For those coming from 1.1, these are the new changes from 1.1 to 1.2
-Unit quality type has been much reduced in power. Previously, it gave 0% / +50% / +100% / + 200% hitpoints at the different levels. Now, it gives 0% / +25% / +50% / +75%. In addition, units will regain extra health in strategic mode depending on their quality level; 0 / 1 / 2 / 3. Note that this allows units with quality training to regenerate health outside their own Zone of Control (which gives +1 health regen as well).
--All infinite technologies (things you can research over and over) now have a 25% chance to appear when researching a field. If what you want doesn't appear, you have to choose something else. At least 1 tech of some kind will always be available. Technologies that previously could be researched repeatedly for a 10% bonus to an area, now give 5% instead. The only exception to this is the technologies that reduce the price of Champions - that remains at 10%
-Training time bonuses have been tweaked. Note that these scale unevenly in an additive manner. If you increase speed by 10% it takes 90% as long as it normally would to build a unit. If you increase speed by a total of 50% it takes 50% as long as it normally would to train a unit. This is the opposite of having a diminishing return, as each bonus is based on the original value rather than the smaller modified value (each additional bonus increases the final amount by a greater relative percentage than the bonus before). All cities now speed up training time, equal to ~5%*city-level. In addition, all the buildings that boosts training speed have been tweaked. These are the new stats. Generally, they require less upkeep but more citizens.
Barracks: ~10% faster training time, city defenders gain 3 accuracy - 15 citizens, 2 gildar/turn upkeep, requires city level 2
Command Post: ~10% faster training time, city defenders gain 2 dodge - 20 citizens, 2 gildar/turn upkeep, requires city level 3
War College: ~10% faster training time, city defenders gain 3 magic resistance - 30 citizens, 3 upkeep, requires city level 5
Garrison: ~15% faster training time, city defenders gain 3 accuracy and 1 dodge - 25 citizens, 3 gildar/turn upkeep, requires city level 2
Warrior Temple: ~15% faster training time, city defenders gain 3 magic resistance and 1 dodge - 50 citizens, 4 upkeep, requires city level 4
-Special fallen traveling boots added to cities, were previously missing
-Alzor's armor now wearable by anyone, replaced model
-Changed fallen capital city population limit from 20 to 15
-Longstrider boots removed from the game, champions that wore those now wear traveling boots (same bonus)
-AI more likely to build workshops and other material-producing facilities
-Fixed issue where fallen male sovereigns would be unable to buy armor if playing a kingdom faction
-Kingdom legendary gear now costs the same for non-fallen as it does for fallen in the shop
-Fixed what order items appear in the shop - armor sets now appear next to each other, and different item types are sorted according to their type (all cloaks next to each other, all shields next to each other and so on)
-Band of Endurance now allows wearer to regen 1 health per turn in combat, price raised to 200. Previously it added 1 strategic move, and cost 123 gildar. May be used for unit design, in which case it costs 3 crystal.
-Band of Roaming renamed Band of Vengeance, now adds 15% to counter-attacks from the wearer, price increased to 250. Previously it added 1 strategic move, and cost 51 gildar. May be used for unit design, in which case it costs 4 crystals.
-Cloak of Thwarting now wearable by everyone
-Yithril bow now gives 0 Combatspeed, instead of +2
-Added new city levelup bonus - materials production (same % as gildar, 5*new_citylevel
-Reduced Tech knowledge levelup bonus from 10*new_citylevel to 7*new_citylevel
-New Sovereign History: Weaponmaster. Attacks have a 10% chance to ignore all armor. Verga starts with this, instead of Vengeance (50% higher counter-attack damage, introduced in this mod).
-Removed old sovereign history Beastmaster (didn't work)
-Reduced time it takes to build Hedge Wall (kingdom) to 10 from 15, to match the Wooden Wall (empire). Fort (kingdom) now takes 15 turns to build instead of 20. Fortress (kingdom) now takes 20 turns to build instead of 25. Castle (empire, 2nd and last level) still takes 20 turns to build.
-New Faction bonus: Close Living. All housing room is increased by 10%. Yithril now starts with this bonus. Note that this means the capital city can reach level 2 without building any housing room.
-Increased citizens needed in studies and archivists from 3 to 5. Libraries and Master archivists remain unchanged at 5.