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Released 5/10/2012
Features:
+ The Pit of Lost Voices is now open to exploration, good luck.
+ Resoln gets Bound Widows, Bound Harridans and Bound Hoarder Spiders as trainable units (they require mana)
+ Added the Ghost Shield (inspired by Heavenfall's very cool Storm World mod https://forums.elementalgame.com/421802)
+ Added Gladiator Armor (inspired by Heavenfall's very cool Storm World mod https://forums.elementalgame.com/421802)
Bugs:
+ Fixed an issue that was keeping the battle resolution window from showing the true xp (they weren't adjusted for modifiers)
+ Killing guardians now correctly clears the wildland
+ Fixed an issue with battling Abeix
+ Fixed an animation issue with mounted units using ranged weapons
+ Fixed an issue keeping cloth map stands from showing up in game within a game
+ Fixed an issue where spells that applied effects to the terrain (firestorm) would permanently leave some very odd effects
+ Fixed an issue where life/death shrines can dissapear for a turn when they are converted
+ Fixed an issue keeping chain boots form showing up on large fallen units
+ Fixed the Festival improvement
+ Fixed the Scholar's Guild improvement
+ Fixed an issue with the Run Wild quest
+ Altar Baron's no long have Amarian blood (and vise versa)
+ The Obsession spell won't show up in combat anymore
+ Cull the Weak now kills the unit (even if he went through the damage/healed process which could throw off damage calcs)
+ Fixed bug where the HP bar would update before the unit actually hit
+ Various multithreaded crash fixes implemented
Balance:
+ Pioneers are only trainable in groups of 3 (to keep players from spending additional labor on them)
+ When a city is conquered, improvements that the new owner can't ever build are destroyed (e.g. Black Market for kingdom factions)
+ If a wild improvement flips ownership to a player that can't build that improvement, it is destroyed instead
+ Added a dodge bonus to the Fending Blade
+ Quendar +25% Fire Resistance changed to +50% Fire Resistance and -50% Cold Resistance
+ Cull the Weak gives 20 hp and mana instead of 40
+ Broken Spirit switched to -25% hp and accuracy instead of -50% hp and accuracy
+ Double Strike is now an assassin ability and the attacks are at -30 accuracy instead of -10
+ Crushing Blow no longer has an accuracy penalty, instead it causes the unit using it to lose their next attack (fixed an issue causing it to only give +50% damage when it should have been doing +100% damage)
+ Stun is now a Defender ability
+ Training Yard gives +15 to Accuracy of units trained in that city instead of +5
Cosmetic:
+ New Mana toltip
+ New Gildar tooltip
+ Clicking an object in the empire tree always centers on that object
+ Resources fade out when units are standing in their tile
+ Mousing over a spell in the init queue shows the tooltip for that spell
+ Combat abilities are displayed in the unit tooltips in tactical combat
+ Added a new trade proposal screen, which pops up when the AI offers to go into a specific treaty with the local player
AI:
+ Monsters slowly get tougher over time
+ Fixed bug where early built cities near monsters wouldn't get attacked by them later
+ Fixed bug where monster guardians were treated as regular monsters
+ AI: Novice is easier
+ AI: Harder is harder
+ AI: AI Heroes are better at self preservation
+ AI: Fixed bug where the AI would choose to build a unit but would not build it because it would insist at training a quantity beyond the resources it had available
+ AI: Rebalanced the diplomatic relations based on the current game pacing
+ AI: Pioneers slightly better about looking around to find the best spot for new city
+ AI values tribute payments more for relations
+ AI: Challenging difficulty uses more CPU intensive algorithms for more challenge
+ AI: Hard difficulty gives the AI a 10% economic bonus
+ AI: Ridiculous level reduces the economic bonus from 100% to 25%
+ AI: Is more aggressive about uncovering FOW
+ AI: Ridiculous level no longer has fog of war
+ AI: More intelligent about choosing the next tech
+ AI: General improvements to intelligence
+ AI: Monsters generally better at lower levels