Released on 10/4/2012
Content
Added the Imprison spell (unless the victim resists it traps them for 5 turns and does 5 damage per turn)
Added the Dragon Slayer champion ability, (warrior only, gives +10 attack vs dragons)
Added the Executioner line of champion abilities (assassin only, gives bonus attack vs champions)
Added the Loner champion ability (bonus attack, initiative and dodge when the unit is alone)
Added the Shadow Strike line of champion abilities (assassin only, ignores a portion of the victims defense)
Added the Restoration tech, it unlocks gardens and workshops and leads to agriculture and mining
Added the Caster's Staff, Practice Sword, Spark Hammer, Assassin's Knife and Sharp Axe as common loot drops
Added the Guilds tech (unlocks the slave pen, labor guild and a construction bonus)
Added the Noble sovereign profession, reduces unrest in all cities and gives a small boost to faction prestige
Fixes
Fixed an issue that could cause Darkling Rider camps to spawn right next to your starting point
Fixed an issue that could cause Darkling Shaman camps to spawn right next to your starting point
Fixed an issue making Missionary Halls unbuildable
Fixed an issue making Tax Offices unbuildable
Fixed an issue making Treasury Vaults unbuildable
Fixed floating city wall graphics in cloth map mode
Units and tile yields not rendered in city details window
Fixed bug where pedestrians were shown on quest locations in FOW after loading a saved game
Fixed bug where goodie hut particle effects were shown under FOW after loading a saved game
Fixed an issue with the hp bar when you use a healing item
Fixed an issue with the hp bar when you use the Double Strike ability, or any other spell that involves more than one damage effect
Fixed an issue with the hp bar when, if a hurt troll attacked another unit, that target unit's HP bar would become segmented
Fixed the Bruiser ability progression
Fixed the Forge
Fixed an issue with weight requirements for darklings
Fixed an issue that caused iron golems to t-pose (they cant be knocked prone anymore)
Fixed the Road Building ability
The apothecary potion sales are now carried through on all upgrades
The bakery's bread sales are now carried through on all upgrades
Fixed an issue causing the Castle to not show as available on in Fortresses
Fixed an issue with horse animations being to slow
Fixed an issue causing the particle from Burning Blade (and others) to not show when cast in tactical
Fixed an issue that could cause designed slaves to have broken encumbrance with Lithe and Scout traits
Fixed an issue keeping improvements that spawn multiple defenders form spawning multiple defenders
Fixed an issue that can keep you from having access to a leather cuirass if you choose Heroic on a custom faction
Fixed a bug keeping the Finesse ability from working
Growth doesn't shrink units on mounts anymore
Fixed the damage on Flame Dart
Fixed the damage on Coal Stones
You no longer get popups for passing over quest locations, you have to end on the tile to trigger it
You now establish contact with a faction if you find their land
Fixed an issue that was keeping Burning Hands from being resistable
Academy of Revelation now correctly increase research by 10% for your entire faction
Fixed an issue causing improvements based on Essence to not update correctly if the cities Essence was changed
Fixed stuck turn bug relating to a unit rotating to move and then being attacked mid rotate
Significant graphical performance optimization
Fixed the Bloodthirsty trait
Fixed bug where quest locations and goodie huts from quests could spawn in wildlands (like behind the master quest gate) in a loaded save game
The Ai no longer values trades from players they are at war with at 10x the normal value
Balance
Reduced the value of Rusty armor
Longstrider Boots are uncommon
Quest maps can be found in goodie huts (they are uncommon)
Ward of Health gives 5 health instead of 10
Haste does +3 init (+1 per air) instead of +4/+2
Slow does -3 init (-1 per water) instead of -4/-2
Increased the combat rating value of the Coal Stones and Despair abilities
Temple of Essence is now correctly Kingdom only
Increased Amhah’s init
Bone Ogres, Earth Elementals, Grave Elementals and Ogres can hurl boulders
Increased moves for Cave Bears, Coastal Skaths, Drakes, Ebbon Wolves, Forest Drake, Great Wolf, Ice Warg, Escaped Juggernaut, Mire Skath, Naja, Ophidian, Pack Drake, Plaguestalker, Silt Skath and Umberdroths
Corpse Spiders can use Tangled Web
Fire Elementals can cast Embers
Obsidian Golems and Ritualists can cast Imprison
Reduced scaling (per level) defense on several monsters
Reduced Adventurer's Boon to +8 hit points instead of 10
Path of the Assassin gives +15 crit chance instead of +1 per level
Increased the crit hit chance on the vital strike skills
Reduced the amount of crystal given from crystal mines/quarrys/troves
Raised the Elemental Lord inits from 12 to 18
Removed the initiative bonuses from horses
Sharp Dagger, Champion's Club, Monk's Staff, Haunter's Staff, Burning Axe, Ice Spear, Balanced Axe, Shadow Dagger, Burning Dagger and the Guiding Spear are now common weapon drops (some have been adjusted to not be to powerful)
Moved the +1 army size from Administration to Training
Moved the +1 army size from Company to Siege Weapons
Arcane Apparel requires Glyph Stones instead of Enchantment
Arcane Armor doesn't require Heavy Armor
Arcane Weapons don't require Weapons of War
Archery requires Drills
Book of Mastery requires Glyph Stones
Breons Letters, ereogs Journal and Heroes dont grant faction prestiege
Cooperation doesn't require Agriculture anymore
Dance with Dragons requires Alliances instead of Company
Economics doesn't require Education
Reduced the research cost of late game techs
Logistics doesnt require Craftsmanship
Magical Forging doesnt require Blacksmithing
Sion Temple requires Ereogs Journal instead of Arcane Mastery
Trading doesn't require Knowledge
War Colleges doesn't require Education
Minimum Initiative is now 5 (so you can't slow units down to nothing)
Lowered the casting cost of the Engineer's Healing Bot skill
Bottled Fire doesn't require mana anymore
Staff of the Furnace allows the unit to cast Flame Dart, not Coal Stones
Increased Propoganda to +2 Gildar / Essence
Reduced Short Bow attack from 8 to 7
Reduced Longbow attack from 10 to 9
Reduced Yew Longbow init from -4 to -6
Reduced the training costs of Bound Widows, Harridan and Hoarders
Rebalanced all the dodge granting effects (generally down a bit, though Evade went down quite a bit)
The Cruel sovereign weakness increases unrest slightly instead of increasing champion costs
Troll Charm doesn't provide tactical regen anymore
Stoneskin does 3 (+1 per air shard) in defense instead of 4+2
Rebalanced all loot items min level reqs
AI
Monsters less likely to attack capitals
AI units now move asynchronously (this should address monsters and AI players trying to attack each other and sometimes moving to the previous tile)
AI smarter about retreating in tactical battles
AI relations change more gradually (based on the intelligence of the AI player)
Fixed a bug with the AI building outposts
UI
Fixed the provides tags on air, earth, fire and life adept abilities
Consumables show up in the hiergamenon now (Silver Flute, Prismatic Potion, etc)
Fixed a missing icon for the Sacrificial Altar
Better UI when there are stacked armies (http://screencast.com/t/d7vmqfUQW) and the ability to page through them
New font for the intro book
Left justified text in tooltips
Fixed an issue where rivers look glossy
You can now see spell resistance chances when you are about to cast a spell on an enemy in tactical
Any upgradable resource improvements show up in the cities build list (just like connected ones)
When you get a useable item the popup will allow you to use it (similar to how you can equip equipable items)
We dont show couterattack info vs ranged attacks (ie: if the counterattack wont happen)
Added more stats to the city levelup screen
New ZoC colors for Krax and Magnar
Custom sovereigns look 25% less dorky on the intro book