1. Update v1.8 Hotfix:
  2. - Fixed a typo in one of the XML files which was causing the game to crash.
  3. Update v1.8:
  4. Features
  5. - Added the ability for monster lairs to pull from a few random configurations of monsters, instead of always having the exact same monsters. (ex: instead of always having 3 Ruffians at a Ruffian Camp, sometimes it will have 3 Ruffians, sometimes 2 Ruffians and a Wolf and sometimes 2 Ruffians and Barren's Witch).
  6. - Added the Barrens Witch unit. This unit is a spellcaster who can heal allies, curse enemies and cast contagion. She can often be found aiding bandit camps, or in larger covens in service to demons.
  7. - Added the Gilden Lion unit. This unit a strong fire elemental that does fire damage, including burning anyone that attacks it. Like other types of fire elementals it is vulnerable to cold. It shares the speed and high dodge of the cats it resembles, and gets an Attack bonus against Champions. It is typically found in service to Wilding Shamans or around ancient desert temples.
  8. - Added the Obsidian Legion unit. These are powerful warriors wield 2 scimitars and gain a charge each time they are struck in battle. If they get at least 5 charges they go into a frenzy that gives them 3 free immediate actions. It is good to kill them quickly. The Obsidian Legion are mercenary's and though they can occasionally be found in their own forts they can also be found working for Syndicate or more powerful organizations.
  9. - Added the Malayan Devilman unit. They claim to be ambassadors from a distant continent. They are powerful fire casters, lobbing flame waves and fireballs with equal ease. They have no stronghold of their own but can sometimes be found meeting with other creatures like the Brood, Dark Wizards and Demons. It may be worth skipping a mnster lair if a Malayan Devilman is in their ranks. Or at least be sure to bring some protection against fire magic.
  10. - Added the Darkling Overseer unit. Only found in the largest gatherings of Darklings the Overseer grants bonuses to his entire Darkling Army. A horde of Darklings can be a nuicance, headed by an Overseer they are much more dangerous.
  11. - Added the Coal Golem unit. Like the rest of his kind this Golem is a sturdy, if not slow, unit. But the fire burning in this one gives him a unique vulnerability. If he is struck 3 or more times he will explode, doing damages to anyone with 2 tiles of him, ally or enemy. They can also breath out a choking gas that blinds and poisons nearby units. Coal Golem's are fairly rare and used by other armies when more reliable golems aren't available (sometimes to their misfortune).
  12. Balance
  13. - Stalkers gain +5 Attack vs champions.
  14. - Plaguestalkers gain +10 Attack vs champions.
  15. - Increased later game tech costs slightly
  16. - Increase Improvement costs slightly
  17. Update v1.7b:
  18. - Fixed most frequent crash bugs
  19. Update v1.7:
  20. Features
  21. - Added support for class requirements on weapons, armor and items
  22. - Added the Banner of the Brave accessory, Army gets +1 Attack And +2 Defense, Commander only
  23. - Added Walderon’s Banner accesory, Army gets +1 Moves and +2 Initiative, Commander only
  24. - Added the Banner of Zad-Zabril accesory, Army gets +25% Fire Resistance, Commander only
  25. - Added the Mage's Staff weapons, ranged lightning damage, Mage only
  26. - TONS of new conversations
  27. - Modders can now create map stamps with starting point locations saved in them
  28. Balance
  29. - Adept’s Robe is now Mage only and Defense increased from 1 to 2
  30. - Archmage’s Robe is now Mage only and Defense increased from 5 to 6
  31. - Mage’s Robe is now Mage only and Defense increased from 3 to 4
  32. - Impenetrable Tower Shield is now Defender only
  33. - Tectonic Bulwark is now Defender only
  34. - Shield of the Sentinel is now Defender only
  35. - Ring of Mastery is now Mage only
  36. - Wage costs are now proportional with group sizes (increased wage costs for larger groups)
  37. - Assassin’s Blade is now Assassin only
  38. - Sharp Longsword is now Assassin only
  39. - Serrated Longsword is now Assassin only
  40. - Legendary Longsword is now Warrior only
  41. - Brutal Trog Scimitar is now Warrior only
  42. - Bashing Maul is now Warrior only
  43. - Relations penalty for ambitious civs reduced to -1 from -2
  44. - Relations requirements for treaties eased so that you can have unfriendly relations and still make treaties
  45. - City population reqs to level up reduced slightly
  46. - Towns provide slightly more money per turn
  47. - War monger player relations penalty goes away after 10 game years
  48. - Wildlands will start to spawn increasingly nasty monsters in the unknown areas of the world the longer they are left around
  49. - Capitar faction stores sell things for 20% off
  50. - Bell Tower unrest reduction changed from 10 to 5
  51. - Fortress production bonus reduced
  52. - Reduced odds of Bacco the Beggar quest coming up
  53. - Reduced odds of other various quests from coming up (the ones we see 30% of each game apiece are now 10%)
  54. - Final quest boss combat speed increased from 22 to 40, HP increased from 500 to 600.
  55. - Ranged weapons now convey an accuracy penalty (harder to hit something with a ranged weapon than a melee weapon)
  56. - Sovereign mana production reduced from 2 to 1
  57. - Town Halls reduced to -10 Unrest instead of -20
  58. - Reduced the production cost of Harbors
  59. Fixes
  60. - Fixed the cause of 80% of the 1.6 crashes
  61. - Fixed bug that caused the battle initiation window to display the wrong battle rating for the armies
  62. - Fixed weird pathfinding bug that caused rivers to be extremely aggravating to deal with
  63. - Fixed splash damage on the Greatsword, Titanic Maul and Bashing Maul
  64. - Fixed an issue with a broken [OtherPlayer] tag in a dialog popup
  65. - Fixed the Master Archer ability
  66. - Fixed an issue where the wildland player could spawn champions
  67. - Fixed an issue that could cause the AI to fail at casting summoning spells on some tactical maps
  68. - Fixed an issue causing Grip of Winter to become permanent
  69. AI
  70. - AI won’t cast negative city enchantments on players it isn’t at war with anymore
  71. - Fixed bug that caused the AI to overestimate the city defense value
  72. - Made AI smarter about declaring war based on if they are already at war
  73. - Fixed bug that would cause the AI to keep units in a city far more than they should
  74. - Fixed a bug that would cause the AI to send a unit out of the city when enemies were right there
  75. - AI upgrades its outposts
  76. - AI is more likely to go for the Spell of Mastery if they are dominating
  77. - Adjustments to the city calculation for dtermining whether a city is well defended or not
  78. - Fixed a bug that would cause the AI to try (and fail) to cast the same enchantment over and over again resulting in it not casting other strategic spells
  79. - AI can summon Arcane Monoliths
  80. - Fixed bug that would cause lots of strategic spells not to be cast due to it thinking their value was 0
  81. - Fixed a bug that caused the AI to cast expensive tactical spells even when it wasn't supposed to
  82. - Modified AI priorities of numerous city improvements
  83. - Full, completely rewritten battle ranking system for more accurate measurements of a unit's actual lethality
  84. - Fixed an issue keeping the AI from declaring war