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Offline Asid

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Re: Wizards and Warlords
« Reply #15 on: April 18, 2021, 11:56:33 PM »
Patch 1.0.1.62
Sun, April 18, 2021


•   The 'No Upkeep' effect for Units now shows the projected normal upkeep in the tool tip.
•   The Rival AI now tries to avoid border gore (ie isolated provinces and territorial bulges) when picking provinces for Outposts.
•   The Rival AI is now better at utilizing Resource Site construction, and will consider it more often.
•   The Rival AI will now consider Outposts in the primary pool of targets for aggression. Previously they would only be chosen under extremely specific circumstances where nothing else was relevant.
•   The Rival AI will now avoid constructing Outposts in the vicinity of hostile armies. It is still a bit too optimistic about this, but much less stubborn and somewhat less reckless.
•   When a Rival faction is defeated, sites under construction will now be destroyed and in-progress site upgrades cancelled (except for Cities and Fortresses).
•   A number of lists now support arrow keys for up/down navigation. It's far from all lists in all windows, and some of them don't yet scroll to the new selection if it's out of view. I'll keep expanding the number of lists supporting keyboard navigation in successive patches now that I've added the foundational code for this.
•   Added some missing text to the Assign Task flow. A number of categories had no text at all.
•   Improved the formatting of Deity/Religion tool tips to make the Domains stand out more clearly at a glance.
•   Fixed a number of bugs where selection on the world map would change when casting spells or resolving prompts.
•   Fixed a bug where world map selection could have a partial state and actions/info not be aligned with the proper selection.
•   Fixed a bug where the camera would not automatically zoom/pan to the selection as intended for a few specific cases of automatic selection change.
•   Fixed a bug where the Battle Mana cap could be exceeded by using the 'More Spells' flow during
battle resolution.
•   Fixed a bug where some Factions paid full upkeep for units that should be free or reduced in cost.
•   Fixed a bug where City Pop promotion and demotion would include invalid targets in the pool of candidates and thus produce nonsensical results.
•   Fixed a bug where Character Discontent would accumulate silently and to an unreasonable extent due to Office desire. This Discontent would also never expire.
•   Fixed a bug where some AI-controlled factions could not raze outposts.
•   Fixed a number of bugs with the Undead Conquest resolution. Some options were available when they should not be. Options removing pops have been changed to always leave 1 pop. A few crash bugs have been fixed. There is just a bugfix pass and not the final changes to that mechanic.
•   Fixed a crash bug related to world spell casting and selection changes.


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Offline Asid

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Re: Wizards and Warlords
« Reply #16 on: April 22, 2021, 11:30:11 PM »
Patch 1.0.1.63
Wed, April 21, 2021


•   Added a toggle for the session-based 'Auto-Resolve All Battles' setting in the Settings Window. This allows reverting the option without re-starting the game. It can be found in a new 'Session' Tab.
•   Rival Wizard AI: Improved the use of recruitment and research. It will now greatly prefer recruiting more powerful units when possible.
•   Rival Wizard AI: Hard and Very Hard difficulty now get a slight reduction in unit recruitment cost. I know this is a kind of cheating, and I intend to make it optional and/or remove it (if the economic performance of the AI has improved enough) in the future.
•   Divination 5 now allows a Wizard to determine the Mastery levels of other Wizards (use diplomacy window to inspect).
•   City Building Tweaks: Sewer no longer reduces Fortification Value. Tavern no longer reduces Squalor.
•   Beacon-type spells now cancel any magical recruitment if overriden with a different Beacon spell. A warning when targeting will list any on-going recruitment that will be canceled on cast.
•   When a Wizard is defeated any formerly owned resource sites switching to unaligned ownership will now be given to the province owner, if any such exists. This is especially relevant for site along borders of provinces.
•   When a Province changes ownership any resource sites with no owner will now be transferred to the new owner.
•   Fixed an issue where armies/units with depleted movement could be 're-activated' by using a movement buff after the depleting event/action. Depletion of movement is now 'sticky' and cannot be counteracted in this manner. Note that this doesn't include movement allowance being reduced to 0 through spending movement points - this is only when a mechanic specifically depletes movement fully.
•   Fixed a bug where Worker Training wouldn't complete on reaching the progress threshold, making the estimated duration off by 1 turn and showing a confusing 100% progress.
•   Fixed a few bugs where task assignments were able to circumvent some of the validation criteria.
•   Fixed a bug where the Emissary task category was aborting the UI flow from the Followers Window shortcut.
•   Fixed a bug where the haunting army attacking a looter of an ancient battle site would have units each the size of the upper threshold for the size of the entire army.
•   Fixed a bug where Spell Targeting Warnings were not shown when using the shortcut to cast spells valid for a selected site. These are now shown in the list of valid spells prepended to the spell description.
•   Fixed a bug where the Join Party button was not disabled in all cases when it should be (despite the text indicating so).
•   Fixed a bug causing merges between a Level 0 unit and a unit with a Level of 1+ to be blocked.
•   Fixed a bug causing the AI to discard large amounts of gold and mana in the early game. This did not help its performance against the player.

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Re: Wizards and Warlords
« Reply #17 on: May 03, 2021, 11:33:44 PM »
Patch 1.0.1.68
Mon, May 3, 2021


•   Wizard AI has learned to use Drain Mana Nodes, and will tend to research it early in the game.
•   Wizard AI is now more biased towards recruiting magic units over mundane units - especially in situations where it has a low number of Fortresses/Cities.
•   Wizard AI is now better at picking useful research projects.
•   Independent Realms will now remember if given requested aid during a war, and tend to not declare war on the assisting faction due to aggressive expansion.
•   Fixed a bug where AI armies would gather an increasingly large army at a Mana Node that could not be bound (due to lack of Mana).
•   Fixed a text display bugs relating to unit special abilities.


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Re: Wizards and Warlords
« Reply #18 on: May 15, 2021, 11:41:21 PM »
Patch 1.0.1.75
Sat, May 15, 2021


•   Cavalry will now have the Unsettling, Noxious, Terror abilities if the mount type has it (and the unit doesn't have a superior ability from other factors, ie culture/race/unit template).
•   Subterranean cultures are now much less likely to generate a wide variety of cavalry unit types. They will usually have 1 now - but sometimes none, and sometimes more.
•   Some cultures now have a chance to generate chariot unit types even if they don't have the chariot trait. This is more likely to happen for primitive cultures.
•   Cultures can now have multiple Mount traits. The Default/Primary Culture Mount is no longer linked to the Mount traits, which fixes a few bugs, and allows for a variety of Mounts.
•   Flying creatures are now much less likely to be assigned as the 'Primary Culture Mount'. Instead when the generator rolls such a mount, it will usually be a (non-primary) Mount Trait, and thus assigned to specialized/elite units.
•   Unit and unit type mounts are now specified (when relevant) in the Army and Military windows.
•   Increased the number of Culture factors affecting Chariot Unit Type generation, creating a greater range of stats (based on the type of unit and culture). Added a chance for Chariot Units to have ranged weapon. Cultures with the Chariots trait will tend to have better Chariot units than those without it.
•   Slightly reduced the average number of unit types created for cultures.
•   Fixed a number of monsters not valid for unit mounts being in the pool for Default/Primary Culture Mounts and thus sometimes leading to weird situations when the game tried to resolve the stats for a non-existent unit type.
•   Fixed chariot units not being generated by the dynamic unit generator.
•   Fixed cavalry not being given the Flight, Limited Flight and Leap abilities from their mounts, if relevant.
•   Fixed a bug causing some units to have generic Mounts even when there is one or more culture-specific mounts.
•   Fixed a bug causing Custom Constructs (Golems) to be given a World Movement stat of 0. Existing games with this issue are retroactively fixed (by setting World Movement to Battle Movement) on loading the game.
•   Fixed Custom Constructs not having a Skill rating for their ranged attacks.



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Re: Wizards and Warlords
« Reply #19 on: May 24, 2021, 11:18:32 PM »
Patch 1.0.1.79
Mon, May 24, 2021

Just a small patch to fix some bugs and issues. A more solid update is getting closer, but needs a little bit more time in the oven.


•   Arena (Wizard Tower Upgrade): Now unlock elite infantry units when the Tower reaches level 3. This is in conjunction with other upgrades, so Archery Range for ranged units, Armory for heavy units, etc.
•   Tweaked the unit unlock logic for Wizard Tower Upgrades so they're guaranteed to unlock at least one unit. Most have also been given an additional unlock per culture - so depending on culture unit variety there can now sometimes be two or more unit types unlocked by an upgrade (on a per-culture basis).
•   Fixed a crash bug related to the Dungeon Window.
•   Fixed a bug where duplicate Tower Upgrade could be built for all types.
•   Fixed a bug where the full Emissary character/target validation was not run for tasks assigned via character suggestions and free agent behavior.

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Re: Wizards and Warlords
« Reply #20 on: June 07, 2021, 11:43:59 PM »
Patch 1.0.2.18
Mon, June 7, 2021


•   Divine Favor: New type of Boon which adds a character trait/skill to a chosen follower. Religious-class followers are ineligible if the religion does not match. Other followers have a 50% to fail if the religion does not match - but on success, there is a 50% the follower changes religion. Alignment restrictions and deity acceptance are checked for each of these steps.
•   Divine Favor: When requesting a Boon you can now choose to keep trying until you get one. This saves you from having to open the window and re-select Request Boon until you get a Boon. Instead the game will keep trying until you get one (with the chance shown per attempt) or you run out of Favor.
•   Added Inspect and Select as replacement for Go To on the floating message dialog. One, both or none are shown as relevant to the context object.
•   Added a 'Show Idle Only' toggle to the Workers Window.
•   The basic Multiple Choice dialog will reposition to avoid any options being off-screen.
•   Fixed Proselytize not checking character task validity
•   Fixed a number of bugs related to Context Menu display.
•   Fixed a number of bugs related to message and dialogs being shown when processing 'planned path' army movement after clicking next turn. If any such occur, the army is now selected and turn processing delayed (ie you click again after handling the event), as this movement is technically pre-turn resolution.
•   Fixed several Offices not enforcing Task restrictions as intended.
•   Fixed Mysterious Site events related to Recruits being rolled and silently failing when Recruitment Pools are disabled. Now a different event is chosen.
•   Fixed Fortress Window not showing the cost to build upgrades.
•   Fixed a bug where the Fortress Window was displaying incorrect estimated time to construct upgrades.
•   Fixed a crash bug related to Tribal Talismans of Protection.
•   Fixed a bug where Divine Offering was not deducting the offered resources and the Favor was being added every turn until task was cancelled.

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Re: Wizards and Warlords
« Reply #21 on: June 22, 2021, 11:18:36 PM »
Patch 1.0.2.26
Tue, June 22, 2021

•   New Spell: Cold Blood (Frost). Powerful unit buff (Hardy, Fearless, +4 Discipline, +2 Toughness, +1 Melee Skill) with per-turn mana upkeep.
•   New Spell: Nether Gate. Can be used to teleport armies between Death Mana Nodes, Dungeons (Undeath/Spirit type and/or sub-type), Cities with Mausoleum/Cemetery/etc, Ancient Pyramids, and similar sites connected to the netherworld. You cast the spell to create a gate at a site. Armies get a special action if at a site with a gate (and there are valid destination gates).
•   Expanded the use of clickable links to cover more tool tips. Some of these link directly to the Encyclopedia.
•   Mercenary units now tend to have higher starting Experience levels, and can potentially (but rarely) have very high Experience levels.
•   Player Advisor will now suggest creating constructs.
•   Demolishing a Temple now causes Divine Wrath.
•   Building a Temple in a City or Fortress now grants Divine Favor.
•   Followers Window: When in Inventory Mode, you can switch selection without the mode switching away.
•   Fixed an issue where Independent Realms could build new sites in a rather obnoxious way that violated normal territory control mechanics.
•   Succubus units now have Melee Avoidance - a new ability which grants a dodge roll against melee attacks.
•   Advisor/Administrator/Elder class characters now give additional bonuses when assigned to the Advirsor Office.
•   Deities Panel (Faction Window): Worship/Offering buttons are not active if there are no valid followers for the current selection.
•   Divine Boon: Remove Trait added as a new category of possible rewards.
•   FIxed missing text prompts during grid-based battles.
•   FIxed the Diplomatic Overview not having tool tips for factions.
•   FIxed some War Declaration and Vassal Independence bugs not having proper tool tips.
•   FIxed missing mechanics on the Fortress Window upgrade display.
•   Fixed a number of item exchange/revocation bugs.
•   FIxed a number of bugs related to Divine Favor.
•   Fixed a lingering text display issue with dialog prompts.
•   FIxed a rare trait validation bug.
•   FIxed several Death Mastery spell crash bugs (during battles).
•   FIxed a crash bug related to effects applied pre-game start.

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Re: Wizards and Warlords
« Reply #22 on: June 25, 2021, 11:13:02 PM »
Patch 1.0.2.27
Fri, June 25, 2021


•   Worship and Offering Tasks now give Follower XP contingent on a circumstances (duration, follower class, etc).
•   Proselytize now gives Divine Favor with the target religion (based inversely on the current size of following at the location). If the action causes a religious shift reducing the following of another religion, Divine Wrath will result.
•   Proselytize now yields Follower XP on success. The amount is based on the difficulty.
•   Added Army Office effect tooltips to the Office Panel (General, Scout Captain, Champion, Quartermaster).
•   Filters have been added to the Office Panel in the Faction Window. These can toggle army/site/faction/emissary offices and also "unfilled offices only". This helps reduce the otherwise sometimes very large list to something more manageable.
•   Nether Gates now exhaust armies, and cannot be used by an exhausted army.
•   Nether Gates are now shown when selecting a site (as an icon with the actions)
•   Fixed a number of text formatting bugs.



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Re: Wizards and Warlords
« Reply #23 on: July 01, 2021, 12:22:11 AM »
Patch 1.0.2.28
Tue, June 29, 2021


•   New covert operation task for Wizards with Master of Puppets: Suppress Unrest. This allows one or more followers to reduce unrest in a city by succeeding at a Challenge. The amount and duration of suppression depends on the outcome of the Challenge. This operation yields experience and results in a bit of Fatigue. No risk of injury or fatality implemented yet, but it probably will in the future (as well as cranking up the effect to compensate).
•   New Character Challenge Tag: Brutal. Existing traits and skills have been extended to handle this where relevant.
•   Character Alignment now affects certain Challenge Tags. Evil characters are slightly better at Brutal and Dishonorable. Good characters are slightly better at Leadership and Honorable. Neutral characters have a slight edge at Social.
•   World Market Prices and Quantities can now be changed during game setup (under the Rules section). You can move Buy and/or Sell further away from the base price (for player-only or for player+AI). You can also modify quantities available for basic and rare resources both. This allows you to make rare resources even more rare - or the opposite - or modify all resources equally.
•   Spare Leader now gives -5 Unrest on Conquest instead of +5 Unrest.
•   Spellcasting during grid-based battles now works by accumulating spellcasts up to an indicated max. For example, 1 per turn up to 5 stored. On casting a spell, one of these is used. The battle magic UI text has been tweaked accordingly, and a tooltip has been added showing the source of spellcasts (including missing bonuses from not having certain traits/upgrades).
•   When closing a game during turn processing or one of the interruptible prompts, the game will now reset general state (a brief 'initializing game' screen will appear). This fixes a number of issues when a current game was shut down with complex UI and/or game state going on in the background.
•   Fixed a number of bugs causing the UI to freeze/hang.
•   Fixed a number of text display errors.
•   Fixed a bug causing the Hat Trick achievement to not trigger as intended during grid-based battles.
•   Fixed a bug causing a number of windows to not close automatically on 'Next Turn' as expected. This could lead to windows having stale data from the previous turn.
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Re: Wizards and Warlords
« Reply #24 on: July 07, 2021, 12:10:43 AM »
Patch 1.0.2.32
Tue, July 6, 2021


•   Added 3 new Tribal Warlord options for culture: Goblins, (Wild) Elves and Lizardmen.
•   Added a toggle to (optionally) suppress the variation for the Tribal Warlord culture chosen.
•   Added a new Elf culture template: Wild Elves. They're more martial and primitive than the magical and harmonious Wood Elf template. Depending on variation settings, both can of course deviate potentially a lot from this default.
•   Warlords can now add one Culture Trait to their chosen culture pre-game. This is a first iteration of culture customization as part of game setup. It's not going to stay as a single, prompt-based, option forever.
•   Improved character filter options with a toggle for recruitables and a toggle to control whether multiple selections of character types in the filter are treated as AND or OR. Note that shift-clicking the Followers window opens it in 'Browse' mode where you can filter all known characters.
•   Fixed keyboard-based map panning causing stuttering and instability if an army was selected
•   Fixed a performance issue related to zooming the map with the mousewheel
•   Fixed a crash bug which could happen during auto-resolution and non-grid-based manual resolution of battles
•   Fixed a crash bug when casting Conflagration of Souls during grid-based battles
•   Fixed a number of clickable links not working as expected
•   Fixed a bug causing the Dungeon Expedition window to glitch if re-opened after selecting a party, but not sending them, before closing it
•   Fixed a few 'world leak' bugs (where the game world from a previous session could stay in memory after loading/starting a new game)

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Re: Wizards and Warlords
« Reply #25 on: July 13, 2021, 11:27:44 PM »
Patch 1.0.2.36
Tue, July 13, 2021


Wasn't intending to release this one quite yet, as the Road Building feature isn't ready yet. But the number of bug fixes piling up on the beta branch made the decision for me. Road Building is still slated as the next feature and is progressing well, but it would be silly to hold back bug fixes longer than necessary. Hopefully there will not be enough bugs to warrant a new patch before Road Building can go out (and 'Accelerated Game Start').


•   Binding a Mana Node now applies a stabilization effect for X turns, which gives 90% resistance against size change events and actions. X depends on the size of the mana node and can be modded using the following keys: ManaNodeBindStabilizationDurationMinor, ManaNodeBindStabilizationDurationSmall, ManaNodeBindStabilizationDurationMedium, ManaNodeBindStabilizationDurationLarge, ManaNodeBindStabilizationDurationMassive. Default values are 12, 18, 24, 30, 36.
•   Non-Aggression Pact diplomacy actions now have improved information on the effects of Independent Realm 'personality' where relevant.
•   Slave Infantry units are now slightly worse, but have massively reduced upkeep.
•   Encyclopedia now shows base recruitment cost, upkeep cost and recruitment time for culture units.
•   Character Context Menu: Worker Training. It shows what skills the character can train and at what levels.
•   Character Context Menu: Assign/Cancel Assignments. These are similar to the buttons in the Follower Window.
•   Effects that cause units become Undead/Non-Living now set their Food upkeep to 0 as well.
•   Fixed a bug where some army effects would have lingering effects after ending if the game was saved and loaded while the effect was active.
•   Fixed a bug where validation was not being run for hiring characters when it was done from the Economy window.
•   Fixed some Tribal quests triggering as completed constantly for several turns.
•   Fixed a bug where Tribal camp upgrades unlocked units before construction was complete.
•   Fixed worker upkeep not auto-buying missing resources in the same manner as army units.
•   Fixed Slave Infantry template units not being named appropriately, making them effectively indistinguishable from other similar units.
•   Fixed Tribal marriage so it also applies the gold cost, not merely checking it.
•   Fixed a Tribal mysterious site event which had a reversed conditional on army size leading to options being wrong.
•   Fixed a bug causing Camp Migrations to put the Camp Garrison in a bad state, where it could not have units transferred into it and armies merged with it.
•   Fixed a bug where City Construction progress was shown incorrectly.
•   Fixed a bug where Advisor Influence bonus was shown incorrectly.

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Re: Wizards and Warlords
« Reply #26 on: August 08, 2021, 11:38:59 PM »
Patch 1.0.2.47
Sun, August 8, 2021


•   Road Building (without spells) is now possible. The action is initiated by selecting a valid site. You can then choose a target site from a list, or switch to selecting it from the map.
•   Road Building rules constants have been exposed to modding (default in parenthesis): BaseRoadGoldCost (500), BaseRoadBuildTime (4.0), RoadLengthBuildTimeFactor (0.5), RoadDifficultTerrainAdditionalCostFactor (1.0), RoadDifficultTerrainAdditionalBuildTimeFactor (1.0), RoadLengthBuildCostFactor (0.25).
•   The Army Deployment Window (grid-based, from Army Window) has been aligned with the Battle Window in relation to Formation Assignment/Creation, click-to-deploy/move, shift-click to assign Formation and a few more things.
•   Assign Task is now filtered away from Character Context Menu in the Dungeon Window.
•   Some lingering unit effects (from expired army effects) are now cleaned up on loading a game. The bug causing the lingering effects has been fixed in a previous patch, but any effects already detached from the parent effect were not cleaned up. They are now.
•   The City Window now shows the hitherto hidden Rebellion stats if the player controls the city, and has either the Master of Puppets trait or Unrest is less than 5.
•   Independent Realm AI will no longer consider movement outside of the province it controls trespassing if adjacent to a site it controls. This should make diplomacy less frustrating when independent realms have sites on the borders of a province.
•   The menu for Tower Upgrades for prismatic/white slots now utilize sub-menus to avoid screen overflow.
•   Editor: Dungeon Seeds can now have theme and sub-themes set as part of the map/scenario.
•   Editor: Province names can now be randomized. This can be done for the selected province by using the 'Dice' icon next to the name field, or for all provinces with a regular randomize all button.
•   Editor: When changing terrain-type from water to land, a new province is generated if the action causes the previous hex province to be invalid.
•   Reduced the cost for several research projects with Ectoplasm as part of the cost.
•   Fixed research unit projects not showing base recruitment time, recruitment cost and upkeep cost.
•   Fixed research projects not showing resource cost when invalid due to unmet requirements.
•   Fixed the Burrow special ability not giving Siege progress as the tool-tip indicated it should.
•   Fixed several instances of missing unit stats across different windows and panels.
•   Fixed a bug causing unit type attacks to be missing in several summary-style panels.
•   Fixed missing tooltips in a number of unit-related text panels.
•   Fixed a display bug in relation to requirements for workers assigned to upgrading an Outpost to a Fortress. Two different requirements shown in different places - one not aligned with actual mechanics.
•   Fixed a crash bug related to the Character Context Menu.
•   Fixed a bug in the grid-based battle mode where the Formation panel could be locked in bad state during deployment.
•   Fixed a crash bug related to setting/cancelling current construction in Cities.
•   Fixed a bug where building Siege Engines/Towers did not update UI as intended - making it look like they were free.
•   Fixed a crash bug when setting up default Army deployment.
•   Fixed sub-menus being dimmed in most menus for no good reasons.
•   Fixed rebellion risk being 100 times higher than intended for some combinations of modifiers.
•   Fixed a number of tooltip bugs.
•   Fixed a bug causing Loyalty/Discontent upkeep modifiers to be reversed.
•   Fixed a crash bug when using 'Assign Task' from the Character Context Menu, but then cancelling when presented with options.
•   Fixed missing inclusion of some Advisor-related effects when calculating expected future state, affecting the Info Panel, some AI logic and more.
•   Fixed a number of editor bugs, including some very nasty 'province clean-up' bugs.
•   Fixed a pathfinding bug which could lead to weird AI pathing and sometimes even AI armies freezing in place.


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Re: Wizards and Warlords
« Reply #27 on: August 22, 2021, 12:01:11 AM »
Patch 1.0.2.50
21 Aug 2021


•   Mods can now change the icons used by 'dynamic' unit types (ie the ones generated for the various cultures of the world). It is possible to specify graphics based on race, unit type template, unit type template traits - as well providing a priority to use when multiple criteria from the mod are fulfilled. In combination with template types and traits this can be used to create a hierarchical 'tree' of icon overrides. Built-in and custom icons both can be used as part of these. See the Mod Guide for full documentation. Also note that this will not remap the graphics of existing games - I may add functionality to do this in a later patch if there is demand for it.
•   Draining a Mana Node may now result in Divine Favor or Wrath. This is based on the domains of deities - for example, a Deity of Order will applaud draining chaos nodes but will be angry if order nodes are drained. Deities of Greed and/or Thieves will slightly favor any drain action unless otherwise disposed against it. The magnitude of Favor gain/loss is based on the size of a node. So if you want to stay on good terms with the Deity of Fire, draining a Massive Fire Node will not help you towards that goal.
•   The confirmation dialog for Drain Mana Node now has a tooltip for a defending army displaying the units and estimated power level of the defenders.
•   Drain Mana Node no longer has a confirmation dialog if the node has no defenders (ie no battle will occur on draining it).
•   The tooltip for unit types in the Culture entries of the Encyclopedia now include the unit icon. This is helpful to quickly validate if a unit graphics mod is working as intended.
•   Fixed a bug where city building could not be demolished.

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Re: Wizards and Warlords
« Reply #28 on: August 29, 2021, 11:34:00 PM »
Patch 1.0.2.51
Sun, August 29, 2021


•   Unit Transfer Window: You can now create new armies directly from this window.
•   Unit Transfer Window: You can now rename armies from this window.
•   The 'Split Army' and 'Transfer Units' actions have been merged into a single action. The new functionality in the Unit Transfer Window makes the dedicated split action redundant.
•   Mana Nodes now have a different visual appearance on the map when drained. They will be dimmed and have a red border.
•   Mana Node tool tip now includes the number of turns remaining as part of the 'Drained' status text. (So you don't have to select it and manually inspect the effect duration in the context panel).
•   Expanded the dynamic unit type name generator with more culture/race-specific possibilities and templates.
•   Vineyards now increase the Food cap when upgraded, like the other similar resource sites.
•   Achievements: 2 new achievements have been added.

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Offline Asid

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Re: Wizards and Warlords
« Reply #29 on: September 12, 2021, 11:10:44 PM »
Patch 1.0.2.53
Sun, September 12, 2021


•   Gunpowder units can now be generated for cultures (chance based on their traits). This is not enabled by default, but can be done so by via a new Module, Gunpowder: Basic. It can thus not be applied retroactively to existing games. A new trait has been added to identify such units for the purpose of modding, and the guide updated accordingly.
•   Dragon Summoning. A new Spellcraft has been added, with a progression of research projects to unlock summoning of Dragon units of increasing power.
•   Hero for Hire tooltip now includes details on the Hero, so that the player can make an informed choice on whether to hire or not.
•   Restarting the Tutorial is now possible via a button in the Settings window. This can be used if the tutorial was closed by accident, or if the player wants to show the tutorial and still wants to keep the tutorial disabled by default.
•   Unit Battle Experience: +1 XP for units led by Character. +1 additional XP if Character has the Mentor trait. +25% to total XP gain if the Character is higher or equal level cunit.
•   Wizard Tower: Each level upgrade now gives +50 Influence cap.
•   Several City buildings now increase resource caps for Food and Influence.
•   Thieves Guild changed: No longer reduces Unrest by 10, but increases by 10. Instead Influence gain doubled from 1 to 2. It now also increases the Faction Influence cap by 25.
•   New Building: Prison (Harsh). Reduces Unrest and boosts Industry. Requires Evil, Autocracy, Lawful, and/or Slavery. Not available to Good and/or Chaotic cultures.
•   New Building: Festival Grounds. Reduces Unrest, Industry and boosts Prosperity, Decadence. Requires Semi-Cultured, Culture or Highly Cultured.
•   New Building: Sacred Grove. Reduces Unrest and boosts Spiritual. Cultures with at least one of Primitive, Savage, Barbarian, Druidic, Pact with Nature.
•   New Building: Mercenary Sprawl. Unlocks Elite Units. Requires City Pop 10+. Cultural requirement: Chaotic and at least one of: Martial Honor, Philosophy: Conquest, Philosophy: War, Philosophy: Survival. Not available to Primitive or Savage cultures.


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