- AI Rivals are now assigned colors from a fixed list of distinguishable colors instead of completely random colors.
- The Escape key now closes an open window in a manner which follows UI conventions. There is a single known case where it still doesn't work, but that should be fixed soon and hopefully no.one will notice (hint: it's during game setup).
- Wizard AI is now better at prioritizing armies against threats and opportunities by improved consideration of power levels.
- Wizard AI will now use larger armies for achieving objectives.
- Wizard AI is now more likely to prioritize rival capitals.
- Wizard AI is now less obsessed with taking over all unclaimed mana nodes.
- Wizard AI is now better at prioritizing conquest targets by distance and expected strength.
- Wizard AI is now less prone to retreating an army to friendly territory with only low to moderate losses.
- Workers which can't settle due to culture/special properties can no longer be assigned as Settlers
- Tomb Robber shenanigans can now result in a greater variety of angry monsters and creatures.
- Outposts can now be abandoned after construction as well.
- Dungeon difficulty now has a larger impact on dungeon expeditions
- Rewards from dungeons are now slightly better at the low end and much better for difficult dungeons (which are now more difficult than before at the high end)
- Character level and dungeon difficulty now impacts the risk of lethal trap events
- Rogues have a special saving throw vs traps in dungeons
- Tribal Chiefs can now raze fortresses after a successful siege.
- World spells which target units can no longer be cast on non-owned armies/units. This could be abused to spy on enemy armies and/or to apply dangerous effects (ie symbiotes).
- Fixed an exploit where Transmutation could be used despite not having the requisite resources.
- Fixed several UI issues with the Transmutation Panel.
- Fixed Mitalovivo units incorrectly having Limited Regeneration in addition to Regeneration. These don't stack, so Limited Regeneration has been removed.
- Fixed an issue with the Favorable Skies fix causing incorrect pathing calculation, allowing unlimited free movement during a single turn, instead of the one hex intended.
- Casting Rune of The Raven no longer applies Rune of Thunder instead.
- Fixed a crash bug relating to Wizard AI feeling very threatened. (crashing the game is an unfair cop-out).
- Fixed a number of bugs relating to text and the Craft Gift assignment.
- Fixed a bug causing Skirmishers to sometimes attack their own side.
- Fixed a bug causing: Void Tyrants, Void Gluttons and Void Fiends not be unlocked as intended.
- Fixed a bug causing some spell effects to persist after the target no longer existed (showing up in various lists).
- Fixed a crash bug involving peace offers.
- Fixed an issue with the Followers Window and the Back Button
- Fixed exploit allowing players to disband and/or split AI army units in some cases
- Fixed Advisor resource impact missing from next turn projections in the info window
- Fixed Outpost to City Pioneers skills (this was incorrectly fixed previously when the display and actual requirement where out of sync - the wrong one was fixed)
- Fixed a number of ways to circumvent the restrictions on Locked Leaders and their activity.
- Fixed equipment not factoring into upkeep costs as intended. Note that this greatly changes upkeep costs. I've done some minor rebalancing, but units are generally more expensive to upkeep now (in Gold).
- Fixed greatly incorrect upkeep display in Hire Mercenaries preview. The recruited unit would have a sometimes very different upkeep.
- Fixed some text display errors
- Fixed the Hire Mercenaries button obscuring part of the Military Window Filter Panel
- Fixed an issue causing AI armies to attack repeatedly when they should not be able to, either due to AI planning or mechanics restricting it.
- News and updates
- Wizards and Warlords
- Patch 1.0.0.57
Source: Steam Community (opens in a new tab)
