dam, 11spd > 9spd, 9res > 18res, cost 500res 100t > 470res 70t, poison strength 4 > 15, 9ASP > 14ASP, 1UV > 5UV, is now a Spearman unit
  • Kargoth 43cmb > 8cmb, 1125HP > 4750HP, 150dam > 95dam, now has splash damage, 12spd > 8spd, 15res > 20res, 30UV > 15UV, terror strength 5 > 10, cost 4000res 600t > 3950res 420t, no longer resistant to magic
  • All tortured souls 1cmb, 1HP
  • Tree of Pain 1650HP
  • Tomb 1650HP
  • Gallery 1500HP
  • Reformatory 1600HP
  • Void 1750HP
  • Kargothian Gate 1800HP
  • Dark Elf Tower 520HP > 1500HP
  • No longer has access to Gravestone
  • Spiders spawned from spider eggs are no longer rampant
  • Added new building: Orb of Sorrow
  • Added Sylvan Mail research instead of Armorer
  • Added Imbued Arms research instead of Weaponsmith 1
  • Added Possessed Arms research instead of Weaponsmith 2
  • Black Ward 2 & 3 are now accessible at T3 & T4 respectively and each gives +2 resistance (was +3)
  • No longer has access to Burial, Binding or Flaming Arrows researches
  • Spider Eggs can no longer be converted
  • Rune of Mortos now requires Dark Tower Level 3 (was 4)
  • Blackguards now require Dark Tower Level 5 and are producible at the Tree of Pain
  • Yrm: Sorcerors now gain Summon Quasit instead of Raise Zombie (was Summon Imp)
  • Doomwood: Spider Priestesses no longer gain +20 max mana

Fey:

  • Lodestar Wisp 5cmb > 1cmb, 7dam > 4dam, 9spd > 8spd, 2rng > 5rng, 4res > 10res, cost 30res 15t > 25res 15t
  • Will o Wisp 5cmb > 2cmb, 40HP > 25HP, 8dam > 5dam, 9spd > 10spd, 2rng > 5rng, 3res > 10res, cost 30res 15t > 25res 15t
  • Wisp 5cmb > 1cmb, 40HP > 30HP, 9spd > 10spd, 2rng > 5rng, 5res > 10res, cost 30res 15t > 25res 15t
  • Sylph 6cmb > 1cmb, 6dam > 4dam, 14spd > 15spd, 13view > 11view, 4res > 10res, cost 25res 8t > 55res 10t, is now good against Missile (was all Infantry)
  • Spriggan 9cmb > 2cmb, 55HP > 50HP, 8dam > 6dam, 8view > 10view, 3res > 8res, cost 70res 18t > 75res 15t, is now a Spearman unit
  • Sprite 4cmb > 2cmb, 8dam > 5.5dam, 10spd > 12spd, 4res > 11res, 9view > 10view, cost 65res 16t > 75res 15t, now requires Dreamhold Level 2 (was 3), is now good vs small/medium infantry & spearmen (was nothing), must dive to hit ground units
  • Faerie Dragon 4cmb > 2cmb, 40HP > 55HP, 14spd > 11spd, 14view > 10view, 2rng > 5rng, 5res > 11res, 2ASP > 1ASP, cost 60res 17t > 70res 15t, now produced at the Nest (was Magic Pool)
  • Unicorn 14cmb > 4cmb, 150HP > 125HP, 18dam > 16dam, 23spd > 20spd, 6res > 13res, awe strength 3 > 7, cost 210res 40t > 245res 25t, 5ASP > 3ASP
  • Venerable Wisp 12cmb > 3cmb, 110HP > 150HP, 17dam > 10dam, 9spd > 7spd, 10view > 8view, 4rng > 6rng, 5res > 12res, cost 120res 33t > 200res 25t, is now good vs small/medium infantry & spearmen (was nothing)
  • Stygian Wisp 12cmb > 4cmb, 105HP > 75HP, 18dam > 13dam, 10spd > 8spd, 9view > 8view, 4rng > 6rng, 4res > 12res, cost 120res 33t > 200res 25t, is now good vs small/medium infantry & spearmen (was nothing)
  • Ancient Wisp 10cmb > 3cmb, 115HP > 90HP, 11dam > 10dam, 4rng > 6rng, 11view > 8view, 6res > 12res, cost 120res 33t > 200res 25t, is now good vs small/medium infantry & spearmen (was nothing)
  • Pixie 45HP > 75HP, 7dam > 16.5dam, 10spd > 14spd, 8view > 10view, 4rng > 6rng, 5res > 14res, is now vulnerable to piercing, 1UV > 3UV, cost 65res 16t > 355res 35t, 1ASP > 5ASP, now requires Dreamhold Level 3 (was 4), is now good vs small/medium infantry & spearmen (was nothing)
  • Leprechaun 4cmb > 5cmb, 45HP > 100HP, 5dam > 26dam, 9spd > 10spd, 7view > 10view, 3rng > 8rng, 4res > 15res, 1UV > 3UV, now has a Frenzy aura of strength 8, range 6, now gives +0.75 gold income (was +0.5), cost 75res 25t > 570res 60t, 3ASP > 10ASP, now requires Dreamhold Level 4 (was 2), is now good vs small/medium infantry & spearmen (was nothing)
  • Banshee removed from the Fey and moved to Dark Dwarves
  • The Forestmaster 37cmb > 8cmb, 1275HP > 4600HP, 130dam > 95dam, now has aoe damage, 15spd > 14spd, 8rng > 10rng, 16res > 20res, 30UV > 15UV, Terror strength 10 (was 5), cost 4000res 600t > 3950res 420t, is no longer resistant to magic
  • No longer have access to Lightning Hawks
  • Faerie Ring 1500HP
  • Orb of Wonder 800HP
  • Mirrorwood Tree 500HP > 1650HP
  • Crystal Tower 1500HP 40dam
  • Unicorn Grove 1600HP, now requires Dreamhold Level 2 (was Dreamhold Level 4)
  • Rainbow 900HP
  • Magic Pool 1700HP
  • Tome 1000HP
  • Crystal Tower 1500HP, 20dam > 35dam
  • Faerie Fire research now requires Dreamhold Level 3 (was Dreamhold Level 4), is now researchable at the Magic Pool (was Faerie Ring)
  • Panoply 1 research now requires nothing (was Dreamhold Level 2)
  • Panoply 2 research now requires Dreamhold Level 2 (was Dreamhold Level 4)
  • The Alicorn research now requires Dreamhold Level 4 (was Dreamhold Level 5)
  • Zephyr 1 research now requires Dreamhold Level 2 (was nothing), is now researchable at the Unicorn Grove (was Faerie Ring)
  • Zephyr 2 research is now researchable at the Unicorn Grove (was Faerie Ring)
  • Zephyr 3 research now requires Dreamhold Level 4 (was Dreamhold Level 5), is now researchable at the Unicorn Grove (was Faerie Ring)
  • Wailing Shroud research no longer affects mines and temples
  • Units made by Spectral Image are affected by XP upgrades (they can still only deal 1 damage)
  • Characters summoned via the Old Ones ability no longer trigger character attack notifications

Dark Dwarves:

  • Engineer 6cmb > 2cmb, 65HP > 85HP, 8dam > 7dam, 4spd > 6spd, 7view > 8view, 6res > 12res, cost 50res 17t > 35res 15t, is now flagged as an Infantry unit
  • Firebomb 13cmb > 1cmb, 60dam > 40dam, 12spd > 14spd, 3view > 6view, 6res > 10res, cost 45res > 50res, is now flagged as a Cavalry unit
  • Stone Golem 13cmb > 3cmb, 160HP > 300HP, 27dam > 30dam, 6view > 7view, 8res > 15res, cost 150res 33t > 155res 30t, is now good against Spearmen (was Missile), has enlarged sprite
  • Iron Golem is now a Spearman unit, has enlarged sprite
  • Dark Dwarf Crossbowman 5cmb > 3cmb, 65HP > 80HP, 15dam > 13.5dam, 7view > 8view, 4rng > 5rng, 4res > 12res, no longer vulnerable to piercing, cost 70res 18t > 60res 15t, 2ASP > 1ASP, is now good vs small/medium infantry & spearmen (was nothing)
  • Hellbore 16cmb > 5cmb, 160HP > 135HP, 44dam > 38dam, 5spd > 6spd, 5view > 6view, 10rng > 14rng, 5res > 17res, 4UV > 3UV, cost 320res 67t > 215res 40t, 7ASP > 5ASP, is now available at T3 (was T4), is now good vs small/medium infantry & spearmen (was nothing)
  • Banshee 5cmb > 3cmb, 150HP > 85HP, 10dam > 11dam, 11spd > 8spd, 5res > 12res, 5UV > 1UV, Fear aura changed to Awe, 2str 4rng > 5str 3rng, 8ASP > 1ASP, cost 125res 60t > 65res 15t, is now a Spearman unit (was Infantry), is now good against Cavalry (was nothing), is now accessible at the Ancestral Hall, can no longer convert, mana removed, can use blinding and despair strike after researches, needs weeper of the dead research to be produced
  • Flame Cannon 15cmb > 6cmb, 190HP > 150HP, 26dam > 20.5dam, attack speed per 2.55s > 3s, 4spd > 5spd, rng 5 > 8, 2res > 18res, cost 320res 68t > 355res 60t, 7ASP > 8ASP, is now good vs small/medium infantry & spearmen (was nothing)
  • Bronze Golem 26cmb > 7cmb, 350HP > 700HP, 45dam > 50dam, 6spd > 5spd, 10view > 9view, 8res > 20res, 2UV > 5UV, cost 750res 110t > 440res 70t, 11ASP > 14ASP
  • Grond 37cmb > 8cmb, 1425HP > 10000HP, 90dam > 120dam, 6spd > 5spd, 13view > 19view, 18res > 20res, 30UV > 15UV, terror strength 5 > 10, cost 4000res 600t > 3950res 420t, is no longer resistant to magic damage
  • Added new units: Clay Golem, Dark Mithril Golem
  • Dark Dwarves now have their own racial tag
  • Guild 500HP > 1500HP
  • Hall of Golems 500HP > 1650HP
  • Ancestral Hall 500HP > 1650HP, is now available at Furnace Level 1 (was Level 4)
  • Trader 450HP > 1600HP
  • Siege Workshop 500HP > 1700HP
  • Supply Depot 250HP > 1750HP
  • Dark Dwarf Tower 550HP > 1800HP, 35dam > 33dam
  • No longer has access to Income 1 & 2
  • Khaz-Tor, the Cursed Empire: Reduced the amount of XP the Flame Cannons from Pursuit of Perfection could have to between 50 and 100 (was between 100 and 200)
  • Scavenge Resources now acquires between 25% and 58% of the building’s actual cost, and from the exact resource types that were used to construct the building
  • Fixed bug where Verkanian shop would not spawn guardians (and possibly cause a crash)
  • All Golems now have souls for the purpose of soul-harvesting traits (Daemon yellow souls, Dark Elven blood souls, Hero perk empowering souls etc…)

Daemons:

  • Quasit 8cmb > 3cmb, 45HP > 60HP, 9spd > 10spd, 7view > 9view, 3res > 12res, poison strength 1 > 7, cost 30res 15t > 55res 15t, is now flagged as an Infantry unit
  • Succubus 15cmb > 4cmb, 110HP > 130HP, 19dam > 15dam, 13view > 8view, 6res > 13res, awe strength 1 > 8, cost 235res 1t> 120res 25t, ASP 4 > 3, is now good against Spearmen (was basic Infantry), no longer generates Souls upon killing enemies
  • Salamander 5cmb, 230HP, 27dam, 14res, 6ASP, cost 325res 45t, is now a Spearman unit, can now summon Firebats with souls and requires Doomspire Level 2 (was 3)
  • Imp 5cmb > 3cmb, 40HP > 50HP, 9dam > 7dam, 11spd > 15spd, 3res > 13res, cost 100res 1t > 50res 15t, is now good vs small/medium infantry (was nothing), must dive to hit ground units
  • Nightmare 15cmb > 5cmb, 150HP > 160HP, 18dam > 25dam, 22spd > 20spd, 8view > 7view, 4res > 13res, fear range 4 > 2, fear strength 3 > 7, cost 250res 1t > 250res 40t
  • Dark Path / Iron Fortress: Fixed bug where their keeps could be upgraded past tech limits set by game rules and campaign research restrictions
  • Summoner 19cmb > 6cmb, 200HP > 250HP, 40dam > 32dam, 8spd > 9spd, 9view > 7view, 6res > 16res, 5UV > 3UV, 9ASP > 10ASP, cost 335res 60t, now summon Pit Fiends with souls, now require Portal and Chaos Shrine (was nothing) and are producible at the Pit, is now good vs small/medium infantry & spearmen (was nothing)
  • Pit Fiend 18cmb > 7cmb, 190HP > 500HP, 36dam > 40dam, 12spd > 9spd, 6res > 18res, 4UV > 5UV, chaos range 6 > 4, chaos strength 4 > 9, cost 550res 1t > 450res 70t, 7ASP > 14ASP, now summon Imps with souls and can summon Succubi with souls and have no mana, now require Doomspire Level 5 (was Portal and Chaos Shrine), has new soundset
  • Balora 43cmb > 8cmb, 1275HP > 7500HP, 90dam > 135dam, 12spd > 16spd, 18view > 19view, 18res > 20res, 30UV > 15UV, terror strength 5 > 10, cost 4000res 600t > 3950res 420t, is no longer resistant to magic damage
  • Guardian Skulls have been removed from the Undead race and have moved to the Iron Fortress faction, 9cmb > 5cmb, 45HP > 100HP, 14dam > 20dam, 10view > 8view, 4rng > 8rng, 2res > 13res, 1AL > 2AL, cost 60res 15t > 240res 40t, 1ASP > 5ASP
  • New returning unit: Pyrohydra
  • Pit 600HP > 1650HP, cost 250res > 200res
  • Portal 600HP > 1650HP, cost 250res > 200res, is now available at T1
  • Lightning Tower renamed Planar Anchor, 450HP > 800HP, 700HP > 1650HP at level 2, no longer fires a projectile at level 1
  • Summoning Tower Level 1 500HP > 1750HP, cost 450res > 300res
  • Summoning Tower Level 2 600HP > 1850HP, cost 700res > 400res
  • Summoning Tower Level 3 800HP > 1950HP, cost 1000res > 600res
  • Chaos Shrine 450HP > 1800HP, cost 200res > 400res
  • Daemon Tower 550HP > 1750HP, 35dam > 34dam
  • New research: Familiar, Phasing, Daemonic Possession
  • Daemons now produce Black Pegasi instead of Harpies
  • Daemons now produce Hell Hounds instead of Reapers
  • Bone Catapults are now available at the Pit, requiring Doomspire Level 3
  • Iron Fortress: Liches now have the correct production data and text
  • Iron Fortress: Summoners now have Fabricate spell instead of Daemongate
  • Reaper replaced with Hell Hound
  • Harpy replaced with Black Pegasus
  • Bunch of new researches

Empire:

  • Pikeman 10cmb > 4cmb, 80HP > 90HP, 9view > 8view, 5res > 11res, is now a Spearman unit
  • Archer 5cmb > 4cmb, 70HP > 50HP, 12dam > 8dam, 8spd > 9spd, 10res > 11res, is now good vs small/medium infantry & spearmen (was nothing)
  • Imperial Sergeant 15cmb > 5cmb, 150HP > 145HP, 24spd > 22spd, 6res > 12res, cost 120res 33t > 135res 25t
  • Halberdier 14cmb > 6cmb, 140HP > 230HP, 20dam > 28dam, 9view > 8view, 5res > 14res, cost 150r 35t > 165r 30t is now a Spearman unit
  • White Mage 9cmb > 6cmb, 55HP > 135HP, 16dam > 27dam, 4rng > 6rng, 9view > 11view, 6res > 16res, cost 190r 36t > 275r 45t, 3ASP > 7ASP, 1UV > 2UV, is now good vs small/medium infantry & spearmen (was nothing)
  • Blue Mage 8cmb > 6cmb, 55HP > 135HP, 16dam > 27dam, 4rng > 6rng, 9spd > 8spd, 9view > 14view, 6res > 16res, cost 180r 36t > 275r 45t, 3ASP > 7ASP, 1UV > 2UV, is now good vs small/medium infantry & spearmen (was nothing)
  • Red Mage 8cmb > 6cmb, 55HP > 135HP, 16dam > 28dam, 4rng > 6rng, 9spd > 8spd, 9view > 11view, 6res > 16res, cost 180r 36t > 275r 45t, 3ASP > 7ASP, 1UV > 2UV, is now good vs small/medium infantry & spearmen (was nothing)
  • Black Mage 9cmb > 6cmb, 55HP > 150HP, 16dam > 26dam, 4rng > 6rng, 9spd > 8spd, 9view > 11view, 6res > 16res, cost 180r 36t > 275r 45t, 3ASP > 7ASP, 1UV > 2UV, is now good vs small/medium infantry & spearmen (was nothing)
  • Praetor 24cmb > 6cmb, 250HP > 300HP, 40dam > 45dam, 12view > 10view, 7res > 18res, cost 500r 100t > 335r 55t, 5UV > 3UV now requires Palance Level 4 (was 5)
  • Elephant 14cmb > 7cmb, 300HP > 580HP, 35dam > 45dam, 12spd > 11spd, 10view > 8view, 5res > 16res, cost 320r 67t > 550r 70t, 7ASP > 14ASP, 4UV > 5UV, fear strength 3 > 8
  • The Lion Throne 40cmb > 8cmb, 1275HP > 4000HP, 130dam > 100dam, 8rng > 10rng, now has splash damage, 13spd > 15spd, 20view > 18view, 15res > 20res, no longer resistant to magic damage, 30UV > 15UV, terror strength 5 > 10, cost 4000r 600t > 3950r 420t
  • Barracks 600HP > 1650HP
  • Blacksmith 400HP > 1650HP
  • Granary 500HP > 1600HP
  • Military Compound renamed Barn again, 400HP > 1700HP
  • Quartermaster 500HP > 1500HP
  • Library 650HP > 1750HP
  • Archway 500HP > 1800HP, now requires Palace Level 4 (was 3)
  • Imperial Tower 550HP > 1750HP, 35dam > 34dam
  • Selentia: is now basic faction
  • Goldor: is now special faction
  • Bunch of new researches

Ssrathi:

  • Chameleon is now excellent against Spearmen (was nothing), is now flagged as an Infantry unit, 7cmb > 3cmb, 45HP > 75HP, 12spd > 11spd, 13view > 10view, 0res > 7res, is now resistant to slashing (was nothing), poison strength 1 > 8, cost 30r > 55r
  • Snakeman is now a Spearman unit, 10cmb > 3cmb, 80HP > 90HP, 12spd > 11spd, 7view > 10view, 1res > 8res, poison strength 2 > 8, 2ASP > 1ASP, cost 60r 16t > 75r 20t
  • Lizard Rider is now excellent against Missile (was Cavalry), 14cmb > 5cmb, 21dam > 16dam, 27spd > 20spd, 7view > 10view, 2res > 9res, poison strength 2 > 10, cost 150res 35t > 135res 25t
  • Snakepriest is now good vs small/medium spearmen/infantry, 7cmb > , 55HP > 60HP, 11dam > 10dam, 4rng > 6rng, 11spd > 8spd, 7view > 10view, 4res > 8res, is now resistant to slashing (was nothing), 3ASP > 1ASP, cost 130res 30t > 65res 15t
  • Pterodactyl 14cmb > 5cmb, 115HP > 170HP, 22dam > 25dam, 16spd > 18spd, 14view > 12view, 5res > 10res, 4ASP > 5ASP, cost 225res 34t > 175res 35t, now gains Frenzy when at or below 33% HP
  • Triceratops is now good against small/medium Infantry and Buildings (was just Buildings), 14cmb > 5cmb, 160HP > 350HP, 22dam > 27dam, 5view > 7view, 5res > 10res, 2UV > 3UV, 4ASP > 5ASP, cost 150res > 175res, now gains Frenzy when at or below 33% HP
  • Naga is now producible at the Religious Sect and requires Sun Temple Level 4, 22cmb > 6cmb, 270HP > 230HP, 35dam > 25dam, 4rng > 8rng, 8spd > 10spd, 8res > 13res, 5UV > 3UV, now has a fear aura of radius 4 and strength 8, 11ASP > 7ASP, cost 750res 110t > 265res 45t
  • T-Rex now also requires Sun Temple Level 5, is now flagged as a Cavalry unit, can no longer attack air units, 18cmb > 7cmb, 290HP > 580HP, 36dam > 55dam, 11spd > 7spd, 7view > 11view, 5res > 13res, 4UV > 5UV, fear aura strength 3 > 9, 7ASP > 13ASP, cost 320res > 450res, now gains Frenzy when at or below 33% HP
  • Iriki 40cmb > 8cmb, 1275HP > 5500HP, 130dam > 90dam, 8rng > 10rng, now has splash damage, 17spd > 16spd, 16view > 18view, 9res > 20res, 30UV > 15UV, terror aura strength 5 > 10, cost 4000res 600t > 3950res 420t, is no longer resistant to magic damage
  • Worker Sect 500HP > 1650HP
  • Warrior Sect 500HP > 1650HP
  • Ssrathi Tower 525HP > 1650HP, 40dam > 38dam
  • Religious Sect 450HP > 1600HP
  • Hatchery 400HP >1700HP
  • Scrying Pool 500HP > 1500HP
  • Sacred Pool renamed Altar of Teyahuotli, now requires Sun Temple Level 2 (was Sun Temple Level 3), is no longer built by the main faction and is instead built by the Tongu faction, 450HP > 1600HP
  • Saurus Pen 600HP > 1800HP
  • New buildings: Altar of Couatl, Ssrathi Totems
  • Blending now reveals units if enemies come within 4 cells, now only affects Ssrathi units (and cost is decreased)
  • Rage 1/2 now gives Pterodactyls, Triceratops’ and T Rexes at or below 33% HP an extra +50%/+100% damage and +30%/+45% armor
  • Night Ssrathi: ssrathi units now get a special cold resistance and fire vulnerability instead of +2 cold resistance value and -2 fire resistance value

Swarm:

  • Giant Ant is now flagged as a Cavalry unit, is now excellent vs small/medium Missile units, 7cmb > 2cmb, 50HP > 55HP, 8dam > 6dam, 7view > 8view, 2res > 8res, cost 30res 15t > 20res 10t
  • Husk is now excellent vs small/medium Spearmen (was nothing), 8cmb > 2cmb, 65HP > 75HP, 11dam > 9dam, 13spd > 10spd, 13view > 8view, 5res > 8res, cost 50res 14t > 35res 10t
  • Scorpions require Level 2 Dunekeep (was nothing), 9cmb > 2cmb, 75HP > 85HP, 11dam > 9dam, 11spd > 10spd, 6view > 8view, 5res > 8res, poison strength 2 > 8, cost 45res 13t > 45res 15t
  • Scartauri is now good vs small/medium Infantry & Missile (was excellent vs small/medium Infantry), now requires Level 2 Dunekeep (was 3), 14cmb > 3cmb, 145HP > 175HP, 21dam > 20dam, 17spd > 24spd, 6res > 10res, poison strength 2 > 10, cost 190res 37t > 150res 30t, has new soundset
  • Scarab renamed Scarab Matriarch, now has Birth ability, an AOE spell that lays eggs on bodies, 5cmb > 2cmb, 50HP > 55HP, 11dam > 7dam, 5rng > 6rng, 6view > 8view, 5res > 8res, cost 60res 15t > 35res 10t, is now good vs small/medium Infantry and Spearmen
  • Dust Devil requires Level 3 Dunekeep (was 2), is now flagged as an Infantry unit, 11cmb > 4cmb, 145HP > 175HP, 19dam > 11dam, 18spd > 13spd, 12view > 10view, 5res > 15res, cost 180res 37t > 195res 35t, ASP cost 4 > 5
  • Scartauri Priest now requires Level 4 Dunekeep (was Level 5), 22cmb > 5cmb, 270HP > 245HP, 45dam > 26dam, 4rng > 6rng, 7res > 14res, 5UV > 3UV, cost 750res 110t > 330res 55t, 11ASP > 8ASP, has new soundset
  • Scartauri Mage has new soundset
  • Scartauri Cleric has new soundset
  • Devourer is now good vs small/medium Infantry & Missile (was excellent vs all Infantry), now requires Level 5 Dunekeep (was 4), can no longer attack air units, 16cmb > 6cmb, 275HP > 385HP, 36dam > 40dam, 6res > 15res, 4UV > 5UV, fear strength 3 > 8, cost 320res 69t > 375res 60t, 11ASP > 10ASP
  • Melkor 37cmb > 8cmb, 1125HP > 8500HP, 90dam > 125dam, 15spd > 12spd, 15res > 20res, 30UV > 15UV, terror strength 5 > 10, cost 4000res 600t > 3950res 420t, no longer has magic resistance, has a new recoloured sprite
  • Added new unit: Scarab
  • Hive Level 1 500HP > 1650HP
  • Hive Level 2 600HP > 1750HP
  • Hive Level 3 700HP > 1850HP
  • Hive Level 4 800HP > 1950HP
  • Hive Level 5 900HP > 2050HP
  • Burial Hall 500HP > 1650HP
  • Queen 450HP > 1600HP, now requires Dunekeep Level 1 (was level 2)
  • Swarm Tower 520HP > 1700HP, 30dam > 35dam, has new selection sound
  • Egg Chamber 500HP > 1600HP
  • Watcher 500HP >1750HP, has new selection sound
  • Shrine of Melkor 500HP > 1800HP, has new selection sound
  • Added Scorpion, Giant Ant, Wasp and Scarab Eggs
  • Famine research now increases the resource drain when destroying mines
  • No longer has access to Famine spell
  • Spiders and Queen Spiders have been removed from production (was in Hive)

Plaguelords:

  • Added new unit: Plague Taster 7cmb > 2cmb, 70HP > 80HP, 6spd > 7spd, 5view > 6view, 2res > 8res, disease strength 2 > 8, cost 45res 17t > 40res 15t
  • Ghoul is now good against Spearmen (was nothing), 8cmb > 2cmb, 90HP > 110HP, 13dam > 11dam, 5spd > 7spd, 5view > 7view, 2res > 8res, disease strength 2 > 7, 25res 18t > 55res 15t, 2ASP > 1ASP
  • Slime is now flagged as a Spearman unit, 6cmb > 2cmb, 85HP > 105HP, 8dam > 10dam, 5spd > 6spd, 5view > 8view, 5res > 10res, disease strength 3 > 7, cost 60res 16t > 55res 15t, now has a bigger sprite, no longer gets a damage bonus vs buildings
  • Eye of Oros is now flagged as a Cavalry unit, 0cmb > 3cmb, 60HP > 55HP, 20spd > 22spd, 1res > 10res, cost 20r 15t > 40r 15t
  • Cyst Hydra is now a Cavalry unit (was nothing), 10cmb > 2cmb, 12spd > 15spd, 10view > 7view, 6res > 10res, no longer inflicts fear, 4ASP > 3ASP, costs 160res 36t > 145res 25t
  • Gazer 6cmb > 3cmb, 13dam > 10dam, 5rng > 4rng, 2res > 8res, cost 60res 16t > 55res 15t
  • Ooze is now flagged as a Spearman unit, 9cmb > 4cmb, 165HP > 185HP, 15dam > 30dam, 5spd > 6spd, 6view > 8view, 6res > 12res, disease strength 3 > 10, cost 270res 55t > 195res 35t, no longer gets a damage bonus vs buildings
  • Spore is now good against Missile (was nothing), is now flagged as a Cavalry unit, 12cmb > 1cmb, 65HP > 80HP, 60dam > 40dam, 10spd > 14spd, 10view > 6view, 2res > 10res, 4ASP > 3ASP, 130res 40t > 135res 25t
  • Contaminator is now a Missile unit (was Ranged), 7cmb > 5cmb, 60HP > 150HP, 8dam > 15dam, 2res > 15res, 3ASP > 7ASP, 1UV > 3UV, disease strength 8 (was half missile damage), cost 90res 20t > 290res 50t, is now a T4 unit (was T3), now has a bigger sprite
  • Bloodspawn is now good against small/medium Infantry (was nothing), is now flagged as a Cavalry unit, 9cmb > 2cmb, 90HP > 110HP, 12dam > 11dam, 6view > 7view, 2res > 8res, no longer has fear aura, now has bleeding attacks strength 7, 4ASP > 1ASP
  • Clot Hydra is now a Cavalry unit (was nothing), is also good against large Infantry (was just small & medium), 14cmb > 4cmb, 200HP > 270HP, 35dam > 15dam, 10view > 7view, 7res > 12res, 4UV > 3UV, 8ASP > 7ASP, cost 320res 70t > 240res 45t, no longer has fear aura
  • Spore Hydra is now a Cavalry unit (was nothing), is also good against large Infantry (was just small & medium), 14cmb > 5cmb, 300HP > 450HP, 36dam > 18dam, 10view > 7view, 6res > 15res, no longer has Fear aura, gains Scourge attack strength 10, 8ASP > 9ASP, cost 320res 70t > 430res 65t
  • Cryo Hydra is also good against large Infantry (was just small & medium)
  • Plague Priest is now a Spearman unit, 23cmb > 6cmb, 260HP > 370HP, 40dam > 62.5dam, 6res > 18res, no longer has Chaos aura, now has Scourge attack strength 14, 9ASP > 14ASP, cost 500res 100t > 475res 70t, has updated voice set
  • Added new unit: Abomination
  • Antharg 37cmb > 8cmb, 1425HP > 9000HP, 90dam > 130dam, 8spd > 6spd, 15res > 20res, no longer has magic resistance, 30UV > 15UV, Terror strength 5 > 10, cost 4000res 600t > 3950res 420t
  • Cess Pool 400HP > 1650HP
  • Laboratory 450HP > 1600HP
  • Temple of Eyes 450HP > 1650HP
  • Hydra Cave 600HP > 1700HP
  • Casket 350HP > 1500HP
  • Plague Pile 300HP > 800HP
  • Plague Shrine 350HP > 1800HP
  • Plague Tower 520HP > 1750HP, 30dam > 34dam
  • Plaguelords now have their own racial tag: Mutant
  • Plaguelords can no longer produce Zombies
  • Ghouls have a recoloured sprite
  • Gol-Draaka: Plague Priests now correctly state they cause Frostbite (instead of Chaos)
  • Revenants of K’Oulis: Fixed potential endless loop caused by Dark Omen
  • Revenants of K’Oulis: reduced Dark Omen spawn radius
  • Revenants of K’Oulis: fixed Plague Pile availability instead of duplicate Casket
  • Added Blood Cave and Bio Cave buildings
  • Slimes and Plague Tasters can now merge into Ghouls
  • Ghouls removed from Cess Pool
  • Oozes and Ghouls can now merge into Plague Priests
  • Plague Priests removed from Hall of Plague 5
  • Oozes and Plague Priests can now merge into Abominations
  • New research: Abominator Strain added to Hall of Plague 5
  • Cryohydra now has the correct stats
  • Casket requires Level 2 Hall of Plague (was 3)
  • Plague Pile requires Level 3 Hall of Plague (was 2)
  • Bone Catapult requires nothing
  • Knowledge of Oros research allows contaminator mutations
  • Bunch of new researches

Misc:

  • Added a new unit: Gravel Ant. It is only available via one item
  • Added two new units: Gurgling Phlegm and Blood Phlegm. They’re only available via one item. Made By Sprzecio and Ken
  • Added a new Pat Army unit: Gold Golem
  • Added two new Sea Creatures (Sea Dragon and Scylla)
  • Added a Steel Golem to be used only by the Tinker hero. Uses Rubble Masonry, that summons iron golems from rubble
  • Healing Springs: A new utility that heals, cures and blesses units near it. Replaces Healing Fountain in random maps
  • Healing Fountain is now a campaign/Chapter specific temple
  • Buildings will now postpone the production of workers if the building has a rally point to a mine that’s either full or will soon be full (counting units already on their way to the mine and workers already in production in another building that also has a rally point to the same mine)
  • Lair monsters now support up to 4 types of units (was 2)


Multiplayer

  • Fixed bug where the multiplayer lobby wouldn't work properly if the Editor had been used right before it
  • Changing the Game Speed and Fog of War settings in a multiplayer lobby now cancels all players’ ready buttons
  • Fixed bug where building HP stats weren’t always being updated for clients
  • Fixed client side crash caused by viewing World / Tech / Side / Hero Options at the time the host changed them
  • Fixed building psych not getting updated to all clients
  • Fixed client side crash involving the activation of spawned lairs
  • Fixed bug where the Thievery hero skill wouldn’t reduce the resources of an attacked client
  • Fixed bug where Entcall wouldn’t remove features for clients
  • The the multiplayer lobby chat no longer displays the host’s IPv4 address upon creating the lobby
  • Fixed bug where going into a multiplayer lobby with a newly created hero would have the game switch heroes to the previously used hero (if any)
  • Fixed bug where clients were sometimes able to select destroyed temples
  • Fixed Unfixed Alliance messages not being sent / received correctly in multiplayer, resulting in some duplicated messages and some not being sent at all
  • Fixed occasional crash during the loading screen when playing with Temp Heroes
  • While still in the lobby, the host now also checks for newly joined players after exiting the item stash
  • Fixed bug where Firebombs and Spores weren’t dealing damage for clients
  • Fixed bug where some hero information wasn’t synced between players, resulting in a crash-coaster when an AI hero was produced via Hero Resurrection by any host that wasn’t the original host (so if the original host left, then the game would eventually crash for all players when an AI hero was revived)
  • When a client is joining a game, their connection message box now states what data they are requesting from the host


Story

  • Added Companions screen accessible via campaign menu
  • Added Mercenaries screen accessible via campaign menu
  • Fixed bug where retinue task completion location would not be used when finishing task
  • Fixed bug where you could stock on more than 9 potions of same type
  • Fixed bug where decurser ACTs would not remove your crowns
  • Resetting chapters now also resets preferred player color
  • Some Custom Chapters have more starting crowns so the player can plan the game with the new campaign options
  • Fixed a couple of maps not available in The War of The Broken Oath campaign
  • Updated The Duernothian Cult custom chapter with factions, faction units and campaign options. Improved text in order to be optional to the player
  • Added Devin companion for The Duernothian Cult custom chapter. Added a gift from devin, an exclusive item that casts self shield, the nostalgic WBC1 shield.
  • Slightly tweaked The Plague of Revenge Custom Chapter in order to accommodate changes in the campaign menu and the plaguelords overall racial changes
  • Updated The War of The Broken Oath Custom Campaign: optional specific maps force you to play with a specific race (even when not allied with them), changed events to accommodate new faction units, added new faction buildings in specific maps. This campaign now allows you to place with any race you want, for the optional maps
  • Added more maps to The War of the Broken Oath Campaign, including former skirmish missions and scenarios that depend on time spent on the campaign. Added 2 more locations and more scenarios in there, most are time conditioning and others are only available after you finish the campaign/current path
  • Increased maximum available actions per location to 20 (was 10)
  • Updated Campaigns and Chapters, including custom ones, with the new ACT types (decursers, smiths)
  • Locations now have weather types each day based on climate and season
  • Players may now (usually) choose starting time of day before battles (Morning, Day, Noon, Night)
  • Added four more official chapters (Quinton, Ortesia, Fingers and Stoneskull)
  • Increased max locations to 200 (was 50), ambushes to 600 (was 200), actions to 1000 (was 400), maps to 600 (was 200), bonuses to 100 (was 20) - campaigns reset
  • Implemented new campaign reward “tech”
  • Fixed bug where starting companion names in custom chapters would be -1
  • Fixed bug where campaign mercenaries were not racial (including AI mercs)
  • Fixed bug where side factions set in MAP files were not taken into consideration (and would wrongly set hero factions instead)
  • MAP files may now define hero portraits, avatars and voicesets
  • Added a new Custom Campaign “Battle For Etheria”, the WBC2 campaign remake. These are some highlights:
    • Races have at least 2 Locations “owned”.
    • Factions have “capitals”;
    • Done 89 locs with description, climate, faction and race owner by default, links;
    • Done 84 Scenarios. Additional 5 are random generated;
    • Added .Act files (battle and special) and .Map files (default ones) for all locations;
    • Added Campaign Bonuses for each location and a Bonus named “Orb of Etheria”;
    • Added fortify functions and new diplomacy system;
    • Heroes start with their own faction location; Added movement restriction to adjacent locations;
    • Added conqueror conditions;
    • Added crude AI;
    • Added faction emblems on capitals;
    • Added fortifications;
    • Added Meadows and badlands tileset for some random scenarios;
    • Refined AI to prioritise attack targets (was random);
    • AI player heroes now have bonuses as well, just like the human player;
    • Added NIS trash talk;
    • Added wbc2 loc description;
    • Added unique campaign Items.
    • Added nis interaction, standard thematic alliances, random thematic events and various victory conditions for most capital factions.
    • Added thematic ambushes.
    • Added Custom companions, named after remarkable discord villagers and accessible via NIS interaction.
    • Fixed Ai hero avatars, race, faction, voice and portrait.
    • Implemented exclusive Undead, Ssrathi and Daemon heroes. Implemented exclusive researches.
    • Placed secret items and created secret places in most scenarios
  • Campaign bonuses are now sorted alphabetically
  • Retinue now has a 20%-combat chance to get kidnapped or wounded during retinue tasks. Kidnapping makes the retinue unit unavailable and can only be rescued by the hero winning a pitched battle in that location
  • There is now a 10% chance of getting wounded AFTER completing a retinue task (was 50%)
  • Fixed occasionally crash going into Tech Options and Hero Options from the campaign’s options menu
  • Reduced campaign research costs to base 50 crowns (was 100 crowns)
  • Campaign research time is now calculated with the formula +(heroint/tierlevel)% per day (was +(heroint/2)% per day). Minimum is still +1%
  • All campaigns and chapters start with your hero’s faction tech level 3 (was 1). This can be overwritten in custom campaigns and custom chapters by user
  • Improve Relations retinue task now has a 75% chance of going well (was 50%)
  • Fixed bug where you could access campaign research while you had no allies
  • Implemented scouting feature for campaign battles, allowing you to view the details of the battle before entering it
  • Battle details now also show diplomatic consequences for winning the battle before entering it
  • Fixed crash caused by mercenary bands “The Khazrim”, “Golems for Hire”, “The Sandrunners”, “Dinoriders”, “The Sandrunners” (yes, there are two bands with the same name)
  • Find decurser retinue task now has a 50% chance of finding the shaman (was 33%), 25% of activating the location’s decursing act (if any) (was 33%) and 25% of failing (was 33%)
  • Find mercenaries retinue task now has a 50% chance of triggering a random mercenary act (and 50% of the location mercenary act if any)
  • Find merchant retinue task now has a 50% chance of triggering a random merchant act (and 50% of the location merchant act if any)
  • Find teacher retinue task now has a 50% chance of triggering a random teacher act (and 50% of the location teacher act if any)
  • Teacher acts now give +20 xp for each intel per point bought (was +10 for each 2 intel)
  • All retinue tasks that trigger/don’t trigger an actual location act now have more descriptive text saying so
  • Implemented ambush types “enterborder” and “leaveborder”
  • Fixed bug where buying more xp than 32k would display negative values
  • All Chapters, Custom Chapters and Custom Campaigns updated with extra time between locations to accommodate the new research keep system
  • Fixed bug where a curse breaker found via the retinue tasks wouldn’t always correctly de-curse (or curse) your items
  • There is now a 20% chance to find a permanent curse breaker when doing a “Search for curse breaker” retinue task
  • Most chapters and campaigns use relativeAI which adjusts with campaign difficulty
  • Added research reminder popup for new players
  • Fixed difficulty reminder popup for new players not showing last line of text
  • Companions are now affected by permadeath if selected in the game options
  • Companions now only get half xp if their race is not the same as the heroes’
  • Companions from retinue task now start with 5-100 xp (was 10-350 xp)
  • Implemented faction diplomacy checks
  • Find crowns retinue task now awards a lot less crowns
  • Each campaign/chapter now has a faction-based starting diplomacy
  • Chapter 1: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 1: No titans is now enabled on all scenarios
  • Chapter 1: Setroth’s death no longer triggers defeat
  • Chapter 1: Slightly edited existing dialogue
  • Chapter 1: Added mercs in The Tunnel
  • Chapter 1: Reduced ambush chance in Ehlariel
  • Chapter 2: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 2: Esgaleth becomes allied only with the Selentian faction (was all empire factions)
  • Chapter 2: Added 1 new scenario
  • Chapter 2: Enlarged Sundered Isle scenario and modified its victory/defeat conditions
  • Chapter 3: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 3: First mission reward now also gives +500 Orcs of Kor tech (to allow summoning titan in next mission)
  • Chapter 3: Added text objective for entering Lysea mission as a reminder of the victory condition
  • Chapter 4: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 4: First mission now uses auto-generated scripts so that the tides flow forever (was limited to 4 times) and slightly enlarged minotaur’s building space
  • Chapter 4: Yaoc mission, removed some towers and lowered AI difficulty. Also added a hint on using Pterodactyls and increased timer to 25 minutes (was 20)
  • Chapter 4: Sobek becomes allied only with the Khaz-Tor faction (was all dark dwarf factions)
  • Chapter 5: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 5: You can now recruit retinue in Solhaven and Ehlariel
  • Chapter 5: Anagain becomes allied only with the Theiran faction (was all knight factions)
  • Chapter 5: Defending Siria 3 mission, fixed bug where Sir Melvin was passive
  • Chapter 5: Zhur mission, added secondary paths to each base and made Setroth’s xp be imported from Chapter 1
  • Chapter 5: Slightly edited existing dialogue
  • Chapter 6: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 6: The Master Runelord is now from Duernoth, casting appropriate spells
  • Chapter 6: Adjusted dialogue to be more player-friendly
  • Chapter 7: Added a new location and an extra ambush when entering Doomwood
  • Chapter 7: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 8: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 8: Skullguard Keep mission is no longer tech restricted
  • Chapter 8: Skullguard Keep mission, Khadrun’s corpse gets removed as ordered
  • Chapter 9: Reworked some scenarios to adapt to difficulty and use the newer implementations
  • Chapter 9: Deserted Lands mission, updated the map and dialogue to give more hints about what is happening story-wise
  • Chapter 9: Khaz-Tor mission, fixed missing river tile
  • All Chapters: Duskshroud may now be resurrected and his death no longer triggers defeat
  • Heroes and retinue now get a Level Up popup whenever they gain the required XP on the world map (and heroes can level up from the hero info panel)
  • AI heroes now have a set level in all chapter scenarios (was relative to player’s level)
  • Fixed bug when sometimes an unvisited location on the world map would get revealed for no reason
  • Perks help popups now contain flavour text
  • All hero level up popups now have unitary fonts and can be accessed when hovering over grayed out buttons as well
  • Doomwood ambush events now have different results based on your hero’s alignment (and unlocked vanilla barbarian event that was never used)
  • Custom campaigns and chapters may now have custom mercenaries. Updated default mercenaries to better fit The Protectors Campaign timeline
  • Added an updated WBC3 mercenary roster for the WBC3 campaign & CW Magee’s campaign
  • Added new mercenaries for the WBC1 campaign, the Tears of Dawn, which reflects the lore of the Isle of Dawn
  • Added no research campaign option
  • Campaign maps now load scenario side data as defaults (and overwrites them with .map data only if provided). This allows campaign map makers to control more directly from the editor
  • Troll Ambush: Removed some of the trolls to reduce difficulty and added hidden treasures
  • Ghoulbone hero now has a more suitable avatar
  • Spell checked some of the chapters (thanks to Tim)
  • Fixed bug where unfixed campaign AI hero levels would always be lower than yours as in easy difficulty (instead of the same as yours on normal difficulty and higher than yours on hard difficulty)
  • Dev heroes may no longer appear in campaigns (even on sides of Demigod AI)
  • Mercenary bands will now be at least 2 in number (the game will choose totally random ones if defined ones cannot be found)
  • Successfully researching a tech level now also awards +100 xp


Quests

  • Added 2 new quests to the Shrine
  • Fixed random interaction events causing crashes
  • Fixed bug where Heroes would always try and get to the top center point of a quest site to interact with it
  • Fixed bug where Mausoleums would always be owned by the neutral side, even if set to a different side in the Editor
  • Fixed bug where Setroth-giving quests would generate with Setroth already in the game
  • The Shifty Tradesman: Reworked text to clarify that it is about the Merchant building
  • Lord of Air, Earth, Water, Fire now correctly have random NIS continuations
  • Fixed crash on destroying a quest site that would spawn “random” units (such as a Pyramid housing the Freebooters quest)
  • Updating many quests to accommodate the unit and resource changes this version
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