General
- New game setting for automatic/easy scouting. This allows inspection of enemy armies without having a nearby observer, and disables the scouting logic limiting available information.
- The following Wizard Racial Traits now unlock city religious building dedications: Faerie, Celestial, Demon. The corresponding 'Worship' cult is available
- Corrupted province data in custom maps can now be fixed by loading and saving the maps in the editor
- Custom Map input field is now clickable
- Provinces are now highlighted when editing provinces in the Editor
- The tool tip on Favor/Wroth in the Deities panel is now limited to 10 lines of change history.
Magic, Research and Constructs
- Medium Mana Node now gives 6 Mana per Turn, and costs 450 Mana to Bind.
- Channeling nows give +1 to +5 Mana per Turn based on the size of the Mana Node.
- Animate Weapons can no longer be cast during the first turn of battle
- Shardstorm and Boulderstorm now log whether they applied the modifier or not (and were also tweaked slightly)
- Magma Elementals no longer have themselves as a requirement for research
- Added missing Mastery bonuses to the following Research: Ravenous Symbiote, Aquatic Symbiote
- Added Orb of Seeing Golem Trait - Scouting +2, +1 Ranged Attack Skill
Battles, Armies and Units
- Reworked the calculation and display of Melee and Ranged Skill for unit attacks.
- If all units in an Army have Flying, it ignores terrain type movement costs
- If all units in an Army have Flying or Limited Flying, it halves terrain type movement costs (but now below 1)
- Non-Major Faction AI no longer has the mysterious ability to attack already destroyed/disbanded armies
- Army roles now give passive XP to characters below level 3
- All Army offices now gain XP from battles (Quartermaster only on victory)
Dungeons and Characters
- Greatly increased XP from dungeon expeditions
- Increased base travel speed by 200% for purposes of dungeon expedition travel speed
- Character traits now affect expedition movement speed: Cautious -15%, Lazy -20%, Energetic 20%, Reckless 10%, Survival 25%, Tracking 50%, Rogue +25%
- Character movement speed is now based on race, but is minimum 4
Sites and Projects
- Excavation Projects now actually have an effect. Ruins have also been made more common so there is actually something to excavate. You can get some resources and/or research progress from excavations. There is a risk of angering Deities. If Sinister or Deadly wilderness is chosen there is also a chance of unleashing monsters.
- Workers are now unassigned on the conquest of a site
- Outpost into settlement upgrade now uses culture from workers if the overseer has a special culture. Special culture characters are no longer blocked from being overseers (they still need civic or survival)
- The sum of Religion power in a City can no longer add up to more than 100%
- Added a new cultural City building, Warrior Lodge: Inner Circle, which unlocks Elite units
- Added a new cultural City building, Grand Arena, which has a significant Unrest reduction (requires Arena)
- Added new cultural City buildings related to hunting: Hunting Lodges, Fur Market, Bone Carvers
- Tweaked a number of City building stats
- City religious buildings dedicated to Mysticism are now available if the Culture has the Mysticism trait
- City religious buildings dedicated to Eldritch Cultism are now available if the Culture has the Madness trait
Bug Fixes:
- Quick start options are now only shown when relevant (ie when quick start is enabled)
- Quick start: Removed 7 opponent option (as it was causing crashes)
- Fixed a number of bugs in religious building availability checks for Cities - it will now include those represented by unaligned and city-friendly Religious-type character, those with positive cultural affinity and those with 3%+ power in the city.
- Fixed an editor crash related to the river tool
- Fixed golem attribute calculation to handle temporary stats underflow/overflow
- Fixed custom golems being recruited with type: train and not type: create
- Fixed a number of units not contributing to mastery progress and a few new cases
- Fixed a crash related to battle spell casting
- Fixed emissary XP being incredibly strange and unfair
- Fixed skirmishers deploying strangely
- Fixed missing mouse wheel-scroll in the Mastery grid
- Fixed an issue with some custom maps (the editor could leave remnants of empty provinces)
- Fixed an issue with using Steam workshop mods when not having a mods folder
- Fixed "missing upkeep" spam messages
- Fixed Orichalcum-infused armor not applying effects correctly
- Fixed the Turn counter being shown in editor mode
- Fixed character clan affiliation not being saved correctly
- Fixed military window recruitment options not being shown correctly in Queue Mode
- Fixed Paving the Way and Veins of Civilization incorrectly calculating shortest path disregarding hypothetical future bridges
- Fixed an issue where emissaries could become "sticky" and keep the office even when assigned to another task
- Fixed an issue where two categories of conditional unit stat modifiers were not applied
- Fixed an Achievement not triggering if conquering the seat of power of a Warlord if it was a Fortress
- Fixed Conflagration of Souls not working properly
- Fixed recruitment modifiers having double cost, which gave some unexpected and incorrect "cannot afford this" prompts when recruiting
- Fixed a number of spelling errors and incorrect tooltips
