The Protectors is a stand-alone mod of the game Warlords Battlecry 3 (i.e. it can be run without having the original game installed - 100% free full mod). It is an improved RTS/RPG game with new campaigns, quests, terrain, units, items, heroes, modding features and more. Beta versions available for download!

Post feature Report 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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