Road Building (without spells) is now possible. The action is initiated by selecting a valid site. You can then choose a target site from a list, or switch to selecting it from the map.
Road Building rules constants have been exposed to modding (default in parenthesis): BaseRoadGoldCost (500), BaseRoadBuildTime (4.0), RoadLengthBuildTimeFactor (0.5), RoadDifficultTerrainAdditionalCostFactor (1.0), RoadDifficultTerrainAdditionalBuildTimeFactor (1.0), RoadLengthBuildCostFactor (0.25).
The Army Deployment Window (grid-based, from Army Window) has been aligned with the Battle Window in relation to Formation Assignment/Creation, click-to-deploy/move, shift-click to assign Formation and a few more things.
Assign Task is now filtered away from Character Context Menu in the Dungeon Window.
Some lingering unit effects (from expired army effects) are now cleaned up on loading a game. The bug causing the lingering effects has been fixed in a previous patch, but any effects already detached from the parent effect were not cleaned up. They are now.
The City Window now shows the hitherto hidden Rebellion stats if the player controls the city, and has either the Master of Puppets trait or Unrest is less than 5.
Independent Realm AI will no longer consider movement outside of the province it controls trespassing if adjacent to a site it controls. This should make diplomacy less frustrating when independent realms have sites on the borders of a province.
The menu for Tower Upgrades for prismatic/white slots now utilize sub-menus to avoid screen overflow.
Editor: Dungeon Seeds can now have theme and sub-themes set as part of the map/scenario.
Editor: Province names can now be randomized. This can be done for the selected province by using the 'Dice' icon next to the name field, or for all provinces with a regular randomize all button.
Editor: When changing terrain-type from water to land, a new province is generated if the action causes the previous hex province to be invalid.
Reduced the cost for several research projects with Ectoplasm as part of the cost.
Fixed research unit projects not showing base recruitment time, recruitment cost and upkeep cost.
Fixed research projects not showing resource cost when invalid due to unmet requirements.
Fixed the Burrow special ability not giving Siege progress as the tool-tip indicated it should.
Fixed several instances of missing unit stats across different windows and panels.
Fixed a bug causing unit type attacks to be missing in several summary-style panels.
Fixed missing tooltips in a number of unit-related text panels.
Fixed a display bug in relation to requirements for workers assigned to upgrading an Outpost to a Fortress. Two different requirements shown in different places - one not aligned with actual mechanics.
Fixed a crash bug related to the Character Context Menu.
Fixed a bug in the grid-based battle mode where the Formation panel could be locked in bad state during deployment.
Fixed a crash bug related to setting/cancelling current construction in Cities.
Fixed a bug where building Siege Engines/Towers did not update UI as intended - making it look like they were free.
Fixed a crash bug when setting up default Army deployment.
Fixed sub-menus being dimmed in most menus for no good reasons.
Fixed rebellion risk being 100 times higher than intended for some combinations of modifiers.
Fixed a number of tooltip bugs.
Fixed a bug causing Loyalty/Discontent upkeep modifiers to be reversed.
Fixed a crash bug when using 'Assign Task' from the Character Context Menu, but then cancelling when presented with options.
Fixed missing inclusion of some Advisor-related effects when calculating expected future state, affecting the Info Panel, some AI logic and more.
Fixed a number of editor bugs, including some very nasty 'province clean-up' bugs.
Fixed a pathfinding bug which could lead to weird AI pathing and sometimes even AI armies freezing in place.