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Post feature Report RSS Changelog 0.9 (part 1)

Presenting general changes made to the game in version 0.9 (from 0.8.9b).

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AI

  • The AI will now spend their hero’s Skill Points more sensibly, taking game modes, rules and other options into account
  • Fixed bug where Baron’s and Count’s hero levels weren’t being reduced to be lower than the player’s
  • Emperor’s now get +5 to their hero’s level (in addition to the random -3/+3)
  • Demigod hero levels are now increased by +33% with a minimum increase of +5 (was a fixed +10)
  • The AI can now evaluate the effectiveness of items for their hero
  • AI heroes can now compare newly found items to those already equipped and switch them if the newly found one is considered better
  • AI heroes are now given an assortment of items to choose from before going into battle - choosing those which best suit its class. The amount of items to wade through is determined by the AI level. Demigods get 12 per item slot and each AI level gets 2 less than the AI level above. So Emperors get 10, Kings get 8 etc.
  • The AI can now use the Diplomacy hero skill
  • Demigods will now equip their heroes with the best item set for their class (was randomly chosen)
  • Fixed bug where AI Doppelgangers could use perk abilities (such as Warcry, Viral Mutation etc..)
  • AI heroes will now prioritise item chests / resource carts over seeking quests / shops
  • The AI will no longer reserve resources for Mercenary style researches that have been in production for a long time. They now just kick them out of production
  • AI heroes no longer seek item chests while they are an Ice Incarnate
  • AI heroes can now use spells given to them by items and spell researches
  • The AI can now purchase Spell Researches (King and higher)
  • Kings will now always research every powerup (would previously get most of them with a random chance each battle to get the rest)
  • Minor optimisation for Neutral and Rampant AI sides
  • The AI will now call back to base any group leaders that are in a recruiting group that aren’t near a building or start location for their side. (Any other unit in that group will follow the leader as normal)
  • Flying units will no longer auto-attack walls
  • AI unit groups consisting entirely of flying units will now completely ignore walls
  • Guardian Statues are no longer considered walls for the purpose of threat checks
  • AIs now consider hate index when considering an alliance (in unfixed alliances game mode)
  • Fixed bug where neutral units would just scout the map if their enemy had no reachable unit (instead of attacking another enemy)
  • Disabled resource income cheat, including soul and rage income to all AI except Demigod (who still gains double resource income)
  • Improved the AI’s handling of merging Plaguelord units
  • The AI will no longer upgrade spare keeps until it has no more buildings left to construct
  • The chance of a Demigod hero being replaced for a dev hero is now 10% (was 8%). In addition, you can no longer encounter multiples of the same dev hero in the same scenario
  • Added more Demigod dev heroes
  • Fixed bug where the AI could get stuck in a loop of trying to build a tower in an invalid location and cease the construction of other buildings as a result
  • The AI’s hate index is no longer influenced by damage dealt to their units. But damage dealt to their buildings is recorded at twice the amount
  • Added a small random number influence to the AI’s hate index to ensure a random choice is made when 2 or more players have the exact same threat rating
  • The entire AI system (including attitudes for your own units) is now paused when the game is paused
  • Units on a defensive attitude that are told to attack+move will no longer move back to a previous location when no longer threatened if their current location is closer to the intended destination than the previous location
  • The AI will now place their towers slightly closer to their buildings than before
  • Improved the AI’s handling of reserving resources
  • Fixed bug where the AI would try and order a builder to construct a building upgrade
  • Fixed bug where the AI could research Hero Resurrection in game modes where it wasn’t allowed
  • The AI will now temporarily cease the production of units if it has a Titan or Dragon in production at 99% complete and there’s not enough room in the army limit to support them. Once the Titan or Dragon is released (or canceled), unit production will continue as normal
  • Improved the AI’s handling of builders and miners
  • Removed a crystal income cheat for basic Wisps when the AI was using one of the Elven races
  • Fixed bug where Secret Agents would interfere with the AI’s resource reservation system
  • Fixed bug where defensive attitudes would regularly force the unit to try and move into the center of the building they just built (or tower they just un-garrisoned from) and result in the unit being passed over by the Next Idle Builder button
  • The AI can now use Slavehorde, Breed and Sword of Sirian building abilities
  • The AI will now send flying groups to attack mines more frequently
  • The AI will now mix more unit types together in its attack groups
  • The AI will now always reserve resource for units and powerups that have max priority
  • AI heroes will now only seek quests, shops or chests when there are no enemy units nearby
  • The AI will now build more towers overall
  • Added new island data system for the AI to allow them to know whether their units can get to a location / reach a target without the need for any complex processing that would normally drain the game’s performance, especially if the unit was stuck with nowhere to go. Note that this only applies for terrain
  • Melee units no longer try to attack targets above ground that they cannot walk on
  • The AI can now use all ships properly, including Scoutships for conversion and Ferries for crossing islands
  • Increased the number of generals / special characters each AI player can keep track of (for the purpose of retreating only) to 40 (from 20)
  • Fixed bug where AI group toughness wasn’t being calculated properly
  • AI units no longer feel threatened when under the effect of a Life Ward spell
  • The AI will now remove non-Ferry ships from a Shipyard’s production queue if it hits its army limit and needs a Ferry
  • King level AIs and higher now cancel the production queues of its buildings that are under attack and won’t live long enough to complete their production
  • The AI will now increase the priority of Shipyards for conversion and attack missions when it needs a Ferry
  • The AI will no longer produce land or floating units if they wouldn’t be able to reach an enemy target with them
  • Fixed bug where Stand Ground attitudes would have units move to attack and even pursuit enemy targets
  • The AI may now issue attack missions against lairs (would previously only attack them via a group’s threat assessment)
  • When the AI researches Knight’s Quest, it no longer chooses all 4 options at once. It now must research this powerup 4 times to get all 4 choices, as if it were a human player
  • Fixed crash involving unfixed alliances AI
  • AI players will now leave your alliance in unfixed alliances mode if you attack them
  • Having a Demigod play your side for you with the iamaveggie cheat now includes their double income cheat
  • The AI will now prioritise the construction of buildings that produce units when it has a small army
  • Changed the way the AI calculates the number of buildings to construct and updates this each time its max keep level changes. This avoids oddities where it would build like 3 Smithys in tier 1, despite this building not being able to produce units until tier 2
  • Fixed bug where the AI would treat allied units as enemies when determining the danger in an area around a target
  • Prince level AI and higher will now retreat its unit groups when they have taken losses and are unable to defeat the enemies around them. However, they will only retreat the units that can run away. The slower units are left behind to fight to the death
  • King level AI and higher will now order any of it’s attack groups to attack enemy owned mines that are close to that enemy’s base
  • Fixed bugs, performance issues and made general improvements to the AI’s handling of sending resources to players and receiving resources from players
  • King level AI and higher will now send away all of their resources to their allies before resigning
  • AI generals / heroes / special characters that have fled to their base and are “resting” can now attack enemy units within the base
  • Fixed bug where the AI would only “sometimes” see Dwarven Smiths and Engineers as 2 men in a mine, resulting in the AI sending more miners to work in a mine than needed
  • The AI now kicks frenzied units out of it’s groups and ignores the unit until it recovers from frenzy
  • Auto-casting of abilities will no longer cast offensive spells when the caster is low on HP
  • Reduced the reaction time of Demigods to half a second from 1/10th of a second. This was done for performance since half a second is practically the same as 1/10th of a second gameplay wise
  • AI units now properly ignore invisible units (would try and target them but would not move to them)
  • Fixed bug where units automatically seeking critters (such as from attack+move or from attitudes) wouldn’t check the distance of the critter when determining the priority of the critter against other critters
  • The AI will now cast spells when garrisoned in towers or ferries (but not when building)
  • Units in AI groups will no longer try to move to the leader when too far from them if the leader is considered stuck. This prevents issues of very large AI groups getting trapped in their base when the group members block in the leader
  • The AI now aims to place a percentage number of units into towers based on their max army limit. Baron and Count = None. Duke and Prince = 5%. King and Emperor = 10%. Demigod = 15%
  • Fixed bug where the AI would incorrectly count units on Ferries or constructing a building as being in a tower
  • Fixed bug where AI heroes couldn’t complete a quest at a non-neutral quest site
  • The AI may now add their heroes to attack groups
  • Improved the response time of AI hero attitudes
  • Fixed bug where iamaveggie AI would only choose the first option for choice dialogue spells
  • Prince AI and higher will now send its main builders into towers or to its start location if they are idle
  • Fixed bug where AI builders would sometime retain a move order to the centre of the building they have just finished building - preventing them from responding to threats
  • AI heroes can now use all hero spells, excluding Wall of Ice and Wall of Thorns. (These will be tackled in a future patch when we revisit the AI’s handling of wall construction)
  • The AI now takes stat requirements into account when equipping items to their hero during the hero creation stage
  • Fixed bug where AI converters with large radiuses wouldn’t always position themselves to convert their intended building if there were a lot of other buildings around
  • The AI no longer keep injured generals in their base until they are healed up and instead send them back out to convert
  • Fixed bug where the AI would lose track of it’s build mission counters upon reloading a saved game which can result in the AI losing the ability to construct some or all buildings
  • The AI now judges the toughness of heroes based on the hero’s actual stats instead of the “base stats” for heroes (which made the AI deem heroes to be far weaker than they usually are)
  • The game now ensures there will always be at least 1 AI player attacking each human player in Skirmish and Multiplayer, so the human players aren’t left to their own devices that would otherwise make for an easy and boring game
  • All AI players now target the player who holds The Hill in King of the Hill mode (unless allied with that player), be it a human player or another AI player
  • Improved the AI’s handling of threats near friendly bases
  • The threat detection system will no longer have units attack enemy souls, unless the unit can devour souls
  • Improved wild animal behavior
  • Fixed bug where the AI would still pick builders with army setup points in scenarios where they could not build


Visual

  • Building plans of all friendly units are now shown when placing buildings
  • Huge units now leave a dust cloud when they walk too
  • FIxed misaligned text on a building’s armour page in the control panel
  • Fixed drawing glitches that occurred with small units acquiring 3 psyche icons
  • Fixed bug where the hero selection arrows would appear active when there was only a single hero to select
  • Fixed bug where some RSB usage messages wouldn’t appear or would appear alongside unit spells (such as Dominate) or would appear multiple times
  • Fixed bug where cancelling an RSB with a placement radius would pass on the placement radius to following buildings that were being placed onto the map
  • Added new avatar choice for Daemons and Undead (Red Cultist)
  • Added zombie portrait for NIS use
  • Added chameleon portrait for NIS use
  • Added dark infantry portrait for NIS use
  • Added grey dark elf portrait for NIS use
  • Added dwarf lord portrait for NIS use
  • Added plague taster portrait for NIS use
  • Added rider portrait for NIS use
  • Added ghostly goblin shaman portrait for NIS use
  • Added minotaur brute portrait for NIS use
  • Fixed text error where Charisma would claim it would increase the number of ASP instead of retinue slots
  • New centre messages will not be displayed if there is already one in the slot above the new one that contains the exact same message
  • World map screen now displays text info about retinue tasks and tech research
  • Fixed bug where retinue locations would not always display on the world map. Additionally, a line is drawn from their position to their next destination
  • Fixed clashing text in the control panel when there’s a lot of text to display (such as when viewing the hero perks and skills pages)
  • Fixed bug where blizzards and sandstorms would spawn lightning sometimes
  • Added a scrollbar to the campaign diplomacy screen
  • Fixed bug where explored maps with fog of war would not reveal preplaced buildings (mines, utilities etc.)
  • Fixed bug that showed mispositioned spell effects when caster was garrisoned
  • Fixed bug where item chests emptied by an AI hero would not be immediately redrawn open
  • Doppelgangers now mimic their hero’s stats, including bonuses given from items
  • Critters no longer display cover icons
  • Fixed minor bug where drawing rules box was not using right contour colour
  • Selecting an allied unit or building now displays the same information in the control panel as it would be owned by you
  • Selecting buildings while spectating now displays the same information in the control panel as it would be owned by you
  • All keep researches now have unique images
  • Fixed some custom videos playing in the corner of the screen
  • Fixed bug where spell effects on ungarrisoning units would be misplaced
  • Fixed vanilla bug where loading a saved game would draw the spell effects over the units
  • Fixed bug where garrisoning units would leave spell effects misplaced
  • Fixed bug where perk descriptions in the popup help boxes were being cut short in the hero creation and level up screens
  • Blink spells on buildings now display a grey icon when the ability is unavailable
  • Fixed bug where hero creation and level up popups would not align properly in windowed mode
  • Ancient Treant is now brown
  • Context help now displays the unit’s special character name if it has one
  • Fixed text spacing issues with the item popup help box when there’s a stat requirement being display
  • The control panel now shows building attack speed
  • Removing/replacing retinue/companion panel now has the cancel and remove buttons better separated and the panel can be closed with the ESC key (if allowed)
  • Fixed bug where the conversion radius seen for generals was visually bigger than it mechanically was
  • Fixed visual issues caused by playing a video mid-game (as seen in the tutorial)
  • Redrawn the unit icon boxes in the control panel
  • Building shape ghost now shows blocked cells red
  • Implemented custom coloured text system
  • You now get a text display if an ally attacks you
  • Units no longer drain xp or reduce armor if the target has no xp/armor
  • Fixed bug where having more than 32k crowns would display them as negative number
  • During world-map dialogue, if there is no portrait to display the text is realigned
  • Building restrictor rules (e.g. tower radius) are now displayed in the blocking grid
  • Counters now may display up to 6 digits
  • Fixed visual issues that would occur when transitioning between the Graveyard and the retinue screen
  • In-game chat message will now have their background drawn to the length of the text within them (was the full length at 600 pixels)
  • Main menu buttons now correctly display “custom” text
  • Added green evil fires for undead injured buildings, evil red for minotaurs and dust effects for the swarm
  • Slightly moved map list more to the right on skirmish screen
  • Fixed bug where units and buildings would be drawn in front of some map features (such as cave columns)
  • Customize hero is now more thematic in terms of portraits and voices
  • Fixed Faerie Ring concealing its mana
  • Opened item chests no longer generate blue particle effects from holding a non-lootable item in the past
  • Unit and building special counters are now displayed on the battle view
  • Players can now see the mana levels of allied heroes or any when spectating
  • Added NIS text modifier ITEM###. Documentation updated
  • Dust trails spawned by fast moving or large units are now drawn under the unit
  • Visual spell effects on all buildings are now drawn in front of the building instead of behind them
  • Fixed missing world map borders and a random panel visible on the hero selection screen when using very high screen resolutions
  • Fixed bug where buildings in the lockable area of the control panel wouldn’t update it’s side indicator if the building’s owner changed (was converted)
  • Wall of Thorns now has building frames
  • Redesigned the spellbook to take up less visual space and be more functional
  • Skirmish/multiplayer hero info panel is now accessible for locked players too
  • Fixed bug where fog of war would draw differently during sunset/sunrise (particularly noticeable on snow terrain)
  • Added 3 new barbarian female portraits, 2 wood elf female portraits, 2 daemon portraits (1 male, 1 female), 1 dwarf portrait, 1 orc portrait (goblin), 1 human female portrait, 1 ssrathi portrait, 1 knight portrait, 2 female fey portraits, 1 high elf portrait
  • Fixed bug where perks with no text in the hero level up screen would still create a popup box when hovering the mouse cursor over it
  • Fixed bug where a building’s displayed radius was 2 cells higher than what it should be
  • Fixed bug where a keep being placed wouldn’t always display its radius
  • The Skull of Sartek now shotos 2 lasers from it’s eye sockets instead of 1 from its nose
  • Repositioned the Windmill’s selection ring so the HP bar is more visible
  • Avatar in customize hero panel now has purple side colours
  • Control panel now shows hero stats (str, dex, int, cha)
  • Control panel now shows the unit’s & building’s affecting spells
  • Journal heading will now be displayed on two lines if it does not fit on one
  • Shrines, Mausoleums and Pyramids now have a side colour display
  • Added blue tiny message text for allies
  • Popup help for abilities now displays 2 resource costs (if the ability requires resources for activation), 1 for single use and the other (in brackets) for all selected units to cast that have the ability
  • The Stop and Construction buttons for a building now display grayscale icons when the buttons aren’t active
  • Trade skill description now mentions how much extra trade rate it provides (makes things easier when comparing items which provide this skill)
  • Fixed grayscale image for level 2 and 3 Broods (background was grey instead of black)
  • Fixed bug where the ice incarnate portrait would be displayed on the victory/defeat screen
  • You can now zoom in and out on the world map using the mouse wheel
  • Fixed bug where changing vision (alliances) mid-game (via daemonic possession, events, unfixed alliances etc.) would not update vision of standing units/buildings unless you had a unit nearby
  • Pointer cursor and Search cursor are now animated
  • Missed attacks now display a special effect
  • The control panel now shows a building’s flag list as well (similar to a unit’s flag list)
  • When placing buildings, there will now be a text pop-up box when hovering over illegal placement stating which rule is broken


Audio

  • Fixed bug where your hero’s speech files could be replaced for others from a different speech set if you started the game with a retinue hero and commanded that hero before all of your main hero’s speech files were loaded
  • Electric attacks no longer have an impact sound
  • Plague Tasters use the WBC2 Zombie voice, but equalised so it has no bass between 45 and 75-78 Hz
  • Fixed a song named Navarre (it’s Navaar)
  • Added the original WBC1 intro theme to the WBC1 OST
  • Added a new sound for dripping caves
  • Added a new sound for critical frost attacks
  • Added new sound for the Henge (was using summon the undead sound)
  • Fixed Mirror Wood Tree volume sound
  • Added new Runelord speech files. Recorded by Bob Feeser.
  • Added new sound for monsters under terror
  • Added new various battle sounds (smashing, breaking, macing bones)
  • All new buildings (utilities and special faction buildings) have their unique sounds
  • Abomination has a unique voiceset
  • Added a demonic voice for the Minotaur Spirit
  • Recorded a new voice for Antharg. By DarkTheRelentless.
  • Recorded a new voice for the Storm Giant and Scartauri Mage. By Jasen Grace/VoiceJasen.
  • Added Puzzle Kingdoms soundtrack
  • Updated TPC OST Extended soundtrack with Puzzle Quest tracks
  • Fixed rock terrain footstep sounds not playing correctly
  • Units now play traditional footstep sounds when walking on the WBC2 wooden bridge tiles (were previously playing the footstep sounds for walking on grass)
  • Mortars and Primitive Strong Towers no longer play any ambient sounds
  • Pegasus now has the horse ambient sounds
  • Wyvern now has a dragon death sound (was Eagle)
  • Ancient Treant now has a Treant death sound (was Catapult)
  • Fixed a few AI voice decider skipping for heroes
  • Music and SFX volume is now set by slider for finer tuning
  • Recorded voices for the Terra Sanctus, by Cody Rock (Codyrockvoiceover.com)
  • Recorded voices for the Dwarf Vanguard, a new Ssrathi hero voiceset and Goblin hero voiceset, by Nick Senny (Nicksenny.com)
  • Fixed the unintended comical effect in the Minotaur victory buildup
  • Crows sound effects are now longer and pitched
  • Sandstorms and Blizzards volume sound reduced
  • The Guardian Skull now uses the WBC2 wight voice
  • Ancient Treant uses now the WBC1 Treant voice, with an edition of the conversion speech
  • Hell Hound, Gnoll and Black Pegasus now use enraged sounds
  • Recorded a new voice for good generic hero, Melkor and Scartauri Cleric, by Troy Giel (Troygielvo.com)
  • Recorded a new evil male hero voiceset, by Michelangelo Slater (Michelangeloslater.wixsite.com)
  • Fixed the crushing on flesh sound that would sound like someone would smash glass
  • Good aligned heroes no longer get the monster voice set upon hero creation
  • All mines, including outposts, have fidget/ambient sounds
  • Ramparts now sound wood when hit (was stone)
  • Recorded a new voice for a Ogre hero, by Anthony "A-Log" LoGatto (Youtube.com)
  • Recorded a voice for a dwarf hero and a special event file, by Bryan Ha (Bryan Ha (@CagedBirdsLonan) / Twitter, Casting Call Club : Bryan Ha Profile - Voice Actor, AStrayPersona (@astraypersona) TikTok | Watch AStrayPersona's Newest TikTok Videos)
  • Yet recorded another new voice for a dwarf hero, by Hussein Mohammed "HSE" (twitter.com/HSE_VO, Twitter.com).
  • Recorded voices for High Infantry, Ur-Ghoul, Centaur by Alexandre Faller
  • Added more spell sounds
  • Iron golems, bronze golems, steel and gold golems, firebombs and hellbores have fidget/ambient sounds
  • Spellcasters, human towns, necropolis, plague bases, orc camps, fey units, elephants and human generals use fidget sounds
  • Military Compound besides elephants sounds also uses a horse sound for thematics
  • Fixed punch comic-like batman attacks
  • Fixed some menu sounds not being affected by overall volume set in options
  • Fixed heartbeat sound not being affected by overall volume set in options
  • Soundtracks play now separately, because they can’t be balanced when they are all together.
  • Added more death sounds
  • Music reorganized into folders for each game
  • Ambient sounds may now be heard on the world map (based on current location climate)
  • Cutscenes and other videos’ volume is now affected by overall volume set in options
  • Unit voice priority is now decided based on the unit's cost and tier
  • You can now hear environmental sounds and SFX features in the editor
  • Most sound effects can now be heard even if they are sourced outside of the viewport, up to a sound radius of 40 (was 25)
  • Fixed some sounds (such as critical hits) not changing volume based on distance from source to center of screen
  • White Mages gain the WBC1 white mage voice set
  • Fixed bug where audio (such as narration) would not play if the installation directory had a ‘.’ in the filepath
  • Recorded voices for High Infantry, Centaur and Ur-Ghoul by Alexandre Faller


Gameplay

  • Mines now have 1%*<cell distance> from starting location more resource stores, meaning that mines further away from player’s bases last longer than those nearby
  • Courage has been renamed Fortitude and now also triggers against and provides immunity to physical afflictions, not just psychological ones
  • RSBs are no longer dependent on hero’s race
  • New resource system and resource cost scheme. Each resource type now has its own use, no longer has ‘enforced’ productions, meaning more freedom in army composition etc. All costs have been updated
  • New unit type system, featuring good vs and excellent vs. Good vs gives +33% resistance to and +50% damage against a type, and excellent vs gives +50% resistance and +100% damage against a type. All units have been updated with their own effectivenesses, including some units which didn’t have them before like fliers. Missile units don’t receive any damage resistances against melee units they are good/excellent against
  • New combat stat system. Instead of comparing combat and reducing damage and randomly dealing deathblows, crits, hits, partial hits and misses, combat is now an explicit percentage which gives a unit a % chance to inflict a critical and a % chance to avoid half damage from an enemy
  • The damage stat is now small array, meaning unit damage is more centralized and has less extreme deviation, with respect to combat
  • New armour system. Armour is now an explicit percentage. Resistance now only affects a unit’s ability to resist afflictions
  • Almost all units in the game now have new activated abilities, complete with new graphics, units, buildings and effects
  • Terrain height now has much more of an effect. It gives +50% damage vs enemies on lower ground, and +1 range for missile units for each terrain height number lower than they are. This also effects buildings
  • Updated cover system. Negative cover now makes the unit take 50% more damage, light cover gives +30% resistance to damage, medium +40% and large +50%. Light cover also now gives units a speed cap of 16, medium 12 and heavy 8
  • Implemented new Dive system. Melee ground units can no longer attack fliers, but if fliers attack grounded units, they dive for a few seconds, making them floating units for this duration of time
  • Removed food-morale army limit system, implemented new system which is related only to army limit setting & keep level (50%+10% per keep level)
  • Implemented new base building / defence building system. If the player starts with no keep building, such as in a skirmish, the keep building can only be built within a radius of 40 of the start location. The location of a player’s initial keep is called the ‘Base Location’. Non-defence buildings constructed outside a radius of 40 of the Base Position cost more resources and time to build. Base buildings can only be built within a radius of 40 of the side’s keep buildings, defences can be constructed outside of keep radii and do not cost extra. However, neither base buildings or defences can be constructed within a radius of 40 of an enemy’s Base Location.
  • Building repairs are now done automatically, at the same rate, reducing resource income and they deactivate temporarily when under attack. Left click toggles auto-repair for selected building, right click toggles auto-repair for ALL buildings.
  • Units with higher ASP costs now have higher XP requirements. The amount of XP required for a unit to level up is multiplied by their ASP.
  • Unit level ups now give: +10% combat, +10% HP, +10% damage, +4.5% speed, +6.25% view, +10% resistance and +0.5 unit spell/ability level per unit level (HP/MP regeneration same as before)
  • Max miners reduced by 2
  • Windmills may now be mined and each miner gives +1 max AL
  • Critical Hit Ignore Armor now is Break Armor, which gives -25% armor to all damage types for 15 seconds
  • Critical Hit Stun now gives -3 combat for 15 seconds
  • Critical Hit Cleave now deals 200%damage/number of hitable enemies
  • Critical Hit Burn now deals 25% of the unit’s base damage to the target over 5 seconds
  • Critical Hit Freeze now deals -30% attack speed and -20% movement speed
  • Critical Hit Mana Drain now is Paralyze
  • Critical Hit Break Resistance implemented (for magic damage)
  • Retinue units may now be purchased into battle via keep production. They are also affected by hero resurrection mode (now named hero & retinue resurrection mode)
  • Lairs no longer spawn units if attacked by allied units (was only self)
  • Owned lairs no longer spawn units automatically, but instead have a research that does so, similar to foreign mercenaries
  • Owned lairs guardians will no longer spawn if the player does not have enough resources for the research that would be required to spawn those units. When the guardians do spawn, the resources will automatically be subtracted
  • Owned lairs now take building’s rally point and attitude into consideration, including designated target
  • Implemented new conversion system: converters will now passively convert buildings they are near but will be contested by enemy converters. Units can still perform other actions while passively converting and can be ordered to convert mines / temples by simply right clicking on the building if you have at least 1 converter selected. The conversion rate is influenced by the amount of converters, so 2 generals attempting to convert something will convert it faster than a single general. If a converter moves away from the building it was converting, the conversion progress will slowly revert - allowing the converter time to move back to the building and continue converting without needing to start over
  • Heroes with high speed and a decent ranged attack are now set to Skirmisher attitude by default
  • Neutral units are now affected by passive psyche effects and also emit their own passive psyche effect (if they have any)
  • Psyche effects no longer have a permanent effect on neutral units
  • Disease now can reduce a maximum of 35% speed and damage.
  • Fixed disease reduction rate
  • Fixed poison, lethal poison reduction rate
  • Fixed bleeding reduction rate. It is now -2% per second
  • Unit resistance now adds -1 second per point to disease quickness (was -2 per point)
  • Plague Piles and Contamination skill now add +1 second per point to disease quickness (was +2)
  • Disease quickness now capped at 1 second
  • Morale attack speed is now halved
  • Fixed bug where morale army limit addition was not done when the hero was dead
  • Unavailable objects in a building’s production window no longer need to be double / triple clicked to be added to the production queue - a single click will do. In addition, unavailable objects in the production queue will be cycled around by the building until it finds something available
  • New unit type: Spearman. Archer and Mage unit types have been replaced with the Missile unit type
  • New utility building: Item Smith
  • Fixed bug where buildings would retain psych auras after changing ownership
  • Fixed bug where dead dragons would still count towards dragon limit
  • Fixed bug where No Heroes mode would spawn the wrong faction starting units
  • Fixed bug where illegal units would be eligible for retinue recruitment
  • Resource income rates are now capped at +30
  • There is no longer a cap for the amount of units that can be affected by a hero’s command radius (was 20)
  • There is no longer a cap for the amount of units that can emit psych conditions (was 128)
  • Psych conditions now have their own timers instead of all sharing the same one
  • A hero or special character that is ordered to move but cannot due to being trapped by enemy units, will now also insert an attack order against one of the enemy units surrounding them, prioritising those with the lowest HP
  • Permanent buildings, such as mines, that are destroyed when on top of void terrain will now be removed from the game like traditional buildings
  • Crystallize now gives 10*UV crystal (was 50*UV) from units and 150+25*herolevel from heroes
  • Fixed bug where Merchants resource goal selection list in skirmish would not have the same values of the selected option itself
  • Max keep level now increases morale by +1 per level
  • Base buildings may now only be built near friendly keeps
  • Buildings may now not be built near enemy starting base location
  • Medium cover now negatively affects huge units instead of large
  • XP gain from killing units now takes the attacker’s generic ASP cost instead of UV
  • Buildings’ attack speed has the same curve the units’ attack speed uses (this means it is influenced by morale)
  • Buildings speed now represents extra morale for that building (i.e. better attack speed)
  • Builders garrisoned inside buildings now give +8 resistance and + 1 hp regen to that building
  • Critters (animals) are no longer always-neutral and instead retain the ownership of who created them. This allows players to order around animals they produce
  • Critters (harmless animals) all have the “scout” attitude by default, except when produced from a non-lair building where they acquire the “coward” attitude if the building isn’t set to issue an attitude override
  • You can now order Catapults and Trolls to attack allied or your own critters as if they were enemy units
  • Fixed bug where Catapults weren’t using their extended melee range for acquiring Cows upon killing them, but also reduced that range to something more sensible (5 from 20)
  • Lairs destroyed by allies no longer spawn bosses
  • Selecting a tower, or single ferry, that have units garrisoned in them will now populate the spell bar with the abilities of the garrisoned units
  • Crown chests now award between 10 and 45 crowns (was 50 and 250)
  • Permanent invisibility on units is no longer broken by the proximity of critters (animals and souls)
  • Units disembarking from a Ferry now take their movement type into account when looking for a valid location (was always seeking land)
  • You can now queue up single unit disembark orders from a Ferry using the Shift key
  • Platinum Mode no longer gives units a chance to resist spells
  • Reworked handicapping: it now gives temporary ability points based on the strongest hero’s level and items’ powers (was giving extra ASP)
  • Auto-casting of abilities is no longer tied to the unit’s attitude and instead is toggled by the middle mouse button for each button ability. Furthermore, building abilities can now be toggled to be auto-cast
  • Add new Ability Manager - where the player can set default attitudes for units and auto-casting preferences for abilities. This is accessed by middle clicking on a unit’s interface image in the control panel or it’s image in a production window
  • Added resource amount option of 1000 and 2000 in trading panel and diplomacy panel
  • Each lair will now only have a set number of units on the map at any one time. In addition, some of those units will be on Roaming Guardian to stay near the lair
  • Cover generated by features now takes the terrain elevation and feature’s height into account when determining which cells can gain cover. Generally, features only add cover to cells of the same elevation as the feature. But tall features can apply cover to cells of elevations slightly above or below the feature’s cell’s elevation

Unaligned Siege, Fliers, Monsters, Characters & research:

  • All critters now have more resistance and no longer have combat
  • Unicorns, Nightmares and All Wisps now also have the monster tag
  • Ferries now have no keep requirement for all races
  • When producing units on water, the search radius for production point is now bigger
  • Ballista 190hp > 110hp, 4spd > 6spd, 28dam > 17dam, attack speed 1 attack per 3 seconds (was 1 attack per 2.85 seconds), 4uv > 2uv, 6asp > 3asp (all costs adjusted with the new resource system), is now excellent vs large/huge non-cavalry units
  • Battering Ram 17cmb > 20cmb, 280hp > 180hp, 4spd > 6spd, 4uv > 2uv, 6asp > 3asp (all costs adjusted with the new resource system)), now deals +100 damage vs buildings (was +80), no longer suffers combat penalties against units, is now classified as an Infantry unit (was none)
  • Catapult 12cmb > 5cmb, 180hp > 110hp, 4spd > 6spd, 20dam > 10dam, 12rng > 14rng, 4uv > 2uv, ASP7 > ASP3 (all costs adjusted with the new resource system), now deals +120 damage vs buildings (was +80)
  • Bone Catapult 12cmb > 5cmb, 175hp > 100hp, 4spd > 6spd, 20dam > 10dam, 12rng > 14rng, 4UV > 2UV, ASP7 > ASP3, build time 65 seconds > 35 seconds, now deals +120 damage vs buildings (was +80)
  • Trebuchet 13cmb > 11cmb, 190hp > 120hp, 4spd > 6spd, 14rng > 15rng, 5arm > 6arm, 0res > 1res, 25dam > 12dam, 4uv > 2uv, 7asp > 4asp
  • Trebuchet now deals +120 damage vs buildings (was +100)
  • All Dragons get 3 times combat chance to crit instead of 1 times
  • Celestial Dragon 385HP > 1150HP, 30dam > 55dam, 14spd > 12spd, 15 view > 11 view, terror radius 6 (was 5)
  • Chaos Dragon 420HP > 1000HP, 30dam > 60dam, 14spd > 11spd, 15 view > 11 view, terror radius 6 (was 5)
  • Dragonliche ???HP > 900HP, 30dam > 63dam, 12spd > 14spd, 15 view > 12 view, terror radius 6 (was 5)
  • Fire Dragon 480HP > 1200HP, 40dam > 57dam, 14spd > 9spd, 15 view > 11 view, terror radius 6 (was 5)
  • Frost Dragon 350HP > 1400HP, 30 dam > 50dam, 14spd > 8spd, 15 view > 11 view, terror radius 6 (was 5)
  • Night Dragon 460HP > 1150HP, 55dam > 95dam, 15spd > 11spd, 15 view > 11 view, terror radius 6 (was 5)
  • Sol Dragon ???HP > 1100HP, 45dam > 80dam, 15spd > 11spd, 15 view > 13 view, terror radius 6 (was 5)
  • Storm Dragon 500HP > 1050HP, 35dam > 57dam, 15spd > 13spd, 15 view > 12 view, terror radius 6 (was 5)
  • Swamp Dragon 430HP > 1300HP, ???dam > 53dam, 14spd > 9spd, 15 view > 11 view, terror radius 6 (was 5)
  • Dragonfly 10dam > 7dam, 16spd > 17spd, 8res > 9res, poison strength 7 > 6, cost 50res 15t > 45res 15t, is now a cavalry unit,
  • Eagle 10dam > 8dam, 18 view > 12 view, no longer has crushing resistance, is now a cavalry unit
  • Firebat 8cmb > 2cmb, 50HP > 40HP, 10dam > 9dam, 14spd > 16spd, 14view > 8view, 3res > 8res, cost 65res 16t > 45res 15t, is now a cavalry unit
  • Frostbat 8cmb > 2cmb, 50HP > 55HP, 10dam > 7dam, 14spd > 15spd, 14view > 8view, 2res > 10res, cost 45res 16t > 40res 15t, is now a cavalry unit
  • Lightning Hawk 40HP > 50HP, 9dam > 8dam, 4rng > 3rng, 17 view > 11 view, can now only hit air (was only ground)
  • Giant Bat 8dam > 7dam, 22spd > 16spd, 18 view > 8 view, build time 8s > 10s, is now a cavalry unit
  • Wasp 9cmb > 2cmb, 50HP > 40HP, 11dam > 8dam, 15spd > 16spd, 14view > 10view, 2res > 8res, poison strength 3 > 7, is now a cavalry unit
  • Griffon cost 230res > 150res, can no longer hit ground without diving, is now good vs small/medium infantry and missile units (was nothing)
  • Harpy 2ASP > 1ASP, can only attack air units, can no longer hit ground without diving, is now excellent vs small/medium spearmen (was nothing)
  • Pegasus cost 230res > 150res, can no longer hit ground without diving, is now excellent vs small/medium missile units (was nothing)
  • Wyvern is now flagged as a cavalry unit, can no longer hit ground without diving
  • Pterodactyl is now flagged as a cavalry unit, can now dive and hit ground units
  • Air Elemental 20dam > 8dam, 12 view > 10 view, cost 180res > 150res, 6ASP > 4ASP, is now flagged as an Infantry unit, is now excellent vs small/medium infantry (was nothing)
  • Earth Elemental 160HP > 200HP, 20dam > 22dam, 12 view > 9 view, cost 180res > 150res, 6ASP > 4ASP, is now flagged as an Infantry unit
  • Fire Elemental 24dam > 18.5dam 12 view > 9 view, cost 180res > 150res, 6ASP > 4ASP, is now good vs small/medium infantry & spearmen (was nothing)
  • Water Elemental 120HP > 150HP, 28dam > 21.5dam, 12 view > 10 view, cost 180res > 150res, 6ASP > 4ASP, is now flagged as a Missile unit, is now good vs small/medium infantry & spearmen (was nothing)
  • Elven Galleon 155HP > 160HP, 15dam > 20dam
  • Ferry 155HP > 200HP
  • All HQ buildings HP > 2000 at lvl1, 3000 at lvl2, 4000 at lvl3, 5000 at lvl4 and 6000 at lvl5 (was 500, 900, 1400, 2000 and 3000 respectively)
  • Rampart 300HP > 1250HP
  • Wall 600HP > 1700HP
  • Wall of Thorns 500HP > 1500HP, no longer has a timer
  • Wall of Ice 500HP > 1700HP, has a new sprite, no longer boosts the level of Watercall spells, no longer has a timer, has a Freeze aura of strength 13 and range 5
  • Eyrie HP > 1650HP at lvl1, 1750HP at lvl2 and 1850HP at lvl3 (was 300HP, 400HP & 500HP respectively)
  • Nest HP > 1650HP at lvl1, 1750HP at lvl2 and 1850HP at lvl3 (was 300HP, 400HP & 500HP respectively)
  • Brood HP > 1650HP at lvl1, 1750HP at lvl2 and 1850HP at lvl3 (was 300HP, 400HP & 500HP respectively)
  • Civil Tower 650HP > 2750HP
  • Magical Tower 550HP > 2500HP
  • Primitive Tower 600HP > 2625HP
  • Wizzo’s Tower 650HP > 2750HP
  • Iron Tower 800HP > 3000HP
  • ‘Awe’ Guardian 200HP > 1600HP
  • Clay Guardian 300HP > 1600HP
  • Stone Guardian 400HP > 1600HP
  • Iron Guardian 500HP > 1600HP
  • Ancestral Totem 30HP > 800HP, cost is now 200res (was 400)
  • Black Portal 100HP > 800HP
  • Circle of Power 50HP > 800HP
  • Spider Eggs 120HP > 500HP
  • Shrine 500HP > 1500HP
  • Minotaur Statue 700HP > 1500HP
  • Cave 500HP > 1650HP
  • Frost Dragon Lair 500HP > 1850HP
  • Chaos Gate 400HP > 1500HP
  • Rune of Death, Fire, Ice and Life 500HP > 1600HP
  • Healing Fountain 500HP > 1800HP
  • Mystic Tower 900HP > 1800HP
  • Mausoleum 500HP > 1500HP
  • Pyramid 900HP > 1500HP
  • Golem Statue 500HP > 1700HP
  • Verkanian Trader 450HP > 1600HP
  • Carmel Tower 1600HP > 3000HP, 80dam > 40dam
  • Undead Lair 400HP > 1650HPgoblin
  • Critters Lair 400HP > 1650HP
  • Fey Lair 1500HP > 2000HP
  • Goblin Lair 400HP > 1650HP
  • Gnoll Lair 400HP > 1650HP
  • Griffon Lair 500HP > 1650HP
  • Harpy Lair 400HP > 1650HP
  • Bandit Lair 400HP > 1650HP
  • Spider Lair 400HP > 1650HP
  • Daemon Lair 500HP > 1650HP
  • Dark Dwarf Shop 235HP > 1600HP
  • Shop 400HP > 1600HP
  • Trading Storage 400HP > 1600HP
  • Grand Market 700HP > 1600HP
  • Mart 600HP > 1600HP
  • Item Smith 400HP > 1500HP
  • White Tree 200HP > 1500HP
  • Windmill 500HP > 1700HP
  • New Temple Building: Pantheon Temple, which upgrades into a Celestial Temple, Primeval Temple or Infernal Temple based on owner alignment. Temple of Navaar renamed Celestial Temple, 600HP > 1800HP, now produces new Archangel unit instead of generals if owner is good aligned, Primeval produces new Hero Spirit unit if the owner is neutral aligned, and Temple of Lucifus renamed Infernal Temple, 600HP > 1800HP, now produces Archfiend instead of generals if owner is evil aligned
  • Dragon Temple 600HP > 1800HP
  • Elemental Temple 600HP > 1800HP
  • Hell Gate 500HP > 1700HP
  • Prison 600HP > 1650HP
  • Daemonic Runes 600HP > 1800HP
  • Mine HP > 1650 at lvl1, 1775 at lvl2, 1900 at lvl3, 2025 at lvl4 (was 500HP, 600HP, 700HP & 800HP respectively). Rare mines are now Level 4 mines and have new sprites
  • Armorer 1 & 2 now give +20%/+50% HP (was +2/+4 armor)
  • Fletcher now gives +30% damage (was +3 damage)
  • Weaponsmith 1 & 2 now give +20%/+50% damage (was +2/+5 damage)
  • Lair bosses no longer gain +15% bonus damage
  • Removed tower radius building restrictions
  • Neutral towers no longer change to Knight towers and instead remain as they were when placed in the Editor
  • Illusionary units no longer seek critters if their unit type would normally gain bonuses for killing / acquiring critters (I.E: illusionary Minotaurs no longer seek to eat animals)
  • Chaos now also removes HP bonuses
  • Units that suffer Frostbite now maintain the same percentage of HP they had before the affliction took place
  • Spells, abilities and perks which discount powerups no longer affect “mercenary” style powerups

Knights:

  • Peasant 2cmb, 55HP > 60HP, is now flagged as an Infantry unit, cost 30res 15t > 25res 10t
  • Swordsmen 3cmb, 80HP > 100HP, are now good against Spearmen
  • Spearmen 3cmb, 80HP > 100HP, have an updated sprite with brown boots and a brown spear
  • Squire 3cmb, 55HP > 60HP, 10dam > 8dam, 9spd > 8spd, is now good vs small/medium infantry & spearmen (was nothing)
  • Knight Errant 4cmb, 150HP, 18dam > 16dam, 22spd > 20spd, 7 view > 4 view, no longer has any resistances or vulnerabilities, no longer requires anything
  • Cavalier 5cmb, 250HP, 20dam > 25dam, 20spd > 17spd, 5ASP, no longer requires Smithy, is now good vs small/medium infantry & missile units (was excellent vs small/medium infantry)
  • Dancing Swords 5cmb, 65HP > 125HP, 10dam > 14dam, 12spd > 10spd, 13view > 10view, cost 50res > 75res, 1ASP > 2ASP, are now produced in the Garrison, is now flagged as an Infantry unit
  • Inquisitor 5cmb, 195HP, 35dam is now a 2UV unit which is accessible at T3 at the Garrison, 5ASP
  • Purify costs 20 Mana and 25 Crystal, max targets 3 (was 40 mana)
  • Summon Blades costs 24 Mana and 30 Crystal (was 60 mana)
  • Paladin 6cmb, 280HP > 385HP, 21spd > 17spd, 10ASP, accessible at T4, no longer requires Smithy, Shrine of the Sword or Keep Level 4 (still requires Cathedral)
  • Archons 7cmb, 180HP > 480HP, 40dam, 15spd > 11spd, 11 view > 10view, 4UV > 5UV, 14ASP, cost 450res 70 seconds, get the Blessing spell, the Encourage spell instead of Cure, and have 10 mana and start with 5 mana (was 20 & 15), accessible at T5, can no longer hit ground without diving
  • Sirian 8cmb, 8000HP, 130dam, no longer has magic resistance, has a new recoloured sprite
  • Blessing costs 15 Mana and 20 Crystal, max targets 6 (was 16 mana)
  • Encourage costs 8 Mana and 10 Crystal, max targets 8 (was 9 mana)
  • Sirian no longer resistant to magic damage
  • Garrison 600HP > 1650HP
  • Smithy 500HP > 1650HP
  • Fletcher 400HP > 1500HP
  • Market 450HP > 1600HP
  • Stables 600HP > 1700HP
  • Shrine of the Sword 500HP > 1750HP
  • Cathedral 700HP > 1800HP, now has a new selection sound
  • Knight Tower 520HP > 1700HP
  • Order of the Grail is now researchable in the Garrison at T1
  • Knight’s Quest is now researchable in the Garrison at T1
  • Order of the Pegasus is now researchable in the Stables at T3
  • Order of the Rose is now researchable in the Stables at T3
  • Income II requires T3
  • Income III requires T4
  • Order of the Dragon requires T4
  • Added Holy Water research which allows Paladins to cast Cure. Researchable at the Stables and requires T4
  • Added Sirian’s Word research which allows Archons to cast Blessing. Researchable at the Cathedral
  • Cure costs 8 Mana and 10 Crystal, max targets 4 (was 16 mana)
  • Crusaders of Mirea: The RSB is now targeted, has 12 radius and max 15 targets, costs 100 crystals and recovers in 3 minutes 30 seconds.
  • Guardian Knights: No access to Dancing Swords, Swordsmen can build towers & walls (build skill 7), Order of the Rose & Order of the Pegasus now affects Spearmen, Swordsman, Peasant, Inquisitor instead of the knight cavalry, the adjacency-based armor bonus is now 2% (was 0.2 armor/resistance value), terrain height bonus is now +30% HP instead of +10 armor/resistance value & +15% HP
  • Theiran Trollslayers: Reavers accessible at T3, Cavaliers accessible at T4
  • Fixed a bunch of issues with Knight’s Quest and it no longer gives duplicated choices. It also gives XP to any unit, not just some knight units

Dwarves:

  • Dwarven Brew now gives +2 movement speed and +4 psych resistance for 35 seconds (was with different effects for each unit and lasted for 2 mins)
  • Mortar now has 12 view (was 15) and 20 range (was 16)
  • College now requires Citadel Level 3 (was Level 4)
  • Mines can now be upgraded to Dwarven Outposts
  • Dwarf Smith 2cmb, 65HP > 80HP, 7 view > 8 view, cost 50res > 35res, build time 17s > 15s, is now accessible from the Citadel instead of the Foundry, is now flagged as an Infantry unit
  • Dwarf Brawler 3cmb, 90HP > 100HP, 7dam, 11spd > 13spd, 13 view > 11 view, costs 60 res 20 seconds (was 45 res 14 seconds), is now excellent vs small/medium missile units (was all missile units)
  • Dwarf Infantry 3cmb, 90HP > 120HP, 11dam > 12dam, is now excellent vs small/medium spearmen (was all spearmen)
  • New low tier spearman unit: Dwarf Vanguard
  • Dwarf Axe Thrower 3cmb, 11dam > 9dam, is now a Missile unit (was Ranged), is now good vs small/medium infantry & spearmen (was nothing)
  • Dwarf Berserker 14cmb > 5cmb, 170hp > 300hp, 5spd > 6spd, 22dam > 28dam, 3 view > 5 view, 5asp > 4asp, is now good against small & medium Infantry (was Cavalry), requires Citadel Level 3 (was the Foundry and Dwarven Brew)
  • Khazrimi Guard 15cmb > 6cmb, 160hp > 395hp, 22dam > 35dam, build time 36 seconds > 55 seconds, 2UV > 4UV, 5asp > 8asp, is now good against small & medium Infantry (was Mages), requires Citadel Level 4 (was the Foundry and Dwarven Brew)
  • Runelord 7cmb > 5cmb, 65hp > 160hp, 15dam > 22dam, 6 range > 7 range, 1UV > 2UV, max mana 30 (was 80), cost 190res, is now good vs small/medium infantry & spearmen (was nothing)
  • Doomstones now costs 24 mana, 30 crystals (was 32 mana) and has max targets 5
  • Stonecall now costs 20 mana, 25 crystal (was 80 mana)
  • Dwarf Lord 25cmb > 7cmb, 260hp > 500hp, 40dam, 7spd > 6spd, build time 1 minute 30 seconds > 1 minute 5 seconds, is producible at the Armory and requires Citadel Level 5 (was nothing), 5uv > 4uv unit, 9asp > 7asp, is now excellent vs cavalry and all large/huge units (was cuildings), now uses the WBC2 Dwarf Lord sprite
  • King Khalid 8cmb, 7000HP, 80dam, no longer has magic resistance and has splash damage
  • Trebuchet now requires Citadel Level 3 (was College)
  • Brewery 500HP > 1700HP
  • Foundry 500HP > 1650HP
  • Armory 600HP > 1650HP
  • Trading Post 450HP > 1600HP
  • Workshop 400HP > 1500HP
  • Mortar 200HP > 1250HP
  • College 750HP > 1800HP
  • Dwarf Tower 550HP > 1800HP, 35dam > 33dam
  • Finesse 1 & 2 are now researchable at the Brewery (was Citadel). 1 requires nothing, 2 requires Citadel Level 2 (was nothing and Citadel Level 3 respectively)
  • Engineering is now accessible at the Citadel
  • Masonry is now accessible at the Citadel and requires Citadel Level 2 (was nothing)
  • Morale 2 & 3 now require Citadel Level 2 and Citadel Level 3 respectively (both required nothing)
  • No access to Income 1, 2 & 3
  • Forge now requires Citadel Level 2 (was Citadel Level 3)
  • Finesse 1 now gives just +2 Speed for Brawlers (was +2 combat, +1 damage and double crit chance for Brawlers)
  • Finesse 2 now gives +1 Combat and +10% damage for Brawlers (was +1 Combat, +2 Damage and resistance to missiles for Bralwers)
  • Duenoth: Terra Knight is now good against small, medium & large infantry
  • Khamar: Gunners now require Workshop
  • Drak-Dum: Dragonpact RSB can no longer go over dragon limit

Undead:

  • Zombie 2cmb, 105HP, 9.5dam, 4spd > 6spd, 5view > 6view, cost 50res > 40res, build time 17 seconds > 15 seconds, is now excellent vs small/medium spearmen (was nothing), may now Gather Corpses instead of Feast
  • Skeleton 2cmb, 65HP > 70HP, 10dam > 8dam, 10spd > 9spd, 13 view > 9 view, is now excellent vs small/medium spearmen (was all missile units)
  • Wight 3cmb, 70HP > 110HP, 6 view > 8 view, is now excellent vs small/medium spearmen, can be produced from the Graveyard and can no longer morph into Cultist
  • Cultist 3cmb, 8spd > 7spd, 12view > 8view, 12dam > 9dam, 2ASP > 1ASP, now requires Deathkeep Level 2 instead of 4, is producible at the Graveyard and can no longer summon Wraiths, costs 50r 15t, is now good vs small/medium infantry & spearmen (was nothing)
  • Wraith 50hp > 80hp, 10dam > 9dam, 15spd > 9spd, build time 1 second > 14 seconds, can now morph to Shadows, is now also excellent vs large/huge units
  • Skeleton Cavalry 4cmb, 130HP, 20dam > 15dam, 23spd > 21spd, build time 33 seconds > 25 seconds
  • Dread Knight 6cmb, 200HP, 25dam, 8spd, 5ASP > 4ASP, may now cast Terrify
  • Terrify costs 25 Crystal, max targets 6, radius 5, strength 4
  • Call the Dead costs 36 Mana and 45 Crystal, max targets 5+level (was 100 mana)
  • Shadow build time 70hp > 140hp, 18spd > 10spd, 12dam > 20dam, 18 seconds > 35 seconds, 1UV > 2UV, 3ASP > 4ASP, is now also excellent vs large/huge units
  • Shadows can now morph to Reapers
  • Skeleton Cavalry requires keep level 2 (was 3)
  • Bone Catapult requires keep level 3 (was 4)
  • Liche 13cmb > 7cmb, 100hp > 240hp, 18dam > 33dam, 2UV > 4UV, 6ASP > 12ASP, can no longer summon Shadows, no longer requires Deathkeep Level 4 (still requires Black Library), is now good vs small/medium infantry & spearmen (was nothing)
  • Doom Knight 7cmb, 270HP > 435HP, 37dam > 40dam, 7ASP > 12ASP, can no longer attack air units, can cast Curse of the Damned, Doomblade
  • Reaper 8cmb, 90HP > 365HP, 13dam > 55dam, 8spd > 10spd, 8 view > 9 view, cost 120res > 450res, build time 1s > 93s, 1UV > 5UV, 1ASP > 14ASP, has a despair attack of strength 4, can absorb XP and is now an Undead unit (was Daemon), requires Black Library and Deathkeep Level 5, is now also excellent vs large/huge units
  • Vampire 25cmb > 8cmb, 260hp > 380hp, 16spd > 12spd, build time 150 seconds > 90 seconds, 14ASP, requires keep level 5 & Black Library and is producible at the Altar of Shadows, is now excellent vs small/medium spearmen (was infantry)
  • Bane 8cmb, 4350HP, 100dam, no longer has magic resistance and has splash damage
  • Graveyard 700HP > 1650HP
  • Gravestone 30HP > 800HP, can now be garrisoned by up to 1 unit, can now only morph into a Skeleton if you have room in your army limit for one
  • Boneyard 500HP > 1650HP
  • Barrow 600HP > 1700HP
  • Cage 600HP > 1600HP
  • Altar of Shadows 750HP > 1750HP
  • Black Library 750HP > 1800HP
  • Undead Tower 520HP > 1600HP, 35dam > 37dam
  • Summon Bats costs 20 Mana and 26 Crystal (was 40 mana)
  • Feast of Garok now unlocks Gather Corpses
  • New researches Apprehension, Paranormal Trepidation, Memories of Brutality, Mark of Bane
  • Dark Lord now gives Liches a night aura of radius 10 (was +8 hero command)
  • Summon Mana 1,2,3 now gives +3,5,8 Energy to non-hero units (was +5,10,20 Energy to hero)
  • Licheguard of Zhur: Fixed bug where the Spell Researches were still requiring a Deathkeep (should have been Deathspire)
  • Licheguard of Zhur: Can produce Souls in Burial Mound
  • Licheguard of Zhur: Fixed bug where Skeletons could not be produced at the Crypt
  • Torture now gives +4 Bleeding strength to Dread Knights / Doom Knights (was +2)
  • Fixed bug where Licheguard of Zhur and Gharedlun factions wouldn’t always start with the correct towers
  • Gharedlun building aura no longer affects mines and temples
  • Dark Citadel is now researched and activated from the Black Library (Legion of Mortuus) or Archive (Licheguard of Zhur)
  • New unit: Rotting Dragon, casts Epidemic and Sickening Touch. Morphs into Dragonliche and requires a research for this (Strip Dragon Flesh)
  • Dragonliches removed from undead and Swarm production (since they can be a product of morphing)
  • Graveyards can now cast Bone Ward that heals undead units
  • All Undead units now have souls for the purpose of soul-harvesting traits (Daemon yellow souls, Dark Elven blood souls, Hero perk empowering souls etc…)

Barbarians:

  • Implemented new faction: Lindenloth
  • No longer gain resources from killing units
  • Thrall 1cmb, cost 30res > 20res, build time 15 seconds > 10 seconds, is now flagged as an Infantry unit
  • War Dog 3cmb, 65HP > 80HP, 12 view > 11 view, cost 45res > 60res, build time 13s > 15s, now requires nothing (was Gladiators), is now flagged as a Cavalry unit
  • Lighting Hawk moved over the Eagle at the Nest, can no longer produce Eagles
  • Tribesman 3cmb, 11dam > 9dam, 10spd > 9spd, 10 view > 8 view, build time 16s > 15s, is now good vs small/medium infantry & spearmen (was excellent vs Infantry), now requires Fortress Level 2 (was nothing), is now a Missile unit (was Ranged)
  • Reaver 5cmb, 150HP, 30dam, is now a Spearman unit and is good against Cavalry as well as large/huge units (was just good against large/huge units)
  • Rider 5cmb, 150HP, 18dam > 19.5dam, 25spd > 22spd, is now good against Missile (was Cavalry)
  • Witch Doctor 4cmb, 55HP > 120HP, 10dam > 20.5dam, 4rng > 5rng, 10spd > 9spd, 8 view > 10 view, cost 170res > 140res
  • Warlord 6cmb, 290HP > 270HP, 36dam > 35dam, 24spd > 20spd, cost 320res > 335res, build time 70s > 55s, is now good against small/medium infantry (was nothing)
  • Rock Giant has been renamed Hill Giant, 6cmb, 550HP, 50dam > 40dam, 10spd > 8spd, 12 view > 11 view, cost 1000res > 525res, build time 120s > 70s, 4UV > 5UV, resistant to crushing instead of all elemental, is now excellent vs Buildings and small/medium infantry (was nothing), is now a Missile unit (was Ranged)
  • Added new unit: Storm Giant
  • Tempest 8cmb, 5150HP, 130dam > 90dam, now has splash damage, 20spd > 17spd, no longer resistant to magic, cost 3950res 420t
  • Camp 500HP > 1650HP
  • Scout Tower 300HP > 1650HP
  • Corral 400HP > 1650HP
  • Mill 300HP > 1600HP
  • Altar of Tempest 450HP > 1750HP
  • Chieftain’s Hut 350HP > 1800HP
  • Barbarian Tower 525HP > 1650HP
  • Added new Kiln building
  • Gladiators is now researchable at the Kiln Level 2 (was Camp)
  • Barbarian King now requires nothing (was Fortress Level 3), is now researchable at the Kiln (was Camp)
  • Magical Tattoos is now researchable at the Kiln (was Altar of Tempest)
  • Spear of Ankh is now researchable at the Kiln Level 2 (was Camp)
  • Training is now researchable at the Kiln (was Scout Tower)
  • Tracking is now researchable at the Kiln Level 2 (was Scout Tower)
  • New research Steppe Lord replaces all Horde researches
  • New research Thundering Hooves (not accessible for the Dragonslayer faction)
  • Riders of Trarg: is now basic faction
  • Palmyr: is now special faction
  • Alfheim: Has access to Warlords instead of Riders
  • Hunting’s bonus to ignore special missile resistances now only works from Tribesmen (was any missile unit, including buildings). In addition, this bonus no longer ignores special missile resistances on buildings
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