Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on January 03, 2021, 03:15:50 AM

Title: Wizards and Warlords
Post by: Asid on January 03, 2021, 03:15:50 AM
(https://steamcdn-a.akamaihd.net/steam/apps/567080/header.jpg?t=1601054603)

Wizards and Warlords is an indie turn-based strategy game, where you play in a randomly generated fantasy world, contending with rival wizards, warlords, roaming marauders and hidden ancient evils. Create a customized sovereign or choose from one of many predefined templates.


Home page  (http://wizardsandwarlords.net/)
Steam  (https://store.steampowered.com/app/567080/Wizards_and_Warlords/)
Forum  (https://steamcommunity.com/app/567080/discussions/)
Youtube  (https://www.youtube.com/channel/UCpk58Ktn76kmpVH4Iij_agA)


Single-player


Wizards and Warlords - Let's Play

https://youtu.be/ejDb3d6f2P4



(https://wizardsandwarlords.files.wordpress.com/2016/09/cropped-logo2.png)



About

Wizards and Warlords is an indie turn-based strategy game, where you play in a randomly generated fantasy world, filled with rival wizards and warlords. Create a customized sovereign or choose from one of many predefined templates.

Blending 4X with grand strategy and simulation, the game offers a plethora of settings and randomly generated cultures and races. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of randomly generated cultures and factions.

Manage your cities and fortresses, increase your power through research and industry, design arcane constructs, recruit armies and heroes, explore and exploit dungeons and ruins, and experience random events and event chains. You can mod several aspects of the game and create your own world maps.

(https://steamcdn-a.akamaihd.net/steam/apps/567080/ss_7f144f6c4e9f83ee31bfecf67259495a136e6c8b.1920x1080.jpg?t=1601054603)

(https://steamcdn-a.akamaihd.net/steam/apps/567080/ss_f4aa302516106d891104e07e12615ad95c21d2af.1920x1080.jpg?t=1601054603)

(https://steamcdn-a.akamaihd.net/steam/apps/567080/ss_b7b30cedcfa66c205f35415b9b3cea108f991edb.1920x1080.jpg?t=1601054603)

(https://steamcdn-a.akamaihd.net/steam/apps/567080/ss_4ae406aa9d1f4db71574733a7751f0c75bcc4175.1920x1080.jpg?t=1601054603)

(https://steamcdn-a.akamaihd.net/steam/apps/567080/ss_0599701912ec02f4fc4fc307ea5c61cce5432b1b.1920x1080.jpg?t=1601054603)

(https://steamcdn-a.akamaihd.net/steam/apps/567080/ss_b2f980f5824631b177b57ce48d885f1213ef1c2c.1920x1080.jpg?t=1601054603)

Title: Re: Wizards and Warlords
Post by: Asid on January 03, 2021, 03:18:01 AM
FAQ
22 Oct, 2020


What kind of game is this?
This game is a text-heavy single-player turn-based strategy game. It merges aspects of 4X games with elements of grand strategy and world/actor-simulation against a backdrop of randomly generated worlds and emergent narratives.

It is an indie game, and the work of a single developer. The programming, game design and writing are the result of my lone efforts, while the audio-visual aspects are a mixture of commissioned, 3rd-party and personal work.

What is the state of this game?
It is a playable game with functional game mechanics, a variety of game options, a significant breadth of content and working victory conditions. I think it provides good value for the price, and I stand by my game. That being said, please remember that this is an indie game made by a single developer. With the relatively expansive scope and feature-richness of the game it cannot be as polished or fleshed-out as a game developed by a larger studio. Areas of the game will differ in depth and breadth, despite my best efforts to plug holes with every patch.

I just encountered a terrible bug!
There will be bugs that slip through my test efforts (as there are probably typos and/or mistakes in this FAQ), but I always work hard to chase down bugs with as much alacrity as humanly possible. I take pride in supporting players and resolving issues as soon as possible.

This game was in Early Access for a very long time? What's that about?
When I set out on this journey I had very ambitious goals, and despite my previous game and software development experience, developing those goals into a functional game turned out to take longer than anticipated. Combat was overhauled several times, as were several other aspects of the game. If you dig out the early screenshots and gameplay videos, the progress should be obvious. This time also provided me with invaluable feedback from players, and I'm sure the game is much more fun today due to this. I aim to continue what has worked well so far, and keep improving the game.

What are the future plans for the game?
More of what has been done so far: more content, improving the UI, improving AI, fleshing out flavor-only elements of the game and making the game more fun. To anyone worrying that the transition out of Early Access meant an end to updates: Updates will continue. But with added focus that every update is about bringing something to the game, and not some internal development milestone.

I have no idea what to do and how to figure out the mechanics?
There is a tutorial when you start the game. I strongly recommend starting out as a Wizard and following this tutorial. You can also refer to the Basic Guide, which provides a bit more information. There are also a number of Let's Play videos. The ones by Vieux Chat and Dastactic are great for learning the basics of the game. But otherwise experimentation and exploration is the way forward. The game is what you make it. You can conquer the world, try to survive with very hostile game settings or simply play around with the game as a sandbox.

Is there only an English version available?
The short version - yes, this is an English-only product.

The long version - I previously had an ambition to localize the game, and the foundational code has been written for this. But due to the amount of dynamic text, I simply do not have the resources to provide localization or even a framework for users to provide this data. If circumstances regarding development bandwidth and budget change in the future, I would like to do this. But as of now, I regret to say the game will probably remain an English-only title (as it has been advertised on the store page).

What Modding is supported and stable right now?
You can create custom Maps, add character portraits (and specify how they should be assigned) and modify unit stats. There are plans for more, but if the current options are not enough for your tastes, I recommend postponing any plans to mod this game, until such a time as those options are available. I do not want anyone to buy this game contingent on promises of future functionality, modding or otherwise.

Are there other Warlord types than Tribes?
Not currently. The plan is to add additional Warlord types in future updates. The first one is likely to be a 'plain' Warlord which starts with a City or Fortress and no special abilities. After the plan is to add Feudal Warlords. But these are plans, so if the availability of these are imperative to you, you should postpone buying the game until these have actually been added.

Is there any Multiplayer currently? (Spoiler) Is it planned?
There is no multiplayer functionality currently. I have an ambition to add PBEM / Hotseat play in an update, but this is an ambition, and not a promise. So if these features are essential to your ability to enjoy the game, then I recommend waiting for their (hopefully) eventual implementation. More advanced multiplayer (ie taking turns simultaneously or with non-hotseat sequential play) is not likely to be implemented, as I simply don't have the resources for this.

Title: Re: Wizards and Warlords
Post by: Asid on January 04, 2021, 11:00:39 PM
Patch 1.0.0.63
Mon, January 4, 2021

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27891237/5627413f196b5984b9601982365ca078e37de81a.png)

A small bug fix patch. These are not merged to the 1.0.1 Beta Branch yet but should be today or tomorrow.

•   Randomly generated workers no longer always have Labor (1).
•   Rebalanced the cost to hire workers. It is now generally lower, but will be higher for workers with a high sum of initial skill levels. The influence cost in particular has been greatly reduced for workers with a low sum of initial skill levels.
•   Fixed an issue causing workers to be generated with no skills and/or negative upkeep.
•   Fixed Warlords not being able to defeat Wizard rivals upon assaulting a Wizard Tower.
•   Fixed Pre-Battle Event results not being shown to the player

Title: Re: Wizards and Warlords
Post by: Asid on February 01, 2021, 01:23:56 AM
Patch 1.0.1
Sun, 31 January 2021


Lost Cities

This update is a hodge-podge of graphical upgrades, modding functionality, quality of life improvements, bug fixes and user requested content/features. It was never really my intent that 1.0.1 should arrive this late - and on the heels of more than 80 total main and beta patches. But I overworked myself somewhat in time immediately after 1.0, and after suffering a period of reduced productivity, I have now found a more sustainable pace.

Those who have taken a break from the game may notice that some of the in-progress 1.0.1 work has been shelved. The explanation is too long-winded for this already long-winded post, but the important part is that I'll resume work on those shelved things after a brief period of hyper-care for this update. I haven't given up on the economy and city improvements.

A beta branch for 1.0.2 should go up later this week. I have some catching up to do on the forums, but after that, the journey to 1.0.2 can begin. And I will try to keep the wait shorter this time. The beta for 1.0.1 was too long, and I will try avoid that in the future. I'm happy with the amount of 'stuff' in the continuous patches delivered to the beta during this time, but not too happy with the time which passed before it hit main. Thank you to those who reminded me about the need for a push to main.

Finally, I would also like to extend thanks to everyone who submitted bug reports, ideas, feedback, encouragement and/or constructive criticism. You are too many to mention by name without the risk of forgetting someone, but you have my sincere thanks.

User Interface and Graphics
•   Quick cast / favorite spells. In the spellbook you can click an icon in the lower array of icons and then click a spell. This will "slot" the spell in that quickcast position. You can switch between battle and world spell favorites with a button.
•   Sigils: You can now use a custom image as your sigil. No need for modding or editing text files. Just click the button and browse to the image file.
•   Sigils: When starting a new game, you can now open a window to browse all Sigils. Previously you could only cycle through them one at a time.
•   Portraits: You can now change the portrait of a Character from the Character Window.
•   New Province Border graphics. The border tints are now shown only on the outer borders of a realm. Provinces with no capital have no border tint. Uncontrolled provinces have a dimmed tint. Minor realms have a pale grey tint.
•   Improved the mini-map image quality to be sharper
•   A warning notification is now issued when temporary units and free upkeep have four or less turns left
•   Wizard Window: Pending mastery progress bonuses are now shown in the Mastery Table when an event or action gives Mastery Progress during the player's active phase
•   Army Window: Units are now ordered by Experience
•   Military Window: Mana Nodes now show the Province in the list, to make it easier to choose the right location when recruiting new units
•   Military Window: Added tooltip to the Site list for recruitment options
•   Military Window: Recruitment Unit List now has tooltips
•   Wizard Tower Window: Worker Buttons in return to the Window after the Worker Selection dialog is closed.
•   Diplomacy Window: Anger/Fear/Regard changes are now shown logged with reasons and shown in the relevant tooltip
•   Worker Assignment description now includes nature of task (Construction, Excavation, Upgrading, Production, None)
•   List Selection Window: The generic window used for a wide variety of prompts now has different colors for valid/invalid selections, allowing the player to quickly see what selections are valid without manually selecting all of them.
•   Survey mode now has tooltip info displaying why a hex is invalid. Previously only Control issues were reported here. Now terrain and other reasons are as well.
•   City Window: Now has tooltips on the Prev/Next buttons showing a short description of the relevant City
•   City Window: "Recruit Follower" can now be initiated directly from the City Notables view
•   City Window: A shortcut to the Diplomacy Window has been added when inspecting a City belonging to another faction
•   Fortress Window: Now lists Upgrades in the summary text
•   Fortress Window: Now has Prev/Next, Go To and Diplomacy buttons similar to the City Window
•   Economy Window: The summary panel for the selected resource now includes faction/market amounts
•   Character Window: Lack of Free Will or Limited Free Will is now shown correctly
•   Realm/Quests Window: Captive characters are now listed in the Faction Panel


General
•   New achievements have been added: All In (unlock all masteries), The All-Seeing Eye (explore the entire map), Flavor of the Month: Alchemist (as an Alchemist Wizard, win any victory against at least 4 rivals).
•   Preset difficulty settings: Serene, Harsh, Nightmare. Selecting one of these will set a number of settings to match it. You can change other settings, but if you change one of the ones related to the preset - it will automatically reset to none.
•   New Game Setting - Cycle Planned Moves: If there are armies with a planned movement path that have not moved this turn, the turn button will change to "Select Pending Army", when selecting such an army to "Execute Moves". This allows manually activating and seeing all such moves via the Turn Button.
•   Unit upkeep priority is now randomized, which makes a difference if there are resources to pay upkeep for only a subset of units.
•   Upkeep balance pass. The stats and equipment of randomly generated unit types for each culture will now be reflected in the cost and upkeep to a greater degree. Cultural traits also have a greater impact on upkeep costs.
•   Unpaid worker upkeep now results in workers disbanding
•   Workers with no skills no longer generated
•   Workers with only 1 skill level are now less likely to be generated
•   Tribal Destiny: Adventurers is no longer required to send Dungeon Expeditions as Tribal Chief. It is still required to use Exploration. It now gives 2 to 5 new Followers, depending on the number of Camps controlled.
•   The bonus to coastal water movement from Flight now also applies to Limited Flight. This means that an army with a mixture of Flight and Limited Flight gain the movement reduction previously requiring an all-Flight army.
•   When conquering a City, base Unrest is no longer changed. Instead a temporary +15 Unrest is applied (duration based on City population) and a context-specific permanent modifier is added. The latter is replaced whenever a new conquest occurs. It may be 0, in which case it removes any previous such modifier.
•   The ability to ignore Fortress zone-of-control when moving out of the Fortress hex now applies to Limited Flight in addition to Flight.
•   All-flying armies can now traverse water at the cost of 2 movement points, rather than full movement allowance. This is only used if there is not a better water-traversal effect available.
•   Armies with a planned movement path are no longer included in the army cycle list
•   Garrisons now have improved marauder/monster suppression.
•   Fortress Stables now improved marauder/monster suppression from garrison cavalry.
•   Wyrdstone has been rescaled. One of the previous units equals five of the new units. Costs, rewards, etc. have changed accordingly.
•   Some resources now have supply/demand modifiers applied to one of the buy/sell sides. This means there will be a skewed price gap. For example Ambrosia has x2 buy price modifier. This allows resources to be expensive due to rarity/value, while making them less of a 'cash cow' when a regular flow is available.
•   Tweaked dungeon danger stat description bands


Characters
•   Followers with the 'No Free Will' trait no longer require Upkeep.
•   Follower loyalty/discontent above/below 10 (in either direction) now affects character upkeep from -50% to 50%. The effect on the amount of gold kept from upkeep is the same as previously (loyal follower keeps less, discontent followers keep more).
•   Loyal followers can sometimes gain XP from inspiration: Threshold loyalty value is (5 + character_level*12). Chance to gain XP (per turn roll) is (25 + loyalty / 2)%.
•   Character upkeep is now processed prior to Unit upkeep
•   Most Undead Characters no longer have free will
•   Alignment of Characters joining due to events, lore discoveries and similar are now much less likely to clash with that of the faction



Modding
•   Mod management overhaul. You now activate mods you have created or downloaded from the workshop from the mods window. You no longer choose a mod during game setup. This means you can load a save with a different set of mods active than when creating the game.
•   You can now enable multiple mods. They will be applied in the order you choose in the mod manager. This is relevant if the mods modify the same data - for example if mod 1 changes 4 built-in portraits, and mod 2 changes 5 built-in portrait, with one "overlap" (ie same portrait modified by both mods), the order will decide which mod is used for that portrait. The other 8 modifications don't clash, so the order doesn't really matter for those.
•   Unit icon modding. Create a UnitGfx folder similar to the Portraits folder for your mod. You link image files in the folder with units by adding a text file: info.txt (as with portraits). Each line can link one image to a unit. Format is: unit_id;image_filename.
•   You can now mod game mechanics/rules by placing a mechanics.txt file in the root folder of a mod.
•   If a mod does not have a toc.txt file, the game will create one and assign a unique id. This is not done if the mod is a workshop mod.
•   You can now mod Mana Node bind cost and output values. The relevant keys to put in the mechanics.txt file are ManaNodeBindCostMinor, ManaNodeBindCostSmall, ManaNodeBindCostMedium, ManaNodeBindCostLarge, ManaNodeBindCostMassive, ManaNodeOutputMinor, ManaNodeOutputSmall, ManaNodeOutputMedium, ManaNodeOutputLarge, ManaNodeOutputMassive. As with customization points use : (colon) to separate keys and value. For example 'ManaNodeOutputMinor:10' on a line (without quotation marks) will set the Mana output of a Minor Mana Node to 10 Mana.
•   You can now mod the number of points available when creating a custom template. The key to change this in the mechanics.txt file is WizardCustomizationPoints.
•   Mods can now add additional Sigils, by placing .png files in a Sigil folder (similar to portraits)


Content and World Generator
•   Death cultists. Undead Wizards can now recruit a special mortal unit which doesn't require recruitment pool, but which has a mana upkeep. It's based on a relevant generated world culture.
•   Dual-wielding. Units with dual-wielding of melee weapons can now be generated. This is based on cultural traits and unit template traits. Generally light infantry and skirmishers are more likely to be dual-wielding than cavalry or heavy infantry.
•   Better variety in culture unit equipment. Secondary weapons are now more common and cultures have a wider variety of possible weapons (ie potential during generation), but also a greater degree of consistency after weapons are assigned.
•   Dynamically generated culture unit types now have the Dual Wielding ability if they have been generated with such equipment
•   Added additional factors with a chance for Super Heavy unit types to be generated for cultures during world generation. A variety of traits, philosophies and social structures now affect this, making them more likely to be generated. Previously super heavy unit types were exceedingly rare. Now they're uncommon/rare.
•   Cleavers are now less common when generating random unit types
•   Improved unit type name generator to reflect culture and unit 'tier' to a greater degree
•   Reworked Dynamic Unit "Short Descriptions" (Light Elite Infantry, Medium Cavalry, etc). These will now often include main weapon as part of the description, and some of the redundant/confusing/misleading words have been removed.
•   Improved the calculation of Recruit Follower costs to be less arbitrary
•   Added an alternate province generation algorithm. This can be chosen during game setup. It creates more evenly sized and shaped provinces, but does not try to align provinces with terrain types.
•   Reduced the number of settled provinces when picking Sparse and Scattered Civilization options during game setup.
•   Three new hex specials: Silkworms, Wyrdstone Deposits, Bone Fields. These add relevant resources to constructed resource sites.


Magic and Wizards
•   New Construct Options. Shape: Drone Swarm, Shape: Incomprehensible, Trait: Blighted, Trait: Displacement Field, Trait: Illusion Projectors)
•   Intimidation (Wizard Trait): Now gives a +1 Discipline bonus to all units which do not have any of: Mindless, Limited Mind, Beast, Monster, Non-Living. This will only take effect for new games.
•   Undead (Wizard Trait): The Upkeep and Recruitment Cost reduction has been expanded to cover Undead, Ghoul and Raised units. This is much more intuitive than the previous more limited and complicated criteria.
•   Shades and Greater Shades are now unlocked at Shadow Mastery 5 and 7, respectively.
•   Breath of Life (New Spell): It can ressurect dead followers.
•   Gift of Unlife (Spell): Necromancy mastery must now be higher than or equal to the level of the target character. The risk of catastrophic failure now scales from 5% to 0% depending on Necromancy mastery. Chance of full or partial domination also scales with Necromancy mastery.
•   Soothe (Spell): No longer affects Courage, but makes the unit Fearless instead. It now also removes the Relentless Pursuit ability from a unit. Discipline bonus increased to 2. It now also has -4 Shock and -1 Movement.
•   Rebalanced the duration of all Battle spells. They are generally x4 the original amount, with a few exceptions.
•   Fae Gardens (Research): No longer available to Wizards with a special race trait (Undead, Demon, Celestial). Faerie Wizards still have automatic access to Fae Gardens.
•   Faerie Binding (Research): No longer available to Wizards with a special race trait (Undead, Demon, Celestial). Faerie Wizards are granted it automatically.
•   Demonic Summoning (Research): No longer available to Wizards with a special race trait (Undead, Faerie, Celestial). Demon Wizards are granted it automatically.
•   Celestial Summoning (Research): No longer available to Wizards with a special race trait (Undead, Demon, Faerie). Celestial Wizards are granted it automatically.


Units
•   Phoenix Units costs and upkeep increased by +50%
•   Phoenix Rebirth now applies an effect with a duration of 2 Turns (including the current), which prevents rebirth equal to the number replenished as long as it is active. If an effect is already active, the number is added to the existing tally and duration extended to 2. Note that effect duration is checked at the end of the turn, so effectively one full turn of not suffering losses will end the effect. E.g. a unit of 40 suffers 10 losses during Turn 4 and all are rebirthed after combat, then suffers 40 losses during Turn 5 of which only 30 are rebirthed after combat. When Turn 6 ends the tally is reset. I haven't fully tested this change yet.
•   Banshees: Increased upkeep from 1 to 2 Mana. Summoning cost from 20 to 35 Mana. Gained Immune to Terror and Relentless Pursuit.
•   Greater Banshees: Increased upkeep from 4 to 5 Mana. Summoning cost from 90 to 100 Mana. Gained Terror and Relentless Pursuit. Reduced Greater Shriek Damage from 5 to 3. Gained an extra Arcane Missile attack.
•   Death Knights: Reduced the Dark Aura Damage from 4 to 2. Gained Fearless.


Cities
•   Marketplace: Crime 0.25 => 0.5, Income 0 Gold => 100 Gold
•   Thieves Gold: Maintenance 500 Gold => 50 Gold
•   Granary: Cost 100 Food, 500 Lumber => 50 Good, 250 Lumber, 250 Gold, Construction Time 2 => 8
•   Farmers Market (new): Growth 0.5, Prosperity 0.5, Crime = 0.25, Squalor 2, Maintenance 10 Food, Income 50 Gold


Fixes
•   The '50 Shades of Wizardry' Achievement now fires as intended. The requirements have also been relaxed so that one of True Grit and/or Lusty is enough.
•   The 'Toppling The Tower' Achievement now fires as intended when defeating a Wizard as a Warlord. Previously 'The Wand Is Mightier Than the Sword' would fire instead.
•   Moved 'Save Game' to a separate thread to improve performance. You cannot advance the Turn until the save thread is finished.
•   Characters belonging to Faerie sub-races no longer have multiple race adjectives ("Faerie Brownie Ritualist"; etc.)
•   Added code to prevent windows from 'hiding' when multiple windows are active, and a new window should be brought to the fore
•   Events and actions that result in the creation of 'free' Units with recruitment type: "recruited" alignment will now change the Alignment of such Units to match the owner faction (if applicable).
•   Spells and units which have been added to a Mastery as "auto-unlocks" are now applied retroactively when loading a save game, where they did not exist.
•   Fixed several skill-gain events picking characters based on inverted criteria
•   Fixed a bug causing the 'Next Turn' button to not update
•   Fixed mods not loading correctly when multiple workshop (ie non-local) mods are active
•   Fixed the Hero for Hire event getting unintentionally massive rebates from Charismatic and Call for Heroes
•   Fixed a bug allowing eliminated Wizard rivals to buy a Dark Tome
•   Fixed a bug where units during manual battle resolution would not update rank data, resulting in unit casualties not reducing attacks as intended and casualty assignment being increasingly incorrect as a unit was damaged.
•   Fixed the master miner trait missing from multiple culture generator tables
•   Fixed worker / trainer alignment clashes resulting in a bonus rather than a malus
•   Fixed numerous event/action costs with scaling costs, so they are bounded in both directions and the scaling is more reasonable
•   Fixed save game size being unreasonably large
•   Fixed save / load being possible when the game was in a state where the results would not be as expected
•   Fixed undiscovered factions contacting the player and requesting gifts or diplomatic actions
•   Fixed an issue when a faction requests that another faction join a war against an undiscovered third faction. The war target faction will now be revealed.
•   Fixed the mouse-wheel not working in the Multicast and Mastery Panels
•   Fixed non-Spell effect being shown in the Multicast Panel
•   Fixed the keyboard shortcut for Next Turn being available during battles.
•   Fixed a crash bug relating to multiple mods with the same guid
•   Fixed modded portrait images not being downsampled in sufficiently high-quality when relevant
•   Fixed a crashbug caused by re-starting games
•   Fixed a bug causing Seed stability to be wrong if re-starting during the same session
•   Fixed a crash bug when browsing files.
•   Fixed armies not executing multi-turn movement orders correctly (when 'cycle planned moves' is turned off).
•   Fixed a number of placeholder texts which had incorrectly not been replaced, relating to Ancient Evil strings
•   Fixed a number of Lore discoveries not displaying the intended text in the Lore panel of the Magic window
•   Fixed a crash bug and a refresh bug related to Fortress Upgrade construction.
•   Fixed a number of crash bugs related to worlds with very few cultures.
•   Fixed a display bug in the Battle Window
•   Fixed an instance of placeholder text accidentally not replaced by the intended text.
•   Fixed a bug where the Magic Window would sometimes be completely empty.
•   Fixed a crash bug related to resource stockpile questions
•   Fixed followers not re-assigning to Party Assignment tasks if they change state from valid to invalid and back to valid
•   Fixed the outliner showing Party Assignment for Idle followers which were not valid for the task
•   Fixed mastery progress sometimes sitting at 100% and not triggering a new level until any amount of additional progress occurred.
•   Fixed province highlights in the Editor not updating correctly on province selection changes, causing it to leave a 'shadow' of the previously selected province
•   Fixed several memory leaks
•   Fixed a bug causing Independent Realms to not always be shown in the Diplomacy Window despite being active.
•   Fixed a bug blocking armies from exiting the a Fortress hex if they had no or a non-adjacent original location. This could happen when raising an army in the hex or using teleportation effects.
•   Fixed bug where multiple active Rebel factions could be created for the same city
•   Fixed a bug where first contact messages would be sent incorrectly from eliminated and distant factions
•   Fixed eliminated and/or inactive factions being shown in the Diplomacy UI
•   Fixed an issue where character elements would not always update to reflect recent state changes in the Follower / Select Character window
•   Fixed Undead Marauders being generated with incorrect power levels (stronger/weaker both depending on circumstances).
•   Fixed a bug where workers could be assigned despite not meeting the requirements stated.
•   Fixed a few positive/negative text coloring bugs (ie red vs green)
•   Fixed a battle crash bug when playing as Warlord.
•   Fixed crash bug relating to evaluation of unit tags by global faction effects
•   Fixed a large number of dynamic unit name generation issues
•   Fixed a few tooltip bugs
•   Fixed 'Request Character' not mapping character classes correctly for Dedicated Haven realms. You would get a different kind of character than you requested (and intended).
•   Fixed a bug causing Faerie and other special units to require a non-existing recruitment pool.
•   Fixed a number of inconsistencies and issues with Fools Gold. The 'remaining gold' is now calculated immediately on expenditure and not as an end-of-turn delta, making the spell much more intuitive to use.
•   Fixed an issue where an Outpost upgrading to a Settlement could not be assigned a new Overseer.
•   Fixed a crash bug when opening the Encyclopedia after loading a Save Game started with older game versions.
•   Fixed a bug where the Escape button did not bring up the Menu after loading a game
•   Fixed a number of issues with the Naval Commander trait not working as intended. I have also improved it slightly so that in addition to reducing the cost of the first movement into an Ocean hex to 1 - it also allows an additional hex of Ocean movement (relevant for non-aquatic/flying armies). In effect, it now allows 2 hexes of Ocean movement per turn, instead of 1. The previous bonus had a very limited scope for being useful.
•   Fixed a bug where a number of unit effects were not ending as intended
•   Fixed the color picker acting strangely when dragging the mouse outside its borders.
•   Fixed an issue where captive characters were not tracked correctly. Many ways to capture characters would only change the status and location of the character, but not correctly register the captive with the capturing faction.

Title: Re: Wizards and Warlords
Post by: Asid on February 08, 2021, 02:04:32 AM
Patch 1.0.1.26
Sun, 7 February 2021

(https://cdn.akamai.steamstatic.com/steam/apps/567080/ss_7f144f6c4e9f83ee31bfecf67259495a136e6c8b.1920x1080.jpg)

•   Fishing Villages can now be built on the coast. They're an alternative to Farms for producing Food. The more adjacent water hexes, the more food is produced.
•   New Hex Special: Bounty of the Sea. Gives additional Food for Fishing Villages adjacent to it.
•   Resource Sites can now be upgraded up to three times, thus having a Level from 1 to 4. Each level adds a worker slot and a base 5% resource production bonus. There is a cost in time and resources to upgrade - and each type of resource site has worker skill requirements as well.
•   Quicksave has been implement. Press F5 to save to the quicksave file without having to click through save menus.
•   Quickload has been implement. Press F6 to load the quicksave file. A prompt is shown to avoid accidentally losing your current game.
•   Reworked mastery contribution from spells. The contribution is no longer solely based on mana cost, but is a combination of Spell Level and Mana Cost. The Mana component no longer contributes in a linear fashion. The weight of level and mana respectively has been exposed to modding (see below constants). The value is also
•   Mastery contribution from spells that impact multiple masteries has been changed to more smoothly split the contribution across the primary and secondary masteries.
•   Mastery contribution from spells now has a per-turn soft cap similar to that from units.
•   Mastery contribution from bound Mana Nodes has been doubled.
•   New constants exposed for modding (default value if unmodded): BaseManaCap (800), ChannelingManaCapBonus (250), MasteryProgressSpellWeight (1.0), MasteryProgressUnitWeight (1.0), MasteryProgressManaNodeWeight (1.0), MasteryProgressSpellManaWeight (0.5), MasteryProgressSpellLevelWeight (0.5).
•   Fixed Mass Mutation and Mutation creating units at the wrong location (they were at the Wizard Tower and not the target city).
•   Fixed building demolish orders not being saved as intended.
•   Fixed the 'Cancel Demolish' button in the City Window not working.
•   Fixed a number of actions not updating the UI (ie resource values).
•   Fixed a crash bug.


Title: Re: Wizards and Warlords
Post by: Asid on February 10, 2021, 12:55:45 AM
Patch 1.0.1.27
Tue, February 9, 2021


•   New spell - Waking Nightmare (Illusion): Causes Unrest and Squalor in target City. Also slightly reduces Rebel WIsh and Civic Spirit.
•   New spell - Grand Spectacle (Illusion): Reduces Unrest in target City. Also slightly reduces Rebel WIsh and increases Civic Spirit.
•   Drained Mana Nodes now show the expected remaining time until they return to normal. It is shown as a range based on the initial 5 to 12 Turns. E.g. after 3 turns it will say 2 to 9 Turns, whereas after 7 turns it will say 1 to 5 Turns.
•   Details on Spells, Masteries and Character Traits are now shown in the Encyclopedia.
•   Improved a few tool tips to better explain the information in them.
•   Fixed a Mastery Progress bug.
•   Reduced the rather extreme Mastery Progress from having a Vivisectorium. It might need more nerfing, but I am doing some general mastery balance and testing, so will do further changes in that context.


Title: Re: Wizards and Warlords
Post by: Asid on February 16, 2021, 02:53:26 AM
Patch 1.0.1.30
Mon, February 15, 2021


•   You can now choose to let the AI use custom templates. This is done in the template selection window on a per-template basis. So if you want to change it before starting up a Warlord game, you need to go into this window and modify settings accordingly, then exit it.
•   New Spell: Lunar Blessing (Celestial 1). Unit buff which can only be cast on certain turns and with a limit on the number of active instances equal to the Celestial Mastery of the caster.
•   Minotaurs now have a charge-only Gore attack (applies to new games only)
Office Request notifications are now only shown for unheld Faction offices and Followers with high Discontent
•   Multicast Panel: Click on a row now has the same effect as clicking on the toggle.
•   Multicast Panel: The grid no is longer reset by every single UI action
•   Added a warning when upkeep costs are expected to be unpaid
•   Fixed a bug causing modded portraits to not be used by the portrait assignment logic
•   Fixed a bug relating to resource display
•   Fixed an issue causing characters with both of Bloodthirsty and Paranoid to not have any valid dungeon exploration stances
•   Fixed a bug where minor faction could gift more resources than they had


Title: Re: Wizards and Warlords
Post by: Asid on February 18, 2021, 04:04:29 AM
Patch 1.0.1.31
Wed, February 17, 2021


Didn't really plan to push this out yet, but I had some odds and ends that might as well piggy-back on the bugfix which was the reason for this patch.


•   Divine Favor can now be used to add/cleanse Hex Conditions (Primal, Hallowed, Demon-Tainted, etc). The options for each Deity/Religion depends on the combination of Domains.
•   When saving a Custom maps, a thumbnail image is created with the same name as the map. This will make it the preview image if uploading the map to workshop. You can toggle this export in the Export panel (enabled by default).
•   Armies with an active Siege are now skipped when cycling idle armies (unless they can assault)
•   Sorting improved for numerous character task target selection dialogs
•   Added more info during target selection when assigning Site Leader tasks via the Follower Window
•   Fixed minor faction Followers sometimes sticking around in conquered Sites when this made no sense
•   Fixed an issue permitting assignment of Site Leader to invalid Sites when it was done via the Follower Window
•   Fixed a crash bug when loading a save game with certain map filters enabled

Title: Re: Wizards and Warlords
Post by: Asid on February 27, 2021, 01:31:01 AM
Patch 1.0.1.36
Fri, February 26, 2021

These are the aggregated patch number from a successive series of minor patches. A larger patch and the Experimental Grid-Based Battle beta is coming soon.


•   Battlefield Necromancy now has a more smooth power curve. The power of the raised forces is based on Necromancy and War mastery (weighted 3 to 1)
•   Tweaked the cost of Liches to be significantly lower and increased the unit size to 5
•   Increased the Hit Points of Vampire from 8 to 16 and the unit size from 32 to 40
•   Fixed a number of text errors
•   Fixed Breath of Life not being researchable
•   Fixed the upkeep projection logic not correctly incorporating free upkeep effects
•   Fixed a persistence bug affecting resource sites during upgrades
•   Fixed some effects not having their duration ticks processed after saving and loading a game
•   Fixed a bug where resurrection effects would bring the character back to life, only to have them die almost immediately after


Title: Re: Wizards and Warlords
Post by: Asid on March 16, 2021, 11:56:35 PM
Patch 1.0.1.40
Tue, March 16, 2021

This path side tracked my work on the beta branch, but I think these are important fixes and changes, and absolutely worth postponing the beta branch update by a day or two. I will also add more options like the Golem Workshop in the coming days - for other types of Units. They may not all be buildings, but I want to add more ways to recruit magic units away from the Tower.


•   New City Building: Golem Workshop. Allows recruiting Custom Constructs and units with the Golem tag in the City. Requires Artifice 4+ or the Golems trait in the city in order to build. Also gives +0.25 Learning and +0.5 Industry.
•   Dragons have been significantly buffed with more Hit Points, Armor, Toughness and Resistance.
•   Loss of Effectiveness during Battles has been tweaked and the mechanics expanded. Monsters and units with a low default unit size (members) have a cap on how much effectiveness can be reduced. If the battle drags on for a very long time, this cap will gradually disappear.
•   Outnumbering now has less of an extreme effect on morale and effectiveness - especially for Monsters. All units will now be less likely to suffer morale checks based on outnumbering if they're not suffering a lot losses and are also not fatigued. Strong units were too likely to retreat even when winning if they were outnumbered.
•   AoE attacks will now apply multiple hits based on their type and the size of the involved units. Breath Attacks will hit more targets based on attacker size. Line Attacks will hit more targets based on target unit depth/quantity. Circle Attacks will hit more targets based on target unit physical size.
•   Physical Size has been specified for all Unit Types, as it is now important for an additional mechanic. It also fixed some issues with high-HP Units which did not have actual large physical size (HP was used as a fallback when size was not specified to estimate size).
•   Fixed Flying not correctly giving units the ability to use melee attacks when pursuing (evasive) non-Flyers.
•   Fixed a bug where expected income was not correctly considered when predicting if there will be unpaid upkeep. This led to annoying warnings, for example when having full resource caps.
•   Fixed a bug where the number of attacks made when using ranged attacks at close range was incorrect (could be absurdly high for small units).
•   Fixed a bug where the distance of ranged attacks was incorrectly calculated in some situations, leading to unintended to-hit penalties.

Title: Re: Wizards and Warlords
Post by: Asid on March 29, 2021, 11:54:13 PM
Patch 1.0.1.45
29 March 2021

•   Added another batch of icons for notifications and events to make it easier to 'read' the notifications at a glance.
•   Starting the Ritual of Ascendancy will now cause armies of cosmic forces to intervene. The number and power of these depend on game settings.
•   Ascendancy Victory can no longer be achieved while the Wizard Tower is being sieged.
•   Character traits now have more detailed tool tip info for ambivalent effects on challenge traits. Instead of the generic (and vague) +-, a breakdown is shown of factors which are buffed and which are penalized.
•   The Encyclopedia entries for Character Traits now include more detailed information on the modifiers to challenges. Rather than the generic + and - from tooltips, the specific modifier type(s) and amount(s) are shown.
•   Army tool tips now shown an approximate power-level. Note that this is an estimate based on individual units and does not consider match-ups against counters / countered unit types and other situation-specific factors.
•   Siege progress is now affected by the relative size of defender and attacker armies. If attackers are outnumbered the penalty is from 66% to 33%. If the defenders are outnumbers by at least 2-to-1 the progress is modified by +2 to +4.
•   Religion-class characters can no longer be tasked with worship/offering tasks involving a different Religion - except in a few specific cases involving cults and non-Deity religions.
•   Conquering a rival Wizard Tower will now result in some gained Mastery progress/unlocks if the defeated rival had higher mastery level in some areas.
•   When an Independent Realm requests an emissary, they will now share maps of their realm.
•   Isolationist Enclaves will no longer request emissaries.
•   Added proper confirmation/result dialogs to several targeted effects which were resolving 'silently'.
•   When handling a multi-context notifications, the notification will remain in the list until the 'OK' choice has been made or all 'Go To' options have been exhausted.
•   Fixed a bug where AI armies would erratically abandon sieges.
•   Fixed a crash bug sometimes caused by player sites being lost.

Title: Re: Wizards and Warlords
Post by: Asid on March 31, 2021, 11:40:04 PM
Patch 1.0.1.49
Wed, March 31, 2021

•   Armies with a planned movement path are now placed at the end of the 'N' key army cycle.
•   Fixed a bug where Battle Siphoning would not give the intended Mana for some unit types.
•   Fixed a number of issues with incorrect selection state when units had multiple valid recruitment site options.
•   Fixed a bug causing incorrect dimming of choices in the Military Recruitment Window.
•   Fixed a crash bug caused by the Planar Invasion AI sometimes stubbornly trying to conquer sites that no longer exist.
•   Fixed a crash bug when certain types of minor realms conquered a site held by unaligned forces.


Title: Re: Wizards and Warlords
Post by: Asid on April 05, 2021, 11:34:46 PM
Patch 1.0.1.52
Sun, April 4, 2021

•   Wizard AI is now less likely to overspend on research and city buildings. It will also spend more carefully for a time after being forced to disband units due to missing upkeep.
•   Wizard AI is now better at spending early game resources on things with an immediate benefit.
•   An effect is now applied to cities when a Worker is settled as a Pop, blocking repeat usage of this action (until expiry). Depending on the cultural fit and size of the city, this will cause a 'cooldown' period. Instantly 'pop-bombing' cities with a horde of accumulated workers is thus no longer possible.
•   Recruit Notable: -5% Chance for Tribal Chiefs when hiring non-culture characters. Accept Outsiders and/or Horde Nation removes this penalty.
•   Tribal Destiny (Horde Nation): Now gives +20% Recruit Notables and a Hire Horde Allies action (20 spoils, gain random unit with free upkeep for a while, small chance to get a special/magical unit, otherwise weighted by cultural traits).
•   Tribal Diplomacy: Gift Spoils now also provides Influence gain in addition to Regard.
•   Tribal Religious Festival: Now has a high change to provide an Enchanted Item. It can be assigned via the 'Give Item' button in the Followers Window.
•   Fixed a bug where several Tribal Action checked the wrong cooldown counter
•   Fixed bug causing unreasonable costs for Tribal Chiefs when recruiting notables.
•   Fixed bug where Clan Emissary status would partially linger on reassignments, allowing the same character to be assigned over and over for stacking benefit
•   Fixed bug where Tribal Camp Migration state was corrupted during game save/load. Existing games are retroactively fixed. In some rare cases the game will have to guess at which army and camp is linked, and it may not match pre-save state (this is only relevant for save games with corrupted state, not new saves).
•   Fixed crash bug related to Martial Tests of Mettle
•   Fixed Spoils (of War) not showing in the Resource panel
•   Fixed an issue where AI Wizards would never upgrade their Tower Level


Title: Re: Wizards and Warlords
Post by: Asid on April 14, 2021, 12:02:36 AM
Patch 1.0.1.59
Tue, April 13, 2021


•   Rebalanced Mine, Logging Camp, Vineyard, Fishing Village and Quarry resource output. Some have been buffed and some have been nerfed. Volcanoes now improve the output of adjacent hex mines. Fishing Villages now produce Trade Goods in addition to Food.
•   Greatly increased the Lumber bonus from Primordial Trees.
•   New Game Setting - Mine Output: You can choose half, normal or double output for mines and quarries (affects all factions).
•   The E key can now be used to execute the planned movement order for a selected army.
•   Level 0 Masteries can now be abandoned, returning them to the state of not being unlocked. They will have to be unlocked again. Click a Mastery in the Table or All view to do this.
•   Not-yet-unlocked Masteries can now be blocked (and unblocked) from the Mastery Views.
•   Wizard Research Projects are now sorted alphabetically.
•   When unavailable Research Projects are toggled, already researched projects are no longer included.
•   Wizard AI has been tweaked to be less relaxed about launching attacks against superior armies.
•   Improved the diminishing return mechanism for Prospectors, making it much less likely that they will discover a steady flow of new resources.
•   The Base Production shown when previewing hex build options is no longer rounded, but shows accurate amounts including decimals.
•   Rebels will now sometimes execute leaders of cities they liberate.
•   Mana Nodes now show their expected 'payout' time in turns and mastery progress per turn as part of the Bind tooltip.
•   The last unit in an Army can now be disbanded.
•   Beast Mastery now gains progress from Insect Hive specials in the realm of a Wizard.
•   Life Mastery now gains progress from Primordial Trees specials in the realm of a Wizard.
•   Dark Pact quests will now usually yield Mastery Progress on completion.
•   Dwarf Units now have the Hardy ability and +1 Melee Shock.
•   Vampire Units can now replenish and have been buffed.
•   Added Celestial Phoenixes. The same three tiers exist as for the other types of Phoenixes.
•   Fixed a bug where Champions and Quartermasters were not included in various mechanics that traversed all characters in an army.
•   Fixed a bug where rebels liberating a city would interact weirdly with tolerated leaders and unrest.
•   Fixed a bug where 1-distance army movement plans could not be created.
•   Fixed a bug affecting Scales of Justices and targeting.
•   Fixed a number of bugs where the movement history/plan line was not updated/cleared.

Title: Re: Wizards and Warlords
Post by: Asid on April 15, 2021, 11:51:09 PM
Patch 1.0.1.60
Wed, April 14, 2021

Just a small patch today. Didn't really plan for a patch today, but I thought the scaling fix should be released asap.


•   When starting the game with a low resolution, the game will check against reference UI scaling values and prompt about possible issues and present the option to automatically change to a better scale.
•   The Battle UI will now independently scale the UI if necessary for proper display - this is done independently of the general UI Scale setting.
•   Warlord AI is now better at threat evaluation and army management.
•   Warlord AI is now better at planning new site construction and hiring new workers.
•   Warlord AI will now prefer higher-tier units, when possible.
•   Wizard AI is now capable of picking a Focus mastery, which is more important now that there is a stacking bonus from keeping the same Focus for 10+ Turns. It also helps make them slightly more thematic in their progress.
•   Fixed a bug where a resurgent Independent Realm (ie post-rebellion) would still have the dormant flag set. This messed with intra-AI diplomacy and a number of mechanics.
•   Fixed a bug where the battle UI would have buttons and text panels placed outside of the visible area - even when using UI Scaling.
•   Fixed a bug where tower expansions that do allow duplicates could be constructed in multiples anyway by doing this in parallel.
•   Fixed a bug where an 'empty' Entangle effect would linger. The Stat modifier was being removed correctly. Now the parent effect is removed as expected.
•   Fixed a bug where the AI would build copper quarries on marble deposits.

Title: Re: Wizards and Warlords
Post by: Asid 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.


Title: Re: Wizards and Warlords
Post by: Asid 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.

Title: Re: Wizards and Warlords
Post by: Asid 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.


Title: Re: Wizards and Warlords
Post by: Asid 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.



Title: Re: Wizards and Warlords
Post by: Asid 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.

Title: Re: Wizards and Warlords
Post by: Asid 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.

Title: Re: Wizards and Warlords
Post by: Asid 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.

Title: Re: Wizards and Warlords
Post by: Asid 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.



Title: Re: Wizards and Warlords
Post by: Asid 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.
Title: Re: Wizards and Warlords
Post by: Asid 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)

Title: Re: Wizards and Warlords
Post by: Asid 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.

Title: Re: Wizards and Warlords
Post by: Asid 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.


Title: Re: Wizards and Warlords
Post by: Asid 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.

Title: Re: Wizards and Warlords
Post by: Asid 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.

Title: Re: Wizards and Warlords
Post by: Asid 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.


Title: Re: Wizards and Warlords
Post by: Asid on September 19, 2021, 11:50:41 PM
Patch 1.0.2.56
Sun, September 19, 2021



Bombs can now be generated as armament for units if the Gunpowder module is enabled. This is a possibility for cultures that have knowledge of Gunpowder or alchemy - and for special miner and sapper unit types. Note that Gunpowder is currently not a full Culture trait, so you'll only see it by inspecting unit types in the

Encyclopedia. It will become a full Culture trait in a future update.

Added four Bomb weapons with different stats: Crude Bombs, Bombs, Shrapnel Bombs and Fire Bombs.

Unit weapons can now have non-Physical base damage. The first example of this is the Fire Bomb weapon.

Increased the chance of Gunpowder weapons being enabled for a culture, when that module is enabled. The chance is still based on technological progress and cultural traits, but more factors are considered and the base chance is slightly higher. I'll continue tweaking carefully if necessary to avoid overshooting.

Fixed a number of bugs relating to the Army Transfer/Split functionality and UI.

Fixed some Fortress Upgrades not showing full details on requirements when unavailable.


Title: Re: Wizards and Warlords
Post by: Asid on October 21, 2021, 11:49:24 PM
Patch 1.0.2.65
Thu, October 21, 2021


Road Construction can now terminate at Resource Sites (farms, mines, etc). For example: You can now build from a City to a Mine. You still cannot build from a Mine to a Farm (but you can link them with an Outpost as road nexus).
Balance tweaks to Death Knights, Lesser Celestial Phoenixes, Maladonisai.
Grid-based battles now have better logic for determining when a unit counts as charging. It requires the unit to have moved during the turn, and to have moved from a non-engaged position to the final position. This sounds more complicated than it is - if a unit moved into combat from non-combat (including combat -> non-combat -> combat) it counts, but 'sliding' along an already engaged battle line does not count.
Set Defense now gives a Fend bonus against units which charge it. (de facto reduces to-hit).
Set Defense now requires immobility to be active during melee resolution.
Lances are now "Charge Only", but do much more damage.
Workers will now be unassigned from a newly constructed site if they are no longer valid for assignment (requirements for assignment to construction and 'active' site work can differ).
Added two new game settings for Recruitment Pools: Relaxed and Harsh. Relaxed will count the number of units for each culture/pool as two less for all purposes. Non-Harsh now has the upkeep penalty capped at +25%.
Added a 'Summary' button to the Battle Report window. It allows you to see the final outcome of the battle without having to progress through every single round, or stopping when you've seen enough. You can shift-click it to close the window at the same time (tooltip also specifies this shortcut).
Enrage Wildlife now has a 2-turn cooldown and a slightly higher mana cost. It also applies a province-wide effect for 8 turns. During this period re-casts may fail fully or partially (creating an understrength unit). A success will extend the duration, a partial success will extend it partially.
New Spell: Greater Enrage Wildlife (Beasts 5). Summons a larger army and has a lower risk of failure when re-cast with a lingering effect than the basic version.
New Spell: Survival of The Fittest (Beasts 3). Summons a small army of beasts to fight one of your own armies, which will gain additional experience from the battle.
New Unit Type: Catoblepas. Poison-breathing and dark-gazing boar-bull monsters. Unlocked at Darkness Mastery 5 and can spawn in some unaligned armies.
Fixed the missing spell descriptions in the multi-cast 'select spell' dialog.
Fixed a bug where some battles did not register their location correctly and did not get the intended battle name.
Fixed a bug where "Nearby Culture Override" was not saved/loaded as part of game setting presets.
Fixed a bug where the message prompts in the military window did not close via the X button.
Fixed a bug causing tooltips in spell result prompts to not work correctly.
Fixed a bug where conversion-based recruitment pools did not interact correctly with the recruitment window - showing incorrect pool usage and not always giving the correct selection of available units.
Fixed a bug causing character items with a battle effect not working as intended during grid-based battles.
Fixed armor not importing/exporting as part of unit type mods.
Fixed a bug where the context panel showed an incorrect selection.
Fixed a text bug with the 'Compose Epic' event.
Fixed a bug allowing some city stats being able to go negative against the intent (had very strange effects on some mechanics).
Fixed characters not being unassigned from Army tasks if part of a garrison which becomes empty (and non-inspectable).
Fixed "Charge Only" attacks being usable in every round - charge or not.
Fixed "Set Defense" from weapons not always giving the unit this ability during battles.
Fixed Units gaining special abilities from Experience - which they already have from their equipment. This will no longer happen.
Fixed a bug where charges/ammunition for ranged attacks was being depleted much too quickly during battles.
Fixed a bug where some tooltip links did not work as intended.
Fixed a memory leak when loading/starting new games during an existing game session.


Title: Re: Wizards and Warlords
Post by: Asid on November 13, 2021, 11:46:38 PM
Patch 1.0.2.68
Sat, November 13, 2021


•   Units now have an experience level icon displayed if they are level 1+. The tool tip for this icon will show what benefits the unit has gained from those experience levels.
•   Unit experience level display also comes with modding support. See the Modding Guide for instructions on how to change the display with custom images and frames.
•   Improved the unit strength display in most windows to be more readable, with larger and clearer font.
•   Unit strength display now has a tooltip showing the max strength of the unit - and the default strength of the unit type, if a unit is understrength.
•   Tribal Population Growth: Migration now provides a greater benefit to Population Growth.
•   Tribal Camp: An action has been added which allows allocating Food from faction stores to a particular Camp. This will boost Population Growth and provide a buffer against starvation (through a local Food store increase), based on the amount of Food provided.
•   Shrine Dedication: Religion-class followers now contribute to the pool of available dedications. The religion still has to be compatible with the faction, but in most cases this will be so.
•   Influential: New character trait which acts as 'counts-as-class' for Civic.
•   Divine Favor: Added additional domain-specific boons.
•   Divine Favor: Most temporary boons now last 60% longer.
•   Dungeon Expeditions: Increased the experience benefit from having a Mentor in the party. However, Mentors can now longer give other Mentors bonus experience.
•   Character Experience: Overseeing construction of a site or the upgrade of an outpost (to city/fortress) will now yield Experience for the assigned character.
•   Save games are now listed in chronological order - even for autosave files. Many players have expressed that always having autosave at the top does not add value, and increases the risk of accidentally loading the wrong game file.
•   Workers Window: Settle City now includes in the query dialog whether a City has the blocking effect from recent settlement (including duration) and such options are now unselectable by default. Previously you would not be notified until you made a selection, and would have to reopen the window to select a new city.
•   Transfer Units / Split Army: Double-clicking a unit is now a shortcut for to the 'create new army' button. This allows quickly creating a new army with a specific initial unit.
•   "Give/Swap/Revoke Item" actions have been added to the Character Context Menu for Followers (when relevant).
•   Made some visual improvements to the Battle Report window in how units are shown.
•   Added notifications for the completion of City Settlement and Outpost Fortification projects.
•   Fixed an army state corruption bug related to saving/loading games during migrations.
•   Fixed a missing UI update trigger in the Dungeon Window.
•   Fixed Follower text overflow in the Trainer part of the Military Window.
•   Fixed Follower text overflow in the General/Officer panels of the Army Window.
•   Fixed a number of crash bugs in the Transfer Units window.



Title: Re: Wizards and Warlords
Post by: Asid on January 02, 2022, 03:53:20 AM
Patch 1.0.3.3
Sat, January 1, 2022


New update to celebrate a new year - happy new year everyone! And thank you so much for a great year. The support and positivity from the player community has been truly amazing. You have provided me with ideas, beta branch testing, bug reports, words of encouragement, constructive criticism and more - I am grateful and I hope that the game will provide you with entertainment and enjoyment for years to come.

It's been a little bit more than a year since version 1.0.0.1, and a lot has happened since then. I will try to get a post up with a summary of the changes and improvements made, highlighting the major milestones. I will also share my plans and ambitions for the coming months. I look forward to another year of work on this game and I'm excited to see how the game will grow and improve during this time, and interacting with the community, trying to get as many of those awesome ideas and suggestion into the game as possible.


•   New Warlord Type: Sovereign
  •   Can choose from any culture template, start as a random culture template or select from a list of cultures generated for the world
  •   Has the same mechanics as AI Rival Warlords, which is unlike Tribal and more similar to Wizard (without magic).
  •   Start with a full province usually containing a city, a village and a fortress - although this can vary considerably based on what the world generator produces (and the setting chosen).
  •   Sometimes has one or more garrisons of higher tier units present at game start. These have free upkeep for 20 turns, but the Units are also locked to those garrisons for the same duration.
•   Terrain-specific ability logic has been added. This allows units to have stat modifiers and/or movement modifiers applied only in certain terrain (or when not in certain terrain).
  •   The following Unit Types have terrain-specific modifiers: Yetis, Medusae, Jotnar, Rime Trolls, Grendelkin, Giants, Frost Giants. More will be added in future patches.
  •   Modding support has been extended to cover these ability types.

•   Elephants and Mammoths cannot be Chariot mounts for most races
•   Additional mount variance chance (based on size)
•   Chariot-specific mount variance chances
•   Beast Tamer culture trait: reduce cavalry/chariot mount attack modifier from -2 to -1
•   Massively reduced the chance that Cultures are generated with no traits
•   Greatly reduced the chance that Cultures are generated with only one trait
•   If a unit cannot benefit from the Garrison upkeep reduction due to recent movement the upkeep tooltip will now state this
•   Fortress Window: Summary of characters present now includes the Garrison
•   Independent Realms no longer build mines in hexes without resource specials
•   Encyclopedia: World entry now includes any seed used to generate it
•   Prospectors: Geomancy, Subterranean, Wanderlust now increase chance for a culture to generate a character of this class.
•   Independent Realms now have show info on hostile actions in the diplomacy relation log
•   Roads can now be built with a destination which is controlled by allied and vassal factions. One end of the road (ie the origin) still has to be controlled.
•   City: +5% Divine Offering value per level of Spiritual.
•   Bugbear units now have +1 HP
•   Adjusted the animation speed when resolving ranged attacks during grid battles. It will now adapt to the number of units, speeding up when there are many units/attacks.
•   The numerical keys (1, 2, 3, etc) are now keyboard shortcuts for the corresponding top bar button. They can be used to quickly open the main windows: Magic, Military, Economy, Faction, etc.
•   City Window: Added 'Show Unavailable' toggle. This also adds Requirements text to all relevant buildings.
•   Added Monster Slayer character type
•   Gunpowder weapons now do additional damage at short range (25%-)
•   Many gunpowder weapons are less effective considerable at long range (50%+)
•   Attack, Site and Unit Conditions can now utilize base Condition logic (and / or / not)
•   Army Window: Units with (temporary) free Upkeep now have a tooltip showing what the cost would've been without the effect.
•   AI Rivals will now use the same 'Easy' Scouting game setting as the player, with the exception of Very Easy (does not gain if player has) and Hard/Very Hard (gains even if player has not)
•   Spell: Training Day now has a 4-turn Cooldown
•   Many (mundane) unit types now have shorter training time. This mostly affects races which had very long training times.
•   The list of constructed city buildings is now sorted alphabetically.
•   Followers Window: Location is now specified.
•   Followers Window: An Icon now shows when the Follower counts as 'At The Tower'.
•   When giving items to Followers, and they do not gain Loyalty due to having > 5 items already, "(No Loyalty Gained)" will now be shown in the character history log to help make it apparent this is not a bug.
•   Fixed a bug causing the majority of Bow units to have Poisoned attacks.
•   Fixed a bug where diplomatic relations towards an independent realm could get stuck at the current level
•   Fixed a bug where cultures where are an area of the map which was supposed to have a realm seeded was instead empty, and the culture not added to the world.
•   Fixed a number of bugs/issues which could cause an AI Rival to become mostly passive
•   Fixed bugs relating to Rename dialogs
•   Fixed equipment stats not being applied when for encyclopedia tool tips
•   Fixed being able to open the editor while having the new/load game window open
•   Fixed administration center not giving +1 Influence
•   Fixed unit battle leader stat bug. Retroactively fixes save games.
•   Fixed outpost worker add bug (skill req)
•   Fixed bug where effects checking if a unit was airborne instead evaluated if the unit was engaged in melee (even disregarding whether it can fly at all)
•   Fixed a bug when assigning an item after completing the enchant item project. The item was either removed for the vault if a duplicate existed there or not given at all, depending on circumstances.
•   Fixed incorrect requirements for Prison and Mercenary Sprawl buildings
•   Fixed a bug causing lairs to block outpost construction for Warlords
•   Fixed bug where unit type descriptions did not include stat modifiers from equipment in some cases (display bug only)
•   Fixed some spelling errors and missing spaces/commas
•   Fixed Warrior Monk characters almost never being generated
•   Fixed unit type export omitting attack modifier target conditions
•   Fixed city walls not being available after palisades
•   Fixed inverted modifier to recruit follower success from not sharing a class type with the target
•   Fixed a bug where city buildings could be constructed multiple times.
•   Fixed a crash bug related to followers with province-scope location.



Title: Re: Wizards and Warlords
Post by: Asid on January 09, 2022, 11:35:05 PM
Patch 1.0.3.6
Sun, January 9, 2022


First update of the year! I will try to keep a weekly update cycle, as I think that is the best cadence, but I hope you will forgive if it slips now and then. I'll count this one as a success, even if I didn't get as many things into this update as I would have liked. There are a few bugs still left open and I didn't manage to get any new Editor functionality in. The Allied Race bug turned out to be pretty severe, so I had to rip out most of the old code and write a new version. I'm pretty happy with the new one, though, as it has much more flexibility and potential. But it ate a significant amount of time. Still, I am happy with this first update of the year (and the 1.0.3 version). Next week, I should be able to find some time for a recap of 2021. But as always bugs take priority.

Thank you to the many players who contribute feedback, ideas, bug reports, create mods and offer words of encouragement. I very much appreciate it, and I will do my best to put into these updates, as much as possible from that treasure trove of ideas and suggestions.

Features:
Hostile Armies now block Resource Site production
Sovereign Warlord: Now gains +1 Pop on City Settlement. This Pop will have the faction primary culture. The other Pop will have culture based on the existing rules (ie overseer, worker and province culture).
Sovereign Warlord: Sorting changed Culture selection list. It is now alphabetical 'core' cultures followed by alphabetical exotic cultures.
Nomad Raiders: Will now pillage resource sites directly on the route towards a raid target
Nomad Raiders: Will now sometimes only sack a resource site and not raze it
Economy Window: Added a Buy All button. It buys the maximum amount available or the maxium amount the faction can afford. The tool tip for the button gives information on which of these is relevant and the total cost.
Faction Window - Deities Page: Double-click to navigate to details
Faction Window - Deities Page: Extended details including info otherwise only shown in Encyclopedia
Grid Battles: Attack cooldown fractions carried over (e.g. .5 turn cooldown results in a turn of cooldown every other turn).
Grid Battles: Characters no longer have unlimited range with ranged/magic attacks. This makes range-modifying traits useful during battles.
Light Crossbow: Reload Delay 2 -> 1
Crossbow: Damage 4 -> 6, slight cost reduction
Heavy Crossbow: Damage 7 -> 8
Arbalest: Reload Delay 3 -> 2
World Generator: More cultures can now have allied races and a greater variety of these are possible. Some are monsters, some are from other cultures, some are from minority races of the same culture.
World Generator: Slightly increased the number of traits that randomly generated (template-based or not) cultures have
World Generator: Added some culture traits to the non-template culture generator which it could previously never roll (they were template only)
World Generator: Cultures of Centauroid races have a very high chance for allied units to be cavalry units (so they can keep up)
World Generator: Added a template-based version of the Stonemen culture generator
World Generator: Subterranean cultures now have a greater chance for Cavalry unit types - and will usually have at least one (before it was very common for them to have none). They do actively wage war on the surface, and it makes the trait less terrible.
Items: Can now have a 'singular' trait which means a character can have only one of these items (for example, no stacking Cornucopia trinkets for silly food bonuses from a single character).
Wizard AI: Slightly improved ability to determine viability of a battle.
Wizard AI: Improved logic to evaluate need/benefit of relieving a siege.
Wizard AI: Will now be less likely to send only a single weak army to handle priority threats. If no sufficiently powerful army is available, it will try to send multiple armies to handle the threat.
Fire-Infused Weapon: Can now affect any melee weapon. Previously only slashing weapons were valid.
City Growth: Pops will now have alignment based on a random other pop in the city (of the same culture). This also prevents fully converted cities from gaining default alignment pops on growth.
Gargantuan Apes: New powerful unit type, specializing in melee.
Trolls and Vampire Trolls: +2 HP
Random Races: Added more feature variety to completely randomly generated races.


Bugfixes:
World Generator: Culture generation which is 'forced' from traits and settings will now properly respect the 'no-templating' setting.
Hire Follower: Fixed missing culture-specific character dominating the hire pool (for factions with a main culture). Added a small chance for 'special' characters to appear (e.g. faeries, demons, celestials) for compatible factions.
Encyclopedia: Fixed terrain-specific special abilities missing from unit tool tips
Faction Window - Deities Page: Fixed a bug where the text would become blank and the navigation state corrupted
Faction Window - Deities Page: Fixed a scroll focus bug (for the grid)
Military Window: Equipment which were cultural variants were not displayed when inspecting a unit type.
Pillage: Will now exhaust the army when initiated
Character Traits: Demonic Corruption, Celestial Blessings, and similar 'cosmic alignment' traits were incorrectly blocked for almost all characters
Several text errors fixed (spelling, formatting, etc.)
Grid-Battles: Fixed a number of bugs related to Ranged weapon range calculations. An incorrect (and almost unlimited range) was sometimes used in various calculations.
Grid-Battles: Fixed the Advance to Missile Range order not working as expected
Grid-Battles: Fixed Attack cooldowns not working as intended. Such attacks either had no cooldown or could not be used at all.
Equipment: Weapons with Reload Delay had a off-by-one error when determining the resulting attack cooldown
Worker Training UI: Training time bonus "mentor" shown as "alignment clash"
Recruitment pool: The Refugee event granting a city no longer breaks an existing specialized recruitment pool for that culture.
Recruitment pool: Temporary recruits are now always added to a special pool if one exists. This also means that 'gather recruits' and diplomacy will add to this pool if you've used conversion actions to create it.
Divine Offering: Fixed resource allocation window shown behind Follower Window
Divine Offering: Fixed missing UI update after assignment
Organize Worship: Fixed missing UI update after assignment
Recruitment Cost / Upkeep Cost: Fixed several units that did not have a non-magical version of these, resulting in the magical version applying to Factions without Mana.
Fire Elementals: Fixed the non-functional cooldown on Fiery Globs


Title: Re: Wizards and Warlords
Post by: Asid on February 07, 2022, 11:16:48 PM
Patch 1.0.3.13
Mon, February 7, 2022


The Mythos Editor has arrived! I am pretty excited about this, as it's the first part of the Editor support for custom world creation. I want to expand this to eventually cover everything the World Generator does, so that players can create and share their own fantasy worlds - from scratch or by modifying something created by the generator.

There are still a few issues with the Editor - the UI is a bit rough, you can't specify custom Plane unit rosters, etc. I'm sure there are a few bugs in it, also. The next patch cycle is dedicated to Sovereigns and custom unit mechanics - but I will be giving some 'hypercare' attention to the Mythos Editor, and adding some things I didn't manage to squeeze in for this version (custom deity/plane icons and backgrounds in particular).

This update cycle stretched a bit longer than I would have liked, so I will try to avoid large tasks for the next couple of cycles, in order to get the weekly / bi-weekly update schedule back on track. There is a good amount of smaller tasks pending and a slightly higher number of open bug reports than I normally have, but I expect to have those bugs stomped out during this week. So there will likely be one or more small hyper-care/QoL/bugfix patches before the Sovereign improvements are in a patch. But I am aiming for the first of those in the quite near future still.

I had hoped to have Steam Cloud Saves in for this update, but I wanted to give it more internal testing. I am sure everyone can appreciate that save game integrity is important, so I am hesitant to rush this. Hopefully it will be available later this week, for those who wish to use it.

Editor:
The Mythos Editor has been added which allows creating custom Deities, Deity Groups and Planes - along with (optional) flavor text, this bundle of entities is known as a 'Mythos'. You can then use these in your own games (Custom Mythos setting) or share them via the Workshop. If you want to include a custom 'cover image' for a Mythos workshop item, you can place one next to the file prior to upload/update using the same method as for custom Maps.
You can access the Mythos Editor via the Editor and a new button in the top editor menu.
Data files now have meta-data on what type of data they contain. This is used by the File Dialog to avoid showing irrelevant files, as the different types of Editor content (Maps, Mythos) use the same file format. 'Old' map files do not have this meta-data so will show up in dialogs that they may not apply to. You can load and re-save a map file to add the meta-data automatically. A variety of planned editor/modding features will benefit from this addition.


General:
Phantasmal ability given to the Phantasmal line of unit types. This ability allows replenishment to full strength anywhere in the world at the end of the turn. So these units are now quite powerful for conducting warfare far away from friendly territory as they just need to survive battles, and they're back at full strength.
Inscribe Constructs: New Spellcraft. When researched, it allows adding the Mark line of unit modifiers when recruiting Construct (golem) units - contingent on an Arcane character being assigned to the recruitment.
Cities can now be settled adjacent to other cities - if they are not part of the same province.
Improved the Major Faction seeding algorithm to greatly reduce the risk of factions being placed adjacent to each other and generally increase the average distance between major factions (player and AI rivals).
Enchanted Garden tower upgrade will now unlock scout infantry from relevant culture rosters.
Academy tower upgrade will now unlock spellcaster infantry from relevant culture rosters, with a fallback to medium to high quality light infantry if these are not available (for a given culture).
Divine Favor Boons to remove Insane and Depressed has been added to many domains.
Wizards with Celestial, Demon or Faerie Race now have a very high chance to get the corresponding cult as religion on at least one of any mortal followers generated - with a priority given to Religion-type followers.
Increased the variety of equipment generated for dynamic (culture) unit type rosters and added additional culture trait weights to the generation routines.
Increased the range of possible variations for several culture templates, and reduced the chance of multiple weapon preference traits being generated for a culture.
Increased the average number of culture traits generated for each culture.
Improved the unit type naming routines to increase the flavor/coherence, range/variety and overall quality of roster unit type names.
Added two new spells to Necromancy (Unliving Flesh, Eternal Servitude) which can be used to remove 'Cannot Replenish' (from Zombie and Level 5+ Undead, respectively) and give some other stat buffs.
Added a new Priest character type which is Religious/Civic.
Tweaked the culture-trait/attribute weights for some character types which had a chance that was too high or too low compared to the intent. This should improve the variety of character classes for many cultures.
Sabotage against a besieged city will now progress the siege
Added Greater Drain Soul, which is an improved version of the basic Drain Soul spell. (I still intend to add more ways to gain Souls).
Special Rulers culture trait now affects character generator adding a chance for special character types to be generated with a context-sensitive weighting, so that leadership roles have a greater chance of these.
Additional variants of the Special Rulers trait added.
Expanded the number of Culture Templates which can roll the Special Rulers trait.
Numerous special unit type templates added to the Culture generator.
Eldritch Cultism is now included as a possible roll in the Character generator. It is extremely rare, although more likely to occur with the Insane trait, Cultist class and Enigmatic culture trait.
Demon Worship and Cult of The Elements is now slightly more likely to be generated as Character religion for some character classes and/or cultures.
Spellcaster units (when part of a culture roster) are now unlocked for cities if they have Learning 2+ and/or Spiritual 2+. For some unit types additional requirements (cavalry, heavy, etc) will apply, as per the existing logic.


Bugs:
The icon for a blocked Outpost to City upgrade action is now shown with information on the reason, instead of being hidden.
Fixed Fortification modifiers not being applied for City Buildings as intended and shown in the building description.
Friendly city garrisons are now shown with unit count and proper tooltip for friendly sites.
Fixed bugged requirements for Runic Warhammer. A condition was negated, causing strange availability results (positive and negative).
Cult of the Elements is now listed in the Deity Panel.
Fixed a crash bug related to world generation.
Fixed a bug sometimes causing some of the Sovereign starting units to instead start as part of unaligned armies camped outside the intended starting site.
Fixed cultural variant equipment not being omitted from unit equipment lists in some windows.
Fixed gunpowder, sapper and chivalric units (when enabled via game settings) very often being excluded from available unit types regardless of unit type unlocks.
Fixed chariot units not being available/unlocked as intended. They are now generally available based on the same rules as cavalry unit types.
Fixed an exploit which allowed circumventing site construction hex validation rules.
The intro window is no longer missing for Sovereign Warlords.
Fixed AI Rival toggles (ie the number of opponents) not being registered correctly until another setting is changed. This could cause a preset to be saved without such changes or a game to start with the wrong number of opponents.
Fixed a bug causing an AI rival to become undefeatable despite losing all sites and armies
Fixed a missing unit type icon
Fixed a number of text display bugs
Fixed a number of bugs related to city building availability
Fixed a bug causing custom map province names to be ignored even when specified. They can now be specified for some, none or all provinces, as intended. (Leaving the default 'Province N' name will make it be overriden).
Fixed dodge logic not working as intended during battle resolution. Relative physical unit size was being applied inversely for units with the 'Melee Avoidance' ability.
Fixed a number of battle resolution bugs, most of which were related to ranged attacks, cooldowns and ammo/charges.


Title: Re: Wizards and Warlords
Post by: Asid on March 20, 2022, 07:00:24 PM
Patch 1.0.3.18
Sat, 19 March 2022


Work on custom 'mundane' unit types is still on-going, but here is an interim game update. You'll see some of the work on streamlining equipment mechanics and how they relate to unit types reflected below, but there is a lot of other stuff. In particular, I'm very happy about the custom deity icon/image feature for the mythos editor. I think this new way to add custom graphics without leaving the editor, thus not requiring manually linking image files with arcane script files, is much more user-friendly. This also ties in perfectly with custom unit types, culture editing and other in-progress features.

Note that one of the new Celestial City Buildings, Hall of War, wasn't really supposed to be enabled yet, so it is missing a unit buff that it should have (and which will come in a future patch). But when I saw I had accidentally enabled it, I just kept it in, as it has Unrest reduction and that's something a lot of players have been asking for.


Mechanics and Content

•   The equipment aspect of the recruitment cost calculation (for dynamically generated units) has been reworked. This will generally lead to lower unit costs. It is part of the foundational work for custom unit types.
•   New City Building: Celestial Hall of War. Requires Celestial Wizard Race and War Mastery 3+. Reduces Unrest, produces Mana and greatly increases Martial stat of city. Also affect a number of other city stats.
•   New City Building: Celestial Hall of Justice. Requires Celestial Wizard Race and Order Mastery 3+. Greatly reduces Unrest, produces Mana, produces Influence and reduces Crime stat of city. Also affect a number of other city stats.
•   New City Building: Workshops. Boosts Industry and adds a small amount of Squalor.
•   New City Building: Toolmakers. Boosts Industry, produces Tools and adds a small amount of Squalor.
•   New City Building: Windmills. Boosts Industry and Growth.
•   New Unit Type: Twisted Marionettes. Research requires Artifice and Darkness Mastery. Melee construct with a very high number of attacks.
•   New Unit Type: Vile Marionettes. Research requires Artifice and Darkness Mastery. Melee construct with a very high number of attacks and additional Darkness damage.
•   New Tower Expansion: Halls of Divination. Grants random event luck, a research bonus and a reduced cost when recycling the 'hire followers' pool.
•   New Spell: Rune of the Phoenix. Rune Mastery. Grants the Phoenix Rebirth ability and bonus stats.
•   New Spell: Phantasmal Horde. Instantly heals a Phantasmal unit to full strength during a battle.
•   New Spell: Blood Portal. Sacrifice a non-Demonic Follower to gain a Demonic Follower.
•   New Spell Chain: Lesser Battlesight, Battlesight, Greater Battlesight. Divination Mastery. Cheap and reasonably strong unit stat battle enchantment.
•   New City Industry Buildings: Metalworks (Bronze), Metalworks (Iron), Glassworks, Dyeworks, Charcoal Burners, Ichor Vats. These change the default city Industry output from tools to one or more other resources.
•   Tower Expansion: Prison now generates influence whenever a Fortress or City is conquered.
•   Tower Expansion: Enchanted Garden now produces more Herbs and also gives a reduction in cost to Plant tag units.
•   City Building: Festering Lake now reduces Unrest and enables recruitment of Vile Slime units at the city.
•   Divination Mastery 8 and 10 now give a +5%/+10% Research Progress bonus
•   Changed the impact of Character Loyalty/Discontent on upkeep and personal income generation. The impact is now slightly greater (in both directions), and no longer has a confusing reversed multiplier to personal income generation.
•   City Pop types now have a greater impact on City Resource Production/Output
•   Rebalanced the cost of several magical/special unit types
•   Slightly reduced the base price/value of Bronze
•   Slightly reworked the calculation of Oricalchum Forge output based on Follower Assignment to make it more intuitive
•   Buffed the impact of the Worker Entertainment Skill
•   Improved and expanded multiple aspects of the random culture generator and increased the average variation from the template baseline
•   Added new allied and cavalry unit types to the random culture unit generator
•   The Learning and Spiritual stats of Cities will now yield a Research Project bonus for Wizards.
•   Lesser Depravity, Depravity, Greater Depravity: These spells now yield a variable amount of Soul resources per turn to the caster. Each mortal pop in affected city has 2% / 4% / 6% (lesser/normal/greater) to yield 1 / (1 to 3) / / (1 to 5) Souls. These are evaluated per pop and the distribution isn't even, as (1 to 3) is D6-3 (min. 1) and (1 to 5) is D10-5 (min. 1). So a city of 20 mortal pops affected by Greater Depravity can yield from 0 to 100 (20 x 5) Souls per turn, but will on average yield 2.4 (0.06 x 2 x 20). Note that these spells can also be cast on Cities controlled by other Factions, and the caster will still be the recipient of the Souls - not the controller of the city.

Mythos Editor

•   You can now set custom Icon and Image graphics for the various entities. This applies to Deities, Planes and Deity Groups. Currently this is only shown in the game UI for Deities (on the Details view and some tooltips), but it will be added to additional parts of the UI, including those relevant to Planes and Deity Groups.
•   Icons are intended as an identifying sigil, depiction or similar - similar to the sigils of the various realms and factions. These should be square.
•   Images are background images shown on relevant game dialogs and windows. They will be dimmed when text is displayed on top. Aspect ratio of the custom image is maintained when displaying it, with margins added above/below or to the sides depending on layout.
•   Plane Layout can now be edited

User Interface and World Map

•   Dungeon window now has tool tips for party members showing traits, class type(s) and level
•   Encyclopedia now shows equipment cost values
•   Added a new musical track to the playlist
•   Improved the 'Details' view in the Deities Panel
•   Added a toggle for Realm Names to the World Map. Hold shift when pressing the Province Name toggle to shift to Realm Name mode.
•   Changed the 'Go To' functionality for factions and realms, so that they are zoom to the map location of the entity rather than open the diplomacy window.
•   Normalized the range state for (ranged) attacks to use the same distance units in all places.

Bug Fixes

•   Fixed a bug related to 'empty' dungeon expeditions that lingered in the UI and game data
•   Fixed a bug where references to the Dragon Worship religion would not save correctly and would create 'phantom' copies of the religion
•   Fixed a bug causing unit equipment display to be incorrect
•   Fixed a bug causing some world spells to not be castable
•   Fixed a bug causing the Sabotage impact on Sieges to off by a factor 100
•   Fixed a number of bugs related to AI having friendly/hostile switched around in a subroutine
•   Fixed numerous text and tooltip bugs.
•   Fixed some domains not showing in the Mythos Editor.
•   Fixed a bug causing Allied Unit (from Culture traits) not being available in Cities.

Title: Re: Wizards and Warlords
Post by: Asid on March 23, 2022, 11:44:06 PM
Patch 1.0.3.21
Wed, March 23, 2022


Bug fixes and single minor resource site tweak.

Reduced the Food and Furs resource output from Hunter's Lodges by approx. 20%
Fishing Villages built on a Spices hex special will now produce 1 Spice per turn (in addition to the existing resource production)
If a Planar Invasion ends and any armies convert to unaligned marauder armies, any that share a hex will now be merged before this happens
Deity Groups (if they exist) are now shown in the Encyclopedia when using a custom Mythos
When deleting save games, the game will now properly delete any (game save data) sub-folders that become empty
Fixed the tooltip for the Spices hex special to be more correct
Fixed an AI bug sometimes causing Planar Invasions to stall and just accumulate armies at the Portal
Fixed a bug related to site construction duration display
Fixed flavor text missing from Details mode on the Deities Panel
Fixed flavor text missing from Planes and Deities in the Encyclopedia
Fixed missing text bugs in several Mythos Editor panels
Fixed a crash bug in the Mythos Editor
Fixed a bug where two (or more) provinces and/or oceans with the same name could be generated during random world generation
Fixed the Gunpowder module being shown twice in the game settings dialog

Title: Re: Wizards and Warlords
Post by: Asid on May 18, 2022, 11:13:00 PM
Patch 1.0.3.34
Wed, May 18, 2022


City Leaders now gain XP from city population growth and building construction (up to Level 5 for characters that have none of: Civic, Artisan, Mercantile).
Custom Unit Types now have access to weapon and armor variants (ie culture 'specials').
Changed the Diplomacy Window display of Dungeon Factions to include more relevant information and to show the Dungeon site name as header.
Faction Flags are now shown for major factions in the Diplomacy Window.
Outliner now shows City Population next to the type moniker.
Outliner now shows if an Outpost is in the process of upgrading to a City or Fortress.
Fixed a bug causing the special ability availability logic for Custom Unit Types to use an inverted flag for cavalry status, leading to ability options not being as intended.
Fixed a bug causing some special modifiers to damage to not be applied correctly when applied to ranged weapons.
Fixed a bug causing Dungeon Factions based on Dungeons from custom map seeds to have the wrong name.
Fixed a crash bug related to sieges by unaligned armies.
 

Title: Re: Wizards and Warlords
Post by: Asid on May 20, 2022, 11:16:21 PM
Patch 1.0.3.35
Fri, May 20, 2022


Map Search now has special keywords which can be used to perform a special search (not sensitive to casing): dungeon, wizard, warlord, major, minor, realm, independent, rebel, rebels. Free text search using these keywords is still possible, with exact matches sorting above the 'special result' and partial matches below. (major and minor refer to factions).
Fixed a bug causing mana nodes and dungeons on the world map to have mutually exclusive visibility. If the node was selected, the dungeon was hidden, and vice versa. Both can now be displayed at the same time, as is the case for mana nodes and other sites.
Fixed a bug causing a crash when accessing the Guide while not connected to Steam. An error dialog is now shown and the URL to the guide is copied to the clipboard for easy manual browsing.
Fixed a bug causing the same behavior as above, but with planar portals and dungeons.
Fixed a bug causing the tutorial to not auto-progress correctly in all cases.
Fixed a bug causing the 'old' Military Window to display when closing the Custom Construct Window.
Fixed a crash bug related to loading multiple different games (campaigns) in succession.
Fixed a crash bug related to having multiple Fortress Upgrade in progress.


Title: Re: Wizards and Warlords
Post by: Asid on March 06, 2023, 12:01:53 AM
Patch 1.0.3.62
Sat, March 4, 2023

This update took longer than I expected or wanted, but now it's finally here. I had originally intended for the next update to be a upgrade of the Unity engine version and some pending graphical improvements. However, due to the delay in bringing you this update, I want to put out at least one, maybe two, smaller updates on the heels of this one, before doing anything with even a small risk of delay. There is a decent backlog of QoL improvements and misc. requests that I will want to make sure are done in the not too distant future.

I realize the updates have been sparse these last months, but there are things happening that should help me pick up the pace a little. I don't want to over-promise, but hopefully the next few weeks will feature game updates that show what I'm talking about. If things pan out as I hope they will, it should increase my development bandwidth a fair bit. Either way, I will keep you all informed on the forums.

Overhauled character aging mechanics, allowing characters to die from old age and be affected by random events that force them to rest for a number of turns as they age.
Added three game settings that allow players to control character aging: character life span, character age impact, and character age variation. These settings can be changed at the start of the game.
Existing games will have the new character aging mechanics disabled, but for new games, the default settings are longer life spans, low impact, and normal variability.
Adjusted recruitment costs of characters to account for their age, with older characters receiving a low to moderate discount on their base cost.
Increased the chances of older characters starting with additional levels. Note that this makes them more expensive to recruit.
Added a detailed battle log for attacks that provides in-depth information on stats and calculations concerning to-hit chance, to-wound, crit, fend, dodge, resistance, armor, armor penetration, secondary damage types, and more. It also tracks individual unit members for hit, wounded, and killed status.
Access the detailed battle log information via the right-click context menu on a unit in the battle window.
Hopebringer (Celestial spell, level 3): targets a non-Civic character, giving them the Influential trait, and treats them as a Civic class type in addition to their existing types.
Lesser Longevity (Life spell, level 3): increases the expected lifespan of a non-Undead, non-Celestial, non-Demonic, non-Vampiric, non-Immortal Follower. The spell will have a reduced or no effect if the character already has a long expected lifespan.
Greater Longevity (Life spell, level 7): greatly increases the expected lifespan of a non-Undead, non-Celestial, non-Demonic, non-Vampiric, non-Immortal Follower. The spell will have a reduced or no effect if the character already has a very long expected lifespan.
Scion of Shadow (Shadow spell, level 4): the target character gains the Guileful and Stealthy traits, and Guileful characters are treated as having the Civic class type in addition to their existing class types. If only one trait can be gained due to existing traits or class type, the character is still a valid target and will gain the single trait. Also added a new button to set the dominant deity of a plane in the Mythos Editor.
Added "Grant Character Trait: Strong" and "Remove Character Trait: Sickly" as possible favor rewards for the Strength domain when being granted Divine Boons.
Added validation checks to ensure that a plane is selected before adding a new trait, and that at least one deity is assigned to a plane before setting the dominant deity.
Display the currently ongoing construction project in the City Window.
Implemented validation checks to ensure that at least one deity is assigned to a plane before setting the dominant deity.
Added a display for the ongoing construction project in the City Window.
Added the ability to cancel the ongoing construction project directly from the City Window.
Added a display for free mana available for unit upkeep in the wizard info window. This shows the amount of free mana available for unit upkeep, as well as the amount of free mana currently being used for upkeep.
Stoneskin and Diamondskin spells can no longer be cast on units with the "Metal" tag, in addition to the existing constraints of the "Elemental", "Spectral", and "Earth" tags.
Iron Skin spell can no longer be cast on units with the "Metal" tag, in addition to the existing constraints of the "Elemental", "Spectral", "Air", and "Earth" tags.
Implemented a new game setting that allows players to specify the number of rounds resolved in legacy battle resolution per step. This setting can be modified via the settings dialog, accessed via the in-game main menu.
Added Siege Mechanics to the Encyclopedia window under the Mechanics group, providing a breakdown of the game mechanics involved in Siege resolution.
Added Unit Mechanics to the Encyclopedia window under the Mechanics group, providing a breakdown of unit stats and their impact on gameplay.
Added a check to the loading process to address an issue where starting Lore levels with bonuses were not being properly applied during game loading for older versions of the game.
Improved handling of movement costs for armies with units possessing shore-only abilities.
Building names now display " (under construction)" when appropriate in the Building List View.
Grid-based battles are now enabled by default when installing the game. An update soon will probably feature a somewhat annoying prompt to switch to grid-based battles for existing players, as it was unintentionally made the non-default options for a while, and many players thus never discovered it.
Fixed numerous (calculation-related) battle resolution bugs and issues.
Fixed a bug in the Military Window that caused an incorrect tooltip to be displayed when the player attempted to recruit a unit that was not recruitable at the currently selected site. The tooltip now correctly displays the reason why the unit cannot be recruited, and also informs the player how many other sites have the unit available for recruitment.
Fixed a bug that occurred when using Add Planar Trait in the Mythos Editor.
Fixed a bug where removing a Deity in the Mythos Editor would not properly remove it from all internal data structures, which could potentially cause data corruption.
Fixed a bug where army movement was incorrectly blocked when passing a fortress.
Fixed a bug in the Blood Portal spell where the ownership of the new follower summoned by the spell was not set correctly.
Fixed a bug where wizard template customization/cloning could result in a crash.