Some bug fixes and various odds and ends, including the requested improvement to dungeon exploration rewards. I have not abandoned the work on Planar Portal events mentioned in the previous update, but the bug fixes in this update meant I wanted it out sooner rather than later, and not delay it until the Planar Portal events were completed.
- Added two new outcomes when exploring Mysterious Sites (goody huts). One of these has multiple options for resolution.
- Fomorians have been added to the tables for generating random "Monstrous Humanoid" armies. They are very rare and tend to be found in Blight and Darkened regions.
- New Spellcraft: Fomorian Sorcery. Research unlocked by Mastery: Chaos 3 + Lore: Ancient History 2. Gives +5 Mana per turn and unlocks research of Fomorian unit types.
- New Unit: Fomorian Degenerates. Basic, relatively weak Fomorian infantry unit, which is very cheap and fast to research. Research to unlock requiresFomorian Sorcery and at least one of Mastery: Binding 2, Mastery: Beasts 1, Mastery: Blood 1.
- New Unit: Fomorian Brutes. Durable medium infantry. Research to unlock requiresFomorian Sorcery and Mastery: War 2.
- New Unit: Fomorian Nobles. Durable elite heavy infantry with strong melee attacks and decent short-range javelin attacks. Research to unlock requiresFomorian Sorcery, Lore: Ancient History 4 and either A) Mastery: Binding 5 or B) Mastery: Binding 3 + Mastery: Order 3.
- New Unit: Fomorian Elders. Durable elite medium infantry with powerful magic attacks. Research to unlock requires Fomorian Sorcery, Mastery: Darkess 3, Mastery: Time 2 and Lore: Ancient History 5.
- New Unit: Fomorian Blight Lords. Durable light infantry with very powerful magic attacks dealing combined Disease+Corrosive+Dark damage. Research to unlock requires Fomorian Sorcery, Mastery: Darkness 3, Mastery: Pestilence 3, Lore: Ancient History 5 and Lore: Ancient Evil 2.
- Research of Lore: Ancient Evil is now unlocked by one of the following A) Mastery: Darkness 4 + Mastery: Divination 2, B) Mastery: Abyssal 6 + Mastery: Divination 2, C) Lore: Ancient History 5 + Darkness 2, D) Lore: Ancient History 8.
- The Exotic Races game setting now has a greater impact, with Classic races/cultures being much less likely, Exotic being more likely. Any non-Exotic will also have a high amount of variety changes applied to the template.
- Dungeon Exploration can now gives better rewards more in line with risk posed to the expedition. The new special rewards have a small chance of occuring during exploration turns and a medium to very high chance (depending on dungeon size) to be awarded after clearing the dungeon. The possible rewards are Unit (with no upkeep for 20 turns), Map Reveal+influence, Wizard Research (random fully researched project) and Tribal Destiny.
- Greatly reduced the cost to research Lore.
- Lore research now shows the next level in the project name and the current level in the description.
- Fixed a bug where initial Lore levels from Wizard traits were not being set correctly.
- Fixed a bug causing Lore research to be unavailable after Level 1+ was reached.
- Fixed a bug where could abandoned sieges could cause issues when the site was sieged later.
- Fixed a crash bug related to assaulting after a siege.
- Fixed a bug causing Trade Posts to be under construction permanently. They also no longer generate income until after construction finishes.
- Fixed a crash bug related to conquering a site with units under recruitment.
- Fixed a corrupted save game crash bug. Saved games already suffering from this issue can now be loaded (the issue will be detected and fixed on load), and the corruption will no longer occur for new saves.
- Removing the Mercantile character from a Trade Post under construction will now give the player a notification that construction has been halted.
