Post feature RSS Changelog 0.8.8 (part 1)

Presenting general changes made to the game in version 0.8.8 (from 0.8.7).

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Changelog 0.8.8

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AI

*AI now takes remaining hit points into consideration when calculating the toughness of units and buildings

*AI heroes now retreat when facing danger proportionate to their level (if hit points >180)

*AI heroes now retreat in the tower closest to their base

*AI no longer casts Rites of Dawn when having undead as allies

*AI units now cast weather changing spells based on their race and allies

*AI no longer casts Stormcall when having the swarm or ssrathi as allies

*AI no longer converts starting mines of allied players

*AI no longer attacks buildings under conversion by an allied player

*Increased attack priority based on distance

*AI no longer misses the correct conversion spot

*Implemented AI for Unfixed Alliances game mode

*Unit AI no longer casts psych inducing spells on units already affected by that psych condition

*Fixed bug where AI retinue would not take level ASP cost into consideration

*AI retinue max levels are now based on difficulty level (Squire: maxlevel 1, Knight: maxlevel 2, Lord: maxlevel 5, Prince: maxlevel 10, Warlord: maxlevel 15, Emperor: maxlevel 20, Grand Emperor (Demigod): maxlevel 40)

*Fixed bug where AI would lose double resource cost when casting Elcor’s Balm

*AI now casts Light/Darkness

*Most spellcasters are now set to “Magic Defender” by default

*Titans, suicide units and Spiders are now set to Aggressive by default

*Stand Ground attitude no longer attacks neutral buildings, any mines or critters

*Guardian and Magic Guardian attitudes now remember target after morph

*Units on Magic Defender and Magic Attacker will automatically change to Magic Guardian when told to guard

*Spiders from eggs and Priestesses now spawn with Rampant attitude

*Implemented new unit attitude Skirmisher: The unit will pull back from the enemy a short distance if engaged in melee

*Most missile units in the game are set to Skirmisher by default

*Adjusted overall attack priority

*Battering Rams now have a higher priority of attacking buildings

*AI heroes no longer get any items in temporary heroes mode

*AI no longer has special retinue in temporary heroes mode

*Fixed bug where AI would try to merge special characters wisps

*Battering rams no longer auto-attack enemy mines

*AI no longer attacks mines if the hero left the group

*Chaos Aura spell no longer triggers on buildings

*Rampant AI now targets floating units too when searching for air targets

*Fixed bug where air-only-attacking units would not target floating units

*Fixed bug where undead AI would not produce wraiths nor shadows

*AI now does all the researches

*AI now sends excess resources to allies

*AI bases are now more compact - allowing them to be more efficient with space

*AI no longer checks if it can build the unit continuously to build the building that trains the unit

*AI heroes retreat into towers even when they are near their base

*AI heroes no longer come out of the tower if there are enemies nearby, unless the tower is about to be destroyed

*Walls no longer count on AI resignation routine

*AI now uses units rewarded from quests

*AI no longer interrupts attack animations with new orders

*AI no longer tries to cast psych spells on racially immune or drunk units

*AI retreats their generals and special characters when in danger

*AI now casts holy word, chaos bolt, famine, chaos plague, couatl’s wrath properly and has a cooldown of 10 seconds (for AI only)

*AI heroes now take their range perk into consideration when equipping items

*AI now attack/destroy quest buildings and shops close to enemy start locations

*Greatly adjusted AI difficulty levels

*AI may now start with cursed items as well

*AI now uses Warcry only when enemies are nearby

*AI now uses Raise Zombie from Sorcerer only when on max mana or about to die (under 40 hp)

*Units no longer chase animals to eat if they are not missing more than 20 hp

*Fixed bug where units would not handle threats over 12 range


Visual

*Removed unintended team-coloured pixels found randomly on the Tome, Orb of Wonder, Unicorn Grove and the Pit

*Fixed some visual issues with the Dark Tower, Tree of Pain and Reformatory, as well as setting the windows to use the team-colours

*Fixed some visual issues with the White Tower

*Fixed the Guardian Skull’s firing position

*When sending or receiving resources via diplomacy, you now get a text display with the exact amount

*Added psych tooltip for courage

*Implemented the new option to change between old and new control panels

*Added secondary help popup to quickly compare two hero items

*Fixed a graphical glitch in the campaign buy items and hire mercenaries screens

*All races now have their own unique RSB icons

*Team 4’s colour and number are now displayed in the lobby when choosing a scenario, like all other teams

*Buildings now display their armor and resistances in the control panel

*Added tooltip for building effects (Epidemic)

*Side colours may now be player chosen in the skirmish screen

*Players can now ping the map for allies to see (select a unit/building and press P or shift+p)

*Added sight display in the control panel

*Added 3 new selection rings

*Selection rings now update proportionately to max unit level

*Selection boxes are now colored based on selection rings

*Added new selection boxes for retinue units, special characters and heroes

*Implemented purple PFX

*Implemented snowfall and blizzard weather

*Improved the Desert Coast tiles

*Added the map size in text to the map size filter icon in the scenario lobby

*Rain may now fall from different directions

*Slightly changed stratmap colours of quest buildings, neutral player, brown player and white player

*Added visual option to disable non blocking features

*Fixed defeat dialog for dwarves

*When ordering to guard, the attitude change is displayed accordingly

*Fixed bug in control panel’s context area not updating properly

*The Protectors Campaign and Chapters now have a bigger, more detailed world map

*Counters may now show up to 6 digits (was 4)

*Hero mode is now shown on the Hero Info screen

*Buildings may now show attack and convert radiuses by pressing R

*Blood decals are now created when there’s blood splatter too (with their number dependant on damage dealt)

*Reworked number of blood splatters algorithm

*Dragonbreaths now leave scorch marks behind

*Firebreath now leaves fire behind

*Missed arrows now remain on the ground for 30 seconds

*Missed axes now remain on the ground for 30 seconds

*Spears now remain on the ground for 30 seconds

*Sheep, Cow and Goblin projectiles now leave dead bodies behind

*Missed fireballs now leave fire and scorch marks behind

*Missed blue lightning bolts now leave electrical discharge and scorch marks behind

*Missed rocks now leave cracked stone decals behind

*Added Rune Shop building where you can buy rune items and potions.

*Converting animation may now be interrupted when ordering a move or attack command

*Improved loading, graveyard, levelup, options, retinue, victory, defeat, multiplayer, select hero, worldmap and skirmish screens resolution flexibility

*Worldmap party location now slides with a speed relative to traveling time

*Slightly moved the in game crown display more to the left

*Unit description now contains all the flags it has

*Unit description now contains self-updating abilities

*Fixed bug where Spell Blocked text would not appear on non-hero units

*Greatly increased item description and name length limit

*Minimap white dots now have a black underline

*Minimap black dots now have a white underline

*The Daemon Lair graphics were improved to fit with all terrain types

*The Carmel Tower has new selection ring size which fits the building better

*New loading screens added

*All units now do their ambient animation upon victory

*Added game timer

*Non-lootable chests now have a glow in game

*Added new info panel for armies, showing all their flags

*The Dark Dwarven Furnace now emits smoke (different amounts at different tier levels)

*Fixed bug where spell PFX would be seen on invisible units

*Illusionary and Invisible units are now displayed as such for allies too

*Added Brawler portrait for NIS dialogue

*Units affected by Shadow Form or Phantom Steed are now 25% translucent (was 50%)

*Invisible units are now 75% translucent (was 50%)

*The Control Panel now shows building attitudes as well

*Campaign NIS effects text no longer overlaps

*Fixed the construction frames for the 4 temples where they would leave behind parts of the previous frame when moving to the next

*Added new Minotaur hero avatar

*Increased font size of in-game dialogue text

*Fixed bug where the world map would not display its borders

*Re-rendered 3_end.bik to fix a typo

*Added Ssrathi victory and defeat popups

*Sorted the class list when selecting AI class in skirmish

*Improved the positioning of the selection ring for the Stone Guardian and Iron Guardian

*Increased the size of the selection ring for the Undead Lair

*Wildbolt uses a new visual effect that hits everything in its path (wbc1 mud ball)

*Darkbolt research changes Sorcerer attack to the wbc1-2 fire ball



Audio

*All buildings now have attack sounds

*Added wbc1 system voice

*Choosing a system voice now plays a sample

*Plains ambient sound has a 50% chance to change to Ambient

*Prairie ambient is now played on wasteland themes (was Desert)

*Undead, Minotaur and Ssrathi now have unique victory buildups

*All items now have pickup and drop sounds

*Fixed bug where the music track option of “Warlords 3: Dark Lords Rising” would only play 7 ambient tracks instead of all 11

*Hero spell voices now have an equal chance of being shout (was 50% for spell1, 40% for spell2 and 10% for spell3)

*Hero spell voices can be heard on the battlefield

*Increased sound cache

*Multiple movement sounds can now be played

*Levelled the sound volume for ExtraBaragon, ExtraDefeat3, ExtraDialog2_Evil, ExtraDialog4_Classic2, ExtraHeroDies,ExtraInn, ExtraIntro,ExtraPrelude, ExtraSFX_DwarvenMines, ExtraSFX2_HumanTown, ExtraSFX4_PsychedelicJungle, ExtraSFX5_TheGraveyard, ExtraSFX6_DeathMarshes, ExtraSFX7_BlackPortals, ExtraSFX8_Ruins, ExtraSirMelvin, ExtraTitan, ExtraTravel5_SunderedIsle, ExtraTravel6_RealmsofDeath, ExtraVictoryEvil, ExtraVictoryEvil_2, Ext ictoryEvil_3,ExtraVictoryGood_2,AmbientArab5, AmbientBallad3, AmbientCeltic3, AmbientDarkness, AmbientDarkness3, AmbientJungle, AmbientJungle2, AmbientJungle4, AmbientLight, AmbientLight4, AmbientLight6, TheProtectors6_EmpireTheme, TheProtectors8, TheProtectors9, TheProtectors19_EarthPower_MagicMushrooming, TheProtectors21_FeyTheme, TheProtectors22, TheProtectors23_DragonsTheme, TheProtectors26_DarkDwarfTheme, TheProtectors27, TheProtectors43_TheHorsemanOfDeath_CorruptiveNature, TheProtectors38_SoundsOfLurinth_HavenPt1, TheProtectors39_SoundsOfLurinth_HavenPt2, TheProtectors45_ToSunder_CompendiumMaleficarumPt2, TheProtectors48_BarbariansTheme, TheProtectors50_TheSunGod_Keshan, TheProtectors57_Lyseas_Pt1, TheProtectors58_Lyseas_Pt2, TheProtectors66_MinotaursTheme, TheProtectors73_Dragonlords_Kelthurax

*Fixed bug where sounds would not be heard on high resolution screens

*Titan and Death songs no longer repeat themselves when triggered more than once in a short span of time

*Fixed some song naming errors and the number of tracks played in TPC Extended

*Special character’s order sounds now take higher priority in a group

*Pausing the game no longer turns Sound Effects to mute

*Some sound effects slightly vary in pitch randomly

*Black Robe hero avatar now has death sound 46

*Grimnir now has a new voice set (WBC2 wraith)

*Added 3 new walking SFX, 2 new falling SFX and 2 new missile building hits SFX

*Mixed one WBC1 mid file into a VST mp3 track

*Added new Soundtrack: Puzzle Quest 2

*Added new Soundtrack: Puzzle Quest DS (using an improved Nintendo DS OST)

*Added Menu/event tracks for the Puzzle Quest Soundtrack

*Added credits for all songs played in the game

*Minotaur hero avatars and Ogre hero avatar now play the stomp movement sound

*Added 10 suggestive event sounds to be used as ACT sound tags

*Added 30 new spell sounds for a variety of spells

*Fixed spells not having any sound

*Added a new female death sound for evil heroes, nagas and succubuses

*Added a new ExtraSnow track (similar to the teaser song video). Plays for various races in TPC OST but only for Plaguelords in TPC OST ext

*Added ExtraQuinton for Plaguelords and Nis Events (Plays in TPCOST)

*Added 3 Blizzard sounds

*Added sounds for all Tortured Souls

*Brawler uses a more violent speech (wbc1 berserker)

*Praetor uses WBC1 Black Mage speech files

*Ancient Giant uses WBC1 Ogre voice

*Rock GIants use WBC1 Giant voice

*Sprites use speech files from WBC1 1999-2000 series (better quality than Wbc3 and reworked TPC)

*Added a new sound when player heroes are revived



Gameplay

*Fixed bug where Scavenge wouldn’t clear rubble properly

*You can now queue up unaffordable units, upgrades, researches

*Fixed bug where starting towers would have wrong stats

*Slug Fest now takes unit cost into account

*Battle of Titans no longer creates level 100 AI heroes

*Capture the Flag and Triggered now available in skirmish too

*Units with natural vampirism now get +0.5 vampirism per level

*Builders now get +1 build skill per level

*Players can no longer do spell researches if their hero is dead

*Walls and temporary buildings no longer count towards buildings razed

*Implemented new game types King of the Hill, Conquest

*Merchants game type can now have its goal set by host

*Enabled Unfixed Alliances game mode

*The 3 smallest grass plants from the Ancient Foliage features group no longer obstruct pathing (and been relocated to the Grass Plants group)

*Hero levels no longer affect assassination chance

*Shooters can no longer cause friendly fire

*Unit level cap is now 50 (was 20)

*Army Production now halts when in starvation/at army limit

*Implemented Tower Cap

*Implemented new game mode Hero Resurrection

*Host can now control human player settings (team, race, resources)

*Regular ASP units may now end up in your retinue

*Implemented new Fog of War type Cone Of Sight

*Hot and Pointy damage type now deals 50% piercing damage and 50% fire damage (was 100% piercing and 50% fire)

*Shop owners hatred algorithm modified. Prices capped at 50% and 150%

*Mana regeneration is now capped at 1 point per 1 second (was 1 point per 0.5 seconds)

*Heroes now start with 3/4s of their max mana

*Hero HP & MP regeneration is now faster. HP regeneration starts at 1 point per 7.5s and MP regeneration starts at 1 point per 15s (was both 1 point per 20s). HP & MP regeneration also increases more per point of Regeneration/Energy, Strength/Intelligence than it did previously (approximately ~+100% for HP and ~+50% for MP)

*Units regenerate HP and MP in the same way as heroes. Their level = the number of Regeneration & Energy skill points that unit has

*Petrify, Crystalize and Assassination now gives resources based on target unit food cost

*Group Morph now saves old units’ attitudes

*Battle of Titans can now be played with No Heroes mode

*Handicapping can now be set in Skirmish too

*Owned lairs now stop defeat

*XP is no longer gained from killing allied units or buildings

*Night, Rain, Storm, Snow, Blizzard now each give -1 view for all units and buildings

*Fixed bug where ordering to guard would change attitude to guardian even if on magic guardian

*All keeps now cost: Level 2: 300 of each, Level 3: 450 of each, Level 4: 600 of each & Level 5: 800 of each (was around 350 total 550 total 900 total 2300 total respectively)

*All keeps now have the following HP: Level 2: 900HP, Level 3: 1400HP, Level 4: 2000HP & Level 5: 3000HP (was 600 700 800 900 respectively)

*Preplaced units, regular units from Army Setup and units spawned in No Heroes mode are now recruitable into the retinue

*Preplaced units with xp are now not recruitable into the retinue

*Named units are now treated as special characters

*Attack speed buffs may no longer go over the attack speed cap

*Critters no longer prevent defeat

*Destroyers now deal +35 damage vs buildings

*Titans may no longer be sacrificed

*Fixed bug where Trading wouldn’t work properly when having more than 3000 resources

*Fixed bug where resurrected retinue with perma ret on could duplicate the unit

*Voice of Lurinth no longer gives crystalize ability

*Sacrifice chance is now related to resource costs of units

*Towers can see invisible

*Unit level ups now give +1 Combat, +10 HP, +0.25 Speed, +0.25 View, +0.5 Damage, +1 Armor, +1 Resistance per level

*All buildings now have their own unique armour/resistance stats (was all 30 armour / 25 resistance)

*All buildings now have their own special weaknesses/strengths (was all strong to piercing/slashing and weak to fire)

*Implemented 9 new vulnerabilities and resistances groups

*Implemented new game mode Random Start Locations

*AI hero levels can be set up to 100 in the skirmish screen

*Modified mine income and miner efficiency (Level 1: +2 per second, filler +0.25 each; Level 2: +3 per second, filler +0.25 each; Level 3: +5 per second, filler +0.5 each; Rare: +7 per second, filler +0.5 each)

*Buildings can now be constructed in fog of war

*Updated unit xp requirements for level ups

*Updated ASP costs of unit levels

*Battering Rams now deal +60 extra damage vs buildings (was +260)

*Battering Rams now get -80% combat when fighting units

*Units may now have a movement speed of 0

*Revived resource wagons, now offering 500 resources and can only be picked by heroes

*Upgrading keeps to level 3 now takes 80 seconds (was 60) and upgrading to level 4 takes 100 seconds (was 60)

*Ice and Ford terrain now reduce movement speed by 1

*Marsh terrain now reduces movement speed by 2

*Lava terrain now reduces non-daemon non-titan flying units’ resistance by 10 (excepting Fire Dragons)

*Ballista bolts now ignore missile resistances (including immunity)

*Special characters are now immune to deathblows

*Updated help text of all Monster class units with the Monstrous tag

*Critters are no longer immune to psych effects (including poison)

*Eating diseased/poisoned critters will now inflict disease/poison

*Trade now has shortcut key (default shift+t)

*Fixed bug where all builders could enter mine

*New Utility Building named Daemonic Runes that researches Summon Mana 1-3, Arcane Research, Meditation 1-3, Mysticism and Advanced Mysticism

*Added No Starting Towers game option (for random maps only)

*Adjusted hero combat changes by weather (+/- 2 instead of +/- 3)

*Bloodsouls are now created by dark elven buildings kills too

*Slavehorde now spawns only 8 Thralls/ 4 Engineers (was 10/5)

*The Carmel Tower now spawns:Dwarf Infantry, Halberdier, Sage, Stone Golem, Hellbore, Inquisitor as boss

*Farseeing research now gives +15 view range to Lookouts, Scout Towers, Forest Towers, Magic Pools, Scrying Pools and Watchers

*Players may now click outside the victory/defeat popup without exiting the game

*Building height now counts towards line of sight

*Fliers now have line of sight over every obstacle

*Fixed bug where illusionary units could be recruited into retinue

*Neutral critters now only follow other neutral critters of same type

*Added No Special Retinue game option

*All view researches now affect buildings as well

*Dragons are no longer affected by lore and training researches

*Starvation/ reaching pop cap now halves all resource income

*Income researches are now based on mine levels (Income 1: lev1 +0.25, lev 2 +0.5, lev 3 +0.75, rare +1 Income 2: lev 1 +0.5, lev 2 +1, lev 3 +1.5, rare +2 Income 3: lev 1 + 0.75, lev 2 +1.5, lev 3 +2.25, rare +3 Income 4: lev1 +1, lev 2 +2, lev 3 +3, rare +4)

*All units have double production speed (except Dragons, Titans and Generals. Generals and Dragons take a bit less time to produce)

*Missiles that ignore armor now correctly ignore buildings’ armor as well

*Ranged units no longer get a combat penalty in melee, unless they are tagged as Missile units

*Missile units now only get half combat penalty in melee

*Ranged units now affect tower stats too (was only Missile units)

*Flaming Arrows no longer get two rolls on critical hit calculations

*Fixed bug where Build Skill was not affected by Feast of Garok

*Slightly trimmed the grid sizes of many buildings

*Minotaurs and Orcs now have access to slow repairs

*Regular retinue starting units are now affected by xp skills, stats and items

*Implemented “Freeze Your Retinue’s XP” feature

*Can now select groups of units of up to 512 units (was 32)

*Fixed bug with multiple merging units

*Merge Wisps can now be used with the Group Ability Bar

*New building: Wind Mill. It increases food income (army limit) by +8 when owned

*Special Resistances and Vulnerabilities are no longer ignore by Ignore Armor skills and abilities

*Buildings from a control group now assign that control group to produced armies

*Merging units now takes their hit points into consideration

*Fixed bug where build skill would not work

*Morphed units now retain old unit’s mana percentage

*Weather bonuses/penalties for units are less extreme across the board (increments of 2 instead of 3, with some being 1 and rare ones 4)

*Doubled the levels of lair bosses (to accommodate the changes to the unit leveling system)

*Building Skill now works in the following way:

Each point below 4 gives +1% build speed

4 - 128% build speed

5 - 126% build speed

6 - 123% build speed

7 - 119% build speed

8 - 114% build speed

9 - 108% build speed

10 - 100% build speed

11 - 92% build speed

12 - 86% build speed

13 - 81% build speed

14 - 77% build speed

15 - 74% build speed

16 - 72% build speed

Each point above 16 gives -1% build speed


Knights:

*Archon starting mana now 15 (was 10), Archon Awe Strength 5 (was 8) Range 5 (was 8), 20Cmb > 14Cmb, 180HP > 100HP, 30Dam > 18Dam, 30Res > 20Res, Cost 120 Stone 210 Crystal 45s, 6ASP. Removed electrical weakness and fire resistance. No longer requires level 5 Keep

*Inquisitor 26Cmb > 24Cmb, 50Dam > 40Dam, Cost 250 Gold 250 Crystal 150s, starting mana now 45 (was 20), 9ASP

*Battering Ram now requires Level 2 Keep (was Order of the Ram)

*Now have access to Ballistae at the Smithy, requiring Order of the Ram

*Peasant 5Cmb > 7Cmb, 30HP > 55HP, 5Dam > 7Dam, Cost 30 Gold 15s

*Dancing Sword 60HP > 65HP, Cost 10 Gold 40 Crystal 15s

*Swordsman Cost 15 Gold 35 Metal 15s

*Squire 4Cmb > 5Cmb, 40HP > 55HP, Cost 35 Gold 15 Stone 15s

*Knight Errant 15Cmb > 14Cmb, 22Dam > 18Dam, 12Arm > 10 Arm, Cost 90 Metal 30 Stone 33s

*Cavalier 18Cmb > 16Cmb, 170HP > 150HP, 25Dam > 20Dam, 100 Metal 50 Stone 35s

*Paladin 20Cmb > 15Cmb, 190HP > 155HP, 25Dam > 22Dam, 25Arm > 15Arm, Cost 110 Metal 80 Crystal 37s, Abilities: loses +1 Morale bonus
*Weaponsmith 2 and Armorer 2 also require level 2 Keep

*Warhorse requires level 3 Keep

*Full Plate Armor also requires level 5 Keep

*Order of the Lion now gives +5 morale (was +10 resistance)

*Fixed bug where Holy Relic would not affect Phoenixes, Scoutships and Ancient Treants
*Eyrie/Nest/Brood level 3 now costs 500 of all 4 resources (was 600 gold and stone)

*Tower cost: 250 gold, 250 stone, 45 seconds

*Garrison cost: 100 gold, 100 stone, 45 seconds

*Smithy cost: 150 metal, 150 crystal, 60 seconds

*Fletcher cost: 100 metal, 100 crystal, 45 seconds

*Market cost: 150 gold, 150 crystal, 60 seconds

*Stables cost: 200 gold, 200 stone, 60 seconds. Now offers +3 to your army limit (was +2)

*Eyrie level 1 cost: 100 gold, 100 stone, 45 seconds

*Eyrie level 2 cost: 100 gold, 100 stone, 30 seconds

*Shrine of the Sword cost: 150 metal, 150 stone, 60 seconds

*Cathedral cost: 200 metal, 200 metal, 60 seconds

*Sirian 140Dam > 115Dam, resistant to Magic (was all damage)

*Armorer 1 now offers +4 armour (was +2)

*Armorer 2 now offers +10 armour (was +5)
*Full Plate Armor now offers +20 armour (was +15) and is applied to most units (was just the Knights’ 3 cavalry units)

*Crusade 150g 150c 60s

*Crusade II 200g 200c 70s

*Crusade III 275g 275c 95s

*Crusade IV 375g 375c 115s

*Crusade V 500g 500c 140s

*Weaponsmith I 150g 150m 60s

*Weaponsmith II 375g 375m 115s

*Armorer I 150g 150m 60s

*Armorer II 375g 375m 115s

*Full Plate Armor 750g 750m 180s

*War Horse 100g 50s

*Fletcher 300g 150m 75s

*Bowyer 350g 100m 75s

*Income I 80g 80m 80s 80c 65s

*Income II 160g 160m 160s 160c 95s

*Income III 240g 240m 240s 240c 135s

*Trade 250g 250m 250s 250c 130s

*Flaming Arrows 150g 200c 70s

*Order of the Ram 150s 150c 60s

*Order of the Rose 270s 270c 90s

*Order of the Lion 215s 215c 75s

*Order of the Grail 100s 100c 50s

*Order of the Pegasus 225s 225c 75s

*Order of the Dragon 375s 375c 115s

*Sword of Sirian 200m 200c 65s

*Knight’s Quest 100g 300c 65s

*Holy Relic 200g 400c 120s

*Holy Word 500c 80s, spell cost changed to 500c (was 200)

*Rites of Dawn 160c 55s

*Divination Spell Research 250c 60s

*Healing Spell Research 250c 60s

*Reinforced Hull 350g 400m 115s

*Dual Sails 100g 200c 60s

*Order of the Dragon now gives +10 Psyche resistance to all units (was +5 resistance to knight cavalry)



Dwarves:

*Fixed bug where dwarven buildings would not count to racial bonus

*All dwarven units are now 50% resistant to spell damage

*Battering Ram now requires Level 2 Citadel (was College)

*Dwarven Smith 6Cmb > 7Cmb, 50HP > 60HP, Cost 50 Gold 17s, lost resistance to elemental

*Dwarven Brawler 7Cmb > 10Cmb, 55HP > 85HP, 5Dam > 7Dam, Cost 30 Metal 15 Stone 14s, lost resistance to elemental, produced at the Brewery (was Armory)

*Dwarven Infantry 12Cmb > 10Cmb, 100HP > 85HP, 12Dam > 11Dam, 18Arm > 13Arm, Cost 40 Metal 20 Stone 16s, lost resistance to elemental, gained resistance to slashing/piercing, gained vulnerability to fire

*Dwarf Axe Thrower 10Cmb > 9Cmb, 100HP > 85HP, 12Dam > 11Dam, 13Arm > 10Arm, Cost 20 Gold 40 Stone 16s & 1ASP, lost resistance to elemental

*Dwarf Berserker 14Cmb > 11Cmb, 120HP > 95HP, 20Dam > 14Dam, 25Arm > 18Arm, Cost 50 Metal 25 Stone 18s & may now berserk. Requires a Foundry and Dwarven Brew for production, produced at the Brewery (was Armory)

*Khazrimi Guard 15Cmb > 12Cmb, 120HP > 90HP, 18Dam > 13Dam, 30Arm > 22Arm, 30Res > 22Res, Cost 20 Stone 55 Crystal 18s, lost resistance to elemental, gained resistance to physical and now deals electrical damage (was crushing). Requires a Brewery instead of a College

*Runelord 10Cmb > 7Cmb, 90HP > 60HP, 15Dam > 12Dam, 11Arm > 10Arm, Cost 30 Gold 70 Crystal 37s, loses resistance to elemental, loses vulnerability to physical, starting mana now 55 (was 20). No longer has a requirement but is produced from a tier 4 building (originally required a level 5 Citadel)

*Dwarf Lord 28Cmb > 25Cmb, 300HP > 260HP, 60Dam > 40Dam, Cost 250 Metal 250 Stone 150s, loses resistance to elemental, gains resistance to piercing/slashing, ASP9

*Ballista requires a level 2 Citadel (was nothing)
*Armorer 2 and Weaponsmith 2 also require a level 2 Citadel

*Tower cost: 300 metal, 300 crystal, 60 seconds

*Foundry cost: 150 metal, 150 crystal, 60 seconds

*Armory cost: 150 metal, 150 crystal, 60 seconds, requires a level 2 Citadel (was level 1)

*Trading Post cost: 150 gold, 150 crystal, 60 seconds

*Workshop cost: 100 metal, 100 crystal, 45 seconds

*Eyrie level 1 cost: 100 gold, 100 stone, 45 seconds

*Eyrie level 2 cost: 100 gold, 100 stone, 30 seconds

*Brewery cost: 100 gold, 100 crystal, 45 seconds, requires a level 1 Citadel (was level 3)

*Mortar cost: 150 metal, 150 crystal, 45 seconds

*College cost: 150 metal, 150 stone, 60 seconds

*King Khalid 120Dam > 85Dam, resistant to Magic (was all damage)

*Palace Messenger renamed “Finesse 1”, shifted cost over to crystal (from gold) and changed effects to +1 Damage, +2 Combat and gives Brawlers a double critical hit chance (was +3 speed), now researched in tier 2
*Royal Messenger renamed “Finesse 2”, shifted cost over to crystal (from gold) and changed effects to +2 Damage, +1 Combat, as well as still offering Brawlers a missile resistance (was +3 speed and the missile resistance), now researched in tier 3

*Dwarven Brew requires a level 3 Citadel (was nothing, but the Brewery was originally built in tier 3)

*Forge moved to the Workshop and requires a level 3 Citadel (was researched at the College and required a level 5 Citadel)

*Siegecraft moved to the Workshop and requires a College and a level 4 Citadel (was nothing, but was researched at the College)

*Armorer 1 now offers +4 armour (was +2)

*Armorer 2 now offers +10 armour (was +5)
*Mithril now offers +20 armour (was +10)

*Finesse I 150g 200c 65s

*Finesse II 200g 500c 110s

*Weaponsmith I 150g 150m 60s

*Weaponsmith II 375g 375m 115s

*Armorer I 150g 150m 60s

*Armorer II 375g 375m 115s

*Mithril 500g 1000m 1500c 240s - gives +20 Armor instead of +10

*Runes of Flight I 150m 150c 60s

*Runes of Flight II 375m 375c 115s

*Income I 80g 80m 80s 80c 65s

*Income II 160g 160m 160s 160c 95s

*Income III 240g 240m 240s 240c 135s

*Trade 250g 250m 250s 250c 130s

*Morale I 250c 55s

*Morale II 515c 85s

*Morale III 770c 120s

*Dwarven Brew 400g 65s

*Forge 150g 150m 60s

*Engineering 450g 450s 130s

*Masonry 150g 150s 60s

*Siegecraft 225g 150m 225s 105s

*Healing Spell Research 250c 60s

*Rune Spell Research 250c 60s

*Reinforced Hull 350g 400m 115s

*Dual Sails 100g 200c 60s

*Drunkness now has the following effects:

    • Gnoll - +2 Speed, +3 Assassination
    • Smith - +3 Build Skill
    • Brawler - +2 Combat, +25% attack speed
    • Infantry - +50% missile resistance +5 Armor and Resistance
    • Axe Thrower - +5% crit chance
    • Berserker - +15 Ignore Armor
    • Khazrimi Guard - +15 Damage vs Spellcasters
    • Runelord - +15% mana regen, +20 maximum mana
    • Lord - +5 Damage

*King Khalid no longer has the Dwarven Brew ability



Undead:

*Group morph now works when selecting characters too

*Illusionary units may no longer be morphed

*Vampire 26Cmb > 25Cmb, 50Dam > 40Dam, Cost 250 Metal 250 Crystal 150s, starting mana now 40 (was 20), ASP9

*The Cage building can now be built at Deathkeep Level 3 (was Level 4)

*Zombie 90HP > 85HP, Cost 15 Gold 30 Stone 17s. Now strong to crushing (was all physical) and has 4 armor / resistance (was 0)

*Skeleton 8Cmb > 9Cmb, 60HP > 70HP, Cost 30 Metal 20 Stone 14s

*Wight 12Cmb > 11Cmb, 100HP > 85HP, 13Dam > 12Dam, 15Arm > 10Arm, Morph Cost 20 Metal 5 Stone

*Dread Knight 14Cmb > 12Cmb, 120HP > 90HP, 18Dam > 13Dam, 20Arm > 18Arm, Morph Cost 25 Metal 10 Crystal, loses vulnerability to crushing, gains vulnerability to fire, Chaos Strength 6 (was 7). Now has the WBC2 speech set

*Doom Knight 1UV > 2UV, 20Cmb > 15Cmb, 190HP > 155HP, 25Dam > 22Dam, 30Arm > 20Arm, 25Res > 18Res, Morph Cost 55 Metal 25 Crystal, gains vulnerability to fire, Chaos Strength 9 (was 12)

*Guardian Skull 9Cmb > 7Cmb, 50HP > 55HP, 14Dam > 12Dam, Morph Cost 5 Gold 15 Crystal

*Skeleton Cavalry 15Cmb > 14Cmb, 22Dam > 18Dam, Cost 30 Gold 90 Stone 33s

*Cultist 10Cmb > 7Cmb, 70HP > 55HP, 16Dam > 12Dam, 20Res > 15Res, Morph Cost 20 Gold 15 Crystal, loses vulnerability to slashing, starting mana now 25 (was 15).

*Liche 14Cmb > 9Cmb, 90HP > 60HP, 18Dam > 13Dam, Morph Cost 15 Gold 15 Crystal, loses resistance to fire, gains resistance to cold, starting mana now 60 (was 10)

*Wraith Cost 40 20 1s based on race

*Shadow 14Cmb > 11Cmb, 95HP > 75HP, 18Dam > 13Dam, Cost 20 Metal 50 Crystal 35s, loses resistance to all elemental, gains resistance to cold and electrical
*Weaponsmith 2 also requires a level 2 Deathkeep

*Added new research Rotten Flesh that gives Zombies a special resistance to all physical damage and changes their weakness to fire. Researched from the Graveyard and requires a level 3 Deathkeep

*Tower cost: 300 metal, 300 stone, 60 seconds

*Graveyard cost: 150 gold, 150 crystal, 60 seconds

*Gravestone cost: 50 gold, 50 crystal, 30 seconds

*Boneyard cost: 150 stone, 150 crystal, 60 seconds

*Barrow cost: 100 gold, 100 stone, 45 seconds

*Brood level 1 cost: 100 gold, 100 stone, 45 seconds

*Brood level 2 cost: 100 gold, 100 stone, 30 seconds

*Cage cost: 100 stone, 100 crystal, 45 seconds

*Altar of Shadows cost: 100 gold, 100 stone, 45 seconds

*Black Library cost: 100 metal, 100 stone, 45 seconds

*Bane 100Dam > 85Dam, resistant to Magic (was all damage)

*Summon wraith now costs 20 mana (was 30)

*Summon shadow now costs 35 mana (was 60)

*Dark Mithril now offers +20 armour (was +10)

*Feast of Garok 250g 250c 85s

*Rotten Flesh 250g 250c 85s

*Burial 200s 100c 60s

*Tombguard 150g 150m 60s

*Vampire Bats 300c 60s

*Dark Citadel 400g 100c 80s

*Dark Lord 500g 200s 100c 120s

*Weaponsmith I 150g 150m 60s

*Weaponsmith II 375g 375m 115s

*Dark Mithril 1000g 1000m 1000c 240s

*Haunting 150s 300c 75s

*Wailing 100g 200c 60s

*Slavehorde 300g 200s 85s

*Staff of Damnation 225g 225c 75s

*Licheking 200g 200c 70s

*Time Research 250c 60s

*Necromancy Research 250c 60s

*Reinforced Hull 350g 400m 115s


Barbarians:

*Thrall 4Cmb > 5Cmb, 25HP > 45HP, 2Dam > 3Dam, Cost 30 Gold 15s

*Wardog 12Cmb > 9Cmb, 70HP > 65HP, Cost 10 Gold 35 Stone 13s

*Tribesman 7Cmb > 9Cmb, 15Dam > 11Dam, 5Arm > 8Arm, Cost 40 Metal 15 Stone 16s

*Rider 20Dam > 18Dam, Cost 70 Gold 50 Metal 33s

*Warlord 21Cmb > 15Cmb, 180HP > 155HP, 30Dam > 22Dam, Cost 100 Gold 90 Metal 37s, Abilities: loses +1 Morale bonus, starting mana now 15 (was 3)

*Reaver 32Cmb > 12Cmb, 300HP > 90HP, 50Dam > 14Dam, Cost 25 Gold 60 Stone 19s, lost general status and moved into the Camp as Advanced Infantry. Requires level 2 Fortress

*Reavers now deal +30 damage vs large creatures (was +100)

*Barbarian units now have +15 psych resistance against fear
*New unit - Witch Doctor. A ranged magic dealing unit that can cast Cure, Dispel and Calm. Produced from the Altar of Tempest and requires the Chieftain’s Hut for production

*New unit - Rock Giant. A new general for the Barbarians
*Horse Lord and Trampling also require a level 3 Fortress
*Bloodlust moved to the Fortress and requires a level 5 Fortress (was nothing)
*Removed Horde 5-9
*Berserker and Barbarian King move to the Chieftain’s Hut

*Barbarian King now gives +3 damage to Reavers (was +10), has been moved to the Camp and requires a Level 3 Fortress
*Tower cost: 250 gold, 250 metal, 45 seconds

*Camp cost: 150 stone, 150 crystal, 60 seconds

*Scout Tower cost: 150 gold, 150 metal, 45 seconds

*Mill cost: 150 stone, 150 crystal, 60 seconds

*Corral cost: 100 stone, 100 crystal, 45 seconds

*Nest level 1 cost: 100 gold, 100 stone, 45 seconds

*Nest level 2 cost: 100 gold, 100 stone, 30 seconds

*Altar of Tempest cost: 150 gold, 150 metal, 60 seconds

*Chieftain’s Hut cost: 100 metal, 100 crystal, 45 seconds

*Tempest 100Dam > 85Dam, resistant to Magic (was all damage)

*Magical Tattoos now gives +4 armour (was +5)

*Training 270g 270m 105s

*Gladiators 100g 100m 50s

*Eagle Eye I 150g 50c 50s

*Eagle Eye II 175g 75c 55s

*Eagle Eye III 200g 100c 60s

*Hunting 250g 200m 75s

*Income I 80g 80m 80s 80c 65s

*Income II 160g 160m 160s 160c 95s

*Income III 240g 240m 240s 240c 135s

*Trade 250g 250m 250s 250c 130s

*Horsemaster 300s 150c 100s, renamed Horse Lord

*Horse Lord 450s 300c 115s, renamed Horesemaster

*Rearing 200g 100m 60s

*Trampling 400g 200m 90s

*Tracking 300g 150c 75s

*Magical Tattoos 150g 150c 60s

*Bloodlust 100g 300c 70s

*Berserker 250g 250m 250c 115s

*Spear of Ank 200g 200m 350c 115s

*Horde I 100m 150c 55s

*Horde II 200m 300c 75s

*Horde III 300m 450c 100s

*Horde IV 400m 600c 130s

*Chronomancy Spell Research 250c 60s

*Ice Spell 250c 60s

*Barbarian King 225m 225s 70s

*Dual Sails 100g 200c 60s


Minotaurs:

*Added new Slayer Knight unit

*Added new research Gaze of Sartek - requires a level 3 Ziggurat and allows for the production of Basilisks

*Minotaur King 35Cmb > 30Cmb, 80Dam > 55Dam, Cost 500 Gold 500 Stone 180s, Fear Strength 6 (was 9), ASP14

*Battering Ram now requires Level 2 Ziggurat (was Rage of Sartek)

*Minotaur Brute 14Cmb > 15Cmb, 140HP > 150HP, 15Dam > 20Dam, Cost 50 Gold 100 Stone 35s, 1UV > 2UV, 4ASP

*Minotaur Axe Thrower 100HP > 150HP, 14Dam > 18Dam, Cost 50 Gold 115 Metal 36s, 1UV > 2UV, 4ASP

*Basilisk 18Cmb > 12Cmb, 180HP > 120HP, 20Dam > 18Dam, 30Arm > 25Arm, 30Res > 25Res, Cost 50 Gold 100 Crystal 33s and requires Gaze of Sartek

*Minotaur Shaman 11Cmb > 12Cmb, 100HP > 115HP, 14Dam > 18Dam, Cost 100 Gold 175 Crystal, 45s, loses vulnerability to all physical, gains vulnerability to piercing, starting mana now 50 (was 20), 1UV > 2UV

*Gnoll 13Cmb > 11Cmb, 120HP > 90HP, 15Dam > 13Dam, 10Arm > 8Arm, Cost 25 Gold 40 Stone 17s and requires Axe of Sartek (was Pen)
*Ironworks moved to tier 2 (was 1), with Cleaving Blades requiring a level 3 Ziggurat
*Farseeing now requires a level 2 Ziggurat in addition to Eagle Eye 3
*Henge adds +3 army limit (was +2) and moved to tier 4, allowing Shaman to be built at tier 4 (was 5), but the Shaman skill now requires a level 5 Ziggurat. Also reduced its size to 9x8 cells (from 11x11 cells)

*Altar of Sartek moved to tier 4 (was 3) and Wind of Sartek move to it

*Tower cost: 250 gold, 250 crystal, 45 seconds

*Arena cost: 150 metal, 150 crystal, 60 seconds

*Lookout cost: 150 gold, 150 crystal, 45 seconds

*Ironworks cost: 150 gold, 150 crystal, 60 seconds

*Pen cost: 150 metal, 150 stone, 60 seconds

*Eyrie level 1 cost: 100 gold, 100 metal, 45 seconds

*Eyrie level 1 cost: 100 gold, 100 metal, 30 seconds

*Ale Store cost: 100 metal, 100 stone, 45 seconds

*Altar of Sartek cost: 100 stone, 100 crystal, 45 seconds

*Henge cost: 150 metal, 150 stone, 60 seconds

*Skull of Sartek 120Dam > 85Dam, resistant to Magic (was all damage)

*Minotaur RSB now affects all units on the map and its vampirism is no longer capped at damage dealt (like normal vampirism). Gives +10 vampirism (was +50)

*Shield of Sartek 1 now offers +4 armour (was +2)

*Shield of Sartek 2 now offers +10 armour (was +5)

*Hand of Sartek 150m 150c 60s
*Axe of Sartek 300c 60s
*Gaze of Sartek 300c 60s
*Rage of Sartek 150m 150s 60s
*Spirit of Sartek 250g 250c 80s
*Eagle Eye I 150g 50c 50s

*Eagle Eye II 175g 75c 55s

*Eagle Eye III 200g 100c 60s

*Farseeing 250g 500c 115s

*Ironclad Horns 375g 375m 115s

*Ironshod Hooves 750g 750m 180s

*Shield of Sartek 1 150m 150c 60s

*Shield of Sartek 2 375m 375c 115s

*Cleaving Blades 375g 375m 115s

*Training 270g 270m 105s

*Morale I 250c 55s

*Morale II 515c 85s

*Morale III 770c 120s

*Dwarven Brew 200g 50s

*Wind of Sartek 450c 75s

*Berserker 250g 250m 250c 115s
*Pyromancy Research 250c 60s
*Chaos Research 250c 60s

*Shaman 150g 150s 150c 60s

*Minotaur Brutes and Minotaur Axe Throwers no longer have the Dwarven Brew ability


Orcs:

*New Goreshaft Bolts research which changes Kobold Sniper damage to deal 50% piercing and 50% Magic damage and allows them to inflict disease

*Giant 28Cmb > 24Cmb, 60Dam > 50Dam, Cost 500 Metal 500 Stone 180s, Fear Strength 6 (was 9), 15ASP

*Kobold 5Cmb > 7Cmb, 40HP > 55HP, 5Dam > 6Dam, Cost 30 Stone 15s

*Goblin 30HP > 45HP, Cost 5 Metal 15 Stone 7s

*Goblin Chief 60HP > 70HP, Cost 55 Metal 35 Stone 30s, starting mana now 30 (was 20)

*Orc Infantry 12Cmb > 10Cmb, 100HP > 90HP, 14Dam > 12Dam, Cost 45 Metal 20 Stone 16s

*Kobold Sniper 40HP > 55HP, 15Dam > 12Dam, Cost 45 Gold 20 Metal 17s and now produced from the Battleyard and require Orchold Level 2 (was built from Orchold Level 2 with no requirement)

*Troll 14Cmb > 13Cmb, 175HP > 150HP, 20Dam > 18Dam, Rng 4 > 3, Cost 105 Gold 45 Metal 33s

*Wolfrider 15Cmb > 14Cmb, 26Dam > 21Dam, 15Arm > 13Arm, Cost 25 Gold 105 Stone 32s

*Goblin Shaman 10Cmb > 7Cmb, 60HP > 55HP, 14Dam > 12Dam, Cost 35 Gold 65 Crystal 39s, loses vulnerability to all physical, gains vulnerability to slashing, starting mana now 45 (was 25) and no longer have a requirement, making them producible in tier 4 (was level 5 Orchold)

*Ogre 16Cmb > 15Cmb, 200HP > 160HP, 25Dam > 22Dam, Cost 110 Metal 80 Stone 38s, Fear Range 2 (was 1)

*Gobshooter 4Cmb > 11Cmb, 100HP > 160HP, Cost 110 Gold 210 Metal 67s. Abilities: +30Dam vs buildings. Now requires a Hovel (was Battleyard)

*Cowards! now deals extra damage vs ranged hero units as well. Requires level 2 Orchold (was nothing)

*Rabies requires an Orchold level 3 (was nothing)

*No Pain! Requires an Orchold level 3 (was nothing)
*Thump and Harpy Hag also require a level 4 Orchold

*Shaman skill requires an Orchold level 5 (was nothing)

*Totem now requires an Orchold level 3 (was Shaman skill)

*Tower cost: 250 gold, 250 crystal, 45 seconds

*Battleyard cost: 150 gold, 150 crystal, 60 seconds

*Goblin Tower cost: 200 gold, 200 crystal, 60 seconds

*Beast Pit cost: 150 metal, 150 crystal, 60 seconds

*Hovel cost: 150 stone, 150 crystal, 60 seconds

*Brood level 1 cost: 100 gold, 100 stone, 45 seconds

*Brood level 2 cost: 100 gold, 100 stone, 30 seconds

*Shaman’s Hut cost: 150 metal, 150 stone, 60 seconds

*Totem cost: 100 gold, 100 crystal, 45 seconds. Speed reduced to 3 (was 4 ) and damage reduced to 40 (was 50)

*Gornak Elfeater 120Dam > 85Dam, resistant to Magic (was all damage)

*Scavenged Armour now gives +4 armour (was +2)

*Eagle Eye I 150g 50c 50s

*Eagle Eye II 175g 75c 55s

*Eagle Eye III 200g 100c 60s

*Training 270g 270m 105s

*Cowards! 225g 225m 80s

*No Pain 150m 550c 110s

*Thump 450s 300c 120s

*Scavenged Armour 150g 150m 60s

*Scavenged Weapons 150g 150m 60s

*Goreshaft Bolts 150g 200s 350c 115s

*Rabies 450c 75s

*Wolfpack 1 150s 150c 60s

*Wolfpack 2 300s 300c 105s

*Wolfpack 3 450s 450c 125s

*Shaman 150g 150s 150c 60s

*Harpy Hag 150g 150c 60s

*Ogrelord 200g 100s 60s

*Giantlord 300g 200s 80s

*Contagion Research 250c 60s

*Chaos Research 250c 60s


High Elves:

*Moonguard 17Cmb > 19Cmb, 35Dam > 40Dam, Cost 250 Stone 250 Crystal 150s, starting mana now 25 (was 10), 9ASP

*Manticore 10Cmb > 15Cmb, 90HP > 170HP, 40Dam > 35Dam, Cost 210 Gold 110 Stone 135s, starting mana now 25 (was 5)

*Lodestar Wisp 30HP > 40HP, Cost 30 Crystal 15s

*Venerable Wisp 14Cmb > 13Cmb, 110HP > 120HP, 20Dam > 19Dam, Morph Cost 80 Stone 40 Crystal

*Iceguard 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 20 Gold 40 Metal 16s

*Longbowman 5Cmb > 6Cmb, 40HP > 55HP, Cost 40 Gold 20 Stone 16s

*Dragon Knight 20Cmb > 15Cmb, 170HP > 150HP, 25Dam > 20Dam, 20Arm > 15Arm, Cost 110 Metal 65 Stone 36s

*Mystic 10Cmb > 6Cmb, 80HP > 55HP, 16Dam > 10Dam, Damage type is now Magic, Cost 35 Stone 65 Crystal 36s, loses vulnerability to piercing/slashing, gains vulnerability to piercing, starting mana now 30 (was 25)

*Ice Maiden 8Cmb > 6Cmb, 60HP > 55HP, 13Dam > 11Dam, Cost 40 Stone 60 Crystal 35s, loses vulnerability to physical, gains vulnerability to crushing, starting mana now 25 (was 15), now uses Frost Wave projectile (same as Water Elemental)

*Celestial Hatchling 18Cmb > 14Cmb, 135HP > 115HP, 25Dam > 20Dam, 15Arm > 10Arm, 20Res > 15Res, Cost 125 Gold 100 Crystal 34s

*Halcyon Phoenix 3Cmb > 4Cmb, Cost 20 Stone 45 Crystal 18s

*Updated description on Rune of Cielos to include Ice Maidens
*Dragon Warriors also requires a level 4 White Tower

*Knight’s of the Silver Dragon also requires a level 4 White Tower

*Knight’s of the Gold Dragon also requires a level 5 White Tower

*Fixed bug where Holy Relic would not affect Phoenixes, Scoutships and Ancient Treant

*Tower cost: 300 stone, 300 crystal, 60 seconds

*Tree of Gold cost: 150 gold, 150 crystal, 60 seconds

*Healer cost: 150 metal, 150 stone, 60 seconds

*Shooting Range cost: 150 metal, 150 crystal, 60 seconds

*Merchant cost: 150 gold, 150 stone, 60 seconds

*Nest level 1 cost: 100 gold, 100 stone, 45 seconds

*Nest level 1 cost: 100 gold, 100 stone, 30 seconds

*Dragon Shrine cost: 100 gold, 100 metal, 45 seconds

*Tower of the Moon cost: 200 gold, 200 metal, 60 seconds

*Dragonstone cost: 150 metal, 150 stone, 60 seconds

*King Lunarion 160Dam > 130Dam, resistant to Magic (was all damage)

*Only two wisps are needed to merge into elder wisps

*Armorer 1 now offers +4 armour (was +2)

*Elder Wisp 200g 100s 60s

*Rune of Cielos 75s 75c 45s

*Rune of Animos 150s 150c 60s

*Rune of Manos 200s 200c 70s

*Rune of Vivos 250s 250c 80s

*Healing I 300s 300c 85s

*Healing II 450s 450c 125s

*Healing III 600s 600c 150s

*Elcor’s Balm 1000c 130s, spell now costs 600c (was 400)

*Fletcher 300g 150m 75s

*Bowyer 350g 100m 75s

*Bowmaster 825g 825c 210s

*Income I 80g 80m 80s 80c 65s

*Income II 160g 160m 160s 160c 95s

*Income III 240g 240m 240s 240c 135s

*Income IV 320g 320m 320s 320c 160s

*Trade 250g 250m 250s 250c 130s

*Flaming Arrows 150g 200c 70s

*Holy Relic 200g 400c 120s

*Holy Word 500c 80s, spell cost changed to 500c (was 200)

*Rites of Dawn 160c 55s

*Knights of the Bronze Dragon 100m 100c 50s

*Knights of the Silver Dragon 200m 200c 65s

*Knights of the Gold Dragon 325m 325c 120s

*Weaponsmith I 150g 150m 60s

*Dragon Warriors 300m 300c 115s

*Armorer I 150g 150m 60s

*Healing Spell Research 250c 60s

*Ice Spell Research 250c 60s

*Voice of Iris 550s 650c 150s

*Dual Sails 100g 200c 60s


Wood Elves:

*Ancient Treant 33Cmb > 28Cmb, 80Dam > 50Dam, Cost 500 Stone 500 Crystal 180s, starting mana now 25 (was 10), Fear Strength 6 (was 9), ASP14

*Change the Magic Well’s hotkey to M from W

*Wisp 30HP > 40HP, Cost 30 Crystal 15s

*Ancient Wisp 10Cmb > 12Cmb, 150HP > 125HP, Morph Cost 80 Metal 40 Crystal

*Oakman 120HP > 95HP, 15Dam > 12Dam, 20Arm > 18Arm, Cost 45 20 17s based on race, now neutral aligned instead of good

*Forestguard 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 40 Gold 20 Stone 16s

*Gladewarden 40HP > 55HP, Cost 40 Metal 20 Stone 16s

*Woodrider 18Cmb > 15Cmb, 170HP > 150HP, 22Dam > 18Dam, Cost 100 Gold 50 Stone 33s

*Elven Hunter 7Cmb > 12Cmb, 130HP > 110HP, Cost 105 Metal 60 Stone 35s

*Druid 9Cmb > 8Cmb, 80HP > 55HP, 12Dam > 13Dam, Damage type changed to Electrical, Cost 35 Metal 65 Crystal 39s, starting mana now 45 (was 25)

*Dryad 8Cmb > 6Cmb, 60HP > 55HP, 10Dam > 9Dam, Cost 40 Metal 60 Crystal 35s, loses phys vul

*Treant 22Cmb > 15Cmb, 220HP > 160HP, 6 Spd > 8 Spd, 35Dam > 22Dam, 25Arm > 18Arm, Cost 110 Stone 80 Crystal 38s, starting mana now 15 (was 10), Fear Strength 4 (was 6)

*Phoenix 3Cmb > 4Cmb, , Cost 20 Metal 45 Crystal 18s
*Fixed typo on Rune of Cielos saying it was required for Treants

*Fixed typo on Rune of Arbos saying Treants also require the Rune of Cielos
*Healing Orb requires level 2 Haven, with Elcor’s Balm requiring a level 3 Haven
*Barkskin and Mighty Oaks requires level 4 Haven (was nothing)
*Thorns requires level 5 Haven (was nothing)

*Tower cost: 250 metal, 250 crystal, 45 seconds

*Tree of Life cost: 150 metal, 150 crystal, 60 seconds. Now gives +3 army limit (was +2)

*Healing Orb cost: 150 metal, 150 stone, 60 seconds

*Forest Tower cost: 150 metal, 150 crystal, 45 seconds

*Ranger’s Guild cost: 150 gold, 150 crystal, 60 seconds

*Nest level 1 cost: 100 gold, 100 stone, 45 seconds

*Nest level 2 cost: 100 gold, 100 stone, 30 seconds

*Hostel cost: 150 gold, 150 crystal, 60 seconds

*White Tree cost: 150 gold, 150 stone, 60 seconds

*Magic Well cost: 100 gold, 100 stone, 45 seconds

*Ironbark 160Dam > 120Dam, resistant to Magic (was all damage)

*Only two wisps are needed to merge into elder wisps

*Armorer 1 now offers +4 armour (was +2)

*Barkskin now offers +10 armour (was +5)

*Eagle Eye I 150g 50c 50s

*Eagle Eye II 175g 75c 55s

*Eagle Eye III 200g 100c 60s

*Farseeing 250g 500c 115s

*Elder Wisp 200g 100s 60s

*Rune of Cielos 75s 75c 45s

*Rune of Animos 150s 150c 60s

*Rune of Manos 200s 200c 70s

*Rune of Arbos 250s 250c 80s

*Healing I 300s 300c 85s

*Healing II 450s 450c 125s

*Healing III 600s 600c 150s

*Elcor’s Balm 1000c 130s, changed spell cost to 600c (was 400)

*Fletcher 300g 150s 75s

*Bowyer 350g 100s 75s

*Bowmaster 825g 825c 210s

*Trade 250g 250m 250s 250c 130s

*Flaming Arrows 150g 200c 70s

*Morale I 250c 55s

*Morale II 515c 85s

*Morale III 770c 120s

*Weaponsmith I 150g 150m 60s

*Armorer I 150g 150m 60s

*Mighty Oaks 150g 150c 60s

*Thorns 375g 375c 115s

*Barkskin 375g 375c 115s

*Dual Sails 100g 200c 60s



Dark Elves:

*Flaming arrows requires level 4 dark tower

*Bowmaster requires Spiderfang Arrows, Flaming arrows and level 5 dark tower

*New Spiderfang Arrows research which allows archers to inflict Lethal Poison. Requires level 3 Dark Tower

*Blackguard 36Cmb > 26Cmb, 280HP > 250HP, 50Dam > 40Dam, Cost 250 Metal 250 Crystal 150s, starting mana now 30 (was 20), 9ASP

*Fixed the Dragonliche cost at the Dragon Temple

*Will O Wisp 30HP > 40HP, Cost 30 Crystal 15s

*Stygian Wisp 14Cmb > 13Cmb, 120HP > 110HP, 22Dam > 20Dam, Morph Cost 80 Stone 40 Crystal

*Skeleton cost: 30 Metal, 20 Gold

*Spider 40HP > 45HP, 10Dam > 8Dam, Cost 15 5 7s based on race, 0.5 Food cost (was 0.1)

*Queen Spider 13Cmb > 10Cmb, 100HP > 90HP, 15Dam > 12Dam, Cost 50 25 19s based on race

*Dark Infantry 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 40 Gold 20 Metal 16s

*Dark Archer 5Cmb > 6Cmb, 40HP > 55HP, Cost 40 Metal 20 Stone 16s

*Slayer Knight 20Cmb > 17Cmb, 170HP > 150HP, 25Dam > 20Dam, 18Arm > 15Arm, Cost 105 Gold 50 Stone 34s. Renamed Dark Knight

*Assassin 17Cmb > 12Cmb, 100HP > 80HP, 17Dam > 13Dam, Cost 50 Gold 20 Stone 18s

*Sorceror 11Cmb > 8Cmb, 80HP > 55HP, 20Dam > 12Dam, Damage type changed to Fire, Cost 35 Stone 65 Crystal 40s, starting mana now 50 (was 25)

*Spider Priestess 9Cmb > 8Cmb, 60HP > 55HP, 15Dam > 12Dam, Cost 40 Stone 60 Crystal 35s, starting mana now 20 (was 15) Fixed help box description to state she summons Queen Spiders (not normal Spiders)

*Tortured Soul 1UV 9Cmb

*Tortured Soul 2UV 13Cmb

*Tortured Soul 4UV 16Cmb, 300HP > 280HP

*Tortured Soul Dragon 20Cmb, 300HP > 280HP

*Umbral Phoenix 10Dam > 9Dam, Cost 20 Stone 45 Crystal 18s

*Updated description on Rune of Cielos to include Spider Priestesses
*Void requires level 4 Dark Tower (was level 3)

*Moved the spell researches from the Kargothian Gate to the Void
*Moved Sacrifice and Binding to the Kargothian Gate
*Dark Bolt requires a level 5 Dark Tower (was level 4)
*Blood Potion requires level 5 Dark Tower in addition to Rune of Manos / Mortos
*Harpy Hag requires level 4 Dark Tower (in addition to a level 2 Brood)

*Darkbolt now gives +10 damage to Sorcerers and Priestesses (was +15)

*Added new research Minions of Lorbriss that gives Spiders lethal poison
*Changed the Gallery’s hotkey to l (from g)

*Spider Eggs can no longer be laid on undead or mechanical units

*Tower cost: 300 metal, 300 gold, 60 seconds

*Tree of Pain cost: 150 stone, 150 crystal, 60 seconds

*Tomb cost: 150 stone, 150 gold, 60 seconds

*Gracestone cost: 50 stone, 50 crystal, 30 seconds

*Gallery cost: 100 gold, 100 crystal, 45 seconds

*Brood level 1 cost: 100 gold, 100 stone, 45 seconds

*Brood level 2 cost: 100 gold, 100 stone, 30 seconds

*Reformatory cost: 150 metal, 150 crystal, 60 seconds

*Void cost: 100 gold, 100 stone, 45 seconds. Reduced damage to 15 (from 30) and range to 8 (from 12)

*Kargothian Gate cost: 100 gold, 100 metal, 45 seconds

*Dark Order now gives +6% assassination chance (was +3)

*Blood Potion now gives lethal poison attacks to Assassins (was +3% assassination chance)

*Kargoth 105Dam > 90Dam, resistant to Magic (was all damage)

*Only two wisps are needed to merge into elder wisps

*Armorer 1 now offers +4 armour (was +2)

*Tortured Souls now only have a 35% chance of spawning

*Elder Wisp 200g 100s 60s

*Rune of Cielos 75s 75c 45s

*Rune of Animos 150s 150c 60s

*Rune of Manos 200s 200c 70s

*Rune of Mortos 250s 250c 80s

*Fletcher 300g 150s 75s

*Bowyer 350g 100s 75s

*Bowmaster 825g 825c 210s

*Flaming Arrows 150g 200c 70s

*Spiderfang Arrows 425s 425c 130s

*Minions of Lorbriss 350s 350c 120s

*Blackward 1 150c 45s

*Blackward 2 300c 60s

*Blackward 3 450c 70s

*Burial 200s 100c 60s

*Sacrifice 250m 250s 80s

*Blood Potion 250g 250m 80s

*Dark Order 200m 200s 70s

*Sorcery 1 300m 300c 60s

*Sorcery 2 600m 600c 150s

*Darkbolt 800m 1450c 220s

*Slavehorde 300g 200s 85s

*Harpy Hag 150g 150c 60s

*Binding 400s 400c 120s

*Weaponsmith I 150g 150m 60s

*Weaponsmith II 375g 375m 115s

*Armorer I 150g 150m 60s

*Poison Research 250c 60s

*Summoning Research 250c 60s

*Dual Sails 100g 200c 60s

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