Wizards and Warlords

Valravn Games

Released
Sep 25, 2020
Platforms
WindowsmacOSLinux
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Wizards and Warlords 1.0.5.1b - opt-in beta

    Wizards and Warlords 1.0.5.1b - opt-in beta After a long pause, support for Wizards and Warlords is picking up again. This first release is about getting the foundations back under control: the game has been moved to a current Unity LTS version and an up-to-date Steamworks SDK, a

  2. Developer post

    Patch 1.0.3.65

    Multicast Panel: Toggle added to hide/show invalid targets for the current spell. Multicast Panel: Select All toggle added. Can be combined with the hide invalid option to quickly select all valid targets. Characters: Item descriptions now shown when giving items to characters. W

  3. Developer post

    Patch 1.0.3.62

    This update took longer than I expected or wanted, but now it's finally here. I had originally intended for the next update to be a upgrade of the Unity engine version and some pending graphical improvements. However, due to the delay in bringing you this update, I want to put ou

  4. Developer post

    Patch 1.0.3.48

    A somewhat small update this time, as I took some time off after the rather grueling effort of fixing a very nasty save game bug in the previous update. But still a few very requested features/tweaks that I'm happy to finally have had the time to do. Wizards with starting Lore le

  5. Developer post

    Patch 1.0.3.47

    Game settings now have a panel for modifying mechanics in the same manner as mods can do. This includes constants related to mana nodes, road building, character hire pool and more. Mods can still modify mechanics. The order of priority is 'Game Settings' > 'Mods' (by load ord

  6. Developer post

    Patch 1.0.3.35

    Map Search now has special keywords which can be used to perform a special search (not sensitive to casing): dungeon, wizard, warlord, major, minor, realm, independent, rebel, rebels. Free text search using these keywords is still possible, with exact matches sorting above the 's

  7. Developer post

    Patch 1.0.3.34

    City Leaders now gain XP from city population growth and building construction (up to Level 5 for characters that have none of: Civic, Artisan, Mercantile). Custom Unit Types now have access to weapon and armor variants (ie culture 'specials'). Changed the Diplomacy Window displa

  8. Developer post

    Patch 1.0.3.33

    Custom Unit Types: Wizards and Sovereign Warlords can now create custom unit types from a tab panel in the Military Window. This is done by specifying Culture, Mount, Weapons/Armor/Shield, Abilities and Weight. You can also choose Icon and Name for the unit type. The resulting un

  9. Developer post

    Patch 1.0.3.21

    Bug fixes and single minor resource site tweak. Reduced the Food and Furs resource output from Hunter's Lodges by approx. 20% Fishing Villages built on a Spices hex special will now produce 1 Spice per turn (in addition to the existing resource production) If a Planar Invasion en

  10. Developer post

    Patch 1.0.3.18

    Work on custom 'mundane' unit types is still on-going, but here is an interim game update. You'll see some of the work on streamlining equipment mechanics and how they relate to unit types reflected below, but there is a lot of other stuff. In particular, I'm very happy about the

  11. Developer post

    Patch 1.0.3.13

    The Mythos Editor has arrived! I am pretty excited about this, as it's the first part of the Editor support for custom world creation. I want to expand this to eventually cover everything the World Generator does, so that players can create and share their own fantasy worlds - fr

  12. Developer post

    Patch 1.0.3.6

    First update of the year! I will try to keep a weekly update cycle, as I think that is the best cadence, but I hope you will forgive if it slips now and then. I'll count this one as a success, even if I didn't get as many things into this update as I would have liked. There are a

  13. Developer post

    Patch 1.0.3.3

    New update to celebrate a new year - happy new year everyone! And thank you so much for a great year. The support and positivity from the player community has been truly amazing. You have provided me with ideas, beta branch testing, bug reports, words of encouragement, constructi

  14. Developer post

    Patch 1.0.2.68

    Units now have an experience level icon displayed if they are level 1+. The tool tip for this icon will show what benefits the unit has gained from those experience levels. Unit experience level display also comes with modding support. See the Modding Guide for instructions on ho

  15. Developer post

    Patch 1.0.2.65

    Road Construction can now terminate at Resource Sites (farms, mines, etc). For example: You can now build from a City to a Mine. You still cannot build from a Mine to a Farm (but you can link them with an Outpost as road nexus). Balance tweaks to Death Knights, Lesser Celestial P

  16. Developer post

    Patch 1.0.2.60

    Changed the scaling of Marauder/Undead/Monster Armies. In addition to the chosen game setting for the power level of these, there is now a time-based scaling applied during the early game to mid game - depending on game settings. This will remove the risk of unreasonably powerful

  17. Developer post

    Patch 1.0.2.57

    The Escape key can now be used to close additional windows, specificially most of the 'OK' info-style message windows. There are a few exceptions, one of which is the 'Missing Mods' info window on loading a game. (These will be given Escape shortcuts in a coming patch). Battle Wi

  18. Developer post

    Patch 1.0.2.56

    Bombs can now be generated as armament for units if the Gunpowder module is enabled. This is a possibility for cultures that have knowledge of Gunpowder or alchemy - and for special miner and sapper unit types. Note that Gunpowder is currently not a full Culture trait, so you'll

  19. Developer post

    Patch 1.0.2.55

    Just a small bugfix patch. The regular update patch is expected to be ready within the next couple of days. Fixed a number of crashes related to battle magic. Fixed a crash when inspecting Dungeon Expedition history.

  20. Developer post

    Patch 1.0.2.53

    Gunpowder units can now be generated for cultures (chance based on their traits). This is not enabled by default, but can be done so by via a new Module, Gunpowder: Basic. It can thus not be applied retroactively to existing games. A new trait has been added to identify such unit