A few more issues had to be fixed before I can dedicate my time more fully to 1.0.1 development. A few improvement snuck into the patch as well. I'll try to stick to fixing game-breaking / critical issues until the next proper Update is ready, but I will probably end up patching a couple of things which are either particularly annoying to players.
It's been a hectic few weeks, and the bug fixing + stabilization + tweaking according to popular requests did take longer than expected, so it's cut into some of the time I had expected to use for 1.0.1 development. On the other hand I think these changes are really good, so it was definitely worth the one-to-two weeks it probably cost in relation to the City Update. When I read through the patch notes from 1.0.0.1 to this one, I'm pretty happy at what's been accomplished (a little bit exhausted too, maybe).
Thank you so much everyone for your kind and encouraging words, constructive feedback, excellent ideas and detailed bug reports (+ logs/saves!). I am sorry to anyone I have not replied to yet or have only given cursory replies - or even worse, those whose posts I may have overlooked. As things cool down a bit I will try to find time to go through posts from the last few weeks and make sure I have not missed anything.
- The rival Wizard AI is now more capable, especially at expansion. It also has improved ability to consolidate armies and makes fewer suicidal attacks.
- Wizard AI: Very Difficult and Difficult now have higher starting resources and a flat bonus to income at the Wizard Tower.
- New graphics for Planar Portal
- New graphics for Mysterious Site
- New Construct Shapes: Serpentine and Arachnoid
- The Customize Construct Window (aka 'Golem Shop') has been given previews for various options and slightly improved UI in general
- Resource sites now change ownership when a province or adjacent site is conquered
- Slightly toned down the frequency of random events involving marauders and wandering monsters
- Improved the time scaling of the Ancient Evil activity triggers to make them more smooth (and less frequent in the late game)
- Improved the movement steps of the first 5 battle turns to be more smooth and not 4 tiny steps and 1 big step at the end
- Increased the amount of sylvan terrain when generating a world
- During world generation swamps are now sometimes counted as part of a contiguous forest entity (ie a swamp surrounded by forest will be part of the forest)
- Jungles now have unique names and are not just named the same as forests
- Expanded and improved the selection of starting followers for Wizard with Light/Celestial/Alignment: Good trait combination
- Improved the province generation algorithm to reduce the number of very small and very large provinces
- Improved the province naming algorithm to be better at matching names matching the races/cultures in or near the province
- Reduced the risk/chance of generating very long and strange province names
- Increased the output of Logging Camps by about 15%
- Tweaked what units can be summoned/bound at Mana Nodes (based on Unit Type vs Mana Node Type), increasing the number of such units and improving thematic matching
- Fixed an issue where some neutral fortresses were generated without garrison units
- Fixed a number of bugs and user-unfriendly defaults in the Construction Project Window
- Fixed a bug causing units to change sides during battles and attack their own sides
- Fixed a number of incorrect tool tips and guide texts
- Fixed a missing unit portrait
- Fixed Construct Breath Weapon attacks not working as intended
- Fixed a bug where the selections made in the Post-Battle Captives window were not being applied correctly
- Known Issue: A new spell which should not be able to create forests without an adjacent life mana node can do so anyway
