Patch 1.801 fix (30 April 2018)
- Resolved an issue where the launcher would crash when downloading a lot of mods at the same time.
Patch 1.801 (29 March 2018)
Tactical Combat
- Fixed an issue with the Oyster Reef Tactical Map where units were not positioned correctly on their hex due to them being placed too high relative to the water plane.
Balance
- Fixed necromantic circles spawning too close to other spawners, causing roaming unit hotspots.
Stability
- Fixed a rare crash that crashed the game when selling items.
- Fixed a crash that occured when opening a diplomatic proposal which included a structure - e.g. a fortress - that has been razed. The offer is now automatically declined and the razed structure is removed from the proposal.
- Fixed a rare crash in campaign when finishing a map with an active quest which had concealed units.
- Oyster reefs no longer appear in lava lakes in the underground.
Exploits
- When selecting 'Give me a different hero' on a 'Hero Join' event it was possible to kill the declined hero to gain XP and Items. This has been fixed by despawning the hero when requesting a new hero.
UI
- Added support for cursor scaling on all resolutions. Should help people see the cursor when playing on high resolutions.
Modding
- Added a workaround to allow people with high end PCs to run heavy mods.
Especially mods that increase the number of figures - characters - on screen, such as the 'Regiments' mods.
- Create a text file called 'Game.cfg' in the user 'Config/' folder of the game's user directory. E.g. '/Documents/My Games/AoW3/Config/Game.cfg' on Windows.
- Using a text editor - e.g. notepad - add a line saying 'SHADER_SIZE=2'. This doubles the render call limit.
- Please note that this is a workaround and not an officially supported feature. I.e. the game could become unstable and the workaround might still not resolve issues with many figures on screen.
Patch 1.800 PBEMPATCH (11 May 2017)
- Fix for mod incompatibility in the Play by Email multiplayer mode, across game version.
Patch 1.800 (02 May 2017)
New Features
- Added new Build a Water Fortress ability. This enables embarked Builder Units to create Fortresses on water and claim water structures more easily.
- Added new Oyster Reef structure. Oyster Reef generate gold and population within your domain.
Tactical Combat
- Fixed 2 issues where units could sometimes shoot through walls and other obstacles without a line of sight penalty. So your dudes and dudettes are safe behind their walls now.
- Fixed an issue where entering combat would wipe extra move points gained from Death March. Allowing you to use Victory Rush to the fullest.
- Mind controlled/ghouled units now always have 0 move points on the world map after battle. This is intended as nerf strategies based on unit acquisition in combat.
- Mind controlled units can no longer retreat from battle. No more cheap summon stealing, sorry.
- Chaos Rift, Great Immolation and Great Stoning now warn the AI that it needs to abandon siege defense during tactical combat. Charge!!!
Balance
- If a summoned unit evolves, then the summoning spell will be cancelled, and the unit will become a normal unit with a higher mana upkeep. The mana cost is based on the typical cost to summon a unit of the unit's new tier.
- Fixed a bug in the random map generator when generating a map with teams enabled. Teams would always be generated counter-clockwise around the map, making it possible to predict the location of other teams.
Stability
- Fixed a crash when clicking the 'center' button in the 'structure captured' popup after the structure was razed.
- Fixed a crash that would sometimes occur when releasing a city or a dwelling as a vassal.
- Fixed a bug where items being couriered would remain stuck in the hero inventory when an AI hero joins by surrendering.
- Fixed a bug where AI attacked vassal city of friendly player.
- Fixed a bug where unit buffs/debuffs from global spells would sometimes vanish without any reason
- Human Crusader now has the right impact sound.
Multiplayer and PBEM
- Fixed PBEM exploits that allowed a bodged turn to be replayed through save game manipulation.
- Fixed hang in PBEM when one human player remained. Now you can end the remaining AIs rightly.
- Fixed PBEM notifaction issue for other players turn.
- Fixed PBEM issue where player was not properly notified of defeat. This prevents a dead state that has you staring at clouds.
- Fixed PBEM issue when swapping slots in setup. So the host can now safely take slot 2.
- Fixed PBEM issue when PBEM settings where changed before the session was launched. This could prevent a game from being launched, etc.
Modding and Tools
- Fixed a crash when starting a map for which the first map layer was removed in the Level Editor.
- Added mod support for charging mana to build structures and roads on the world map
Graphics and Glitches
- Fixed popups being removed when they shouldn't be. Should help when reading damage popups for spells in combat.
- Changed the ‘Reaper Scythe’ AoW Item Visualization link from a spear to the ‘Necro_Scythe’ model.
- Fixed the Imperial Hand Cannon visualization in Tactical combat.
- Assassin's Stiletto of Silent Murder now has correct weapon displayed.
Text and Localization
- Removed the obsolete 'Vanquish Evil Player' and 'Vanquish Good Player' entries in the Tome of Wonders under alignment modifiers.
- Linked text to fix empty table entries in the ToW under relation modifiers.
- Fixed an incomplete description for the goblin military level 5 race governance skill. It now also states that the relevant unit types get +5 hitpoint.
- Fixed an issue where terrain penalties would still be listed, even through they were disabled by the Bolster spell.
Patch 1.705 (01 November 2016)
Hello All!
- After Age of Wonders III clocking 10s of millions of hours of gameplay, and getting the feedback to go with it, we are happy to officially realase the official V1.705 "CAESAR" patch! This marks a new level of refinement for the game, especially for the master Age of Wonders 3 strategists, multiplayer gamers and modders. The variety of balance and bug fixes should benefit everyone.
Multiplayer and PBEM
- Fixed an issue in multiplayer with the Production Resource Pickup. Which allowed a player to select both city upgrades if the game was continued from a save game.
- Fixed an PBEM Ironman exploit where replacing delete/replacing save games, would in some cases not trigger an Ironman Notification.
- Increased the PBEM save game size limit.
- Fixed ironman exploit where a player could exit TC without triggering an ironman notification
- Fixed an issue where it was possible to reload a multiplayer game with different seal settings than it was created with
- Fixed an issue with PBEM Ironmode warnings.
Balance
- When a unit has been resurrected during tactical combat, it will no longer give XP or casting points (via Essence Harvest) for the rest of that battle.
- Leaders affected by swallowed whole can now be rescued by killing the swallowing unit
- The Magical Structures Skill no longer gives the - unintended - Arcane Study bonus.
- Frostling Scoundrels now have Projectile Resistance on Bronze, like the other Scoundrels.
- Nymphs should no longer show up in rewards from Spring of Life locations.
- One of the classes had a double frost protection hero upgrade, which was removed.
Stability
- Fixed a couple of rare crash when loading a save game.
- Fixed various crashes caused by removing mods which add new banner colours and icons
- Fixed crash when city was being razed while at the same time a player had a 'Independent Can Discuss: ...' event
- Fixed crash when clicking on empty specialization icon in diplomacy interface
Random Maps
- Fixed a bug in RMG (online multiplayer) games where players would sometimes not start on the map layer that they had selected in the leader customization menu.
- Fixed a bug in RMG where choosing 'Random' advanced setting for 'Resource Sites' (as well as other options with 'Random') would be a random value per player instead of the same random value for all players. Which meant that some players could start without any resource sites, while others start with many resource sites.
- Choosing 'None' roads in RMG does not remove bridges from lava hexes anymore, because it made the map too hard to taverse.
Modding and Tools
- Added a new unit property that can be used to change the strength of resistance checks. See: AoW Unit Property: Resist Strength Modifier.
- Modders can now add a requisite to units who stolen from other players using mind control. The requisite is applied to the unit when battle ends.
- Added support for additional workshop tags to PackageManager
- Modding: All of the 'AoW City Operation' now correctly check their required properties
- Map Editor now streams content cutting memory use considerably.
- Mod Editor now only loads low-resolution textures, cutting memory use considerably.
- Fixed rare bug in PackageManager where it would not correct detect previously publish workshop item.
- Fixed an issue that prevented modders from editing XP pickups without causing instability
- Fixed a crash caused by modders adding starting properties to city cores
Graphics and Glitches
- Fixed a geometry gap in the city walls of arctic city battles.
- Fixed a graphics glitch for one of the human male hairdos.
- Linked the correct bird for the Halfling Eagle Rider.
- Fixed the dragon animation so they correctly spawn particles when using the fire spit ability.
Text and Localization
- Fixed a typo in the English Warp Domain description.
- Updated to Poison Domain description to include which units are not valid targets for the spell's effect.
- Updated the Ancient Ruins description to correctly indicate the reward for clearing this structure.
- The Polearm ability description now - correctly - states it give a +4 damage bonus. It used to say +5 which was incorrect.
- Fixed French typo in Cannon description
- Fixed German Dark Pact Ability & Spell description
- Fixed and clarified English loading screen text
- Removed duplicate entries from the tome of wonders for the Fire Cannon and Movement Upgrade abilities.
Miscellaneous
- AI no longer tries to dispel meditate, so it has casting points and mana left for more usefull things.
- Tweaked Audio settings for sound effects reported to be too loud
- Fixed an issue that caused the camera to zoom in during combat while the user was moving the camera, was supposed to be when the user WASN'T moving the camera
- Fixed an issue where skills given by libraries didn't trigger the All Knowing empire quest. Library rewards will still not trigger the Sage empire quest.
- Fixed an issue where Users could glitch the leader editor by selecting creation master, then changing to necromancer and back again.
- Fixed issue where master specialization would not be correctly removed when removing adapt
- Fixed an interface issues where properties would display 'Unknown Property Source!' when it could not find the source of the property. Instead of displaying the property's screen name.
- Fixed an issue on certain Linux distributions where the checkboxes were not visible in the User Content tab of the Launcher.
- Resolved an exploit in Diplomatic AI.
Patch 1.704 (29 October 2015)
- Fixed a graphics issue with the Archon Caster unit by removing one of the two heads.
- AIs forming an alliance against a player can no longer go from alliance to war with that player in a single turn.
- Fixed a crash caused by having a city that had no size set in the level editor.
- Fixed an issue where Nymphs would still be given as rewards from Springs Of Life.
- Fixed an issue where modding in new terrain would cause a crash in the RMG.
- Fixed an issue in the modding tools when editing a newly added resoucre that was in the same slot as a new resource from a linked mod or patch.
- The warlord hero no longer gets a second frost protection upgrade at level 7.
Patch 1.703 (10 October 2015)
- Fixed some options in the launcher where polish and french translations were swapped
- Hasty Plunder now takes 2 turns to destroy a city, not 1
- Quick Dash now heals 15hp (was 10)
- Arch Druids now get Nourishing Meal at level 3 (was Healing at level 3)
- Arch Druid now gets Healing at level 9 (was 3)
- Archdruid now gets Befriend Animal at level 3 (was 5), cost is 3 points (was 2)
- Arch Druids now get Spirit Of The Land and Natural Immunity at level 1 (was 5)
- Arch Druids now get Nature's Resistance for 3 points (was 4)
- Theocrat's Healing Aura now costs 3 points (was 4)
- Theocrats now get Bestow Iron Heart at level 1 (was Healing)
- Theocrat now gets Healing at level 7 (was 1)
- Theocrats now get Chaplain at level 1 (was 3) cost is 3 points (was 4)
- Theocrats now get Convert at level 7 (was 5)
- Theocrats no longer have Control Undead at level 7
- Heal Undead is now strength 25 (was 20) and once per battle (was 2 turn cooldown)
- Necromancers now get Reanimate Lesser Undead for 4 points (was 7)
- Necromancers now get Reanimate Greater Undead for 6 points (was 10) at level 7 (was 11)
- Necromancers now get Control Undead at level 5 (was 3)
- Dreadnaughts now get Guardian Flame at level 3 instead of Bestow Iron Heart at level 3
- Dreadnoughts now get Bomb Squad for 5 points (was 10)
- Dreadnought Heroes now get "Emergency Repair" instead of repair machine, a once per battle heal that fixes 25 damage.
- Engineers now get "Emergency Repair" instead of repair machine at gold medal, a once per battle heal that fixes 25 damage.
- Nymphs will no longer be given as rewards for clearing the Spring Of Life, Creation Node or Great Farm
- Added the Dire Monkey to Summon Wild Animal and Call Beast Horde
- Added the Dire Monkey as a defender/reward for Great Farms
- Rogue heroes now start with +2 defense (was +1)
- The Rogue hero's +1 physical damage bonus for ranged attacks, now gives +1 on another channel for non-physical attacks
- Rogue Blowpipe now shoots Acid Darts as well as Normal Darts
- Acid Darts is now 3 blight, 4 fire (was 4/3)
- Rogues now get Inflict Crippling wounds at level 1 (was 9) for 3 points (was 5)
- Rogues now get Charm at level 5 (was 9)
- Rogues now get Shadow Step at level 9, 5 points
- Rogues now get Invisibility at level 7 for 4 points (this only affects the hero, not their stack)
- Harmonizing Energy now heals everything (previously didn't affect machines or undead)
- Invigorate now has a 2 turn cooldown
- Were Bear ability now requires 3 action points to be used, but leaves the user with one action point afterwards (like Phase)
- War Cry now lets units do more damage to obstacles as well as units
- Fixed an issue with birds disappearing in deep water
- Settlers now cost 250g (was 200)
- Unit abilities that do no damage now only grant XP to their user once per battle
- Reduced number of times tier 2,3 and 4 units can be attacked and still grant XP (XP for kills is unaffected by this)
- Nightwish is now Tier 4 (was 5) 400 knowledge (was 700), casting cost is 60 (was 100), maintain cost is 5 (was 20)
- Reassemble is now Tier 4 (was 3), 450 knowledge (was 180), Hero Upgrade is available from level 7 (was 5)
- Heptatopia now counts Towns, not cities of any size
- Fixed a bug that meant sometimes the Empire Quest system wouldn't recognize that you had a metropolis
- Bards now have 41 hp (was 46), recieve Inspiring Aura on Gold Medal (was High Morale)
- Charm is now Short Range (was touch)
- Victory Rush now heals 10hp after battle (was 12)
- Freezing Touch, Frost Aura, Inflict Frozen Paralysis, Inflict Frostbite and Inflict Chilling now affect machines and boats
- The modding tools now create a backup of an ACP file before saving it to help prevent data loss. The backup will have the extension .~acp
Patch 1.700 (18 September.2015)
- As well as a number of bug fixes and balance tweaks, the update makes modding tools available to our users so they can start shaping the game into what they want it to be! There are already many interesting the Age of Wonders users to check out.
Modding tools allow users to:
- Modify existing units, as well as create entirely new ones with new art.
- Change spells, skills, specializations .
- Create new recruitable heroes
- Create entire new races and classes
- Change the overal gameplay rules
- Use Mods in combination with new Campaigns and Multiplayer.
- Create entire new worlds, basically create a new game.
Bug fixes:
- Fixed a bug that prevented roaming independent monsters from attacking undefended cities.
- Fixed a bug in the Random Map Generator where the setting ‘Random Map Type’ would sometimes generate incorrect maps.
- Fixed a rare crash caused by independent heroes casting spells during city battles.
- Draconian Monster Hunter now has the correct damage upgrades when levelling up.
Mounts of Unlife now also displays Inflict Noxious Vulnerability in the unit panel.
- Fixed Falling Clouds not affecting unit vision range.
- Fixed issue where cosmic happenings fired by the Box of Cataclysms would sometimes not apply to all players.
- Penguins are even more dire now.
- Vampire Spider no longer is dedicated to evil.
- Load time optimization for low specs machines.
- Fixed a rare issue where the AI would hang in tactical combat when trying to retreat heroes.
- Fixed a crash when a cosmic happening ended.
- 'Flaming Mace of Yakka’ is now called ‘Flaming Mace of Yaka’.
- Fixed an issue where a player would lose the game when their throne city was a Reef - - Dwelling far from land, and their leader returned from the void.
- Added failsafe code that detects a rare issue when a player loses both their leader and throne city without losing the game.
- Added PBEM Version Upgrade confirmation dialog. This is intended warn people of possible version conflicts in PBEM. E.g. if some people in a PBEM session forgot to switch out of a beta build before playing.
- Fixed an issue where an incorrect error message would be displayed for the spell currently being cast in the spell book.
- Fixed a translation issue that caused some Polish text to be displayed in the French version and vice versa.
- Fixed a bug where clicking ‘Yes’ on the duplicate color dialog during leader customization could cause the starting layer to be different from what the player had selected.
- Burial Ground now costs 100 gold (was 100 gold, 50 mana)
- Basilica now costs 100 gold, 50 mana (was 200 gold, 50 mana)
- Dwarf Economic 1 now gives cities with Stone Walls +10 production for Necromancer Players
- Corpus Furia now does 15 blight damage (was 10 physical)
- Domain of XXX spells will no longer appear in the spell book for Necromancers
- Essence Harvest no longer gives casting points for killing Ghouls
- Necromancer players will now almost always be offered a necromancer hero in the first round.
- Whispers Of The Dead now costs 15 mana per turn (was 10) and gives a small amount of knowledge for each unit the player kills in combat and each unit that dies in battles that the spell detects
- Phantasm Warriors now have resistance 8 (was 9)
- Fixed an issue where units with multiple copies of the same ability would sometimes be able to bypass the ability’s cooldown.
- Fixed high elf race governance upgrades having the wrong names
- When a debuff stacks on a target, the timers on other copies of the debuff will now be reset so all copies share the same timer.
- Necromancer players can no longer select the Creation specializations (almost none of the skills in the sphere were of any use to them)
- Fire Wyvern now has 52hp (was 44), does 7 fire damage (was 6)
- Frost Wyvern now has 52hp (was 44), does 7 frost damage (was 6)
- Bone Wyvern now has 52hp (was 44), does 7 blight damage (was 6)
- Gold Wyvern now has 54hp (was 46), does 7 spirit damage (was 6)
- Obsidian Wyvern now has 48hp (was 40), does 10 physical/3 blight damage (was 11 physical), has Inflict Weakened on gold (was Inflict Exhausting Fatigue)
- Fixed City Quake to have proper happiness and relation damage.
- Fixed an issue in the launcher that prevented some Mac users from accessing user content.
- Increased the maximum number of PBEM games from 5 to 10.
- Necro Frostling Prophet Economic Racial Governance now correctly gives 10 gold and mana instead of 5.
- Stables of Vigor bonuses cannot be applied on undead units anymore, nor can the upgrade be built in undead cities.
- Fixed Cragmire in the Caldera Games map so that you now can declare war on the city and its Dragon.
- Fixed root spears not reducing move points of units that didn’t have full move points
- Fixed an issue where units with Pass Wall and Floating could move through enemy units when those units were stood in open gates or on walls.
- Poison bolts, bane fire, and spirit rays are now available in the item forge
- Fixed an issue where using scripts to trigger a spell on a city would cause a crash
- AI no longer surrenders when it’s near a seal and beacon victory
- Savage Rage and Lion’s Courage can now enable the physical damage channel.
- Power Ritual can now enable both the physical and blight damage channels.
- Victory Rush now heals 12hp (was 6)
- Orc Priest now has Bane Fire (was Black Bolts) and Break Control
- Orc Razerbow now has War Cry
- Orc Apprentice now has Fairy Fire
- Orc Shaman now has Bane Fire (was Black Bolts) and War Cry
- Node Serpent now has 75hp (was 65)
- Fixed an issue that prevented players from saving mid turn in PBEM games
- Fixed a bug that meant certain units (like dire penguins) would ignore terrain penalties
- Fixed a bug that meant race happiness wasn’t always being applied to units (e.g. when the game started, or when the unit changes sides)
- Fixed some issues that allowed players to detect units who were concealed or behind the fog of war using builders/settlers
- Fixed an issue where losing mind control over a unit who was mind controlling a third unit wouldn’t cancel the control over the third unit
- Goblin Economic 5 now gives +1 production per swamp hex instead of +3 happiness
- Fixed an issue where clicking on an enemy stack which had concealed units meant the unit select buttons malfunctioned
Patch 1.602
- Fixed issue where tutorial could not be started when starting the campaign from the Let's go!' button (only visible to new players)
- Fixed issue where debriefing of the first elven court campaign map was skipped
- Fixed issue where PBEM games could become to large * Fixed issue allies not seeing combat results
- Rite Of Malediction will no longer rotate affected units to face the spell’s caster
- Goblin Swarm Darters now have Cave Concealment
- Dwarf Economic 1 now grants 75 happiness to city with stone walls (was +4 gold per hex tunneled through)
Patch 1.6 (build 1.565)
http://ageofwonders.com/age-of-wonders-v1-6-launches-includes-new-tutorial/
Bonus content additions for 05.20.2015:
- We've added 5 songs from the Golden Realms DLC and 5 songs from the Eternal Lords expansion to the Deluxe Edition soundtrack.
Track listing:
- Eternal Lords 1. Eternal Lords
- Eternal Lords 2. Coldest Plains
- Eternal Lords 3. Bound by the Grave
- Eternal Lords 4. The Blessed Sands
- Eternal Lords 5. The Frozen Summit
- Golden Realms 1. Golden Realms
- Golden Realms 2. Curse of the Exiled
- Golden Realms 3. March of the Halflings
- Golden Realms 4. Seals of Power
- Golden Realms 5. Crimson Cacophony
Patch 1.555
New (Minor) Features
- Added new Seek Inspiration spell that’s unlocked from the start of the new game (you will need to restart your games to get it). Casting the spell resets the research skill book, allowing you to pick different things.
- Inflict XXX abilities and abilities that debuff melee attackers (Static Shield, Fearsome, etc) now display the strength of the resistance check used to check if the debuff will be applied on the unit panel and in the tome of wonders.
- Most spells now list the resistance strength used to apply debuffs.
Fixes
- Wild Magic Master starting skill now correctly states that it grants 10 casting points per Heart, not 5.
- Fixed an issue where the AI would cast Desecration in battles against large numbers of undead units, inadvertently buffing the enemy more than it was buffing itself.
- Fixed a crash caused by clicking on an icon for a spell affecting a city, after the city had been absorbed as a vassal
- If a non- necromancer surrenders to a necromancer, their throne city will now be occupied after it’s transferred, to the stop the necromancer player having a living city (the same already happens if necromancer players surrender to non- necros)
- If a city has negative population growth, then that negative value will no longer be shrunk due to the city having its growth constrained
- Interfaces will no longer list information on what types of terrain units like if the unit is undead.
- Fixed an issue that meant independent AI would allow you to sometimes repeatedly target the same unit without responding
- Fixed an issue where the AI would get stuck forever in siege battles because a unit was stood next to an enemy with first strike, and couldn’t act without dying
- Fixed the tactical AI not using cannons to destroy walls in siege battles
- Fixed Invoke Death not granting experience for killing targets
- Fixed an issue where teleporting into a gate would stop it from opening
- Fixed a missing error message when a player tried to use phase or a similar ability with an embarked unit on a boat
- Fixed Human Cavalry getting extra medals when produced from cities after getting race upgrade that grants them the Fast Learner ability
- Elven Court map 3: Nomlik now has Rot to counter the machines (you have to start from map 2 in order to get it).
- Fixed a crash caused by necromancer players taking over rebelling cities from other players
- Fixed a crash caused by accepting certain quests in the campaign when loading from a save that was created before the latest patch was released
- Forge Blast will no longer apply it’s happiness and race happiness penalties twice per cast
- Cities running the Install Throne operation now produce income
- Fixed crash when capturing city with scorched earth active
- Fixed an issue in the tactical AI where it would sometimes be reckless with cavalry when it wasn’t supposed to be
- Fixed an issue where resurrected heroes wouldn’t become archliches if Harbingers Of Death was researched
- Spiritual Freedom and Embrace Darkness will no longer appear as rewards in Lost Libraries
- Domain of the Sun now overrides Goblin Economic race governance 3 as it should.
- Fixed various issues that caused combat replays to break
- The All Knowing empire quest will now only give a good aligned specialization to a player if they already have a good aligned one, and don’t have shadowborn. Similar rules added for Neutral and Evil specializations.
- Altar Of Bound souls will now work with undead units
- Added a new message to the interface to explain when an ability doesn’t cost action points to be used
- Undying Army, Desecration, Dark Gift and Gift Of Nekron can no longer be stacked with themselves in combat (e.g. You can no longer cast Desecration 3 times for a +9 resistance bonus)
- Fixed an issue where the AI would wait for the player to approach when it was the attacker instead of the defender.
- Fishing now works correctly.
- If your leader falls in battle, and is then resurrected, you will now be able to cast spells with them again in that battle
- The “let me know when you are ready to talk” option is disabled for indy cities with disabled interactions.
- AI will no longer surender when it lost a big battle it was the attacker in
- Fixed issue where button would say ‘start’ when it it should say ‘next’
- Fixed issue where AI would take over cities which it was not allowed to (campaign only fix)
- Fixed issue with race happiness modifier descriptions from spells
- Hotseat top bar does not show leader names anymore, always lists it as ‘unknown’
- Fixed scaling of icon for Units Offer to Join event
- Fixed issue where move order event would not go away when the army had changed owner (campaign only fix)
- Regenerate is now listed as “Regenerate” in tooltips, instead of +1000 hp regeneration.
- AI will no longer be attacked by indies when building beacons.
- AI will no longer declare war on players the moment they queue up their first beacon.
- Path Of Life will now function correctly
- Mind Controlling a unit who’s using Absorb Pain (or Pledge Of Protection) will now cancel the Absorb Pain relationship.
- Human Economic 4 now properly gives 15 production, like the description says (it was giving 10)
- Loading a save where a unit is stood on a reflecting pool will no longer glitch
- Fixed an issue that prevented leaders getting skills from Lost Libraries while their hero was in the void
- Folk Hero now properly gives a discount to city diplomacy costs
- Suppress Nature will no longer be a starting spell
- The AI will no longer use spells that damage cities while defending it’s own cities
- Creating a cadavers from dead ghouls will no longer give you ghouled cadavers
- Fixed players being able to disband units from the Entering Battle screen
- Fixed an issue where the tactical AI would never use any of the reanimate undead abilities
- Fixed Cosmic Happening Crimson Star description & wrong polish string.
- Multiple small translation fixes
Balance Tweaks
- Black Lightning is now much more likely to apply Broken Spirit (strength is now 16, instead of 11)
- Tigran Exalted now costs 160 gold like the other Exalted (was 170 gold)
- Fixed Tigran Evangelist getting the wrong damage upgrades as it leveled up
- Frostling Death Bringer now costs 150 gold, like other Death Bringers (was 160 gold)
- Goblin Reanimator now has an extra +2 blight damage on melee attacks as well as on its ranged attacks
- Bone Collector now has melee strength 15 (was 14), Killing Momentum (so you can kill something and then eat it in the same turn), Demolisher x 2 (double bonus vs machines and walls) and Reinforced instead of Projectile Resistance.
- Dark Gift now gives +2 physical damage to ranged attacks that already do physical damage as well as melee attacks (was +2 physical damage to melee attacks only)
- Draconian Elders can now use Dragon Ancestry on themselves
- Orc Shock Trooper now gets War Cry on Bronze Medal (was Armor Piercing)
- Orc Priest now gets Blight Protection on Silver instead of Frost Protection
- Fairy Charm upgrade in the Sylvan Court now costs 80 gold (was 160)
- Fangir’s Stone Ward in Giant Dwellings now gives +4 defense, +2 resistance to all units, but doesn’t reduce their move points (was +5 defense, +3 resistance, - 16 move points)
- Tigran Shamans and Mystics are now Immune To Mind Control after they’ve transformed
- Cause Fear is now on a 2 turn cooldown (was once per battle)
- Immolating Touch is now on a 1 turn cooldown (was once per battle)
- Inflict Ghoul Curse will no longer affect dragons
- Well Of Souls and Lich Aura will now affect creatures Of Magical Origin (but not incorporeal ones)
- Embrace Darkness, Spiritual Freedom and Scales Of Fortune now affect Machines and Boats
- Frostling Harpooner now no longer has Fishing as a bronze medal upgrade (he has it by default).
- Heart structures no longer buff your ally’s units as well as your own
- Effigy of the Lich king now grants Necromantic Aura
- Tiger’s Eye Ring now grants Invigorate and Mark Blood Sacrifice, instead of Slip Away.
- Frost Queen’s Crown now also grants 200% frost resistance
- Boars now have 44hp (was 40) and Fast Healing
- Wargs now have Wetlands Walking and First Strike
- Blight Tusk Boar now have Wetlands Walking
- Felhorse now has 8 physical attack, 2 fire attack (was 8 physical only)
- Tigran Prowler is now tier 2 (was 1) has 52 hit points (was 48), cost is 80 gold (was 60).
- Tigran Military 1 now reduces prowler cost by 20 gold (was 15)
- Tigran Apprentice now costs 95 gold and 20 mana (was 105 gold and 25 mana)
- Tigran Economic 1 and Human Economic 1 now both give a 25% discount to settlers (was 15 and 20% respectively)
- Revive Instinct no longer works on the undead
- Spiritual Freedom, Scales Of Fortune and Embrace Darkness now remove Dedicated to XXX abilities from creatures in dwellings, and replace them with new ones.
- Necromancers now get a 35% fixed bonus to race governance XP
- Frostling Raider now has 9 Defense instead of 10.
- Frostling White Witch now has Inflict Frostbite on Silver Medal and Freezing Touch instead of Infict Freezing on Gold Medal.
- Human Civic Guard now has Fast Embark and Volunteer.
- High Elf Swordsman now has 9 defense instead of 8 (with Armor, this results in 11 defense instead of 10), First Strike on Gold Medal and Inflict Bleeding Wounds is now on Bronze instead of Gold.
- Draconian Bard now has 7 base physical melee damage like the other Bards.
- Deathbringers are now Armored, their defense remains unchanged
- Frostling Monster Hunter now has base 12 DEF like the other Monster Hunters.
Improved the buffs granted by the Meditate ability
- Tigran Economic 5 now gives 20 production instead of 10 knowledge for each laboratory
- Draconian Economic 5 now gives 200 city happiness, not 100
- High Elf Economic 3 now gives 7 extra knowledge to Laboratories and Observatories
- High Elf Economic 4 now gives 8 mana per mana node
- Archangels are no longer ghoulable (Fallen Angels and Chthonic are)
- Spiritual Freedom is now tier 2, 140 knowledge same as the equivalent Grey Guard and Shadowbord spells (was tier 4, 400 knowledge)
- Sorcerer’s Conflux now generates +5 mana/turn.
- Fixed recruit cost of some Rogue class units
- Fixed recruit cost of some Warlord units
- Fixed recruit cost of Halfling, Tigran & Frostling class units (to match title races)
- Rogue Plague of Brigands tweaked chance to summon Scoundrel, and Warg instead of Assassins (summon strength isn’t changed)
- Rogue Plague of Brigands added missing Halfling, Tigran & Frostling rogue units to summon set (if requierd DLC is present)
- Sun Spear is now short range (was medium), does 4 fire/4 physical damage (was 7/7), has no ranged falloff, cooldown 2 turns (was 1 turn)
- Sun Spear is now a free action, and can be used without spending any action points.
- Sun Guard now has 48hp (was 45) and resistance 8 (was 7). Cost is now 60g (was 55).
- Phantasm Warrior now has resistance 9 (was 8)
- Chaos Rift will no longer summon Wisps or Zephyr birds.
- Sorcerer’s Conflux now generates +5 mana/turn.
- Mermaid now costs 70 gold (was 80). Mermaids can now evolve into Sirens.
- Human Longswordman now has attack 12 (was 11), and Guard Breaker on Gold medal (was Inflict Bleeding Wounds)
- Big Beetle now has demolisher x2 for a double bonus.
- Human Military 3 now correctly affects all Cavalry type units (including human heroes and manticore riders).
- Human Military 2 now only affects Human Cavalry and gives a visible ability in the unit panel (before it was affecting Knights as well)
- Dread Reaper now has 8 spirit/8 blight/8 frost damage (was 8 physical/4 blight/8 frost)
- Invoke Death will now work on Elementals
- Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
- Goblin Manticore Rider now gets Inflict Weakened
- Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
- Inflict Despair is now strength 10 (was 11)
- Despair now applies - 200 morale (was - 300)
- Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
- Goblin Manticore Rider now gets Inflict Weakened
- Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
- Inflict Despair is now strength 10 (was 11)
- Despair now applies - 200 morale (was - 300)
- Juggernaut now has Inflict Immolation on Gold, Free Movement is now on Bronze.
- Fixed High Elf Mounted Archer not having Shoot Longbow (again)
- Tigran Martyr now has Inflict Bleeding Wounds
- Tigran Exalted now has Blood Thirsty
- Tigran Apprentice now has magic bolts at 5/5 damage (was Fairy Fire at 3/3/3 damage), level ups have been modified to fit
- Frostling Mounted Archer now has 6 physical/5frost melee damage (was 10 physical)
- Draconian Death Bringer now has Improved Wall Climbing
- Orc Martyr now has Throw Javelin instead of Throw Stones
- Human Martyr now has Spirit Blast instead of Throw Stones, level ups have been modified to fit. Cost is 15 mana (was 10 mana)
- Draconian Exalted now has Charge like the Charger and Flyer, cost is 170 gold (was 160)
- Dwarf Exalted now has Shield, base cost is 170 gold (was 160)
- Orc Bard now has Razor Projectiles
- Draconian Scoundrel now has Improved Wall Climbing
- Dwarf Scoundrel now has Armored, for a new defense of 10 (was 9), base cost is 50 (was 45)
- Dwarf Succubus now has Projectilw Resistance base cost is 175 gold (was 170)
- Orc Scoundrel now has Throw Javelin, not shoot light crossbow
- Orc Monster Hunter now has Throw Javelin instead of Shoot Light Crossbow and sprint, cost is 80 gold (was 70)
- Dwarf Mounted Archer now has Armored, for a new defense of 12 (was 11), no price change (he was already 5 gold too expensive)
- Goblin Mounted Archer now has Overwhelm, base cost is 105gold (was 100)
- Orc Phalanx now has War Cry, cost is 145 (was 140)
- Dwarf Hunter now has Armored, for a new defense of 11 (was 10), base cost is now 80gold (was 75 gold)
- Halfling Scoundrel now has Slingshot
- Halfling Hunter now has Monster Slayer
- Trolls now have Wall Crushing
Graphics Issues
- Enabled mesh streaming for all units/heroes/accessories
- Optimized particle spawn- count for low/medium game- settings
- Skinning- and texture- fixes for frostling units
- Fixed 3d cities’ shading in unit panel background
- Several unit scaling adjustments
- Fixed some leader/mount clipping issues
- Fine tuned unit scales in unit- panel
- New skin decorations now work on all halfling classes
- Great birds don’t disappear anymore on water hexes on world map
- Fixed PFX flicker on mana- nodes and some other structures
- Shoot pistol/rifle PFX on spider/beetle hero mount now behaves as expected
- Fixed road texture- clipping next to deep water coastlines
- Fixed blinking lights on Heart structures
- Goblin and dwarf class units’ hands now have proper finger- detail
- Made all poses available to all races in the leader editor
- The Arcane Arrows ability now uses the correct fire bow animation, instead of the fault throw something animation.