General
- A selection of 3 army emblems/banners have been added to replace the old shield icon used for player armies on the world map. The background and sigil are imprinted on this as with the previous shield, but there is now additional variety and higher visual quality.
- New River graphics have replaced the basic blue lines previously used.
- Faction flags have been added to Site tool tips.
- New Siege Window added which allows navigating quickly between all active sieges.
- Sieges can no longer be initiated if armies of the target site faction are in the same hex.
- Reworked the battle initiation actions to make it less confusing, and removed the generally useless 'lift siege' action.
- Assault can be ordered from the Siege Window.
- Siege Towers can now be built during sieges. This reduces the progress needed to make an Assault possible.
- Siege Engines can now be built during sieges. These add a random amount of progress per turn of Siege (0-3 per engine, with a total upper limit per turn based on elapsed siege time and fortification value).
- Labor points are now generated during siege turns, with max 1 point carrying over to the turn. Army composition determines how many points are generated (0 to 3, can be fractional). Siege Towers and Engines require labor in addition to resources, in order to be built.
- Re-balanced siege progress and threshold values.
- Character Activity: Prospectors now have a chance to discover new mineral/ore deposits in the area they are located as part of their task.
- Planes now have randomly generated flavor text.
- Planes now have a randomly generated selection of 'native' units.
- Planes now have a wider variety of names.
- Increased the variety of province event undead army names and made army composition factor into the name generation.
- Nomadic tribes can now be hired as auxiliary mercenaries. The cost and chance decreases by increasing respect. This is done by winning battles and decreases over time. The tribes may decide to keep the bribes, and the units gained are temporary, but they are relatively cheap and fast to recruit. Attacking the nomads will cause any currently hired auxiliaries to desert.
- The AI is now better at merging armies and units. Especially when defending important sites. This greatly reduces the army spam that some faction types could cause when threatened for an extended period of time.
Magic, Research and Monsters:
- New Unit Type: Mutant Brutes. Powerful melee unit with a high Food upkeep.
- New Unit Type: Beithir. Powerful Monstrous dragon-like creature with poison and lightning attacks, and amphibious movement.
- New Unit Type: Djinni. Powerful Extra-Planar Elemental Air creatures with very small units.
- New Unit Type: Efreeti. Powerful Extra-Planar Elemental Fire creatures with very small units.
- New Unit Type: Barghests. Monstrous dogs which cause terror and are very resistant to Dark damage.
- New Culture Variation: Evil Leonids knows as Martichora. The base traits for this template are poison attacks, limited flying, heavy armor disdain, no cavalry units and evil alignment. They are an 'exotic' template for setting/world generation purposes.
- New Chaos Spell: Lesser Wild Summons. Summons a randomly chosen unit (from those available and within an effective power range of level 1 to 5) immediately at 25% to 125% of the normal cost.
- New Chaos Spell: Greater Wild Summons. Summons a randomly chosen unit (from those available and within an effective power range of level 4 to 8) immediately at 33% to 133% of the normal cost.
- New Chaos Spell: Planar Vortex. Teleports an army to a random hex in an adjacent province. There is a continuous 10% (until failed) chance that a further distant province is chosen as target.
- New Chaos Spell: Greater Mass Mutation. Transform a large percentage of the inhabitants of a city into Mutants and Mutant Brutes. This creates an instant, large, army at the cost of numerous pops and significant disorder/squaler to the city.
- Planar Lore can now grant discoveries related to the native units of a plane (upkeep/cost modifiers, temporary units, research progress).
Fixes:
- Fixed a number of display bugs related to unit attacks and modifiers
- Fixed a crash bug related to movement and tooltips
- Fixed a number of crash bugs related to battles
- Fixed tribal siege penalties being applied inversely
- Disabled legacy manual battle resolution
- Fixed a world generation freeze bug
- Fixed a graphical glitch which happened if numerous armies of differing factions were co-located
- Fixed research planar lore not being included in the research project list
