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Patch 1.0.1.72

  • Map terrain graphics can now be modded. The modding guide has a new section on how to use this.
  • The modding guide now has sections on sigil modding and mechanics modding. Some of the other sections have been updated as well.
  • Added a new Territory Overlay toggle, which shows a colored map overlay using the faction colors. This provides an easier way to quickly get an overview of faction province control.
  • Research Projects now have a short name which is used in the list when browsing projects, removing a lot of repeated text when listing projects from the same category.
  • Randomly generated cultures can now have weapon/shield/armor variants with different (usually better) stats than the basic version. These are given special names based on culture and language - and applied automatically to the unit types of the culture.
  • Unit types generated as part of randomly generated cultures can now have magical weapons. The chance is based on the game settings for magic rarity. Elite and special unit types tend to have these more often. The name of the weapon and the stats/abilities given depend on cultural traits.
  • New unit weapon: Glaive. It's a polearm and a pretty good one.
  • Units with the Hunt special ability now generate Food if the army is not at a City or garrisoned.
  • Units with the Forage and Hunt special abilities now consume less Food for upkeep based on the hex the army is located in.
  • Undead Units now have lower upkeep in Blighted hexes.
  • Darkened hexes now cause armies to have a higher upkeep while in the hex.
  • Added Death Knight Lords, an improved version of Death Knights, at Necromancy 8, and moved Risen Champions to Necromancy 7.
  • Buffed a number of Fae, Beast and Monster unit types by reducing their cost and/or improving their stats.
  • Increased the variety of units Wizards can be given as starting army. These are tied to traits and terrain as usual, improving the chance of thematic starting army.
  • Improved the algorithm which determines cost for randomly generated units so that it gives consideration to additional factors.
  • Fixed a number of bugs where some (non-randomly generated) units did not have the weapons they were supposed, making them much weaking than intended, and in a few other cases not giving them the intended bonus stats. Using the new equipment variant system, these units now work as intended.
  • Fixed a bug where the Encyclopedia did not properly reset when loading or starting a new game, using unnecessary memory until it was opened again and showing phantom pages from the previous game.
  • Fixed a bug where character and army contributions to expected gold and resource income was not included in the info panel and in the economy ledger.
  • Fixed a bug where weapon/attack stats were not always in sync in various windows.
  • Fixed a crash bug relating to the nomad raider AI.
  • Fixed a bug causing recruitment modifiers to not be selectable in many cases.
  • Fixed Beacon of Elemental Frost targeting not working as intended.