Features
Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)
Added the Road Building champion ability (requires Path of the Governor)
Cities get 10% Unrest penalty if they aren't connected to the capital's ZoC
New spell display when you mouseover spell perks on the levelup screen
New Tactical Combat screen
Auto-turn will no longer activate if you have an idle city
Added the Arcane Veil spell (strategic, unit enchantment, the unit resists all spells)
Added the Diamondskin spell (tactical, makes the unit immune to all physical damage for 5 turns)
Added the Glory spell (raises faction prestige by 1, can be cast multiple times)
Added the Heart of Fire spell (city enchantment, all units traied in this city get bonus fire attack)
Added the Kill spell (high casting cost and casting time, victim has to save or die)
Fixes
Memory fixes/optomization
Fixed an issue with the Haunter quest
Fixed an issue with Arneson not having a weapon
Fixed an issue causing Alchemy Labs to give extra materials
Fixed an issue where Slave Pens didn't have the benefits of earlier improvements
Fixed an issue where melee attack effects (like poison) were applied even if the attack missed
Fixed a 0 labor cost on Ereog's Tower
Fixed the Guild Gorcer
Added a default skin color to the monster faction so units spawned on quests aren't white
Fixed an issue causing improvement auto-placement to sprawl out in a single direction instead of wrapping around the city
Fixed an issue allowing players to skip movement costs if they right clicked in the tile during movement
Fixed deadlock issues
Fixed stuck turn problem caused by animation not syncing with moveable status
Fixed bug where units would be running in place at the end of a turn
Fixed bug where AI units would just be standing there running in place
Fixed bug where a monster would be running to another tile when the player attacked
Fixed the crash bug in tactical battles where the opposing unit had no defense
Fixed path finding bug where a unit would move through a resource improvement (destroying it) to get to what was on the other side
Re-did turns so that AI players move 1 player at a time (instead of all at once) which improves frame rate and eliminates weird chasing
Fixed bug that caused a unit to think it was done moving before its animation was complete
Fixed an issue where ruffians lair upgraded to umberdroth lairs
Fixed some missing category issues on some spells
Fixed an issue causing Ai only units to show up in the tech tree
Fixed a crash in the tutorial
Fixed crash related to the build queue being updated from multiple threads
Fixed lockup due to multiple threads hogging the resource semaphore too long
Fixed crash due to multiple threads looking at the resource improvement costs at the same time
Fixed crash due to multiple threads counting the # of outposts for a given player.
Units of the same player will pass through one another in path finding rather than try to go around
Units will pass through friendly foreign player caravans.
Path finding generally improved
General performance improvements (update processes moved to twice a second instead of every frame)
Fixed an issue with corrupted saves
Path finding fixes
Fixed an issue where Inspiration and Meditation wouldn’t update if the city gained more Essence
Balance
Removed maintenance from some improvements
Reduced the labor cost on the Towers of Sorcery
Increased the Archivist to +50% research when the city is idle instead of +20%
Guild Lendinghouse gives 200 Gildar when it is constructed instead of interest
Added a 2nd level upgrade to warg kennels and stables that provides more wargs/horses
Increased the Scroll Scribe research bonus form +10% to +20%
Added a reward to the Diseased Livestock quest
Reduce the mana cost of the Avarice spell
Increased the effect of the Destiny's Gift spell
Sweep now does the units full attack in damage instead of half (and the cooldown is increased form 3 to 5)
Aliiance tech doesn't require Economics anymore
Reduced the research cost of Education, King of the Wastes and Literacy
Administration tech requires Knowledge
Lombard Desert wildland now requires Torax to be killed instead of clearing the goodie huts
Increased the free defenders on Villages
Limited the Theater of the Wind to 1 per faction (and fixed the icon on it)
Sovereign's Call is now available form the beginning (instead of requiring Sorcery)
Nature's Bounty now requires Sorcery
Default difficulty is Easy instead of Normal
Occupation Unrest will drop to 0 if it's given enough time
Increased distance from starting location requirement on more powerful monster lairs
Increased damage on Blizzard
Burning Hands does 8 (+4 per fire shard) damage instead of the casters level (+4 per fire shard)
Increased damage on Touch of Entropy
Increased the level 1 spell rank abilities form 1 to 2 cost in sovereign customization
Inspiration does 2 research per essence instead of 1
Reduced the value of influence during wartime from 100X normal to 10X normal
Wage Mulitplier now affects the turns required to train a unit for different group sizes
Rebalanced metal costs on weapons (generally down)
Takes less XP to go up levels
XP from monsters is now relatively greater than the XP players get from other players
Frostborn trait gives -3 init to units that are struck instead of -1
Ice Elementals lose the ability to cast Slow and gain the Frostborn trait instead
Darkling and Wilding camps give 3 units instead of 5
Reduced the init of the Elemental lords
Horses increase init by 3, dodge vs ranged by 25 (instead of 15) and gives 2 moves (instead of 1)
Wargs give +6 init (instead of +3, and +10 dodge (instead of +5)
Reduced the casting cost of Antipathy and Wall of Fire
Sacrifice gives 1 mana per pop sacrificed (instead of 1 mana per 2 pop sacrificed)
Increased the attack on the Shadow Dagger and the Sharp Dagger
AI
AI less likely to build pioneers and instead focus on improving cities
AI less likely to declare war on player after peace is made
AI now takes into account essence when deciding where to build a city
AI is less likely to offer a non-aggression pact to a player of a different alignment
AI more likely to upgrade their equipment
AI more aggressive about building research improving city improvements
AI fixed bug that caused AI to build pioneers instead of city defenders
AI a bit less likely to declare war on player
AI more likely to pay others to declare war on those at war with them
AI more likely to surrender
AI now razes city when they surrender (scorched earth)
AI will value player influence more when evaluating relations
Wargs cost more to trade
AI values its money more when it has less of it when it is trading
AI values influence more during trading
Influence now greatly affects the overall value of things in trading (the more you have, the better the deal you can cut)
Horses valued a lot more in trading
Knowledge now valued significantly more during trading
AI a bit smarter regarding expansion
AI hooked up to new city enchantment system
AI a LOT smarter about determining what spells it should cast and when
Cosmetic
Fixed the provides tag on Earth Mage
Lots of new sfx when discovering goodie huts
Improved the quest desc on the Dragongate quest
Fixed lots of spell descs to have + in the bonus
Fixed lots of typos
Added sage hints for the Henchmen, Juggernauts, Spellsbooks and Immortal Codex techs
Updated the Siege Weapons tech desc
New tile design added
New Drake textures
Added V/O to the intro for all the default sovereigns
Defending units don't move between an attack and a backswing
Main menu displays total play time
Save games display the total tiem that game was played
Victory screen shows the total play time of that game
Clicking on a resource shows a line to the attached city
Unit dots on Empire tree now color coded (purple = sovereign, green = pioneer, red = normal unit, yellow = champion)
Glow color of cities on empire tree color coded. Green means city is growing. Dark means it has reached its max population.
Glow color of units on empire tree color coded. Green means they have moves left. Dark means they don't.
When foreign cities are conquered, the player is notified
Opposing player explains why they won't accept tribute
Fixed bug that caused mouse clicks to be lost when a player clicked an item on the empire tree or unit in a city
Edge scrolling made smoother
Empire tree colors brighter
Fixed that annoying double click sound when opening the train unit window
Changed and reprioritized some actions (attack isnt in the unit list anymore, rename comes before raze in the city list)
