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Major annoyances
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Units no longer move to share the same tile during tactical battles
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Spell research no longer stops working mid game
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Popup windows should be ordered in proper sequence (ex. quest screen no longer interrupts tactical battle results)
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Fixed bug where units ran in place on main map
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Fix Dodge Calculation so dodge doesn’t happen so frequently
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Necromancer - Fatal Embrace: Changed this to cut current HP of both target and caster by 1/2
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Reduced Crippling shot to be -25% Initiative instead of -50%
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Archon Hero - Angel of War: Now does a solid -3 CurHealth per shard (was using the Defendable Damage tag).
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Tinkerer Sov: "Master Craftsmen" now unlocks high level enchantments from the various spellbooks
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Changing "Arcane Monolith" to "Conjure Outpost" (name more clear to functionality)
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Changed "Obstruct Tile" to "Obstruction" to sound a bit more thematic
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Changed "Call Sovereign" to "Sovereign Cast" ...was out of character since you are the sovereign
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Swamp Giant hero now uses his Killing Blow animation when attacking with 'Smite'
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Images for the report screen for MF Quests
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Fixed data issues causing "Invulnerability" spell not to work. Similar issues also found and fixed in "Diamondskin", "Diamondskin_Self" spells, then in "Undead", "Ghost" and "Spirit" abilities, as well as the "Ring of Nullification"
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Added unit tooltips to stationed units on the CityDetailsWnd
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"Enchanted Forge" now unlocks 2 crafting slots
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Added fullscreen background image instead of background bink to several wnds (CreditsWnd, LoadWnd, OptionsWnd, WorkshopWnd)
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Harvest Shadow Lands Spell - A Cheap Way to get into SK Lair
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(now can only be cast on neutral ground)
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Fixed description of "Enhance Land" ...now properly states that it turns Shadowlands to fertile terrain
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Fixed XML issues causing "Summon Iron Golem" and "Summon Assassin Demon" to not actually summon their unit
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Fixed bug where tactical summons could be cast on blocked tiles (tree stumps, logs, trees, obstacles, etc..)
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Tactical summons are now bound to the sov, instead of the tactical spell caster.
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Updated sov select thumbnails to reflect updated paintings
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Fixed issue where "Give that Donkey a Raise" achievement would unlock for units besides the "donkey with cart" pioneer unit.
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Fixed issue with selection state for the unit entries on the Choose Spell Caster/Target prompts
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Raise and Lower Land now given via "Geomancy" ability. Moved "Lower Land" into the editor to fix strange "Double listing" bug in spellbook.
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"Explosive Shot" - Fixed bug where the explosion wouldn't happen if the attack killed the unit
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"Fire Arrow" now properly hits with the "Fire" attack type
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"Ice Mage" now has some nifty Icy abilities
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Necromancer Hero given the ability to equip her staff after un-equipping it
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Champions found through quests no longer include their ‘starting party’ companion units
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Wreath gfx added to current and rollover unit context areas, to be displayed when subject unit is a Champ, hidden otherwise
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When prompting for a caster, it no longer lists Sovereign units and Boat units
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Fixed "Cloud Walking", "Call of the Titans", and other teleportation spells to work nice with units in boats
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Revisions to Minor Faction quests to make all quest related battles launch from the Quest Dialog window (rather than place enemy units on a lair to be killed)
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Missing tooltip (added tooltips to all intangible resources)
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Fixed bug that allowed healing shards to more than their max hp
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Player can no longer cast overworld summons in SK territory, fixing some 'bypass the SK gates' cheese
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"Nature Guardian": Outpost ZOC now properly attacks overworld enemies within its expanded radius
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Revised Champion Quests to better handle battle fail (Quest ends, champion disappears forever)
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Also repaired some problems with entering and leaving the quests. All Champion quests should allow you to retreat at the initial entry and still be returnable
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Archon Hero: Skill Tree overhauled, tested, and checked in
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Archer Heroes: "Freezing Shot" fixed to properly immobilize targets
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Archer Heroes: "Legendary Quiver" now upgrades abilities
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Dwarf Lord Hero: Fixed some weirdnesses with "Cold Snap"
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Spell "Arcane Monolith" now can be cast on most terrains (was giving "Cannot Cast on _____" errors)
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"Dark Candle" item fixed - now summons a Fire Elemental into battle
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"Ice Elemental" spell now has a possibility of freezing all enemy units for a turn
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Fixed "Gilden" map to not have a rotated Sorcerer King location
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Fixed "Vulnerable to Fire/Lightning/Cold" abilities to properly double the damage effect of these elemental types (was only boosting it 50%)
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Fixed bug that showed all players as “Cheaters” after they won
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Summoned Wisp: Can now be cast on any empty tile on the battlefield
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Winter's Wrath: No longer costs a sovereign cast.
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Naphaz - Drain Life: Now works as described, draining 2 HP per caster level from the target
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Naphaz - Shadowheart: Fixed to give +5 HP Base +2 HP per 50 Doomsday.
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Naphaz - Doombringer: Fixed to give +1 Moves, +2 Initative, and +4 Attack per 100 Doomsday.
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Naphaz - Death Lash: Tooltip displaying correctly and now boosts Accuracy too.
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Naphaz - Shadowsoul: Changed from giving a Max Health bonus to giving him +1 Mana-From-Kills for every 100 Doomsday.
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Wizard: Scholarship Abilities cleaned up, give you a % bonus to incoming Lore that is properly conveyed in the various UI elements.
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Call of the Titans: You can no longer cast this spell in SK Territory (fixing cheese tactic of zapping in past the SK Gate)
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Touch Of Entropy: Lurk that appears is now a Darkling Leader (not a group of Darklings)
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Updated select caster window
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Fixed bug that allowed enchanting quest items
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Added proper image scaling to quest screen (no longer stretches quest images)
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Recall Scroll now works
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Fixed "Eternal Supply" and "Enchanted Supply" to properly use an essence slot and supply the intended Logistics
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"Drain Shard" now lists the proper Doomsday Cost (50)
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Commander Sovereign: "Healers Guild" now gives a flat +6 HP to trained units (the [CALC] tag wasn't working here for some reason)
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Fire Hero: Fixed "Into the Fire" text and values
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AI now obeys Cooldown and Charge Time rules for Summoning Abilities
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Fixed issue with repetitive Sorcerer King dialogue events
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Fixed gfx bugs with destroying claimed shards
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SK can no longer be killed by the KILL spell
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Removed unused HP upgrades for outposts
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Fixed bug that would leave claimed tile gfx on your first city, if you toggled to the second city and closed the window
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Fix for Crossbowman unable to equip his original bow after un-equipping it
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Typo fixes for skill descriptions
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Unit can get stuck in location and can't move
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Cursor icon should match its proper context more frequently (ex. no longer clicking through quests with an attack)
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Fixed bug where QuestCompleteWnd would unhide twice in a row with the same data, if you fail a quest
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Revised Core Resources to change "Spell of Dominion" to "Spell of Making"
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Fixed bug where the (!) would show up on the [REPORT] button to indicate that a minor race will talk to you, even though they were allied with the SK
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Can now properly complete "Break a Champion's Curse" starting quest
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Fire Mage and Cleric particles hooked up to proper locators
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Put in Quest Failure triggers for losing battle
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"Crippling Shot" no longer bugged to deduct ALL Combat Speed (caused by a faulty "PerTurn" modifier tag)
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Bastion (special guardian Building that unlocks snipers) now requires an 'Archery Range" before it can be built
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Fixed "Markman's Boon" spell to give proper accuracy Bonus
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Dragons are now multi-tile to prevent unit clipping confusion
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Rain of Arrows skill has inaccurate description
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Revised Core Quest Items to make Boots of Ice/Fire equippable.
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Naphaz champion starting with a level 3 weapon (couldn’t requip)
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Crash Fix: addressed a player-relations crash