The Protectors of Etheria 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 game). 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 2

Presenting all the changes made to the game, starting from version 0.8.6. Constantly updated.

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******************************** Patch 0.8.6a ************************************

*Fixed hero level up bug
*Fixed host migration message
*Fixed AI special retinue not taking ASP costs into account correctly
*Maximum AI special retinue level is now 15 (was 20)
*Critters can no longer be AI special retinue

******************************** Patch 0.8.6 *************************************

GFX


*Spider Lair now has red eyes instead of green

*Fixed the cropped death explosion animation for the Guardian Skull, Wyvern and T-rex

*Fixed yet another deformed frame on the Wyvern (left attack animation)

*GUI now displays resource income

*Fixed problems on some lagging animations

*Fixed death animation on Minotaur Shaman so it no longer always faces north

*More feature mini-map icons (houses, water fountain and smaller trees)

*Reduced the size of the rock mini-map icon, as well as removing its blue tint

*Warcry has a new persistent effect

*The percentage bar used in loading screens now maintains a consistent position

*Fixed some level up panel gui bugs

*Added Ice shard new attack animation

*Added Sun Beam new attack animation

*Corrected minor details on the Shipyard and it now creates decals on the ground

*Improved the quality of the Frost Dragon Lair

*Fixed numerous visual issues with the Minotaur Statue

*Each rune building now has its own interface image

*Improved the quality of the Rare Mines

*Improved the quality of the Basilisk’s smaller interface images

*Dwarf Infantry uses the old WBC1 model

*Fixed a few issues on the Dwarven Axe Thrower’s (was Dwarven Infantry) idle animation

*Slightly improved the Scartauri Priest’s missile firing position

*Improved the transitions of the Chasm tileset

*Reduced the height at which the Seal and Turtle are drawn to be closer to the center of the unit itself

*Changed the shirt colour of Dwarven Crossbows to black from blue

*Removed unintended magenta pixels from the Engineer

*Removed unintended magenta pixels from the Queen Spider

*Improved the Hellbore’s firing position

*Widened the common campaign dialog box to accommodate large amounts of text

*Widened the description box for the campaign’s item stash to accommodate large amounts of text

*Corrected a few image discrepancies on hero items

*Darkened the backgrounds that hero items are placed in front of (campaign item stash, hero inventory, shop window) so they match the backgrounds of the items

*Fixed the button grid image for High Elven panel

*Main menu navigation buttons now display a green outline when the mouse cursor is above them and red outline when clicking on them

*Building repair images no longer have gaps in the corners

*Removed unintended team-coloured pixels from the outline of all Quarries

*The Pit now emanates smoke

*Improved the “morph to Skull” icon

*Improved the Summoner’s “Blink” icon

*Fixed issues in the building panel not allowing to see some information in it

*In game info box is not displayed when not hovering over a unit/building

*Lodestar Wisp has a new ID pic

*Venerable Wisp is more Cyan

*Scartauri Priest was recoloured to a brown skin (so he can fit better the race)

*Removed magenta pixels from the race panels’ shared menu buttons

*Added a new Icon for the Minotaur Shaman’s Chaos Aura

*A successful steal now displays a text above the thief

*Hero portraits are displayed in multiplayer chat

*Reduced the clutter on the Undead’s panel

*Removed unreadable text over some loading screens

*Widened the item box when selling items in the campaign to support items with large amounts of text

*Corrected the shadows on the Brewery and College so there’s no longer a gap between the shadow and the building

*Realigned the text of the campaign journal to prevent text exceeding the edge of the second page

*Fixed the magenta strip seen on the Empire’s panel (above the locked-unit window)

*Fixed some alignment issues on the Minotaur’s panel

*Fixed some magenta pixels on the Barbarian’s panel (above Hero’s portrait)

*New grid display option that shows blocked squares when placing objects onto the map

*Centered the fiery-totem-staff image, used for such Hero items as Staff of Pyreakon


AI


*Flags (building) no longer affect the AI

*The AI now treats the shipyard as a temple and uses boats

*AI heroes now retreat into nearby towers when seriously injured

*Greatly improved AI hero seeking quests

*AI no longer tries to cast a spell while recovering from the previous one

*Ally AI buildings can no longer be converted

*AIs now have a real economy

*AI now has a priority for filling mines with workers based on income, deposits and risks

*AI saves up resources for important researches and buildings

*AI chooses its attack target based on resource needs

*Rare mines are now of high priority for the AI

*Primitive races AI chooses its attack target based on pillaging bonus

*AI now does resource checks against units, buildings and researches

*AI counts builders inside buildings

*AI calculates resource priority based on deposits too

*AI builds unit-producing buildings only if he can afford producing that unit continuously

*AI no longer interrupts production of units and researches

*AI chooses what unit to produce at a building based on resource deposits

*AI defends with ALL units if his main base is under attack by a large force

*AI chooses its attack target based on number of assets the enemy has (and their strength)

*Increased attack priority on towers

*AI now builds towers based on highest keep level

*AI garrisons units in towers with priority to the furthest away from the base

*AI leaves an empty garrison slot for hero retreat (if hero is alive)

*AI heroes now retreat if they’re facing a large enemy army

*Fixed bug where AI would cast Chaos Plague at Hall of Plague to units immune to disease or already affected by it

*AI now checks for building spells every 5 seconds (was 1)

*Pathfinding improved: units will no longer try to reach unreachable enemy units

*Random AI heroes now have a 15% chance to be of a different race than the side race

*AIs no longer cheat. An AI with low income will be visibly weakened

*AIs now get handicap bonus

*AI Level names changed to Passive, Baron, Count, Duke, Prince, King, Emperor and Rampant

*AI now tries to convert buildings of same race as side race (and use them)

*Added new AI: Grand Emperor

*AI now builds all available buildings at least once (market, hovel, etc.)

*AI now has a chance of bringing special, experienced retinue to battle (depending on intelligence level)


Quests


*Renamed and reworded a bunch of quests

*Neutral buildings are now counted by the quest system for the raze condition

*Rebalanced most of the quests (including the official ones)

*Added 18 new quests for the Shrine / Mausoleum (9 each)

*Added 28 new quest dialog images

*Brought back the Pyramid quest building, containing 91 new quests!

*Quests now have a global timer. Heroes who join an already active quest will have less time to complete it

*Quests targeted towards a player will now refuse that player to join

*Condition “Build or convert a building” (Condition 9) is now “Convert a specific building”, which also counts neutral buildings


Gameplay


*Royal Messenger no longer requires keep level 3, as was intended

*Blue Mage’s requirement of a level 5 keep has been fixed. It will now produce correctly from Temples

*Dark Mithril now requires keep level 5

*Mithril now requires keep level 5

*Dark Order and Blood Potion research now require Rune of Mortos

*Destroyers are now 4 UV units

*Water Elementals now deal 25 damage (was 30)

*Earth Elementals are now 2 UV units and their stats have been altered to match

*Flaming Arrows research now costs 400 Gold 500 Crystal (was 800 Gold 1000 Crystal)

*Eagle now has a build skill of 5

*All ships have been balanced and their production for each side has been implemented

*Dwarves now have the Frost Dragon over the Fire Dragon

*Chameleons are no longer resistant to slashing

*Ghoul is now correctly resistant to all physical and vulnerable to all elemental

*Khazrimi Guard costs 120 Gold 60 Metal (was 120 Stone 60 Gold)

*Wolfrider 26 damage (was 20)

*Pikemen cost 30 Gold 20 Metal (was 35 Gold 25 Metal)

*Almost all Towers have had their costs changed

*Dark Dwarf Crossbowmen no longer count as 2 missile units when placed as a tower

*Sheep and Geese are now slower (helps Trolls and Minotaurs to harvest them)

*Production layout has been altered for multiple buildings to be more presentable

*All Gold costs for Empire buildings have shifted to Metal except for the Library’s, which has shifted to Crystal

*Rune of Cielos now requires a level 2 HQ building

*Unit level names have been changed

*New unit - Night Dragon (a melee Dragon with Vampiric abilities), replaces Swamp Dragon for Orcs and Dragonliche for Dark Elves

*Fire & Water Elementals are now highly resistant to fire damage

*Fire & Water Elementals are now immune to fire critical hits

*Critters can no longer receive xp

*Eating critters now heals 80 hit points (was 20)

*Air Elementals are now highly resistant to electrical damage

*Air Elementals are now immune to electrical critical hits

*Contaminators can now garrison towers

*New unit - Sol Dragon (a short ranged projectile Dragon), replaces Frost Dragon for Empire, Fire Dragon for Ssrathi and Storm Dragon for Wood Elves

*Weather combat changes reworked for all units and heroes

*Cowards now affect Wolf Riders as well

*Swordsmen are now resistant to slashing, vulnerable to electrical

*Sacrifice can now be performed by any non advanced, non extra planar, non undead unit

*Gnolls can now get drunk

*Primitive Towers (barbarian, minotaur, orc) deal crushing damage

*Contaminators now have a disease strength of half their damage

*Contaminators disease strength is now affected by virulence and disease resistances

*Thralls now cost 0.25 food (was 1)

*Peasants now cost 0.5 food (was 0.25)

*All wisps are now immune to poison and disease

*Foreign mercenaries no longer bring Wight, Wraith, Orc, Wolfrider, Imp, Succubus, Gazer, Ghoul, Snakeman, Slayer Knight, Shadow, Liche, Ogre, Troll, Daemon, Reaper, Scartauri, Contaminator, Snakepriest, Vampire, Banshee, Summoner, Scartauri Priest, Naga and Plague Priest

*Stun now reduces 45% of the affected unit’s combat

*Many units are tagged as advanced, the Snakepriest is no longer advanced

*Dancing Swords are now extraplanar

*Added a new building: Faerie Lair, spawning hostile Fey troops on the map

*All Rare Mines are now fully functional, giving +8 respective resources per second

*Tributing resources to other players now has a 50% rate and is affected by trading skill

*Buildings are now immune to critical hits and deathblows

*Titans are now immune to critical hits and deathblows

*Multiplayer matches can now be paused

*Ground melee units will no longer try to attack unreachable air/floating units

*Scout Ship can now convert

*Plaguelords units’ cost and status changed

*Plaguelords have access to Feast of Garok research

*New unit: Dwarven Axe thrower (having wbc3 dwarf infantry avatar and wbc2 voice)

*Removed Crossbows from Dwarves

*Dark Dwarves now gain the Dwarven Crossbow unit (now named Dark Dwarven Crossbow)

*Various races have access to Summon Mana, Meditation, Weaponsmith and Armorer

*Nagas can’t float anymore

*Gront, Setroth and Huge Dragon now state their psyche strength/range in the help box - like all other units

*Fire Caves now offer +4 army limit (was +3)

*Buildings hit points are now capped at 150% of their original hit points

*Vampirism no longer triggers on misses

*Vampirism no longer heals more than the damage dealt

*Blood pool/blood coast tiles are now considered water instead of lava

*Increased the elevation of all WBC1/WBC2 tiles to be inline with those of WBC3 (grass is 3, water is 0 etc..)

*Increased the elevation of blood coasts to 3 (was 0) to be inline with the other snow tiles

*Stage / Platform tiles now have an elevation of 5 (was 3)

*Added 2 new powerups to the Shipyard - Reinforced Hull (+5 armor for boats) and Dual Sails (+2 speed for boats). Availability of these powerups varies between races.

*Added a new building: Daemon Lair, spawning hostile Daemonic troops on the map

*The Daemon Lair cast Chaos Bolt for 75 crystal, if on Human player side

*Negative vampirism now works correctly

*The Forestmaster now deals firearrow damage

*All Elder Wisps now produce 1 crystal per second (was 0.5)

*Added a new powerup to the Supply Depot - Mithril Bolts (upgrading arrow firing units, such as Dark Dwarf Crossbows, to ignore armor)

*Kobold Snipers are now affected by arrow researches

*Faerie Dragon HP 50 (was 60), armor 7 (was 10), resistance 11 (was 15)

*Oakman now costs 25 Gold 50 Stone (was 50 Stone 25 Crystal)

*Unicorn now costs 150 Stone (was 150 Crystal)

*Spriggan HP 40 (was 50)

*Sprite Damage 8 (was 9)

*Magic Pool now requires Dreamhold Level 3 (was Level 2)

*Knight now requires Smithy (was nothing)

*Knight Champion now requires Shrine of the Sword & Smithy (was just Smithy)

*Paladin now requires Cathedral, Shrine of the Sword & Smithy (was just Shrine of the Sword & Smithy)

*Archon now requires Level 5 Keep (was nothing)

*Runelord now requires Level 5 Citadel (was nothing)

*Daemon now requires Level 5 Doomspire, Portal & Chaos Shrine (was just Portal & Chaos Shrine)

*Minotaur Henge now requires Level 5 Ziggurat (was Level 4 Ziggurat)

*Goblin Shaman now requires Level 5 Orchold (was nothing)

*Flame Cannon now requires Level 5 Furnace (was Level 4 Furnace)

*Added new Minotaur powerup to Ironworks - Cleaving Blades (+5 damage to Gnolls and Minotaur Axe Throwers)

*Spider Lair no longer spawns Sorcerers

*Added new spell researches for each spell sphere (each race gets an unique combo)

*Added, improved or changed description for units, buildings and researches

*Bat now has Disease Strength 5

*All vs air only basic fliers and Phoenixes now cost much less

*Titans are now immune to ranged critical hits and special attacks

*Huge Dragon is now immune to ranged stun effect

*Lore now gives XP as follows:

  • Lore 1: +2XP (was +5XP)
  • Lore 2: +5XP (was +10XP)
  • Lore 3: +7XP (was +20XP)
  • Lore 4: +10XP (was +30XP)
  • Lore 5: +15XP (was +40XP)
  • Lore 6: +20XP (was +50XP)
  • Lore 7: +25XP (was +60XP)
  • Lore 8: +35XP (was +80XP)
  • Lore 9: +50XP (was +100XP)

*Squire cost 35 Gold 10 Metal (was 40 Gold 10 Metal)

*Dwarf Axe Thrower cost 50 Metal 15 Gold (was 65 Metal 20 Gold), Build Time 35 (was 40)

*Longbowman cost 40 Gold 45 Metal (was 40 Gold 60 Metal)

*Gladewarden cost 25 Gold 60 Metal 0 Crystal (was 25 Gold 60 Metal 20 Crystal)

*Dark Archer cost 55 Gold 30 Metal 0 Crystal (was 55 Gold 30 Metal 15 Crystal)

*Dark Dwarf Crossbowman cost 20 Gold 60 Metal (was 20 Gold 45 Metal)

*Snakepriest’s cost inverted (Gold to Crystal, Crystal to Gold)

*Runelord 15 Damage (was 20)

*Liche 18 Damage (was 25)

*Minotaur Shaman 14 Damage (was 20)

*Goblin Shaman 14 Damage (was 20)

*Mystic 16 Damage (was 20)

*Ice Maiden 13 Damage (was 15)

*Venerable Wisp 20 Damage (was 22)

*Ancient Wisp 12 Damage (was 14)

*Druid 12 Damage (was 14)

*Stygian Wisp 22 Damage (was 25)

*Dwarf Axe Thrower 12 Damage (was 15)

*Minotaur Axe Thrower 14 Damage (was 15)

*Huge Dragon now has 8000 hp (was 5000) and 100 combat (was 38)

*The Sun Temple now requires gold instead of metal

*Mystics now use Ice Armour instead of white ward spell

*Minotaur Shaman uses Chaos Aura instead of berserker spell

*Sorceror now uses Nightcall (changes day to night) instead of Darkstorm spell

*Spiders now receive the eggs’ default attitude

*Giants, banshees, salamanders and other units now deal the correct splash damage

*The Fey no longer has Income (IV) available

*Dragon Temples now require a level 3 Keep and produce all non-racial dragons

*Titan explosions positions are now randomly chosen (max range 12)

*Revived Heroes (and those obtained through quests) can now convert

*Dark Archer ASP cost 1 (was 2)

*Dwarf Axe Thrower ASP cost 2 (was 3)

*Archer ASP cost 1 (was 2)

*Longbow ASP cost 1 (was 2)

*Squire ASP cost 1 (was 2)

*Gladewarden ASP cost 1 (was 2)

*Spider Priestess ASP cost 4 (was 5)

*Units immune to disease can now carry it and inflict it to others


Story


*Added more mercenaries (including Dragons) to be used in campaigns and chapters

*(Vanilla Campaign) Fixed bug where first mission on Hero of Etheria Campaign will not end (and several other NIS related bugs)
*(Vanilla campaign) Fixed the 2 Shrines on the first act of Guardia where they wouldn’t allow a Hero to search them

*(Vanilla campaign) The Defense of Guardia mission now has a Knight ally

*(Vanilla campaign) The traitorous Ssrathi in the third act of Gifts of Couatl now has a Ssrathi portrait (was Goblin)

*(Vanilla campaign) Corrected Liches that were standing in the void on the Zhur maps

*(Vanilla campaign) The third act of Zhur now correctly plays the third scenario instead of replaying the first one

*(Vanilla campaign) Fixed bug in Khaz-Barak, where crowns were given instead of xp

*(Vanilla campaign) Fixed bugs related with rewarding wrong crowns

*(Vanilla campaign) Fixed bugs related with wrong item cost

*(Vanilla campaign) Fixed a couple of tile errors on Colis Tarn’s “Cureall Stones” mission

*(Vanilla campaign) The Dark Elf ambush that appears when entering Doomwood now has Dark Elf towers instead of Empire towers

*(Vanilla campaign) Replaced passive Dwarven Crossbows for Dwarven Axe Throwers on the third mission of The Horn of Kvar, since Dwarven Crossbows are now a Dark Dwarven unit

*(Vanilla campaign) Possibly fixed a bug on the White Mountains “Griffon Eggs” mission where the central Dwarven AI would not convert the level 2 mines around his start location

*(Vanilla campaign) Increased Gorgon’s army difficulty using NIS events

*(Vanilla campaign) Fixed a tile error on both missions on Sundered Isle

*(Vanilla campaign) The Yrm shop is now finally open for business! (Previously it was always inaccessible) Players need to be allied with Dark Elves to access it

*(TPC Prologue) Fixed the Pirate Ambush not ambushing your fleet bug

*(TPC Prologue) Updated the Enter Herueth map

*(TPC Chapter 1) Reading at the library now costs less/ earns more XP

*(TPC Chapter 2) Added a shop and some mercs to hire for the Silvermyr text quest

*(TPC Chapter 3) Slightly improved heroes AI in Gruuldok

*(TPC Chapter 3) Added more room to build for black player in Kor

*(TPC Chapter 4) Added random cursed items on The Isle of Exile

*(TPC Chapter 4) Added an item shop on Sundered Isle

*(TPC Campaign) Lowered the difficulty for The Wastes escape maps

*(The Duernothian Cult - Custom Chapter) Greatly improved map design, choices, hints, dialogues and global story/side stories - created by Zeto; developed by Zeto, Joe the Bartender and Patrick

*Game now remembers last used campaign/chapter race and preselects it if still available


Hero


*Strength now gives +5 hit points per point (was +3)

*Added new hero avatar for the Minotaurs (Male)

*Added two new hero avatars for the Daemons (male and female)

*Heroes are now immune to deathblows

*Engineer skill and Building proficiency now gives +3% hp for buildings (was +20 hp)

*Fixed bug where initial spell bonuses were not applied in the hero level up spells tab

*Engineer skill now gives +3% hit points per level of mastery (was +20%)

*Added new hero avatar for the Ssrathi (Female)

*Added new hero avatar for the Swarm

*Added new hero skill: Occultism (increases the max mana of non-hero spellcaster units by 2.5 per point)

*Added new hero skill: Evasion (+5 armour/resistance vs all projectiles per point)

*Added new hero skill: Extend (increases the radius of spells by +10% per point, capped at +100%)

*Added new hero skill: Double Dealer (introduces a chance of +1% per point that 10% of:

  • A unit’s cost
  • A building’s cost
  • A research’s cost
  • A building upgrade’s cost
  • An exchange via trading
  • A building’s repair cost
  • A morphing unit’s cost

is added to the hero’s coffers with a maximum of a 20% chance. Affects a randomly chosen enemy side at the start of a battle. It then randomly chooses between remaining enemies once the side affected has been destroyed)

*Added new hero skill: Deflection (the hero receives +5% less damage from spells per point, capped at +100%)

*Potionmaster now has a new effect (drinking a mana potion gives Level 1 Empower +0.2 spell levels per point, drinking a health potion gives Level 1 Immunity + 0.5 spell levels per point)

*Tweaked hero starting stats

*Barbarian heroes now get Energy and Mighty Blow skills (over Ice Magic and Quarrying)

*Daemon heroes now get Energy and Smelting skills (over Pyromancy and Invulnerability)

*Dark Dwarf heroes now get the Ritual skill (over Chaos Magic)

*Dark Elf heroes now get Ignore Armor, Energy, Death Rune and Mage King (over Lore, Death Rune, Summoning Magic and Assassin)

*Dwarf heroes now get Elemental Resistance and Ritual (over Armorer and Rune Magic)

* Empire heroes now get Ritual (over Divination Magic)

*Fey heroes now get Swiftness, Magic Resistance, Lore and Warding (over Warding, Illusion Magic, Energy and Magic Resistance)

*High Elf heroes get Weapon Master, Energy and Merchant skills (over Lore, Healing Magic and Energy)

*Knight heroes now get Invulnerability, Lore and Mighty Blow (over Weaponmaster, Divination Magic and Armorer)

*Minotaur heroes now get Mighty Blow, Ritual and Smelting (over Thick Hide, Mighty Blow and Pyromancy)

*Orc heroes now get Ferocity, Demolition, Ritual and Mighty Blow (over Cowardslayer, Ferocity, Chaos Magic and Demolition)

*Plaguelord heroes now get +1 Strength, -1 Dexterity, +2 Intelligence and -2 Charisma (was 0 Strength, 0 Dexterity, +3 Intelligence, -3 Charisma). They also get Contamination, Slime Master and Lore skills (over Warding, Contamination and Summoning Magic)

*Ssrathi heroes now get Swiftness and Energy (over Scales and Poison Magic)

*Swarm heroes now get Ignore Armor, Running, Energy and Quarrying (over Constitution, Thick Hide, Necromancy and Ignore Armor)

*Undead heroes now get Shadow Strength (over Warding)

*Wood Elf heroes now get Swiftness, Ritual and Guardian Oak (over Lore, Nature Magic and Sky Rune)

*All classes base combat has been changed to 8 (was 4)

*Alchemist now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Gate and Potionmaster skills (over Potionmaster and Arcane Magic)

*Archmage now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Lore and Time Magic (over Time Magic and Magic Resistance)

*Assassin now has 300 hits, gains 4HP per level, 12 armor and 8 resistance by default. It now gets the Evasion skill (over Ignore Armor)

*Bard now has 0 Strength, 0 Dexterity, 0 Intelligence, 0 Charisma, 300 hits, gains 4HP per level, 12 armor and 12 resistance by default

*Chieftain now has 340 hits, gains 6HP per level, 12 armor and 15 resistance by default

*Deathknight now has 320 hits, gains 5HP per level, 20 armor and 10 resistance by default

*Defiler now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Energy, Gate and Time Magic (over Slimemaster, All-Seeing Eye and Arcane Magic)

*Dragonslayer now has +2 Strength, -1 Dexterity, -1 Intelligence, 0 Charisma, 340 hits, gains 6HP per level, 20 armor and 20 resistance by default. It now gets Elemental Resistance, Wealth and Sky Rune skills (over Fire Resistance, Cold Resistance and Wealth)

*Druid now has -2 Strength, +1 Dexterity, 0 Intelligence, +1 Charisma and 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Energy, Gate and Time Magic skills (over Guardian Oak, Elemental Lore and Arcane Magic)

*Elementalist now has -1 Strength, 0 Dexterity, +1 Intelligence, 0 Charisma, 260 hits, gains 3HP per level, 8 armor and 12 resistance by default. It now gets Pyromancy, Elemental Lore, Nature Magic and Warding skills (over Elemental Lore, Pyromancy, Rune Magic and Elemental Resistance)

*Healer now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Merchant and Leadership skills (over Warding and Regeneration)

*Ice Mage now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Lore and Time Magic skills (over Cold Resistance and Arcane Magic)

*Illusionist now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Lore, Extend and Time Magic skills (over Leadership, Magic Resistance and Arcane Magic)

*Lichelord now has 280 hits, gains 4HP per level, 12 armor and 12 resistance by default

*Merchant now has -1 Strength, 0 Dexterity, 0 Intelligence, +1 Charisma, 280 hits, gains 4HP per level, 8 armor and 8 resistance by default

*Monk now has +1 Strength, +1 Dexterity, -1 Intelligence, -1 Charisma, 320 hits, gains 5HP per level, 12 armor and 15 resistance by default

*Necromancer now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now has Energy, Gate, Time Magic skills (over Memories, Undead Legion and Arcane Magic)

*Paladin now has 300 hits, gains 5HP per level, 20 armor and 10 resistance by default

*Priest now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets the Elcor’s Aura skill (over Magic Resistance)

*Pyromancer now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Energy and Time Magic skills (over Fire Resistance and Arcane Magic)

*Ranger now has 0 Strength, 0 Dexterity, 0 Intelligence, 0 Charisma, 320 hits, gains 5HP per level, 12 armor and 10 resistance by default. It now gets the Quarrying skill (was Griffonmaster)

*Runemaster now has 0 Strength, -2 Dexterity, +2 Intelligence, 0 Charisma, 260 hits, gains 3HP per level, 8 armor and 12 resistance by default. It now gets Lore and Time Magic (over Runic Lore and Arcane Magic)

*Sage now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets Energy, Occultism and Time Magic skills (over Mage King, Energy and Arcane Magic)

*Shaman now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets the Time Magic skill (over Arcane Magic)

*Summoner now has 260 hits, gains 3HP per level, 8 armor and 10 resistance by default. It now gets the Time Magic skill (over Arcane Magic)

*Thief now has 300 hits, gains 5HP per level, 12 armor and 10 resistance by default. It now gets Convincing, Illusion Magic and Double Dealer skills (over Warding, Convincing and Illusion Magic)

*Tinker now has 0 Strength, -1 Dexterity, +1 Intelligence, 0 Charisma 280 hits, gains 4HP per level, 8 armor and 8 resistance by default. It now gets Trade, Quarrying, Alchemy and Smelting (over Gemcutting, Alchemy, Smelting and Quarrying)

*Warlock now has 320 hits, gains 5HP per level, 20 armor and 10 resistance by default. It now gets Summoning Magic, Deflection and Mage King (over Warding, Smelting and Summoning Magic)

*Warrior now has 340 hits, gains 6HP per level, 20 armor and 12 resistance by default

*Added 3 more hero portraits for the Ssrathi

*Gate skill now affects all summoned units

*Recruiting proficiency doesn’t affect summoned units anymore

*Added a spell-timer to various RSB

*Added no mine depletion option

*Dwarf RSB now gives +50 armor/resistance to all of the player’s buildings for 4 minutes (used to increase construction speed)

*Barbarian RSB now gives friendly units within the player’s command radius a ranged electrical attack with 4 range and 100% base damage for 6 minutes (used to cast a powerful Call Lightning)

*Orc RSB now gives friendly units within the player’s command radius ignore armor/resistance for 6 minutes (used to permanently increase their combat depending upon game time)

*High Elf RSB now has a max of 64 targets

*Wood Elf RSB now gives all friendly ranged units and buildings +5 Damage and they ignore armor/resistance for 3 minutes (used to make enemy units within the command radius have 1 speed for a while)

*Dark Elf RSB now gives the assassination ability (4% chance +1% per unit level) to all friendly units within the command radius for 4 minutes

*Fey RSB now gives all non-hero friendly units 4 times the XP from kills and building destructions for 8 minutes (used to give a massive amount of XP to friendly units within the command radius)

*Dark Dwarf RSB now lasts 6 minutes

*Daemon RSB now summons a maximum of 30 Succubi (regardless if game time goes past 30 minutes. Used to spawn any amount of Succubi based on game time, so could summon 60 if the game time is 60 minutes)

*Empire RSB now doubles mine output for 6 minutes (used to give massive resources and increase merchant skill)

*Ssrathi RSB now lasts 5 minutes

*Plaguelord RSB now gives all friendly units +1 Combat, +0.5 Speed, +0.5 Damage, +1 Armor & +1 Resistance for each diseased enemy unit on the map. This lasts 10 minutes (used to give a poison attack to all friendly units within the command radius)

*Swarm RSB now gives unlimited food supplies for 10 minutes (used to give a 99% discount to all purchases)

*Minotaur RSB now lasts 30 seconds (was 1 min)

*Brewmaster skill now gives +1XP per point (was +4XP)

*Golem Master now gives +1XP per point (was +3XP)

*Riding now gives +3XP per point (was +5XP)

*Taming now gives +3XP per point (was +5XP)

*Mage King now gives +3XP per point (was +5XP)

*Speed Proficiency now give +2% friendly non-hero unit speed per hero level (was +1%)

*Health Proficiency now gives +10% friendly non-hero unit HP regeneration per hero level (was +1%)

*Converting Proficiency now increases friendly non-hero unit conversion speed by +5% per hero level (was +1%)

*Recruiting Proficiency now gives +0.25XP for all friendly non-hero units produced per hero level (was +0.5XP)

*No Proficiency was renamed to Knowledge. Now gives +0.1 times unit XP gained for all friendly non-hero units per hero level (used to increase hero XP gained)

*Implemented a new feature: “Spoils of War”, looting items at the end of a battle

*Elcor’s Aura skill now gives +15 healing per point

*Elcor’s Aura no longer affects Cure spell

*Swiftness skill now gives +1% attack speed (was +4%)

*Restored Heroes spellbook button when they are selected - their RSB button is now a unique button by their portrait - always visible even if the Hero is not selected


Spells


*Whispers of Time now spawns permanent wraiths

*Morph combat now gives/takes 2 combat +1 per mastery level, maximum of 6 combat

*Morph speed now gives/takes 2 speed +1 per mastery level, maximum of 6 speed

*Morph health now gives/takes 15 hit points +5 per mastery level, maximum of 45 hp

*Morph damage now gives/takes 1 damage +0.5 per mastery level, maximum of 4 damage

*Morph tower now affects a tower a maximum of 2 times

*Ethereal Units from Spectral horde and Dragonfear no longer have a default damage

*Corrected a few typos in the Poison Sphere

*Doomstones and Ring of Ice are no longer auto-casted on buildings

*Added new spell: Plague Cloud

*Updated spellbook descriptions

*Fixed some minor auto-casting issues


Editor


*New placeable SFX features (environmental sounds, such as market, wind, lava, rainforest, cavern)

*CTRL+X now applies overlapping events bug fix

*Implemented the new NIS attribute “level” for the AddBuilding command

*Duplicated snow, paving and platform tiles have been marked for deletion - please replace these tiles in your maps in preparation for future patches, where they’ll be deleted!

*Added 6 new (official) Rock-Coast tiles

*Added 6 new (official) Rock-Lava tiles

*Added 6 new (official) Marsh-Grass tiles

*Reorganized and renamed the features’ groups/headings

*Added all the remaining WBC1 and WBC2 features

*Added 5 new Cactus features

*Added Extorias’ new Cave tileset and Cave features

*Revived and improved the Smooth Terrain function

*Implemented Variate Terrain function - a tool to randomly change tiles on the map with others from their respective groups

*Removed Spire and Frozen Tower from the game (they were never actually used)

*Floating units can now be placed on water terrain

*Flying units can now be placed over mountain terrain

*Official mountain tiles are now tagged as mountain terrain

*Item chests can now be placed with Random Items of a specific level (lesser, minor, greater, artifact, set and cursed)

*The 3 fire effects used for damaged buildings can now be used in the editor as features

*Added 2 more official I2 particle effects (red glow and rainbow sparkles)

*Added small rock roads tile

*Added Cavern features (such as volcano and small mount)

*Random race can now be set with the Editor

*Implemented the new NIS command Perk. Documentation updated

*Item chests can now be edited

*Implemented the new NIS command SetStartLocation. Documentation updated

*Implemented the new NIS command Damage. Documentation updated

*Implemented the new NIS command Act. Documentation updated

*Added support for custom intro videos and journals

*Random Map Generator now correctly splits the number of utilities into temples and shrines

*Random Map Generator now spawns utilities away from start locations

*Random Map Generator now spawns start locations further away from one another

*Campaign Mercenaries entries can now contain multiple race definitions

*Added support for Custom Companions

*Modified NIS AddCompanion command. Documentation updated

*Implemented the new NIS command UncoverHiddenMap. Documentation updated


Items


*Spells cast by items no longer do recovery checks

*Spells cast by items no longer activate recovery bar

*Spells cast by items now activate on ranged attacks as well

*Added the No Hero Items Exchange advanced option

*Changed the names and descriptions of some items

*Almost every item has been rebalanced

*Items don’t tend to be strictly better than any other anymore

*All items can offer something other non-artefact items do not

*Weaker items have been brought up in power

*Broken items and overpowered ones have been fixed and brought down in power

*The value for items and rarity of items now also correspond with an item’s relative power

*Item Set Bonuses have been changed and rebalanced.

*Fixed a bug on the Axe of Dwarvenbane and the Cloak of Protection

*Added 14 new items

*Added new cursed items

*The Sling now gives crushing ranged attacks

*Duplicate items can now be bought on the campaign map

*Items which cast spells now show the spell level in the tool tip

*Spear of Ank now gives piercing javelin ranged attacks

*Helm of Many Eyes now has a unique image

*Items can now have up to 4 effects

*Item sets can now have up to 4 effects

*Items can now have a Disease attack

*Poison Dagger has been renamed to Envenomed Blade, has poison strength 8 (was 100) and 5 Piercing damage

*Contagion Banner and Plague-bringer Helm now cast Disease Cloud instead of casting Chaos Plague

*Text cut-off errors fixed on: Seeker of Twilight, Eternal Witness and Crael’s Lunacy

*Moved a bracelet image from the body section to the accessories (it was previously mistook as a necklace)

*Boots of the Tundra has been renamed Sylvan Galoshes

*Hillgorn’s Hammer renamed to Halgron’s Hammer

*Boots of Slime renamed to Trailers of Ingestion

*Orb of Mana renamed to Arcana Shard

*Increased item limit in scenario to 512 (was 50)

*Fixed several bugged items

*Item spells don’t trigger off friendly unit/buildings

*Item sets can now cast spells

*Gear of the Pathfinder set now casts resist missile (level 2)

*Sickle of the Pit Lord now has the correct description

*Bloodthirst now changes the damage type to Piercing as intended

*Theodred’s Weave now appears as a robe (was a ring)

*Tread of the Anima now appears as boots

*Lunar Banner now has the correct banner image (was appearing as a dark banner!)

*Omniscience now appears as a black circlet (was a crown)

*Sell items screen (campaign) now displays the items in the stash too


Misc


*The Protectors can now be uninstalled via Control Panel -> Add/Remove Programs

*Graphics.xcr has been split into Panels.xcr and Powerups.xcr

*Powerup bitmaps are now read individually by the game

*Updated Army Limit Explained manual to reflect the new GUI changes

*Updated the loading screen tips to reflect recent changes
*Added 14 more loading screen tips

*Weather combat changes are no longer hard coded

*Saved games now remember user unit or building selection data

*During multiplayer matches, minimizing the game auto-pauses the game

*Corrected minor Quiz issues

*Random maps can generate random item chests, depending on map size

*Host can now hide races in multiplayer matches by typing in the chat /HIDE ON

*Multiplayer chat history is now larger

*Multiplayer chat now supports several rows of text input

*The game auto-pauses when a player minimizes the game during a multiplayer match

*Changed the ASP gained through handicap

*Fixed some typos in the tutorial


Scenarios


*Added 9 maps made by Kharn (Woodland War, Wading to War, Frostbite, Off the Beaten Path, A Fairy Tale, Mt Silver, As Told by the Editor, Chill-Stone pass and Raiding the Ruins)

*Added 5 maps made by Zeto (Grand Canyon, The Cave, Wasteland, Lakes of Fire and Esgaard Forest)

*Added The Daemonic Cave and Underground Valley scenarios, by Extorias

*Updated most maps made by Kharn, Joe The Bartender and Zeto to include the new features, tiles reorganization and minimap icon features

*Added some new Skirmish Missions: Coniston, Odyssey, Siege and Durhyne

*Renamed Battle of Serenthgur to Vunduur

*Random maps no longer generate Spires, Caves, Orbs of Seeing and Frost Dragon Lairs

*Fixed NIS related bugs on Tower Defense scenario

*Remade some WBC1 and WBC 2 classic scenarios (Bay of Orcs, Swampy Valley, Icefjord and The Great Pyramids)

*Goblin City updated

*All skirmish missions are now properly identified in the Skirmish list collection

*Edited Desert Cliffs map

*Updated all skirmish scenarios with Ctrl+x once more

*Changed Temples’ position in various maps

*Removed all Frost Dragon Lairs from skirmishes


Audio


*Night Dragon has an unique voice set

*Sol Dragon has an unique voice set

*Implemented new attack sounds for Sol Dragon and Moonguard/The Forestmaster

*Implemented new attack sounds for Swordsman and Contaminator/Swamp Dragon

*Ancient Giants and Gront have a deathblow sound (same as Giant’s)

*Imported Editor menu sounds from Wbc1

*Added 7 New Hero Voice sets: Unpredictable Female, Lichelord, Brave male, Monstrosity, Perverse Male, Chieftain and Joyful Dwarf

*Improved Reaper’s voice

*Added new death sound for summoner, plague priest and vampire

*New sounds for Lucifus and Navarre Temples

*Speech files from units with 2,3 or 4 speech files now have an equal chance of being played

*Celestial Hatchling will change attack sound after Voice of Lurinth

*Added select sound for Minotaur Statue, all Rare Mines and each rune building

*Added Select sound for Faerie Lair, Daemon Lair, Cave, Pyramid and Orb of Seeing

*Reworked some speech files for the Fey race

*Added sound for Scout Ship after conversion

*Added 4 new TPC OST original songs to the music collection

*Improved river ambient sounds

*Dark Dwarf Crossbow uses WBC1 Dwarf Crossbow voice

*Banshee uses WBC1 Harpy voice

*New death sound for Banshee and Harpy

*Added more damage sounds for all ranged units (except archers)

*Added a new death sound for Orcs, Kobold Snipers, Liches, Snakemen and Snakepriests

*Improved arrow attack sound

*Iron, Clay and Stone Guardians have their own separated select sound (were all the same)

*Improved soundtrack modularity by adding soft tracks to be played at the beginning of a game

*Updated The Protectors Official Soundtrack (racial soundtracks have up to 18 songs)

*Added a new Female Ssrathi hero voiceset. Recorded by Sara Mears (Saramears.org) and Ronnie is Ready (Youtube.com).

*Reworked a couple of building selection sounds for the Ssrathi

*Added the Evil Female voice for the Daemons

*Reworked some Hero Voices

*System Voices are now triggered with Summon Spirit

*All weapon items now change the hero’s attack sound when equipped

*Fixed audio bug where ironbark would sound flesh instead of wood when attacked

*Added the new game option to display the current track’s name in game


Bugs


*Fixed Pyramid tileset allowing fliers to cross over voided areas

*Fixed bug where Shadow Strength would not work

*Fixed bug where leveling up will not show the correct number of levels gained at end of mission

*Fixed bug where army setup points bar would not show up in the editor

*Fixed bug where Ice Armor would cause a crash

*Fixed bug where Summon Fire Elemental would spawn units in the corner of the map

*Fixed bug where critters and flags would have damage in the help panel

*Fixed bug where the Barbarian Rider would cause a CTD upon death

*Fixed bug where illusory dragons would deal damage

*Fixed bug where Raise Champion would spawn units in the corner of the map

*Fixed bug where building hit points would not update in multiplayer

*Fixed bug where fliers would not spawn over mountains, cliffs, hills, transitions

*Fixed bug where missile units could not target the Minotaur Statue and rune buildings properly

*Fixed bug where missile units could not target the Rare Mines properly

*Fixed a few bugs in the tutorial

*Fixed bugged descriptions for Level 3 mines

*Fixed bug where first mission of Hero of Etheria Campaign would not have storms

*Fixed a few WBC1 tiles not having the correct terrain type

*Fixed bug where allies could assassinate each other

*Fixed bug where units could convert while in terror

*Fixed bug where Famine would attempt draining resources from an already dry mine

*Fixed some minor bugs relating the name Setroth-Sethroth in Chapter 2: Nightfall

*Fixed bug where the help box would claim Setroth would cause Fear instead of Chaos

*Fixed bug where Spider Priestesses were not all affected by Sorcery

*Fixed bug where “The Vampire” item set was not giving vampirism

*Fixed bug where spell damage would trigger vampirism

*Fixed bug where Iron Golems would deal splash damage to aerial units

*Fixed bug where the spell book would not remember last used spell sphere

*Fixed bug where Fog of War and Line of Sight had a four second delay

*Fixed bug where Leprechaun attack would trigger a piercing sound

*Fixed other CTDs

*Fixed bug where catapults could load cows with their splash damage

*Fixed bug where turtles and seals would release humanoid bones upon death

*Fixed minor text glitches in the create hero screen

*Fixed bug where ironman heroes were not saved on modern systems

*Fixed Swiftness hero skill

*Fixed bug where the inventory screen would open over a NIS event

*Fixed bug where move NIS commands would be ignored if the path was blocked

*Fixed bug where Gravestones for Undead would be removed from the build list if game rules restricted keep level to 1

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