General:
- Lore research has been substantially expanded with a discovery event being generated on every level increase in a particular lore.
- Lore Discovery Types: Mastery progress, Mastery unlocks, Research project progress, free Research project initiation, resource caches, unit battle modifiers (offensive/defensive), recruitment cost modifiers, Ancient Evil information.
- Custom Discoveries for many lores, to be expanded in the future. This means that lore research will yield discovery bonus related to the subject of that lore (Celestials, Demons, Ancient Evils, etc.).
- Nomadic raiders will now also consider the power of army units when determining whether to launch a new raid, and not merely the army size.
- Improved the generation of Knightly Orders to have better matching with generated cultures and races.
- World settings regarding marauders and world "danger" level is now considered in additional relevant events.
- Rebalanced some city building stat modifiers and resource output.
- City building availability is now predicated on a wider variety of cultural and factional (city-owner) traits and attributes. Alignment in particular is now relevant.
- New city building: Ancestral Shrine.
- New city building: Tannery.
- New city building: Leatherworkers' Guild.
- New city building: Tailors' Guild.
- Added generic Knight (Shadow/Chaos/Dragon) unit types, so that these are available for research, even when no chapter house or dynamically generated world org/faction exists for the Knights.
- Improved the Plane name generation routines.
- Substanstially expanded naming variety for Grim/Evil flavor characters, cultures and realms.
- Dynamic unit generation now includes more weapons in the range of potential options.
- New unit type: Tarrasque.
- New unit type: Basilisks.
- New unit type: Hungering Wisps.
- Randomly generated special characters and notables for Celestials and Demons, which can be discovered via lore research. They are also tied to the existing world generation hooks and themes. These will be given additional agency and player opportunity for interaction (e.g. recruitment) in future updates. Similar notables will be added for other special races.
User Interface and Graphics:
- Lore section added to the Wizard window making it easier to get a quick overview of lore progress, gained benefits/discoveries, and starting new lore research.
- The middle mouse button can now be used to drag-pan the map.
- Several entities (units, spells, etc.) now have a rarity attribute which will affect the display frames. The graphics are not final, and the rarities are in some cases related to power when they have not been categorized for actual rarity yet.
- Wizard Templates can now be filtered according to whether they are custom or premade.
- Wizard Templates are now ordered alphabetically.
- Optimized the map free-text search.
- The tutorial can now be permanently disabled from the settings window. Until re-enabled, it will no longer be launched on every new game start.
- Map border thickness can now be configured from the settings window.
- Shrines now have proper map graphics instead of a placeholder icon.
- Ruins now have proper map graphics instead of a placeholder icon.
- Selection prompts for sites, armies and units will now automatically include only the relevant type of entity when clicking on the map.
- Reworked the selection of battle spells when a large number of spells are available. This should now be more intuitive.
Bug Fixes:
- Fixed a bug where the random number generator was re-seeded during world generation, in some cases leading to unintended repetition during parts of the generation process.
- Fixed several crash bugs related to interactions with some sites if they had no main culture (but could have).
- Fixed a memory leak related to map sprites.
- Fixed a display bug on the Projects tab of the Wizard window.
- Fixed a bug with AI army pathing, which could cause them to get stuck.
- Fixed a number of crash bugs related to character tasks and office assignments.
- Fixed the strange results (and occasional crash) caused when trying to generate mercenaries from cultures with a very limited selection of unit types. In the very rare case that no unit types exist, wolves will be used as a fallback.
- Fixed a bug in the resolution and generation of worker skill training options.
- Fixed several bugs related to blocking and calculation of block values during battles.
- Fixed a bug where pending recruitment was not correctly cancelled when the location was lost.
- Fixed some goody hut display bugs and messy display text parts.
- Fixed a number of bugs related to religious actions and sites.
- Fixed a bug causing message windows to be un-closable.
- Fixed a bug affecting the spell dropdown on the battle window.
- Fixed a bug related to site construction which could causes crashes or sometimes a 'lock/freeze'.
- Fixed a bug related to splitting armies.
Patch 0.9.141.1 Additions:
- Fixed issue with display name for pops with Noble as primary trait
- Changed the spell Endow Peerage to add Noble as a secondary trait instead of primary, making it possible to have Noble Warriors, Noble Merchants, etc.
- Fixed Rivers not saving correctly when created in the Map Editor
- Fixed some Research Projects reappearing as valid although already researched
- Fixed some Research Projects showing as "unavailable due to requirements" when they were actually already researched
- Added a helper graphics when creating rivers in the map editor, one highlighting the hex corner under the mouse and another showing the currently active river segment endpoint
- Added logic that makes it extremely unlikely that characters with duplicate names (among major factions) are created during world generation
- Fixed an issue where certain combination of character religion and shrine dedication options would result in automatic assignment of Mysticism
- Fixed a crash bugs related to potential random events being discarded (internally)
- Fixed a bug causing favored follower status to become "sticky" when one such follower died or left the faction.
Patch 0.9.141.2 Additions:
- Fixed a crash bug relating to the creation of new sites
- City temple buildings now display the deity/religion in paranthesis
- City temple build options are now restricted to those accepted by the city culture. Any religion-class characters (regardless of faction) in the city also contribute to this list
Patch 0.9.141.3 Additions:
- Fixed a world generation crash bug
- Fixed a research-related crash bug
- Added confirmation dialogs when constructing an outpost in a province that has a capital
- Reduced the time required to upgrade an outpost to a fortress by 50% and added a small initial boost if the outpost had level 4+
- Fixed an issue where high power scaling of event armies was also applied to army size
- Fixed a bug causing hex condition spread random events to trigger far more rarely than intended
- Fixed a bug where two special worker types (Skeleton Laborers and Demonic Wretches) did not have the correct identifier, and thus did not count towards intended limits
- Fixed a bug causing some research chains to be blocked after unlocking the first step
- Fixed an issue where marauder frequency and power settings did not apply to camp-based raiders
- Camp-based raiders now leave behind a reasonable force of defenders, making the camps less vulnerable and the raiders less powerful (especially in the early game)
- Added a random factor to when raids will be launched, which adds an average delay of 4 turns between each cycle
Patch 0.9.141.4 Additions:
- Any resources acquired above the resource caps are now sold on the market (if possible), rather than discarded
- Fixed a crash bug related to selecting Worship locations
- Added a toggle for filtering Characters to include only those who are Idle
Patch 0.9.141.5 Additions:
- Research project outliner items now show correctly calculated estimated expected progress rather than an estimated based on default values
- Fixed an incorrect upper estimate display when scouting armies
- Resources without a cap no longer show a very large maximum value
- Elemental Lore discoveries regarding specific elements now have the correct display name string
- Shield block values are now correctly displayed on unit equipment tooltips
- Fixed a bug where out-of-action unit members being killed during battles would count as 2 kills for several purposes
- Summoning/Raise recruitment now falls back to Binding cost/upkeep if the base cost/upkeep is empty
- Binding recruitment now falls back to Summoning cost/upkeep if the base cost/upkeep is empty
- Conversion assignments now terminate correctly rather than locking the character in place
- The research project filter window now opens when the filter button is clicked
