After this round of fixes, I have a few high-priority bugs and tasks left. I will hopefully close those tomorrow and then I'll shift to dedicating a greater portion of my time on the 1.0.1 Update, which aims to bring improvements to City Mechanics, Battle UI and the new player experience.
I will still fix game-breaking and serious bugs as soon as possible, but the less serious bugs and changes will be lumped in with 1.0.1 so that I can maintain some traction on getting a nice meaty update out for you with more than just fixes and tweaks. We'll see how next week plays out, but my intent is to prioritize slightly differently - circumstances allowing.
- Mods and maps can now be given a custom preview image when uploaded and/or updated. Place a png or jpg image with the same name as the mod or map in the folder. It will be picked up automatically when uploading/updating.
- Water Mastery now grants the ability to build coastal Outposts without meeting the usual requirements (an adjacent controlled province or an army containing a character with Construction)
- Level 2: Coastal Hexes with a friendly army and in an unclaimed province
- Level 4: Coastal Hexes in unclaimed provinces
- Level 6: Coastal Hexes in unclaimed provinces and claimed provinces (if no adjacent unowned fortress or city)
- Added Human and Halfling Wizard Race Traits - not that Humans are still the 'average' and default race for Wizards without any Race Trait. Taking the Trait is a way to force a starting position and hiring pool with primarily Humans, whereas a 'generic' Wizard will have a more diverse selection of minions and available hires.
- Double-clicking the Selection Icon (bottom row) will now zoom the camera to the relevant entity (army, site, province, etc.)
- Refugees settling will now give some recruits to offset the recruitment pool penalty from their meagre garrison. The garrison will also have free upkeep for 10 turns.
- Map Filter Tooltips added
- Economy Window text width fix
- Wizards with a (non-special) race trait now have their hire options weighted towards a greater proportion of that race (followers: 80%, mercenaries: 75%, workers: 90%)
- Mercantile followers can make (or rarely lose) a bit of personal Gold at the Wizard Tower Bazaar
- Logging Camp: -50% base Lumber production
- Mine: -50% base production
- Quarry: -50% base production
- Higher-tier Mercenary Units will ask for more gold from wealthy factions
- Low-tier Mercenary Units are slightly cheaper
- Craft diplomatic gift can now take more than one turn - it has a 20% chance per turn to complete (increasing by cumulative 5% per turn up to 95%). It no longer causes Fatigue on completion and will now provide 2 XP on completion.
- Increased the variety and template-matching of the Wizard starting units
- Wizards with the Transmuter trait now start with an Alchemist follower
- Wizards now always start with at least one worker with the Construction skill
- Armies left over from halted/defeated Planar Invasions will now become marauders
- Armies now ordered by size and type when transferring units in a hex with multiple target armies (non-garrison armies first)
- Show Garrison action is no longer shown if there is no garrison
- Victory Monument sites can now be targeted by Raise Hero in a variety of circumstances
- The Battle Report notification now shows Quick Results immediately, saving a redundant button click
- Improved a number of tool tips
- Fixed an issue where Deities were duplicated in the Deities panel until sorted or filtered
- Fixed an issue with the Nomad Trade Post
- Fixed an issue with upload/update of mods to the Steam Workshop
- Fixed an issue with duplicate races in the character filter panel
- Fixed incorrect Clan assignment to numerous Tribal followers/notables
- Fixed Mana Nodes not changing their Bind Cost when shrinking or growing
- Fixed the missing effects of Arcane Denial, Banish Outsider and Scorched Earth
- Fixed the Create+Metal Transmutation options not appearing
- Fixed an exploit allowing players to build sites at no cost by having the gold amount in a very specific range depending on the situation
- Fixed the Duel event so it fires correctly and doesn't glitch out before the player can interact with it
- Fixed a bug where Characters were tracked using an incorrect location
- Fixed a bug where some Units were included twice in various calculations and UI elements
- Fixed a bug where a province could remain controlled by an in-active or defeated faction
- Fixed a bug where newly created custom Wizard Templates would not be saved if all existing custom templates were deleted immediately prior to creating one or more new ones in the same session
- Fixed missing tooltips on some recruitment modifiers
- Fixed a glitch caused when attrition to a Planar Invasion army eliminated a unit
- Fixed a crash bug related to the Disease event and improved display any effects on local player-controlled armies
- Fixed a number of bugs related to the Temporal Disturbance random event
