When you design henchmen, most of the traits that are available also appear during level-up and can be picked a 2nd time - and they function too (not sure about special ability traits like charge though). E.g. if you have acrobat, then choose the path of assassin you can take another acrobat for a total +2 dodge per level bonus. I've also seen champions with 2 strength traits, so I guess they've started with one and then picked it again on the way.
xalien
I crashed with the old, pre-1.1 faction, but a new one seems to work fine.
It's a primitive I love/hate you system. If you have slightly more soldiers they'll jump in bed with you, but as soon as they get 1 more soldier than you have, they'll stick a knife in you.
[quote who="Kalin" reply="11" id="3281403"] Melee Militias weapons: Club -> Axe -> Fire Axe -> Warhammer -> Greatsword (I think...?) -> Boreal Blade [/quote] I've started to encounter militia with maces, but that was after boreal blades. How they appeared so early in the game (I only had 2 first military techs at the time - spears and leather armor) is still a mystery.
So, no matter what is my tech or city level my militia is always a useless club-wielding cannon fodder. But now I've attacked a magnar city (difficulty-hard) in what could be defined as an early game stage and their militia was equipped with boreal blades. I saw in some of my earlier games AI having some basic armor and warhammers (difficulty-challenging), but this is ridiculous, boreal blades a very high-end weapons. Is there a way to upgrade militia or is it just straitghtforward
[quote who="seanw3" reply="731" id="3278847"]In other words the AI will not check its surroundings each turn.[/quote] So that's why my unit's would often be able to pass by wandering monsters without being attacked. So those are my choices, stupid AI or falling asleep before the end of turn ... hmmm.
Haste description says it last for 3 turns, but it only lasts 1. Also, turn times become ridiculously long, probably because of all the critters wandering around. Unfortunately, makes this mod pretty much unplayable, at least for me. Another oddity is being presented with path traits on levelup after you've already chosen one. It was very annoying to get this for my governor champion waiting for the road building skill, but he kept getting all those stupid path choic
I'm on Steam, so it's out of my hands.
Some skills like double strike, sweep, deadly bite, maybe some others too, don't work against magic immune creatures. They seem to be classified as spells since you get the "Immune" result when you try to use them. I never saw it in 1.00, looks like this is a new thing in 1.01 Crushing blow skill doesn't work at all, you execute it, lose your next turn but enemy doesn't take any damage whatsoever without any explanation. I don't remember if I used it in 1.0