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Post feature Report RSS Changelog 0.9 (part 3)

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

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Editor

  • Substantially improved the Editor’s speed and performance
  • Reborn ACT files now accept “victory” conditions
  • Select mode in the editor now only attempts to select chosen category (i.e. you cannot select features with the select armies tool)
  • Victory event effect now sets defeat screen for enemies (was victory for all regardless of effect owner)
  • Defeat event effect now applies only to effect owner (was everyone)
  • Fixed looping event conditions not updating required number properly
  • MAP hidden, fogofwar, level, quests are now optional attributes
  • MAP attributes now override campaign options
  • Events with condition radius bigger than 10 now display that radius
  • Fixed bug regarding enforced ACT factions
  • Fixed bug regarding enforced MAP colour of side 0
  • Fixed bug where smooth, variate, extend, copy-paste terrain editor functions would not update cell data
  • CTRL+X now resets tile data, cell data and recalculates blocking as well
  • Fixed bug where setting condition flag 1 on would set all flags on
  • Implemented new side MAP attribute “unfixedalliances” (allows a particular side to have unfixed alliances regardless of game option)
  • ACT and AMB files may now define “timeofday” which forces specified starting time of day
  • Implemented new event conditions “Hero hp below %” and “Character hp below %”
  • Implemented NIS Damage attribute “ishero”. Documentation updated
  • Fixed bug where loading maps in the Editor after using Save & Play Test wouldn't load units or buildings
  • Fixed crash when using “Save As” with a 1024x1024 sized map
  • Unit morphing and merging costs are no longer hard coded and are now used in the same way as other unit costs, allowing for external editing
  • Implemented new editor Owner Brush
  • Implemented new NIS command SetUnfixedAlliance. Documentation updated
  • UncoverHiddenMap NIS command now also marks data items as visible
  • Uncover Hidden Map event effect now also marks data items as visible
  • Fixed bug where setting index 0 in an event list would wrongly be understood as “any index”
  • Fixed bug where “Dead character” event condition would trigger at the beginning of a match
  • Fixed bug where “Dead character” event condition would trigger when there was a matching dead body but also a matching live character
  • Fixed bug where the feature drag-placement function would place blockable features over existing obstacles
  • Added new hidden key function to the Editor: Remove features with blocking data if they were to be placed over existing obstacles. This is done during loading of the next selected map and is toggled on/off by pressing the spacebar while still on the map selection list. Upon pressing the spacebar to toggle this function, the sound of a wooden axe being picked up / dropped will be played. If a feature gets removed from the map, then the Editor will play the bing sound
  • Fixed bug where selecting an object while in the process of moving an item chest or feature would result in the chest / feature getting lost. They are now placed back where they came from
  • Implemented new NIS command ActivateConquest. Documentation updated
  • Implemented new NIS conditions autogt, autoge, autolt, autole, autoeq. Documentation updated
  • Restored the Ctrl + R key combo when creating a new map to randomise a map using a randomly chosen theme
  • Implemented new NIS condition hero##race##. Documentation updated
  • Implemented new NIS command RetinueAct. Documentation updated
  • Added tropical coast tileset, consisting of 133 tiles
  • Added jungle coast tileset, consisting of 12 tiles
  • Powerup costs are now stored externally in System.XCR for easier editing
  • Implemented new NIS condition yanisindead. Documentation updated
  • Added artificial dependency that has the asset check for a living hero. Use “HERO” for the ID code
  • Buildings being placed in the Editor now ignore non-void terrain, allowing the mapper to place buildings in ways that would normally be illegal
  • Implemented new NIS condition actNAME. Documentation updated
  • Placing/removing units and buildings in the editor can now be done with click & drag
  • Added cover editor, height editor and indoors editor
  • Implemented owner brush for rapid owner changing of data items
  • Buildings may now be marked as searchable
  • Implemented new event condition “Searched building”
  • Implemented new NIS command SetSearchable. Documentation updated
  • Editor remembers last used terrain, army, building and feature and selects that when changing menus
  • Implemented new event condition “Item equipped”
  • Event conditions can now have a number input of maximum 9999 (was 5000)
  • Added several new eye-candy effects
  • Units are now better allocated in regards to their race
  • Fixed bug where resource event condition would not trigger when set to all resource types
  • Added a new System.XCR child file that overrides some hard coded values for experimenting with. (Currently only works with dev builds)
  • Random pre-placed items may now be filtered by slots in the editor. Campaign shops and NIS commands now support this as well. Documentation updated
  • Added 3 Platform-Monuments
  • Added a broken Bridge tile
  • Added a grass to cavern tileset. Made by Mani.
  • Implemented NIS command attributes iscompanionxp, iscompanionxpbyname, xpisvar, xpisvarl
  • Implemented new NIS command TeleportUnit. Documentation updated
  • Host may now set AI heroes’ faction from the skirmish screen
  • Fixed vanilla bug where placing eye candy would move events
  • Fixed bug where 2 WBC1 water terrain features contained valid ground cells for land units to be placed on when it should have been water
  • Added “Neutral” to the list of possible owners for in-editor events
  • Added new in-editor event: Cast a Spell. Mappers can choose what spell to cast, what level the spell is cast at, where the spell will strike and what side owns the spell
  • Implemented new NIS command SetInvincible. Documentation updated
  • Increased the speed at which the game adds / removes units and buildings via NIS commands
  • Implemented new NIS attributes for ChangeAI command saveprevious and loadprevious
  • Added new event conditions: Cast a Spell, Spot side, Spot hero, Spot character, Spot unit, Spot building
  • Implemented new NIS command ModifyObjective. Documentation updated
  • Implemented new NIS command ChangeID. Documentation updated
  • Implemented Diplomacy editor, allowing advanced settings to override teams setup
  • Added composite ramp terrain tiles for all existing ramps, allowing for custom width ramps
  • Long editor lists are now displayed on the whole right side of the screen for easier reading
  • Implemented Counts to Victory side setting, allowing sides to be excluded from triggering victory conditions
  • Fixed bug where event effect Condition Owner and Not Condition Owner would not work with condition everyone
  • Setting a unit’s tag to “Portrait##” will now set a hero portrait in the control panel when that unit is selected and will use its name when searching for speech files (useful for creating custom special characters)
  • Move Character event condition now needs to have the name written (allows inputting characters that are not pre-placed)
  • Character names may now be inserted in the events condition panel (not in effects 1)
  • FIxed vanilla bug where clicking on Start Locations in the editor menu would not center the screen on the first starting location
  • Tile placement now displays the selected tile with the cursor as if it was placing a unit
  • Tile and feature selection may now be done with the mouse wheel for quick selection
  • Grids are now shown when deletion mode is active
  • Scenario list now displays last loaded scenario
  • Added Grass-Dirt Road terrain tiles
  • Added Dirt-Marsh terrain tiles
  • Added Cloud terrain tiles
  • You can now give custom names to your events
  • You can now give any number effects to your events (max 4 effects per event)
  • Terrain list is now alphabetically ordered
  • You can now select default victory condition (and lock it) in the editor’s scenario options
  • Side's team and colour can now be edited from the editor sides panel
  • Side’s hero data can now be edited from the editor side edit panel
  • Side’s AI level can now be set to relative (to campaign difficulty) from the editor side edit panel
  • Side’s extra options can now be edited from the editor side edit panel (such as no hero, unfixed alliances, no defeat, custom ASP, tech level, no army limit, etc.)
  • Grids can now be hidden/shown by pressing ‘h’
  • Height grid is now coloured more distinctful
  • Integrated Eyecandy editor into Misc panel
  • Fixed elevation on Rock Cliffs to Grass, top-left inside corner tile
  • Renamed Skill Learned event condition to Research Completed and it can now select a particular research
  • Implemented NIS attribute “generate” for command “ProduceHero”. Documentation updated
  • Fixed bug where producing a hero mid-event would not update the dialogue character data
  • Smooth no longer places feature tiles and fixed a few bugs with the system as a whole
  • The NIS command “Move” and “Patrol” now support optional additional points for the unit to move/patrol to. Simply add extra x/y coords but with a number following the letter. You can have up to 20 of these. I.E: x1/y1, x2/y2, x3/y3…..x19/y19, x20/y20
  • Terrain grid now highlights the middle tiles of the map
  • The terrain grid can now be toggled when placing units, buildings or features by pressing “t”
  • Fixed bug where moving a feature would not update its cover data or its Z value at the new location
  • Holding the Alt key when using variate will only allow the variation of non-feature tiles
  • The Editor now displays the current map coords by the cursor. This can be toggle on/off at any time by pressing “z”
  • Some WBC1 tree features now have a bigger grid
  • Implemented new NIS conditions for Map Diplomacy and Campaign Diplomacy. Documentation updated
  • Mappers can now set the number of guards or scouts a lair has via inputting AIPROD for the lair’s ID, followed by G<number of guards> S<number of scouts>. I.E: AIPRODG5S0 will make the lair spawn no more than 5 guards and no scouts at all (subject to game time)


Random Map Generator

  • Fixed bug where the features around start locations weren’t being removed
  • Reduced the amount of hero items and resource carts that could appear
  • Substantially improved map generation speed
  • Added new theme “Meadows” which uses the WBC2 Grass tileset (Ctrl + P in the Editor to randomise a map using this theme)
  • Added new theme “Badlands” which uses the WBC2 Dirt and WBC2 High Dirt tileset (Ctrl + I in the Editor to randomise a map using this theme)
  • Faerie Lairs no longer appear in the Grassland theme but now appear in the Meadows theme
  • Fixed bug where ruined structures were always being either replaced for rubble or removed entirely
  • Ramp tiles will now be forced into cliffs that have little to no ramps in them to decrease bottlenecks / funnelling and ensure all high terrain areas can be reached
  • Item chests are no longer placed when the No Heroes game mode is enabled
  • The Archipelago theme will now replace any sections of plain desert tiles for either WBC2 sand or WBC3 grass for additional variation
  • The Volcanic and Cavern themes now have a random chance to place in some sand tiles for additional variation
  • Zombie Invasion random event now spawns Rotting Dragons as well


Scenario

  • All Skirmish maps now have a preset Army Limit, now have side-owned starting mines and have been updated with Hill points and Capture Points for King of the Hill and Conquest game modes. All Skirmish maps and some Campaign maps have had their Celestial/Infernal Temples replaced with Pantheon Temples
  • Removed most Skirmishes, Skirmish Missions, Skirmish Co-Missions and Historical Missions made by Zeto. They play now in TWBO
  • Fixed bug where suggested race would always be overwritten by hero race or random
  • Removed A Land Divided, Arnos Delta, Chasm, Curled Earth, Death Valley, Elduin Vale, Forest Lakes, Four Bridges, Four Bridges Extended, Four Rivers, Four Small Forts, Lost City, Miriade, Sea of Madness, Violent Meetings
  • Added A Land Divided Remastered (by Mattigar, remastered by Joe), Arnos Delta v2, Beach Landing Revised (by Siopear, revised by Joe), Castle Wars Revised (by Siopear, revised by Joe), Chasm v2, Death Valley v2, Forest Lakes Remastered, Four Bridges Remastered, Four Rivers Remastered, Four Small Forts Remastered, Ice Age (by Mani Shade), Island Shores (by Mulletman, tweaked by Joe the Bartender), Miriade Remastered, Oasis Warfare Remade (original map by Siopear, remade by Joe the Bartender), Sea of Madness v2, Sunken Dragon Temple (by Mani Shade), The Great Vault (by Mani Shade), Tropical Waters (by Kharn), Wizzo’s Village (by Kharn), Imperial Highway (by Kharn) and Sky Sanctuary (by Kharn)
  • A Dying World: is now a 4 player map (was 6) and added 2 more passages to cross the map so it’s not a single funnel
  • A Fairy Tale: Added more passages to get around the map
  • Cavern Life: Changed the flyer-only passages to be accessible by grounded units, removed some lairs and slightly moved around some mines. Also slightly increased the build room for the east and west players
  • Ghost Lake: Added a shipyard for each player
  • Icy Hills: Added two White Trees and two Dragon Temples
  • King’s Hall: Is now labeled as a Mission
  • Pirates’ Cove: Set the elevation of the sandy area in the north west position of the map to match that of the nearby grassy area (elevation 3)
  • Shady Vale: Added two Dragon Temples
  • Streets of Lysea: Remade almost from scratch
  • Tides of Pain: Fixed map not being symmetric despite it being designed to be (changed the level 2 gold & stone mines in the bottom left-hand corner to level 3 metal and crystal like it is in the top right-hand corner)
  • Tomb Raider: Removed the 4 Undead lairs from behind the Mausoleums, shifted around the mines and marked various areas as “indoors”


Hero

  • Level 1 heroes now start with 5 AP and 0 starting skills
  • Strength now gives +0.2 Combat per point
  • Ferocity skill now gives +0.5 Combat per point
  • Weaponmaster skill now increases item powers (was giving critical hit chance)
  • Tactical Formation skill now gives +0.1 combat (was 0.3)
  • Fixed bug where perks would be active even in no hero mode or when hero is dead
  • Ambusher perk gives +5/10/15 Ferocity and +5/10/15 Mighty Blow (was +3/6/9 combat and +2/4/6 damage)
  • Boreal Embrace perk now gives special cold resistance and fire vulnerability instead of +2 cold resistance value and -3 fire resistance value
  • Dance of Wonders perk now gives +8 combat (was +15 combat & speed)
  • Thirst for Power perk now spawns tortured souls based on the victim’s ASP cost
  • Thirst for Power perk now gives +0.4/0.8/1.6/2.4 Ferocity skill & +0.4/0.8/1.6/2.4 Invulnerability & Elemental Resistance skills (was +0.7/1.4/2.8/4.2 Combat & +0.16/0.32/0.64/0.96 Armour/Resistance for 1UV/2UV/4UV/Dragon souls)
  • Righteous Fury perk now gives +1 combat (was +4)
  • Bow Commander perk now gives +10% combat and +10% damage (was +3 combat & 2 penetration)
  • Sentinel perk now gives +1 speed (was +3 combat)
  • Ghastly Shroud perk now gives +1 combat (was +2) and the cripplled aura has a strength of 15 (was 6)
  • Spectral Synthesis now gives special cold resistance and fire vulnerability instead of +2 cold resistance value and -2 fire resistance value
  • Survivalist’s Skills perk now gives +1 damage instead of +1 ignore armor
  • Moonguard Training perk now gives +4 Combat (was +6) and +5 Resistance (was +6)
  • Invulnerability skill now gives +1.66% special resistance vs physical damage
  • Elemental Resistance skill now gives +1.66% special resistance vs elemental damage
  • Fire Resistance skill now gives +5% special resistance vs fire damage
  • Cold Resistance skill now gives +5% special resistance vs cold damage
  • Electrical Resistance skill now gives +5% special resistance vs electrical damage
  • Magic Resistance skill now gives +5% special resistance vs magic damage
  • Armourer skill now gives +5% special resistance vs piercing damage
  • Scales skill now gives +5% special resistance vs slashing damage
  • Thick Hide skill now gives +5% special resistance vs crushing damage
  • Dirty Fighter perk now gives a Blindness attack of strength 10 and the hero gets a +5 damage bonus against units with afflictions
  • Stoneward now gives +15% resistance vs missiles
  • Archmage class now has Ritual, Energy, Lore, Extend, Longevity (was Summoning Magic, Alchemy Magic, Lore, Illusion Magic, Time Magic)
  • Archmage now has special trait Knowledge of the Spheres (unlocks all spell spheres)
  • Reviving a hero with Hero Resurrection now removes the hero’s previous body from the game if it’s still present
  • XP gained by hero when his army killed a unit is no longer divided by the killer’s UV (i.e. the hero gets XP as if he would have done the killing himself)
  • Curser heroes that are to be switched in place of another AI hero will no longer replace heroes that are allied to the cursed hero
  • Fixed potential bizarre issues when a curser hero switches place with another hero (array overspill)
  • Base spellcasting chance for heroes is now 100% (was 50%) but the spellcasting penalty for higher level spells is now -70% (was -50%)
  • Implemented quick hero selection
  • Fixed bug where hero validity would not work when comparing hero password
  • Fixed “Ghastly Shroud” perk not giving the crippling aura
  • “Wailing Melancholy” perk now correctly gives a despair aura (was despair attacks)
  • Pressing ‘R’ when hero/converter is selected now also displays unit’s other psych auras
  • If the hero is affected by Despair, his whole army gets -35 morale (was no effect)
  • Soul Harvesting perk now gives +0.10 soul income (was +0.25)
  • Hero modes (Bronzeman, Tinman, Ironman) now affect XP gain via campaign xp rewards, xp purchases and world map events
  • Spellslinger perk now correctly affects all damage dealing spells and also displays the spell’s actual level in the spellbook and over the hero after casting the spell
  • Fixed bug where Iceguards could not be recruited into your hero’s retinue
  • Fixed bug where hero perks would get lost when playing scenarios with specific hero options
  • Fixed bug where a hero stats structure change (such as levelling up, casting Blessing / Spellforge / Disjunction etc...) would ignore the HP drop from Frostbite when working out the new “current” HP stat for the hero
  • Portal Disruption no longer works past the hero’s death
  • Fixed bug where hero would cast Scavenge Mana in magic attitudes without the perk Blood Harvest enabled
  • Fixed bug where hero would cast Necroplague in magic attitudes without the perk enabled or without any corpses around (only bones or mechanical)
  • Fixed bug where income skills would not give the appropriate amount of income
  • Nature’s Plight perk now has a 30% chance of spawning a unit (was 100%)
  • No Special Retinue is no longer locked when No Heroes is enabled - allowing retinue members to be brought into games even where Heroes themselves can’t
  • Running hero skill now nerfed to give +0.33 speed per point (was +1 speed per point)
  • Dexterity now gives +0.16 speed per point (was +0.5 speed per point)
  • Cavalry Herald perk now gives +0.3 points of Running and Swiftness per unit (was +0.15 speed and +0.15 swiftness per unit)
  • Thirst for Power perk now gives Running points instead of speed
  • Fixed Blind Devotion perk not working properly
  • Enslaved units (from Taskmaster perk) now also gain +1 Miner ability
  • Heroes are no longer tagged as ‘Infantry’
  • Unquenchable Bloodlust perk now gives +4% rage gain (instead of +1 rage income)
  • Taskmaster perk no longer works on critters, illusionary units, special characters or siege weapons
  • Pillaging and Salvaging skills no longer activate on critters or illusionary units
  • Fixed introvert not gaining +1 when it should have
  • Hero Resurrection now costs 125 of each resource and 60 seconds, +25 of each resource for every consecutive resurrection done that battle
  • Dark Elves gain Shadow Strength skill instead of Penetration
  • Swarm heroes gain Evasion skill instead of Penetration
  • Monk heroes gain Evasion skill instead of Penetration
  • Merchant heroes start with an extra +5 Frugal Investor and +5 Diplomacy
  • Tinker heroes start with an extra +6 Engineer
  • Blackward researches no longer affect the hero
  • Fixed crash when Chaotic Energy chose a multi-choice dialog spell to cast
  • Elden Prowess perk now gives +6 combat for the purposes of defence only (was offering crit immunity)
  • Fixed bug where Tactician could also be applied by Dragon Fortress Dwarf Lords and Fey Mirrorwood Trees
  • Tactician is no longer affected by post command radius duration bonuses
  • Monk now has Warding instead of Shattering Palms
  • Fixed bug where a hero killed by a non-existing unit (the unit dealt a damage over time effect and then died before the hero did) would not count as being dead in some cases, as well as not cancelling their quest
  • Fixed bug where heroes at full mana would lose mana upon closing their inventory if they had items with negative lore skills
  • Hero Info panel now has a Level Up button
  • Hero checker now reports which parts were found invalid and corrected
  • Players (host) can now fully customise and level up AI heroes from the lobby
  • Penetration skill now gives +1% chance to inflict Break Armour per point
  • Mage King and Knight Protector no longer trigger multiple times on units that morphed
  • Fixed bug where Ur-Ghoul’s Aura, Thirst for Immortality and Lurinth's Solace were also working from non-hero units
  • Fixed bug where Ur-Ghoul’s Aura and Thirst for Immortality were also draining Mana from dead units
  • Gift of Venom no longer affects units that cause lethal poison
  • Fixed bug where the mana amounts for spells in the hero level up screen would use those from the Healing Sphere instead of the spell’s respective sphere
  • Fixed bug where Nature’s Plight, Heartguard and Sacred Ground would trigger twice per mine
  • Fixed performance issues with the Ancestral Celebration perk
  • Fixed bug where Hero Res would use the Phylactery perk of the owner’s hero rather than the hero who’s intended to be revived
  • Fixed bug where some bonuses of Spectral Synthesis and Boreal Embrace would apply to the army (should have only ever been the hero)
  • Azarel’s Faith no longer spawns units beyond the army limit
  • Decaying Presence is no longer cumulative with another player’s Decaying Presence
  • Skirmish and Multiplayer battles now award a +1000 XP bonus


Spells

  • Reworked Fbar so users may now hotkey 24 spells
  • Fixed bug where Blessing wouldn’t protect against critical hits from ranged attacks
  • Spell levels listed in the spell book now take Ritual Combat into account
  • Fixed bug where Psychic Blast had a very long duration
  • Warcry now affects Undead
  • Fixed some spell book typos
  • The expiration of Chronostutter now sets the game speed back to what it was before Chronostutter was activated
  • Fixed bug where Viral Mutation and Necroplague couldn’t be cast from the FBar if you had multiple units selected
  • Fixed bug where Brew Potion that was cast by an AI hero would call up a spell icon for the player
  • Fixed bug where Brew Potion could create more than 9 potions
  • Replaced alchemy spell Summon Guardian with new spell Repair Item, shifted to slot #3
  • Create Item now spawns items with 500 durability +500 per level
  • Spellforge and Disjunction are now one spell
  • New spell Create War Machine for Alchemy Sphere slot #10
  • Call of the Wild now summons neutral lairs and owned lairs only from level 3
  • Fixed bug where Earthpower wasn’t healing buildings
  • Improved building detection with spell targeting - buildings will now be targeted if any part of them is within a spell’s area of effect (was just the first cell of the building's grid)
  • Fixed bug where help tooltip on assassins that could bribe would not work
  • Spectral Horde and Spectral Image illusions now benefit from training
  • Building placement spells / RSBs can no longer be placed in Fog of War
  • Fixed bug where RSB shortcut keys weren’t working
  • Fixed bug where RSBs could be cast multiple times at once when the game was running slowly
  • Fixed crash caused by some unit spell shortcuts (such as Shift+D with the Summoner)
  • Crippling Touch spell renamed to Sickening Touch
  • Fixed bug where some psych inflicting spells would always fail if the target was affected by a specific psych condition (such as Terror failing if the target was suffering from Awe)
  • Permanent psych conditions can no longer be removed by Calm and Reset
  • Frostbite, Crippled, Blindness can be cured when reaching full hit points
  • Bleeding can be cured by Cauterize spell
  • Call the Dead now only takes the amount of corpses it uses
  • Fixed bug where critical hit spell powers would only activate in melee
  • Call the Dead no longer works on dead fliers (with invisible corpses)
  • Added Desecrate, Summon Phoenix, Pentagram, Summon Acolyte, Unholy Touch, Totemic Call, Anathema, Witchcraft, Phlegmophobia, Taunted Ground, Hemorrhage and Trophallaxis spells (used only in special items)
  • Most of the referred spells are part of a new spell sphere: Black Magic, that is only available via items or campaign bonuses. These items are available in the WBC2 campaign and in random maps.
  • Weather changing spells on units and buildings are no longer operable during Weatherlock
  • Fixed bug where not all players were being checked correctly when an item effect was checking to see if anyone had cast Disjunction
  • Added more spell visual effects
  • Mind Leech now affects heroes, stacks with natural mind leech (wraiths, shadows,reapers) and permanently drains XP from victims (including heroes, retinue, companions, etc.)
  • Units now gain +0.5 spell levels per level (was +0.1)
  • Fixed bug where Transmute (and other spells) would not work when caster was garrisoned
  • Elven Galleons now use Song Of Winds and Whirlwind spells
  • Added a Spore Fungus building for the Mycotopia spell
  • Added a Gold Mine Illusion building for the reworked Fool’s Gold spell
  • Morph Any is now called Morph Stats
  • All the other spell reworks that are not listed here yet!!!
  • Fixed bug where spell radius checks weren’t catching targets on the very far right / bottom of the radius
  • Placement spells can no longer be cast on concealed areas of the map
  • Industrial Age now speeds up the construction time of the affected building if it is still under construction
  • Multishot now uses the caster’s attack vs type when targeting enemies
  • Removed all spell researches from standard production
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