This update focuses mostly on bug fixing, interface improvements and usability/quality of life issues. A good number of game breaking bugs have been fixed - thanks to everyone who supplied save games and bug reports, they are very helpful and much appreciated. From a game play point-of-view, there are some AI improvements, Wizard Trait improvements, battle loot, and a few odds and ends as listed below. I hope you enjoy it, and as always you are most welcome to share thoughts/ideas/wishes in the various forums and communities.
- Added a "Next Army" button to cycle through armies which have not moved or acted this turn. N is the keyboard shortcut for this. Armies can be put into "Sleep" mode to remove them from this cycle.
- Added keyboard shortcuts to the map filters. Toggle Filters: Shift+F. Toggle Borders: Shift+B. Toggle Sites: Shift+S. Toggle Armies: Shift+A. Toggle Province Name Mode: Shift+P.
- Added tool tips to various UI elements showing tool tips and/or other relevant information (ie how to open/close the Outliner).
- Improved the follower tooltips in the outliner to show assignment/recovery details.
- Winning a battle now grants some loot, considered to be gathered from arms and armor of the dead, body parts of monstrous creatures, the supply train of the vanquished, etc.
- Some of the roaming unaligned armies which cannot conquer cities will now loot gold from the cities. This includes . bandits, pirates, faeries, and more. It does not include rampaging monsters, dire beasts or the walking dead.
- Added bars showing numerical strength (and a visual indication of losses) to the unit lists in the military, army and transfer unit windows.
- The Merge Armies button in the transfer unit window has been split into two, allowing the user to choose which army to merge into.
- The transfer unit window now shows the name of an army's general.
- Updated the description of Wizard Traits to include numerical information where possible, and removed references to non-existing and deprecated mechanics.
- Changed the effects of the Aviarium tower expansion. It is now a requirement to research Giant Eagles and Soulgorger Vultures. The action to fly followers has been removed. When the character movement and/or location mechanics have been reworked (to better accommodate modifiers, special cases and more), it will return as a bonus in that context.
- Generals and Scout Captains can no longer be reassigned to another army or task if in army which has moved or been involved in a battle.
- The Wizard Trait Sage now gives 10% faster research progress, +2 to the base simultaneous project cap, +1 to the simultaneous lore project cap.
- The Wizard Trait Wild Magic now has a 50% chance to modify Mana Node production randomly by -20% to +20%, temporarily and on a per-turn basis.
- The Wizard Trait Channeling now gives +5 to Mana Node production (for non-depleted nodes), as indicated in the trait description.
- The Warlord AI will now act more rationally towards control of mana nodes.
- Independent realms will now build various city buildings if they can afford it.
- Fixed a bug where the city development mechanics would cause a hang due to failure to find a candidate pop to give a trait.
- Fixed an issue with mana display on the battle window showing too many decimals.
- Fixed a bug where ancient evils could cause turn processing to continue infinitely or crash the game.
- Fixed the incorrect cost of the Enchanted Fountain tower expansion (from 5 to 500 gold).
- Fixed a bug where a battle victory as defender showed incorrect loot in the post-battle message.
- Fixed a bug where the "always assign idle workers" functionality was a bit too eager and would immediately reassign any workers made idle, even if the player was in the process of re-assigning them.
- Fixed a bug where removing workers from the Wizard Tower was not possible.
- Fixed a bug with the roaming AI which would cause it to not attack armies/sites during certain points of a planned roaming path.
- Fixed a bug where tooltips had remnants of other tooltips.
- Fixed an issue where the transfer units dialog was not updating correctly when merging armies.
- Fixed a crash bug related to clicking on the edges of the screen.
- Fixed a performance issue caused by excessive logging in some very particular cases, mostly when zoomed fully in.
- Fixed exhausted armies being allowed to carry various actions (assault/siege/attack/etc) even though the user interface indicates it is not possible due. Players could ignore the messages and just do it anyway.
- Fixed the terribly broken Zone of Control logic, and the somewhat less broken display of valid build targets. You can now build sites in a hex where you either control the entire province (own all City/Fortress/Wizard Tower/Nomad Camp) or have an adjacent (City/Fortress/Wizard Tower/Outpost/Nomad Camp) and there is no enemy (City/Fortress/Wizard Tower/Nomad Camp). Note that Outposts do not block Zone of Control, but only extend it.
