Developer postOriginal post (opens in a new tab)

Game Update (0.9.109)

This update adds back Transmutation, available in a limited form to Alchemists in the very early days of Early Access. It's been given a major overhaul, including integration with the Mastery system (making it available to more than just Alchemists, with the right research).

Quite a bit of work went into this specific feature, so the update is a bit smaller than usual, but there are also some other additions, most notably the first iteration of the Warlord tutorial and the option to use a numerical seed for the world generation. Full patch notes below:

Wizards and Magic

  • New unit: Giant Snakes. Unlocked by Beast Mastery 3.
  • New unit: Giant Frogs. Unlocked through research requiring Beast Mastery 4 and Water Mastery 2.
  • New unit: Radiant Soldiers. Unlocked through research requiring Artifice Mastery 6, Light Mastery 6 and War Mastery 3. High-damage, fragile construct unit, dealing mostly Radiant damage.
  • Transmutation added. This is found in the Economy window and transmutes an amount of a resource into another (e.g. 100 Iron to 10 Mana). Depending on mastery of Earth, Metal, Transmutation, Creation, Death, Life, etc. different transmute become available. Increasing mastery of Transmutation and Creation will increase the max. amount transmuted per turn and the conversion rate. Transmutation caps will regenerate over time, at approximately 10 turns for the full amount, so that you don't have to micromanage transmutation on a per turn basis. Automation will still be added in a future update to allow for continous transmutation without micromanagement and repetitive UI tasks.
  • Cleanse Necrotite spellcraft added. Researching this enables transmuting Necrotite into Silver.

General

  • A basic tutorial for Tribal Chiefs has been added.
  • Outpost sites can now be disbanded.
  • A seed can be entered when generating the world (under the options shown for non-quick start games). Reusing a seed will give the same world geography (and usually the same cultures/races/mythos given the same settings for those). The option to only seed geography will be added in a later update (ie to reuse the same world without getting the same races/cultures).
  • Reduced the chance of random events spawning marauders, roaming monsters, undead, if there is already one or more such armies active in a province (the reduction depends on the number of armies).
  • Wizard Towers and Cities can now be renamed.
  • Some of the map graphics are now exposed to modding - primarily sites (cities, fortresses, etc.). Documentation section on the forums has been updated with details on ids, etc. There is a link from the modding window in the game to this info.
  • The generic icons are now exposed to modding. Documentation has not been updated with ids yet, but will be soon.
  • Zombie bite damage reduced by 1. Toughness reduced from 7 to 6. Added the Noxious ability.
  • Fixed a crash bug during combat resolution.
  • Fixed a crash bug related to loading/saving games.