1. Age of Wonders 4
  2. News

Age of Wonders 4 News

Griffon 1.2 Update - 26/08/2025

[p]Dear Godir![/p][p]Here comes another Griffon Update, we hope you like it and it brings in some of the fixes you've been waiting for! [/p][p]Please read through the list of changes and feel free to leave a bug report on our forum if you discovered something new.[/p][p] [/p][p]Game Version: 1.011.003.111420[/p][hr][/hr][p][/p][p][/p]
  • [p]Upgraded the Paradox Launcher from 2024.11-SE to 2025.6.1-SE[/p]
[p][/p]
  • [p]Incarnate Mark no longer appears on Combat Summons. The effects are non-functional on Combat Summons, this avoids the confusion.[/p]
  • [p]Affinity Incarnate now filters for Weapon requisites on abilities so it no longer affects inner fire and similar effects[/p]
  • [p]Monuments can no longer be Captured, Transferred between Cities or Dismantled (they can still be pillaged)[/p]
[p]
[/p]
  • [p]Vision of Promise[/p]
    • [p]Order - Made adjustments to make this vision more interesting to follow and present a better challenge for early conquest.[/p]
      • [p]Target free city now gains Stone Walls, Balista towers, 10 pop on accepting the quest. [/p]
      • [p]On meet they will generate an attack force to secure their domain. [/p]
    • [p]Nature - On completion, the new throne city gains +10 Population[/p]
    • [p]Materium - Made adjustments to compensate for the longer competition time and not gaining an extra city.[/p]
      • [p]Completion reward income modifier increased from 20 to 50%[/p]
  • [p]Vision of Destiny - Some of these were being completed significantly faster than intended, tweaking the values to make them slightly slower burn as intended.[/p]
    • [p]Astral[/p]
      • [p]Reduced point progress for unlocking tomes from 50 to 25 (to put the focus more on exploring wonders rather than just research)[/p]
      • [p]Reduced point progress for Gold Wonders from 200 to 150[/p]
      • [p]Mark of Astral - Reduced resistance gain from 2 to 1[/p]
    • [p]Materium[/p]
      • [p]Reduced point progress for tier 4 city structures from 100 to 75[/p]
      • [p]Reduced point progress from constructing special province improvements from 25 to 20[/p]
    • [p]Nature - Reduced point progress per province from 15 to 10[/p]
    • [p]Chaos - Increased point progress per city conquered from 50 to 80[/p]
    • [p]Shadow - Reworked point progression to instead give 1 per tier of unit (rather than 5 flat for friendlies and 10 for enemies), Friendly units give 2 per tier of unit[/p]
[p][/p][hr][/hr][p][/p][h2] [/h2][p]Crash Fixes[/p]
  • [p]Fixed a crash that could occur when resolving a Bounty[/p]
  • [p]Fixed a crash that could occur when processing a Bounty[/p]
  • [p]Fixed a crash that could occur when Dispelling would cancel the same link twice[/p]
  • [p]Fixed a crash that could occur when a Unit reward could not be given after combat[/p]
  • [p]Fixed a crash that could occur when loading between Hotseat saves[/p]
  • [p]Fixed a crash that could occur when a side gaining a Unit Reward no longer exists[/p]
  • [p]Fixed a crash that could occur when hiring a new Hero[/p]
  • [p]Fixed a crash that could occur when the AI attempts to rotate their Unit[/p]
[p]Art[/p]
  • [p]Fixed Visual issues with the Umbral Juggernaut Mount[/p]
  • [p]Fixed Clipping issues on the Pyromancer[/p]
  • [p]Fixed positioning of Gloomstrider Rulers in the Diplomacy Screen.[/p]
  • [p]Fixed an issue where some units for the Angelic Envoy Events did not have the Angelic Transformation.[/p]
  • [p]Fixed an issue where Status Effect PFX weren’t visible on units with Inner Traits[/p]
  • [p]
    [/p]
[p]Culture[/p]
  • [p]Fixed an issue where Monument Cost would still increase if construction was interrupted by province pillaging[/p]
  • [p]Fixed an issue where Perfectionist Artisans was increasing Monument Structure Production Cost[/p]
[p]Economy[/p]
  • [p]Fixed an issue where Silent Barracks were not awarding Fortification Health [/p]
[p]Empire[/p]
  • [p]Fixed an issue where the Rite of War could provide Scout unit[/p]
[p]Faction Content[/p]
  • [p]Fixed an issue where the City Ruin Infestation from Vision of Promise - Paradise Lost did not respawn Defenders[/p]
  • [p]Fixed an issue where Vision of Destiny - Desolation of Death would not always trigger despite meeting all requirements[/p]
[p]Interface[/p]
  • [p]Fixed an issue where Rank Tooltips in the Encyclopedia wouldn’t show[/p]
  • [p]Fixed an issue where disabling the “Enemy Units Captured” Notification would soft-lock the game. This Notification can no longer be disabled.[/p]
[p]Items[/p]
  • [p]Fixed an issue where the Archon’s Deliverance didn’t spawn a Lightbringer[/p]
[p]Multiplayer[/p]
  • [p]Fixed an issue where Random Faction Generation Settings would not include Host Content[/p]
[p]Pantheon[/p]
  • [p]Fixed an issue where ascending Lithyl/Meandor would update the wrong version of them[/p]
  • [p]Fixed an issue where Giant Thrones, Archon Observatories and Crusader Hosts were not blocked from spawning on maps with Wildlands. This does not affect structures in Handcrafted Regions.[/p]
[p][/p][p]Story Realms[/p][p]The Eternal Court[/p]
  • [p]Fixed an issue where Curse of the Undeath did not apply to the independents[/p]
[p]Rings of Emnora[/p]
  • [p]Fixed an issue where the Defeat Maliel Outro and Ring 3 Unlock wouldn’t trigger if the player no longer had Miopthera[/p]
  • [p]Fixed an issue where Ruined Provinces would not be removed when Fredric leaves the Realm[/p]
  • [p]Fixed an issue where Miopthera would not respawn if there was no stack on the Throne City[/p]
  • [p]Fixed an issue where the final ending of the Evil Path did not trigger if Julia no longer existed as a Hero[/p]
  • [p]Fixed issues where Maliel & Anon would block their respective Teleporter Ziggurats by placing all their Units around it[/p]
  • [p]Fixed an issue where Dafal Dea, Sundren and Meandor were not blocked Rulers[/p]
  • [p]Fixed issues where Dafal Dea and Fredric could spawn disconnected from their Ring[/p]
[p]Note: Players that have active games and cannot currently reach a Ring due to above issues can load their saves and end turn once to unblock their game.[/p][p]
Cliffs of Sördunn[/p]
  • [p]Fixed an issue where Sundren and Meandor were not blocked Rulers[/p]
  • [p]Fixed an issue where Final events would not trigger if the AI Sieges Merlin instead of the Player.[/p]
  • [p]Fixed an issue where the Umbral Gate for the Nature Aspect Side Quest did not always spawn[/p]
  • [p]Fixed an issue where the Order Aspect Side Quest wouldn’t continue after clearing the Ancient Wonder[/p]
[p]Spells[/p]
  • [p]Fixed an issue where Revenant Whispers did not always summon Skeletons on the Player side[/p]
[p]World Map[/p]
  • [p]Fixed an issue where Blessed Regions were too Rare[/p]
  • [p]Fixed an issue where Blessed Regions weren’t spawning on maps with the Blessed Fields Trait[/p]
  • [p]Fixed an issue where the Lava Roads did not load the correct combat map[/p]
  • [p]Fixed an issue where you would not receive the Oracle in the Archon Observatory “Forcing Fate” event[/p]
  • [p]Fixed an issue where you would not receive the Archon’s Smite Ability in the Archon Observatory “Forcing Fate” event[/p]
  • [p]Fixed an issue where Occupying a Spelljammer would block Spells for the owning player. It now disables the Spelljammer effect entirely.[/p]
[p]Follow us and be the first to know when we drop new content![/p]

Join the Faction Creation Contest on our Forum and win Official Merch!

[p][/p][p]Dear Godir!
[/p][p]We hope you liked the Griffon Update and all the new features it brought! [/p][p]As we noticed, one of the things many of you liked the most was the Extra Faction Data, which lets you customize not just your ruler, but their AI and behaviour too. We believe that creativity and roleplaying is a big part of Age of Wonders 4, and that’s why we want to celebrate it with a little contest on our Forum! [/p][p][/p][p]Winners will be able to get Age of Wonders 4 merch of their choice:[/p]
  • [p]Dire Penguin Plushie (hat not included)[/p]
  • [p]Mouse mat (1 of 4 designs)[/p]
  • [p]or a Beautiful Poster![/p]
[p]Read more and participate![/p][p]The thread will be closed in 2 weeks - August 29th at 17:00 CEST.[/p][p]Follow us and be the first to know when we drop new content![/p]

Griffon Update 1.1 - Patch notes

[p][/p][p]Dear Godir, [/p][p]We hope you enjoy both the Griffon Update and the Archon Prophecy expansion. We prepared a new patch with all the hot fixes and changes — please have a look and let us know what you think![/p][p]Remember: the best place for bug reporting is our forum. [/p][p]Game Version: 1.011.002.111115[/p][hr][/hr][p][/p]
  • [p]Changed Kledas & Anon to Battlesaint[/p]
[p]
[/p]
  • [p]Unit “Chaplain” [/p]
    • [p]Healing Prayer - Reduced Temporary HP healed from +45 to +35[/p]
    • [p]Champion Medal Healing Prayer - Reduced additional Temporary HP healed from +20 to +15 [/p]
  • [p]Light Spirit, Heal[/p]
    • [p]Heal - Reduced Temporary HP healed from +60 to +50.[/p]
    • [p]Heal - Increased Cooldown from 1 to 2 Turns[/p]
    • [p]Champion Medal Heal - Reduced additional Temporary HP healed from +40 to +30 [/p]
[p]
[/p]
  • [p]Removed mixed Order units from the Archon Host and Crusades so they don't spawn Undead Titans/Fallen Angels[/p]
  • [p]Reduced the degree with which Blessed Regions spawn[/p]
[p][/p][hr][/hr][p][/p][p][/p][p]General[/p]
  • [p]Fixed a crash that could occur when a Jump Targeter would target an invalid position[/p]
  • [p]Fixed a crash that could occur during initial loading of the game[/p]
[p]AI[/p]
  • [p]Fixed an issue where Crusader Hosts would not attack Umbral Dwellings[/p]
  • [p]Fixed a crash that could occur when the Target Player for a mission no longer existed and an invalid player was passed to the AI.[/p]
  • [p]Fixed a crash that could occur when Heroes changed side but remained Governor of a City[/p]
[p]Art[/p]
  • [p]Fixed an timing issue with the "Frost Blast" ability from the "Shadow" affinity "Cultivator"[/p]
  • [p]Fixed an issue where Heroes inside the "Hero Recruitment" screen hold the "Short Spear" by the blade[/p]
  • [p]Fixed an issue where the wrong animation would play when Heroes use the "Short Spear"[/p]
  • [p]Fixed an issue where the "Avenger" unit changes its grip on its blade when being hit[/p]
  • [p]Fixed an issue where Mounted heroes with a bow have the bow misplaced on their back[/p]
  • [p]Fixed an issue where Dark units mounted on the chariot mount stand in-between the horses[/p]
  • [p]Fixed an issue where the Eartshatter Engine would stutter while moving[/p]
  • [p]Fixed an issue where Armour Colours would reset/changed when in-game[/p]
  • [p]Fixed an issue where Armour Colour would also change when changing Weapon Colour[/p]
  • [p]Fixed an issue where Item Preview would not update with the chosen Weapon Colour[/p]
  • [p]Fixed an issue where the Bone Dragon had a gap in its Neck[/p]
  • [p]Fixed clipping issues on the Paladin with several forms[/p]
  • [p]Fixed an issue where the colour of the Ancient Giant King Unlocks did not match their preview[/p]
  • [p]Fixed an incorrect Icon being linked for the Cleric Skill in the Hero Panel[/p]
  • [p]Fixed missing Beards on Dwarf Oathsworn and Architect Units[/p]
  • [p]Fixed an issue where summoned Devastator Sphers were visible[/p]
[p]Interface[/p]
  • [p]Fixed an issue where Heroes with Dibs from your own Race would not appear in the front of the Hero Recruitment Screen[/p]
  • [p]Fixed an issue where the Chariot Animal Type slider would not activate after switching mounts[/p]
  • [p]Fixed an issue where Godir Origin Silhoutes would disappear when selecting a Godir Origin[/p]
  • [p]Fixed a mention of Battle Mage Unit in the Summon Fallen Angel Tome skill[/p]
  • [p]Fixed Soul Harvest not appearing as an Initial Bonus in the Tome of the Revenant[/p]
[p]Modding[/p]
  • [p]Fixed an issue where Faction Customization Items did not correctly converting to the list used in Resource Ed after copying it to clipboard
    [/p]
[p]Multiplayer[/p]
  • [p]Fixed a OoS that could occur when using regular link abilities due to parsing of localized text.[/p]
[p]Prophecy Traits[/p][p]Vision of Destiny[/p]
  • [p]Fixed an issue where the Nature Reward took all Food Income [/p]
[p]Story Realms[/p]
  • [p]Lowered the Free City/Marauder Combat Profiles from Challenging+ to Challenging on Hard Difficulty.[/p]
  • [p]Fixed an issue where Anon could be met prematurely on Rings of Emnora[/p]
  • [p]Fixed an issue where completing Rings of Emnora as a Renegade did not award the default completion Achievement.[/p]
  • [p]Fixed an issue where “Friendship has Ended” notifications would repeat if the player had a Friendship declared with Fredric at the moment of their scripted alliance. [/p]
[p]Follow us and be the first to know when we drop new content![/p]

Archon Prophecy and Griffon Update are OUT NOW!

[p][/p][p]Take command of the forces of light in the Age of Wonders 4: Archon Prophecy expansion. Join the celestial Archons as they strike back against Urrath’s corrupt forces. Consult the oracles, glimpse hidden prophecies that shape the fates of the realms and become the master of your own destiny. Thread on hallowed ground as you explore new Forms, Tomes and Blessed Regions inhabited by new Wildlife.[/p][p]Welcome the Griffon Update, a gift from the Archon. This Free Update, available to all owners of Age of Wonders 4, brings tons of new Features and Improvements. Create Factions in more detail than ever before with the Extra Faction Data, a set of customization options that allow players to assign Custom City Names and Heroes to their Factions, or experience the reworked Mage and Ritualist Hero Classes as well as the brand new Warlock Class.   
[/p][p]Check below for all the details on the Archon Prophecy Expansion and the Griffon Update.[/p][hr][/hr][p]
Below, you can find a lot of information about the new content: [/p][previewyoutube][/previewyoutube][h3]Archon Prophecy Expansion[/h3][h3]
[/h3][p]New Forms: Elysian & Ancients[/p][p]Two New Forms bring their eternal struggle to the soul of your empire.The Elysians are ascended, divine, and heavenly beings that bring a touch of the divine to your realm. The Ancients are withered and bent beings from the depths of history - and other, more sinister places. Older and wiser than time itself, they’ve adapted and overcome their corruption with the use of magical enhancements.
Learn More: Dev Diary & Video[/p][p][/p][p][/p][p]New Culture: Architects[/p][p]Build your empire with the help of the Architects — construct vast, magical monuments within your cities and dedicate them to the affinity of your choice to empower your economy and unlock powerful bonuses. The Architects are a culture evoking the empires of antiquity, a people dedicated to the creation of something greater than themselves.[/p]
  • [p]Builds great monuments in the domain of their cities. These empower their economy and grant them additional Affinity.[/p]
  • [p]Gain Wondestone, a unique resource gotten from Magic Materials that the Architect culture seeks to acquire to build their monuments.[/p]
  • [p]Architect Units gain +1 Damage for every stack of Affinity Incarnate granted by their Monument and change their Damage type to match your Dominant Affinity.[/p]
[p]Learn More: Dev Diary & Video[/p][p]New Tomes[/p][p]Pull through when the odds are against you and fight back in the toughest of moments. Manipulate probability, prevent enemy attacks and foresee the downfall of your enemies. Evoke Archonic magic of purity and rebirth, summon celestial allies and ascend to the ranks of the Archon. Corrupt their power and use their knowledge to protect your undead from those who wield the powers of light and fire. Walk along the path of divinity or corrupt it, only you decide your destiny.[/p][p]Learn More: Dev Diary & Video[/p][p][/p][p][/p][p]New Hero Class: Battlesaint[/p][p]Answer the call of the divine with the power of the Battlesaint. Whether guiding the faithful as a sacred support unit or standing firm as a martyr-like tank, the Battlesaint turns virtue into strength and sacrifice into victory.[/p][p]Learn More: Dev Diary & Video[/p][p]
[/p][p]New Content: Prophecy Traits[/p][p]Forge your destiny with Prophecy Traits, new society traits that help you shape your empire. Early in your journey a vision will appear, challenging you to define your ruler’s purpose and ambitions. How you interpret it is up to you, but fulfilling the Prophecy will unlock powerful rewards.[/p]
  • [p]Factions with the Vision of Promise are destined to settle in a land of promise. It is up to the Ruler where they think this can be found.[/p]
  • [p]Factions with a Vision of Destiny are destined for a great purpose, fated to attract the attention of the Endaillon. The ruler chooses a mark their people bear.[/p]
  • [p]Factions with the Vision of Ruin are destined to bring about great change to the Realm. Your people foresee a ruinous event they are destined to bring about but do they prevent it or bring about the foreseen ruin.[/p]
[p]Learn More: Video[/p][p][/p][p]New Content: Blessed Regions[/p][p]Blessed regions are a new group of Custom Regions, making use of a new Celestial Terrain Overlay. These regions will give a minor economic bonus and annexing Blessed provinces will not incur a Stability Penality. Included in these Blessed Regions is a new Landmark, the Fountain of Creation. As if an extension of the well of creation itself, this fountain spreads the blessings of creation across the Realm.[/p][p]Learn More: Dev Diary & Video[/p][p][/p][p]New Story: Divine Intervention[/p][p]The Story of Age of Wonders 4 continues. The war against Urrath is intensifying, and its Generals are laying siege to Worlds where Dreamers reside. Sundren has left to fight the Umbral Abyss, avoiding all consequences of the chaos she wrought and the Godir of Magehaven are desperate. The Pantheon searches for aid against Urrath and The Gloomwatch might have a lead.[/p][p]Even More Content[/p][p]While we’re sure the above has your mouths watering, there’s even more that you can enjoy. Further included in the Archon Prophecy Expansion are:[/p]
  • [p]8 Achievements[/p]
  • [p]5 New Music Tracks[/p]
  • [p]4 New Premade Rulers[/p]
  • [p]New Realm Templates & Realm Traits[/p]
  • [p]New Exotic Mount Traits[/p]
  • [p]New Archon Interface Skin & Banner Emblems[/p]
[p][dynamiclink][/dynamiclink][/p][h3]Griffon Update Highlights[/h3][p][/p][p]New Content: Flaws[/p][p]Flaws are a new type of Form Trait that introduces meaningful drawbacks to your form. Unlike typical traits, Flaws add points rather than costing them when selected, allowing you to invest more into strengths elsewhere. Flaws aren’t meant to be shrugged off, they should feel impactful - traits you’ll need to actively embrace in creative ways. [/p][p]Learn More: Video[/p][p]
[/p][p]Updates: New Hero Classes[/p][p]Magic Hero Classes have gotten their themes and mechanics split up to create new classes that more effectively cover their associated themes. These changes increase the variety of mage-type heroes that show up during the game, and improve replayability.[/p]
  • [p]Elementalist - This class is more focused on magical damage, setting up attacks or delivering the killing blow with powerful Elemental abilities. [/p]
  • [p]Ritualist - This class is a nature based support class with many healing and utility abilities.[/p]
  • [p]Warlock - This class covers the darker magical aspects such as necromancy and curses. They mix the role of a debuffing battlemage with a bit of support through both healing and summoning[/p]
[p]Learn More: Dev Diary & Video[/p][p][/p][p]New Feature: Extra Faction Data[/p][p]We’ve expanded Faction Creation with a new Advanced Settings menu to give players more control over their custom Factions. Improve your faction identity with custom City Name Lists & fully handcrafted recruitable Heroes and define a Tome Path for the AI to follow when they take control of your creation. This feature is designed for players who want a more consistent and immersive experience—particularly when playing in worlds where their own custom Factions show up.[/p][p]Learn More: Dev Diary & Video[/p][p][/p][p][/p][p]New Features: AI Starting Bonus & Combat Difficulty[/p][p]The game difficulty isn’t always quite there. While tools are already in place to adjust challenges these often result in artificial or uninspired gameplay. At the same time, the AI handles all Tactical Combat encounters the same way. This one-size-fits-all approach leaves new players feeling overwhelmed and seasoned players feeling unchallenged. That’s why we’re offering new ways to adjust difficulty levels.[/p]
  • [p]AI Strategic Bonuses are a way of giving selected AI players tailored early-game bonuses. These are designed to help them scale faster and apply pressure sooner, making each playthrough feel more tense, risky, and unpredictable.[/p]
  • [p]Tactical AI profiles change the behavior and difficulty of the combat AI to make Tactical Combat feel more balanced, dynamic, and satisfying.[/p]
[p]Learn More: Video[/p][p]Quality of Life and more[/p][p]For each Major Update we don’t just work on new Content, Balance Changes or Fixes. We always try to dedicate some time to improvements that make the game easier or more accessible to use. With the Griffon Update we have a brand new set of Quality of Life Improvements for you to enjoy. [/p][p]Tired of the tedium that comes from world conquest? Multi Stack Movement allows players to select up to 6 Stacks and give them a combined Move Order. Notification Settings give you more control over the notifications within the game and allows players to tailor the notifications to suit their playstyle. And there's now a small chance that items you made in the item forge show up in future sessions. These Persistent Forged Weapons are saved when you finish a session and have a small chance to be given as rewards for Quest, Events & clearing location.
[/p][p]Read the full patch notes here[/p][h3]All you need to know about new content[/h3][p]During this campaign we released lots of Dev Diaries, Streams and Feature Highlight videos, feel free to explore them below! [/p][p]Moreover, we are inviting you for a post-launch Dev Stream this Thursday (14th of August), 14:00 CEST, during which you can ask the Devs questions, share your feedback about Archon Prophecy or Griffon Update, or just have some fun! [/p][p]Watch on our YouTube this Thursday![/p][h3]For all the fans of our art team[/h3][p]Our amazing Art Team prepared an Art Blast - a lot of artwork, concept arts, animations and just amazing pieces were released today on Art Station. Check it out and maybe you will find new cool wallpapers today (we definitely did). [/p][p]Explore the amazing artwork![/p][h3]What’s next?[/h3][p]We have two news to share: [/p]
  1. [p]There will be Expansion Pass 3. Yes. It is official! While we cannot provide more details at the moment, we strongly recommend you subscribe to your channels and newsletter so you won’t miss the news when the time comes! [/p]
  2. [p]As we mentioned before, Expansion Pass 2 will be become a dynamic bundle, called Last Chance Bundle. Which means you will be able to “complete the set” if you already bought a standalone DLC from the pass and get a nice discount. The switch will happen at 18:00 CEST later today.[/p]
[p]Follow us and be the first to know when we drop new content![/p][p]
[dynamiclink][/dynamiclink][/p]

Griffon Update Patch Notes

[p][/p][p]Dear Godir,[/p][p]It's less than 24 hours before the release of Archon Prophecy and Griffon Update. We prepared the patch notes (be prepared, it is pretty long!) for you to read before the release — let us know what you think![/p][hr][/hr][p][/p][p]QoL: Multi-Stack Movement[/p][p]Select up to 6 Stacks and give them a combined Move Order. Units will try to end their turn as close as possible to the stack leader or maintain the same movement type. The Dark-Orange Move Path will show where each stack will end their turn.[/p][p]Select up to 6 Stacks while holding Shift or pressing the Right Joystick[/p]
  • [p]View Armies Information and give orders in the Movement Group Panel[/p]
  • [p]Armies will try to end their turn as close to the Stack Leader as possible[/p]
  • [p]Armies will try to end their turn in the same terrain as the Stack Leader[/p]
  • [p]New Army Group Movement Tutorial has been added to the Movement Tutorial[/p]
[p][/p][p]QOL: Notification Updates[/p]
  • [p]Added a Notification Settings interface where you can disable Notifications you don’t wish to receive.[/p]
  • [p]Reworked Diplomatic Notifications to take you into a smaller confirmation screen with the option to go to the fullscreen diplomacy interface or go back into the game, instead of forcibly taking you into the full screen diplomacy screen for every notification.[/p]
  • [p]Shop Arrival, Hero Destiny, Free City Meet and Player Defeated (Other) events are now Notifications rather than opening automatically.[/p]
  • [p]Removed several notifications: [/p]
    • [p]When entering an infestation’s domain.[/p]
    • [p]When completing a city upgrade when hurrying the production of that upgrade.[/p]
    • [p]A number of diplomatic notifications that you would receive directly after taking that action.[/p]
    • [p]Call to war accepted/declined notification if you manually accepted/declined. Now it only shows if done automatically[/p]
[p]QoL: Persistent Forged Weapons[/p][p]There's now a small chance that items you made in the item forge show up in future sessions as rewards.[/p]
  • [p]The items save whenever you finish a session, your pantheon has space for storing 50 items.[/p]
  • [p]The items are generated when you start a session.[/p]
  • [p]Then during the session when a reward set wants to give you a generated item we check if the item matches the conditions and then runs a random roll to decide if you get one.[/p]
  • [p]The items are only handed out to human controlled players and can only be handed out once.[/p]
[p]New Content: Pantheon[/p]
  • [p]3 Banner Items[/p]
  • [p]2 Ruler Helmets[/p]
  • [p]4 Giant King Exclusive Customization Items[/p]
  • [p]7 Item Forge Infusions[/p]
    • [p]Passive: Fearless[/p]
      • [p]Usable on non-wand misc items.[/p]
      • [p]1 Infusion Point[/p]
      • [p]Requires: 1 Rainbow Clover[/p]
    • [p]Active Ability: Bless[/p]
      • [p]Useable on Wands and Support Staffs.[/p]
      • [p]1 Infusion Points[/p]
      • [p]Requires: 1 Archon Blood[/p]
    • [p]Passive: Innate Spell Jammer[/p]
      • [p]Useable on non-wand misc items.[/p]
      • [p]4 Infusion points[/p]
      • [p]Requires: 1 Astral Dew, 1 Silvertongue Fruit, 1 Tranquility Pool[/p]
    • [p]Passive: Inner Grace[/p]
      • [p]Useable on Shield items[/p]
      • [p]2 Infusion Points[/p]
      • [p]Requires: 1 Archon Blood, 1 Arcanium Ore[/p]
    • [p]Passive: Mirror Veil[/p]
      • [p]Useable on Shield items[/p]
      • [p]2 Infusion Points[/p]
      • [p]Mutually Exclusive with all other reflection passives[/p]
      • [p]1 Focus Crystals, 1 Tranquility Pool[/p]
    • [p]Active Ability: Overcharge Spell[/p]
      • [p]Useable on Wand misc items and Support Staffs[/p]
      • [p]3 Infusion Points[/p]
      • [p]1 Astral Dew, 1 Haste Berries[/p]
    • [p]Passive: Greater Farsight [/p]
      • [p]Useable on non-wand misc items[/p]
      • [p]2 Infusion Point[/p]
      • [p]1 Focus Crystals[/p]
  • [p]1 Society Trait - Astrological Diviners[/p]
    • [p]Every 10th turn:[/p]
      • [p]Your units gain Aligned Starts, granting +100% Critical Hit Chance[/p]
      • [p]Non-Hero Units drafted, recruited or summoned during a 10th Turn permanently gain Born under the Stars, granting +20% Critical Hit Damage.[/p]
      • [p]City Structures and Special Province Improvements completed during a 10th Turn grant 100 Knowledge.[/p]
[p][/p][p]New Content: Flaws (& Inner Radiance)[/p][p]Flaws are a new type of Form Trait that introduces meaningful drawbacks to your form. Unlike typical traits, Flaws add points rather than costing them when selected, allowing you to invest more into strengths elsewhere.[/p]
  • [p]\[Flaw] Vulnerable to Physical[/p]
    • [p]-1 Defense[/p]
    • [p]Incompatible with Tough[/p]
  • [p]\[Flaw] Vulnerable to Magic[/p]
    • [p]-1 Resistance[/p]
    • [p]Incompatible with Resistant[/p]
  • [p]\[Flaw] Uncooperative[/p]
    • [p]10% chance to Fumble attacks while adjacent to a friendly unit.[/p]
    • [p]Incompatible with Defensive Tactics, Pack Tactics and Overwhelm Tactics[/p]
  • [p]\[Flaw] Careless:[/p]
    • [p] -1 Defense/-1 Resistance in Defense Mode.[/p]
    • [p]Incompatible with Bulwark[/p]
  • [p]\[Flaw] Weak Constitution[/p]
    • [p]Health Regeneration in the World Map is reduced by 50%[/p]
    • [p]Incompatible with Fast Recuperation[/p]
  • [p]\[Flaw] Coward[/p]
    • [p]Morale Loss is increased by 25%, Morale Gain is reduced by 25%[/p]
    • [p]Incompatible with Cheerful and Cold Blooded[/p]
  • [p]\[Defense] Inner Radiance[/p]
    • [p]Incompatible with Inner Fire/Frost/Lightning, Poisonous[/p]
    • [p]+3 Spirit Resistance; Melee Attackers sustain 3 Spirit Damage[/p]
[p]New Content: Hero Classes[/p][p]Magic Hero Classes have gotten their themes and mechanics split up to create new classes that more effectively cover their associated themes. These changes increase the variety of mage-type heroes that show up during the game, and improve replayability.[/p][p][/p][p]Hero Class: Elementlist[/p][p]Did a complete rework of the Mage hero class, now known as the Elementalist. [/p]
  • [p]This class is more focused on magical damage, setting up attacks or delivering the killing blow with powerful Elemental abilities. [/p]
  • [p]Each Elementalist hero chooses a discipline that determines the element of their abilities.[/p]
[p]Hero Class: Ritualist[/p][p]Did a complete rework of the Ritualist hero class. [/p]
  • [p]Ritualist is a nature based support class with many healing and utility abilities.[/p]
  • [p]Utility Ritualist Heroes choose whether they focus on Friendly or Hostile Crowd Control[/p]
  • [p]Support Ritualist Heroes choose whether to focus on Healing or Cleansing[/p]
[p]Hero Class: Warlock[/p][p]Created a new Warlock hero class. [/p]
  • [p]Warlocks are debuff and undead experts.[/p]
  • [p]Curse Warlocks focus on using powerful debuffs to weaken their opponents[/p]
  • [p]Necromancy Warlocks empower undead summons they raise during battle[/p]
[p][/p][p]New Feature: Extra Faction Data[/p][p]We’re expanding Faction Creation with a new Advanced Settings menu to give players more control over how their custom Factions behave when controlled by the AI. This feature is designed for players who want a more consistent and immersive experience—particularly when playing in worlds where their own custom Factions show up.[/p][p][/p][p]Added Advanced Faction Settings to the Finalize Screen in Faction Creation[/p]
  • [p]Moved Personality Setting to the Advanced Settings Menu[/p]
  • [p]Added City Name Lists[/p]
    • [p]Space for 20 City Names[/p]
    • [p]These City Names are used when founding new Cities of your Race or Migrating to your Race.[/p]
  • [p]Added Hero Library[/p]
    • [p]Space for 15 Heroes[/p]
    • [p]Allows for Visual, Name, Loadout, Ambition and Governor Trait Customization[/p]
    • [p]These Heroes are always part of your Race (Form, Culture etc.)[/p]
    • [p]Created Heroes replace the Unaffiliated Heroes in your Recruitment Pool[/p]
    • [p]Can be disabled from the Advanced Settings - Hero Settings[/p]
  • [p]Added Tome Pathing[/p]
    • [p]Determine the Tomes for your Rulers when played by AI Rulers[/p]
    • [p]First Tome is always based on your Tome Choice in the Creation Flow[/p]
    • [p]Normal Tome Restrictions apply[/p]
[p]New Feature: AI Strategic Bonus[/p][p]AI Strategic Bonuses are a way of giving selected AI players tailored early-game bonuses. These are designed to help them scale faster and apply pressure sooner, making each playthrough feel more tense, risky, and unpredictable.[/p]
  • [p]Added AI Starting Bonus to the Advanced Realm Settings[/p]
  • [p]Strategic Bonuses include additional Cities & Units, Advanced Tome Progression, Starting Heroes and Ruler Level[/p]
  • [p]AI Rulers with Predefined Tomes and Starting Bonusses will use these Tomes[/p]
  • [p]You can select Predefined Packages or set Custom Values yourself[/p]
  • [p]AI Starting Bonus are saved per slot in the Custom Realm[/p]
[p][/p][p]New Feature: Combat Difficulty[/p][p]We’re introducing Tactical AI profiles as a replacement for Handicaps. These profiles change the behavior and difficulty of the combat AI to make Tactical Combat feel more balanced, dynamic, and satisfying. Profiles can be selected for Rulers, Free Cities and Marauders independently.[/p][p][/p][p]Forgiving:[/p]
  • [p]Less focus on killing off low health enemy units[/p]
  • [p]Less focus on optimal unit positioning[/p]
  • [p]Less intelligent unit targeting[/p]
  • [p]Free City/Players: At the start of combat, the AI moves its units forward in formation until at least 10% of its army is within 6 hexes of their nearest enemy unit.[/p]
  • [p]Marauders: At the start of combat, exit Cautious Approach immediately.[/p]
[p]Challenging (default):[/p]
  • [p]Focusses on killing off low health units[/p]
  • [p]Picks safest positioning for ranged units[/p]
  • [p]Melee units prefer to stand on the frontline[/p]
  • [p]Lowered priority for targeting summoned units[/p]
  • [p]Free City/Players: At the start of combat, the AI moves its units forward in formation until at least 60% of its army is within 6 hexes of their nearest enemy unit. [/p]
  • [p]Marauders: At the start of combat, the AI moves its units forward in formation until at least 10% of its army is within 6 hexes of their nearest enemy unit.[/p]
[p]Challenging+:[/p]
  • [p]Same settings as Challenging[/p]
  • [p]Deals 20% more damage[/p]
  • [p]Receives 20% less damage[/p]
[p][/p]
  • [p]Changed how AI is affected by the City Cap. AI is now allowed to exceed the Cap by an X amount of Cities based on Difficulty.[/p]
  • [p]Added support for the AI to focus more on magic material sets when expanding. [/p]
  • [p]Added support for the AI to receive different quest types[/p]
    • [p]Destroy spawners[/p]
    • [p]Destroy houses[/p]
    • [p]Grow city[/p]
  • [p]Added support for the AI to replace existing Special Province Improvements[/p]
  • [p]Equipment trading with other AI will now decrease the value as you continue to keep trading, overtime the value of equipment will return to normal[/p]
  • [p]Optimized AI Processing during the End Turn[/p]
[p]Combat AI[/p]
  • [p]Reduced chance of AI choosing to stand on negative markers such as poison[/p]
  • [p]Increased the chance of AI choosing to stand on positive markers such as lucky[/p]
  • [p]AI will now rotate units that face the wrong way before putting the unit into Defense Mode[/p]
  • [p]AI can now use Marked for Death, Abducting Cyclone, Conjure Astral Ward, and Emergency Teleportation properly[/p]
  • [p]The AI now knows how to deal with the Umbral Ramblings combat effect.[/p]
  • [p]AI now prefers spells that are the most cost-effective, rather than just the most effective[/p]
  • [p]Optimized AI behavior of unit summoning abilities to reduce auto combat duration.[/p]
  • [p]Optimized AI behavior of unit attack abilities that always hit to reduce auto combat duration.[/p]
[p][/p]
  • [p]Updated Arctic City Sprawl for every Culture so that it doesn’t look untextured[/p]
  • [p]Reworked which mounted units get Horse Armor, every mounted culture unit besides scouts should get it[/p]
  • [p]Improved the PFX on the Watcher abilities[/p]
  • [p]Polished generic Hero Obs VFX[/p]
  • [p]Polished Lightbringer’s Convert ability VFX[/p]
  • [p]New Accuracy TML icon; updated Accuracy iconography in Hero Skill Icons[/p]
  • [p]Eldritch Magical Spikes FX timing was aligned with floating damage numbers[/p]
  • [p]Magical Wards visuals update[/p]
[p] [/p]
  • [p]Spells and Abilities that have both a Positive and Negative effects will now show both Red and Green targeting hexes to better indicate where Positive or Negative effects apply[/p]
  • [p]When a unit is reactivated using abilities like Killing Momentum, it will lose any movement bonuses that affect charge attacks.[/p]
  • [p]It’s now possible for units to be linked to multiple times, meaning that one link between 2 units will no longer be canceled by a different unit linking to either unit.[/p]
  • [p]A unit can now taunt multiple enemy units at once[/p]
  • [p]Throwing attacks now lose 25% accuracy at long range instead of 15%[/p]
  • [p]When attack damage is reflected onto the attacker, the attacker no longer reduces the damage with their defense[/p]
[p][/p][p]Buffs/Debuffs[/p]
  • [p]Buff “Lifesteal” - Now heals per attack rather than per unit hit.[/p]
  • [p]Buff “Grace” - Now triggers if a unit is damaged via Warding Bond, or similar effects.[/p]
  • [p]Buff “Zeal” - Changed from doubling the Zeal Damage Bonus against Condemned units to increasing damage the unit deals by 10% against Condemned units.[/p]
  • [p]Buff “Static Charge” [/p]
    • [p]Now has increased effects when applied to Single Shot Abilities[/p]
    • [p]Now affects all Attacks[/p]
  • [p]Debuff Mind Control/Dominate - Cleansing now leaves a unit with 0 Action Points[/p]
  • [p]Debuff Wet - Reduced Resistances from -4 Lightning, -4 Frost, 2 Fire to -2 Lightning, -2 Frost, 2 Fire[/p]
[p]Debuff “Decaying” - Reworked[/p]
  • [p]Now stacks up to 4 times[/p]
  • [p]Deals 3 Blight damage per stack[/p]
  • [p]Reduces healing received by 25%, up to 100% at 4 stacks[/p]
  • [p]Can now be countered by Regeneration[/p]
[p][/p]
  • [p]Web Obstacles are now ignored by units with Swift as the property would imply.[/p]
  • [p]Slowing Markers are now ignored by Shock Units with Swift when using Charge Attacks.[/p]
  • [p]Reduced Foliage near Combat Deployment Zones in various Nature Maps[/p]
[p][/p][p]Barbarian[/p]
  • [p]Unit “War Shaman” - Now has Kindle Resolve[/p]
    • [p]Free Action, Range 3[/p]
    • [p]Target Friendly Unit loses 2 Negative Status Effects and gains 10 Morale[/p]
  • [p]Unit “Fury”[/p]
    • [p]Shoot Bow - Increased Damage from 10 to 12[/p]
[p]Dark [/p]
  • [p]Unit “Dark Warrior” - Increased Hit Points from 60 to 70[/p]
[p][/p][p]Industrious[/p]
  • [p]World Map Gameplay “Prospecting”[/p]
    • [p]You can now Prospect provinces that are owned by other Rulers/Factions[/p]
    • [p]Prospecting is now tracked on a per player basis rather than for the whole sector.[/p]
[p]Mystic[/p]
  • [p]Unit “Summoner”[/p]
    • [p]Spirit Summon - Replace Spirit Hawk with Lesser Light Spirit as the Order Affinity Summon[/p]
[p]Reaver[/p]
  • [p]Unit “Dragoon”[/p]
    • [p]Can now use Attacks after being affected by Refresh Abilities like Command and Killing Momentum.[/p]
    • [p]Can now Retaliate after triggering Master Skirmisher[/p]
[p]Primal[/p]
  • [p]When Primal Culture use Call Wild Animal or Call Greater Animal, an animal related to their culture will always be one of the options[/p]
    • [p]Note that Sabertooth don't have options for Wild Animal and Serpent don't have options for Greater Animal[/p]
[p][/p][p]Oathsworn - Strife[/p]
  • [p]Unit Warbound - Bulldoze can no longer be used while immobilized.[/p]
[p][/p][p][/p]
  • [p]Added new Premade Factions[/p]
    • [p]Tayla[/p]
    • [p]Rupsta[/p]
    • [p]Lithyl (Wizard King) is now added upon completion of Grexolis[/p]
    • [p]Meandor (Insectoid) is now added upon completion of Arcalot[/p]
  • [p]Magic Classes can now choose any default Orb and Staff instead of solely the Culture[/p]
  • [p]Giant Kings are now Rare by default in Realm Creation[/p]
  • [p]When Factions are unavailable for a Realm, they now appear at the end of the Faction List[/p]
[p][/p][p]Society Traits[/p]
  • [p]The Subterranean Society trait now starts a surface player with a nearby underground passage.[/p]
[p][/p][p][/p]
  • [p]Regular Heroes can no longer be generated with Pantheon Customization Items[/p]
  • [p]Non-player Races stick to one list of Faction Customization Items instead of randomizing[/p]
[p]Ambition & Renown[/p]
  • [p]The system will now avoid generating Heroes with Ambitions and Governance Types that cannot function due to Realm Traits.[/p]
  • [p]The Instructor Ambition no longer triggers if a unit is created in the hero’s army that starts with bonus ranks.[/p]
  • [p]Renown levels II, III and IV no longer give extra Morale to the army.[/p]
[p]Death Knight[/p]
  • [p]Hex of Decay - Now is guaranteed to inflict Decaying[/p]
  • [p]Raise Undead - Reduced Cooldown from 3 to 2 turns[/p]
  • [p]Weakening Magic - Now grants increased effect for single shot (Guaranteed application)[/p]
  • [p]Bone Wyvern[/p]
    • [p]Renamed to Bone Wyvern Keeper[/p]
    • [p]Now works in water combat[/p]
[p]Spellblade[/p]
  • [p]Spell Penetration - Reduced Resistance and Status Resistance bypass from 3 to 1[/p]
[p]Ranger[/p]
  • [p]Scattershot - Increased Damage from 18 to 24[/p]
  • [p]Culling Hunter - Increased additional damage from +1 to +2[/p]
  • [p]Barrage Attacks - Increased additional damage from 12 to 15[/p]
  • [p]Thornshot - Increased chance to inflict Bleeding from 60% to 90%[/p]
  • [p]Removed link from Invigorating Takedown to Slip Away[/p]
  • [p]Removed link from Slip Away to Go For The Kill[/p]
  • [p]Swapped Killshot and Invigorating takedown[/p]
  • [p]Swapped Martial Expertise and Slip Away[/p]
  • [p]Swapped Versatile Skirmisher and Melee Training[/p]
  • [p]Ranger 2 now comes after defense 2[/p]
  • [p]True Shot renamed to Sniper Shot, no longer ignores accuracy[/p]
  • [p]Added a link from Miasma Shot to Swarm Hunter[/p]
[p]Warrior[/p]
  • [p]All Charge skills now only trigger their bonus if the hero has moved at least 1 hex before they use the charge attack[/p]
  • [p]Brutal Charge - Changed from inflicting Sundered Defense to a 90% chance to inflict Stunned[/p]
  • [p]Relentless Charge - Changed from inflicting Guaranteed Immobilized to inflicting 2 Sundered Defense[/p]
  • [p]Taunting Charge - Changed from Guaranteed Taunt to a 90% chance to inflict Taunted[/p]
  • [p]Greater Vigor - Replaced with Vigor[/p]
  • [p]Greater Defense -  Replaced with Defense[/p]
  • [p]Removed the link between (Greater) Defense and Graceful Charge[/p]
  • [p]Removed the link between (Greater) Vigor and Brutal Parry[/p]
[p][/p][p]Affinity Skills[/p]
  • [p]Condemning Strikes:[/p]
    • [p]Renamed to Zealous[/p]
    • [p]Now only gives Zeal, the chance to apply Condemn on attacks was removed[/p]
  • [p]Withering Decay - Now is guaranteed to apply Decaying.[/p]
  • [p]Amplify Chaos (Chaos Mastery) [/p]
    • [p]No longer dispels negative status effects off it's targets[/p]
    • [p]Now mentions it makes the user enter defense mode[/p]
    • [p]No longer incorrectly modified by external damage modifiers[/p]
[p]Dragon Lords[/p]
  • [p]Signature Skill “Ancient of Earth” - Reduced the Damage Increase from 30% to 20%[/p]
[p]Eldritch Sovereign[/p]
  • [p]Tome of Pestilence “Rot Away” - Now applies 4 Decaying[/p]
  • [p]Signature Skill “Ancient One” - Reduced the Damage Increase from 30% to 20%[/p]
[p]Giant Kings[/p]
  • [p]Giant Weapons - Giant Axe and Obelisk weapons no longer have Single Shot[/p]
  • [p]Signature Skill “Ancient of Earth” - Reduced the Damage Increase from 30% to 20%[/p]
[p][/p][p][/p]
  • [p]All Infestations now have a new Relation Component that allows them to be neutral towards players.[/p]
    • [p]Neutral Infestations show a white Infestation Zone border[/p]
    • [p]Infestations do not attack or pillage province improvements from the Player they’re neutral to. [/p]
    • [p]Armies are not blocked from regenerating hit points while within a Neutral infestation zone.[/p]
    • [p]Attacking a Neutral Infestation will permanently make the infestation hostile to the player again.[/p]
    • [p]Added a new “Neutrality” Concept for Infestations, which is mentioned in the Infestation concept itself. Which explains what it means when an infestation has become neutral towards you and how certain infestations can become neutral or lose neutrality.[/p]
  • [p]Infestations placed through the effect of a spell are now neutral to the player. This affects Incite Rebellion and Umbral Incursion.[/p]
[p][/p]
  • [p]Added an option to disable Telemetry.[/p]
  • [p]Added an option to disable the Intro Movie[/p]
  • [p]Added a button to delete individual saves from a session in the Load Game screen.[/p]
  • [p]Updated the Form & Culture Filtering in the Advanced Realm Settings to be more scalable and future proof.[/p]
  • [p]Updated the Form Trait selection with Collapsable Headers for better organization[/p]
  • [p]Last picked filters for Unknown Realm Traits are saved in the Player Settings[/p]
  • [p]Unknown Realm Trait complexity is now stored in the custom realm template[/p]
  • [p]Added Province Effects to the Outpost Screen[/p]
  • [p]Added a new Province Effects section under the “province” tab in the city screen[/p]
  • [p]You can now open the sector information screen on sectors owned by free cities and other players.[/p]
  • [p]Added a countdown timer to the hero overview button.[/p]
  • [p]Reworked the existing counter on the rally of the lieges button to function as a countdown timer.[/p]
  • [p]Prospecting pins are now able to be drawn on provinces with Province Dominant Structures.[/p]
  • [p]Income breakdowns for Special Province Improvements now take into account adjacent landmarks and their income properties.[/p]
  • [p]Adjusted the Combat Log positioning slightly to the left.[/p]
  • [p]The “Enemy cast a spell” notification in combat now includes the description of the spell that was cast[/p]
  • [p]Added the Top Bar being visible when the Spellbook is open, allowing you to see how many Mana and Casting Points you have. [/p]
  • [p]The combat overview screen will now show active combat effects as well as combat properties that were part of the combat setup[/p]
  • [p]In combat replays:[/p]
    • [p]Disabled the “Load Game” button in the in-game menu[/p]
    • [p]Removed the “Exit Game” button in the in-game menu[/p]
    • [p]Added an “Exit Replay” button in the in-game menu[/p]
    • [p]Relabeled the X button to “Exit Replay”[/p]
    • [p]Renamed the “Close” button in the radial menu to “Exit Replay”[/p][p][/p]
[p][/p]
  • [p]Item Forge Blueprints are now separated into Pantheon Blueprints, Quest Blueprints and Forged Blueprints.[/p]
  • [p]Disenchanting Items from the Arsenal now supports Multiselect[/p]
  • [p]Added “Infusion: Dispel Magic” for Wands and Staffs[/p]
  • [p]Added “Infusion: Greater Dispel Magic” for Wands and Staffs, requires 2 Astral Dew.[/p]
  • [p]Replaced “Infusion: Status Effect Immunity” with “Infusion: Unyielding”[/p]
  • [p]Infusion “Decaying” -  Now costs 1 Infusion Point and needs 1 Archon Blood[/p]
  • [p]When playing as Primal culture you will now be able to infuse the summon totem animal skill of your culture into a staff in the item forge.[/p]
  • [p]Rebalanced dual weapon damage to be more consistent[/p]
  • [p]Warclaws now have visual effects[/p]
  • [p]Physical Damage Eldritch Sovereign weapons now have defense bypass, but lowered the damage a bit, from 16 to 14[/p]
  • [p]Cloud In A Bottle is now marked as a debuff ability and not a magic attack.[/p]
[p][/p][p][/p]
  • [p]Tabs in the Resource Editor can now be reordered[/p]
  • [p]Added a debug setting for Copying a Faction in the Advanced Faction Settings[/p]
    • [p]FACTION_TO_CLIPBOARD=false[/p]
    • [p]This allows you to copy your entire Faction Data and paste it in a Lord Definition in the Modding Tools[/p]
  • [p]Improved loading times on LevelEd maps.[/p]
  • [p]Copy/Cut/Paste support for Structures and Markers in LevelEd[/p]
  • [p]Added support for the Player RMG Property: Region that allows you to override the starting region of a player, or spawn an additional region for a player. [/p]
  • [p]Fixed a bug where the Modded checkbox would replicate itself whenever the Resource Browser is refreshed.[/p]
[p][/p][p][/p]
  • [p]Hotseat games will now show the Victory/Defeat screen for every Human player. The Ascension screen will only be shown for the (main) victor.[/p]
  • [p]Fixed an issue where the game couldn’t continue if a player abandoned the game while the other players were online.[/p]
  • [p]Fixed a frequent OoS after combat retries[/p]
  • [p]Fixed an Out of Sync that could occur when using Martyrdom Abilities when playing in different Languages[/p]
  • [p]Fixed an Out of Sync that could occur on Game Start when determining the Personality in different Languages[/p]
[p][/p][p][/p]
  • [p]Added the Bedrock, (underground) Water, Gloom and Gloom Tear terrain features to the terrain section of the Tome of Wonders[/p]
  • [p]Adjusted the description of Ashlands, Snow and Sand to be consistently mentioning that a hut can be built, unless the city has the correct adaptation trait in which case it can build a farm.[/p]
  • [p]The Province Feature concept now mentions that certain improvements allowed by province features can only be built if the province feature shares the same geography type as the center of the province (you cannot build fisher farms in provinces with land in the center even if it has the Coast feature).[/p]
  • [p]The Ice province feature now explains it allows the construction of a hut.[/p]
[p][/p][p][/p]
  • [p]The Unknown Realm option now only fills 4 misc slots by default instead of 8 (you can still set it to 8 manually, but 4 is the intended experience)[/p]
  • [p]Added the Misc. Realm Trait “Blocked Underground”.[/p]
    • [p]Mutually Exclusive with Void Divide, Explorative Underground, Small Underground, Unearthed, Underground Start, Surface Start, Crystal Dwelling, Legends of Myrrida and Iron Emperor[/p]
    • [p]Considered a Complex Realm Trait and will  reveal itself from turn 1 on Unknown Realms.[/p]
  • [p]DLC pantheon reward trees will now be shown underneath each other to save space[/p]
  • [p]Pantheon Reward: Titan's Greatbow[/p]
    • [p]Damage reduced from base 16 to 14[/p]
    • [p]Damage progression on the Item Forge reduced from 4 to 3 per item tier[/p]
    • [p]Optimal range (max range before it starts losing accuracy) reduced from 4 to 3[/p]
    • [p]Increased the accuracy from 70% to 80%[/p]
    • [p]Scatter Shot, True Shot and Snapshot now use 80%, 240% and 80%, respectively, of the base damage of the Greatbow. From 50%, 150% and 50%[/p]
[p][/p][p][/p][p]Astral[/p]
  • [p]Tome of Evocation[/p]
    • [p]Unit Enchantment “Lightning Blades” - Extra damage against Electrified targets decreased from 20% to 10%[/p]
    • [p]World Map Spell “Lightning Torrent” - Reduced Lightning Resistance from -3 to -1[/p]
  • [p]Tome of Warding[/p]
    • [p]Combat Spell “Static Shield’ - Now affects a second Friendly Unit[/p]
  • [p]Tome of Scrying[/p]
    • [p]Unit Enchantment “Guided Projectiles” - Now also increases optimal range by 1, reducing long range penalties.[/p]
    • [p]World Map Spell “Scry Enemy” [/p]
      • [p]No longer counts as a hostile spell[/p]
      • [p]Reduced duration from 15 to 10 turns.[/p]
    • [p]City Structure “Tower of Truesight” - Additional Effects: +10 City Stability and +10 Knowledge Income[/p]
  • [p]Tome of Amplification[/p]
    • [p]Unit “Amplification Pylon”[/p]
      • [p]Lightning Blast - Increased Damage from 20 to 25[/p]
      • [p]Lightning Blast - Increased Range from 4 to 6[/p]
    • [p]Combat Spell “Chain Lightning” - Increased inflicted stack of Electrified from 1 to 2[/p]
  • [p]Tome of Teleportation[/p]
    • [p]Unit “Phase Beast”[/p]
      • [p]Displacement - Now teleports the unit 3 hexes away from the enemy[/p]
      • [p]Phase - Removed Cooldown[/p]
    • [p]Unit Enchantment “Phasing Enchantment”[/p]
      • [p]Replaced Phase with Charge Phase[/p]
      • [p]Charge Phase - Teleport to target Hex and gain 2 turns of Static Charge.[/p]
    • [p]Combat Spell “Emergency Teleportation” - Additional Effect: Removes all Negative Status Effects from the target[/p]
    • [p]City Structure “Astral Trade Relay” - Increased Gold Income per Astral Trade Relay in the Empire from 2 to 4[/p]
  • [p]Tome of the Astral Mirror[/p]
    • [p]Unit “Mirror Mimic”[/p]
      • [p]Mimic - Increased Range from 4 to 6[/p]
      • [p]Mimic - Removed Cooldown[/p]
      • [p]Now keep their rank after transforming[/p]
      • [p]Now regains 30 health when it transforms back[/p]
      • [p]If the unit transforms into a unit with more hitpoints than it has, it will now heal to match that unit’s hit point level.[/p]
    • [p]City Structure “Throne of Mirrors” -  now applies to all battles in the domain[/p]
  • [p]Tome of the Stormborne[/p]
    • [p]World Map Spell “Downpour”[/p]
      • [p]Slowed now only affects Flying units.[/p]
      • [p]Reduced Casting Costs from Cost reduced from 80 Mana/Casting Points to 60 Mana/ Casting Points[/p]
    • [p]Combat Spell “Lightning Storm” - Increased damage from 10 to 20[/p]
    • [p]Unit “Stormbringer” [/p]
      • [p]Reverted Defense back from 3 to 4[/p]
      • [p]Throw Trident - Reverted Damage back from 10/10 to 12/12[/p]
  • [p]Tome of the Archmage[/p]
    • [p]Unit Enchantment “Cosmic Overdrive” - Reduced Damage increase from +30% to +20%[/p]
[p]Chaos[/p]
  • [p]Tome of Pyromancy[/p]
    • [p]Unit Enchantment “Searing Blades” - Extra damage against Burning targets decreased from 20% to 10%[/p]
  • [p]Tome of Mayhem[/p]
    • [p]Unit “Gremlin” [/p]
    • [p]Displacement - Now teleports the unit 3 hexes away from the enemy[/p]
  • [p]Tome of Demon Gate[/p]
    • [p]World Map Spell “Fight for Power” - Now allows the player to choose the Demon they get from a Recruitment window[/p]
  • [p]Tome of Calamity[/p]
    • [p]Unit “Accursed Trickster”[/p]
      • [p]Maddening Phantasm - Can no longer be used when engaged[/p]
      • [p]Maddening Phantasm - Reduced chance to inflict Insanity from 120% to 90%[/p]
    • [p]Unit Enchantment “Accursed Projectiles”[/p]
      • [p]Reduced Damage from +2 Fire and +2 Frost to +1 Fire and +1 Frost[/p]
      • [p]Increased chance to inflict Ghostfire from 60% to Guaranteed. Effects increased for single shot abilities.[/p]
      • [p]Increased Enchantment Upkeep from 2 Gold/3 Mana to 3 Gold/4 Mana[/p]
    • [p]Unit Enchantment “Accursed Armors” - Increased Enchantment Upkeep from 2 Gold/3 Mana to 3 Gold/4 Mana[/p]
[p][/p][p]Materium[/p]
  • [p]Tome of Enchantment[/p]
    • [p]Unit Enchantment “Sundering Blades” - Changed from Base 90% chance to inflict Sundered Defense to Guaranteed[/p]
  • [p]Tome of Artificing[/p]
    • [p]Unit Enchantment “Artisan Blades” - Reduced critical chance from 30% to 25%[/p]
  • [p]Tome of the Construct[/p]
    • [p]Combat Spell “Cascading Command: Defense” - Reworked[/p]
      • [p]No longer gives Units Watchful and Enters Defense Mode [/p]
      • [p]Now gives Defensive Masters and removes 2 Negative Status Effects.[/p]
    • [p]Unit Enchantment “Compounding Defense” - Now also affects Fighters[/p]
  • [p]Tome of the Crucible[/p]
    • [p]City Structure “Crucible Battlements”[/p]
      • [p]Removed the +1 Fire Damage on drafted units in the city[/p]
      • [p]Added immunity to the City Stability penalty from having Lava or Chasm in its domain.[/p]
  • [p]Tome of the Creator[/p]
    • [p]Unit “Earthshatter Engine”[/p]
      • [p]Earth Shatter - Now deals 20 Physical damage to units.[/p]
      • [p]Increased speed from slow to medium.[/p]
    • [p]Unit “Earth Titan”[/p]
      • [p]Increased Resistance from 5 to 6[/p]
      • [p]Now has Heavy Charge Strike[/p]
      • [p]Is summoned with 3 Action Points[/p]
[p][/p][p]Nature[/p]
  • [p]Tome of Roots[/p]
    • [p]Unit Enchantment “Blight Blades”[/p]
      • [p]Extra damage against Poison or Decaying targets decreased from 20% to 10%[/p]
      • [p]When seen in the unit panel it now correctly states that it deals increased damage to Decaying units[/p]
    • [p]Combat Spell “Vine Prison”[/p]
      • [p]Living Vine - Base HP reduced from 10 to 5[/p]
      • [p]Living Vine Tier type changed to expendable summon (resulting in 5HP per rank, rather than 10)[/p]
  • [p]Tome of Beasts[/p]
    • [p]Unit “Wildspeaker”[/p]
      • [p]Summoned animal will now use any enchantments the owner has active[/p]
      • [p]Conjure Animal - Changed from Once per Battle to a 4 Turn Cooldown[/p]
      • [p]Conjure Animal - Now puts the Wildspeaker into Defense Mode after use[/p]
      • [p]Conjure Animal  - Can now summon from a wider variety of animals[/p]
      • [p]Conjure Animal - Reduced the duration of the Animal Summons from 4 to 3 turns[/p]
      • [p]Unleash The Beast - Now also applies 2 Regeneration[/p]
    • [p]World Map Spell “Summon Wild Animal”[/p]
      • [p]Renamed to Call Wild Animal[/p]
      • [p]When cast you get a choice of 3-4 Animals based on your selected Location[/p]
      • [p]One Animal from the list can be chosen[/p]
      • [p]Higher Tier Animals incur an additional Mana Cost[/p]
  • [p]Tome of Fertility[/p]
    • [p]Unit “Floral Stinger”[/p]
      • [p]Increased HP from 70 to 80[/p]
      • [p]Removed Slowed[/p]
      • [p]Melee Strike - Now has a 60% chance to inflict Constricted [/p]
      • [p]Melee Strike - Changed from 10 Physical Damage to 4 Blight, 9 Physical damage Damage[/p]
      • [p]Poisonous Spores - Changed from a 2 Turn Cooldown to no Cooldown [/p]
      • [p]Poisonous Spores - Changed from 20 Blight Damage to 10 Physical, 10 Blight Damage[/p]
    • [p]City Structure “Temple of Fertility” - Increased Draft income per Population from 1 to 2 [/p]
  • [p]Tome of Cycles[/p]
    • [p]Unit “Druid of the Cycle”[/p]
      • [p]Poison Blast - Renamed to Decaying Blast[/p]
      • [p]Decaying Blast - Has a 90% chance to inflict Decaying.[/p]
      • [p]Life from Death - Now triggers on killing Friendly units[/p]
    • [p]Unit Enchantment “Blooming Projectiles” - New[/p]
      • [p]Base Magic and Ranged Physical attacks:[/p]
        • [p]Gain a 60% chance to apply Life Seed for 3 turns. (When the debuffed unit dies all adjacent friendly units heal 20 hp).[/p]
        • [p]Deal +10% damage to units with Decaying.[/p]
    • [p]Unit Enchantment “Projectiles of Decay” - Reworked[/p]
      • [p]Renamed Blades of Decay[/p]
      • [p]Enchantment now applies to melee units instead of magic and ranged ones[/p]
      • [p]No longer gives +2 Blight damage[/p]
      • [p]Base attacks are guaranteed to inflict Decaying. Single Shot attacks inflict 2 stacks.[/p]
    • [p]World Map Spell “Cycle of Seasons” - Can now be used on any city.[/p]
    • [p]Combat Spell “Diffuse Health”[/p]
      • [p]Increased inflicted stacks of Decaying from 1 to 2.[/p]
      • [p]Increased applied stacks of Regeneration from 1 to 2.[/p]
  • [p]Tome of Vigor[/p]
    • [p]World Map Spell “Summon Wild Animal”[/p]
      • [p]Renamed to Call Greater Animal[/p]
      • [p]When cast you get a choice of 3-4 Animals based on your selected Location[/p]
      • [p]One Animal from the list can be chosen[/p]
      • [p]Higher Tier Animals incur an additional Mana Cost[/p]
    • [p]Combat Spell “Totem of the Wild”[/p]
      • [p]Now lasts for 2 Turns[/p]
      • [p]Now summons one animal instantly when the spell is cast, and one additional unit per turn[/p]
      • [p]Can now summon Tier 2 Animals as well as Tier 1 Animals[/p]
  • [p]Tome of Goddess of Nature[/p]
    • [p]Unit Enchantment “Force of Nature”[/p]
      • [p]Blight Damage decreased from 4 to 3 [/p]
      • [p]Critical Chance decreased from 20% to 15%[/p]
    • [p]Combat Spell “Mass Rejuvenation” - Resurrected Units return with 1 Action Point[/p]
[p][/p][p]Order[/p]
  • [p]Tome of Zeal[/p]
    • [p]Combat Spell “Inspiring Chant” - Increased Casting Costs from 20 Casting Points/15 Mana to 25 Casting Points/30 Mana[/p]
  • [p]Tome of Faith[/p]
    • [p]Unit “Chaplain” moved to Tome of the Beacon[/p]
    • [p]Added a new World Map Spell - Summon Lesser Light Spirit[/p]
      • [p]Tier 1 Support[/p]
      • [p]Celestial, Elemental, Magic Origin[/p]
      • [p]Condemning Blast - Range 4, 16 Spirit Damage, 90% Chance to Inflict Condemned[/p]
      • [p]Lesser Heal - Range 4, Heals for 20Temp HP, Removes 2 Negative Status Effects[/p]
      • [p]Inspiring Killer, Zeal Passives[/p]
  • [p]Tome of the Beacon:[/p]
    • [p]Unit “Lightbringer” moved to Tome of Inquisition[/p]
    • [p]Unit “Chaplian”[/p]
      • [p]Moved from Tome of Faith[/p]
      • [p]Is now a Tier 3 unit[/p]
      • [p]Bless - Changed from a Single Action to a Free Action[/p]
      • [p]Healing Prayer - Increased Temp HP gained from 30 to 45[/p]
      • [p]Healing Prayer - Reduced Cooldown from 2 Turns to 1[/p]
    • [p]Combat Spell “Conjure Divine Beacon”[/p]
      • [p]Increased Hit Points from 60 to 80[/p]
      • [p]Increased Defense from 1 to 2 [/p]
      • [p]Increased Resistance from 1 to 2[/p]
      • [p]Divine Beacon’s Grace - Increased Temp HP gained from 5 to 15 [/p]
    • [p]World Map Spell “Blessed Reinforcements” - Reworked[/p]
      • [p]Renamed to Summon Blessed Souls [/p]
      • [p]Allows the direct summoning of a T3 Blessed Soul unit to your side.[/p]
      • [p]Unit “Blessed Soul” - Now has Faithful[/p]
    • [p]Unit Enchantment “Mighty Meek”[/p]
      • [p]Now also affects Tier 2 units[/p]
      • [p]Reduced Enchantment Upkeep from 3 Mana and 2 Gold to 3 Mana[/p]
      • [p]Additional Effect: Grants 2 Status Resistance to affected units[/p]
  • [p]Tome of Inquisition[/p]
    • [p]Unit “Lightbringer” [/p]
      • [p]Moved from Tome of the Beacon[/p]
      • [p]Spirit Bolts - Now has a 90% chance to inflict Condemned[/p]
    • [p]Unit “Inquisitor”[/p]
      • [p]Melee Strike - Increased Physical Damage from 14 to 16[/p]
      • [p]New Ability: Shoot Crossbow[/p]
    • [p]Unit Enchantment “Inquisitor's Mark”[/p]
      • [p]Now affects all attacks, not just base attacks.[/p]
      • [p]Removed the Slowed Effect.[/p]
      • [p]Increased the Condemned chance from 30% to 60%.[/p]
      • [p]Increased the Weakened chance from 30% to 60%.[/p]
  • [p]Tome of Sanctuary[/p]
    • [p]Added a new World Map Spell - Summon Light Spirit[/p]
      • [p]Tier 3 Support[/p]
      • [p]Celestial, Elemental, Magic Origin, Large Target[/p]
      • [p]Condemning Blast - Range 4, 30 Spirit Damage, Inflicts Condemned[/p]
      • [p]Brilliant Phase - Range 4, 10 Spirit Damage, Inflicts Blind, Teleport to Target Hex[/p]
      • [p]Heal - Range 4, Heals for 60 Temp HP, Removes All Negative Status Effects[/p]
      • [p]Inspiring Killer, Zeal, Demolisher Passives[/p]
    • [p]City Structure “Healing Spires”[/p]
      • [p]Additional Effect: +10 City Stability[/p]
      • [p]Reduced Production Cost from 750 Production/280 Gold to 200 Production/85 Gold[/p]
  • [p]Tome of Subjugation:[/p]
    • [p]Tyrant Knight[/p]
      • [p]New ability: Oppress - Full Action, Range 3[/p]
        • [p]90% chance to Reduce Morale by 25. On Failure reduces Morale by 10. [/p]
        • [p]Always inflicts 2 Status Vulnerability[/p]
      • [p]New Passive: Armor of Despair - This unit has +1 Defense and Resistance per level below low morale an attacker has.[/p]
      • [p]New Passive: Unyielding  - At Start of the turn, remove 1 Negative Status Effect[/p]
    • [p]City Structure “Baron’s Palace”[/p]
      • [p]Draft now applies to the city it is built in[/p]
      • [p]Increased Draft income from 10 to 20[/p]
      • [p]Increased Food Income for the Throne City from 10 to 20[/p]
      • [p]Additional Effect: Throne City generates +5 Imperium[/p]
  • [p]Tome of the Cleansing Flame[/p]
    • [p]Tome Passive “Cleansing Flameherald” - Removed[/p]
    • [p]Unit “Pyre Templar”[/p]
      • [p]Reduced Fire Resistance from 6 to 4.[/p]
      • [p]Fire Cleave - Removed 90% chance to inflict Burning.[/p]
    • [p]Unit Enchantment “Flame-Blessed Champions”[/p]
      • [p]No longer needs 5 stacks of Burning to place Cleansing Flame[/p]
      • [p]Now places Cleansing Flame on attacking.[/p]
    • [p]World Map Spell “Consecrating Firestorm”[/p]
      • [p]Can now be used on any province, only pillaging enemy owned provinces.[/p]
      • [p]No longer applies Condemned[/p]
      • [p]Now applies Cleansing Flameherald to the province[/p]
    • [p]Special Province Improvement “Temple of the Pyre”  - Applies Flameherald’s Consecration to all combat in the Domain.[/p]
  • [p]Tome of Supremacy[/p]
    • [p]Unit “Examplar”[/p]
      • [p]Increased HP from 110 to 120[/p]
      • [p]Changed from Fast to Very Fast Movement[/p]
      • [p]Embolden Allies - No longer starts on a cooldown[/p]
      • [p]Embolden Allies - Enter Defense Mode after use[/p]
      • [p]New Passive: Graceful Defense - Grain a stack of Grace on entering Defense Mode.[/p]
    • [p]Combat Spell “Anthem of Victory” - Reduced Casting Costs from 65 Casting Points/200 Mana to 50 Casting Points/150 Mana[/p]
  • [p]Tome of Exaltation[/p]
    • [p]Unit “Shrine of Smiting”[/p]
      • [p]New Passive: Zeal[/p]
      • [p]New Passive: Distracting Aura - At the start of the turn, adjacent enemy units become Distracted[/p]
      • [p]At champion rank it now gains +1 range to Smiting Prayer Blast[/p]
    • [p]Combat Spell “Resurrect Unit”[/p]
      • [p]Reduced Casting Cost from 150 Mana/50 casting points to 100 Mana/40 Casting Points[/p]
      • [p]Resurrected Units now come back with 3 Action Points instead of 1.[/p]
  • [p]Tome of Prosperity[/p]
    • [p]Unit Enchantment “Blessed Armors” - Increased Enchantment Upkeep from 2 Gold/3 Mana to 3 Gold/4 Mana[/p]
    • [p]Unit “Prosperity Dragon”[/p]
      • [p]Rain of Prosperity - Increased Cooldown from 1 to 2 turns[/p]
  • [p]Tome of the God Emperor[/p]
    • [p]Combat Spell “Mass Revive” - Resurrected Units return with 1 Action Point[/p]
[p]Shadow[/p]
  • [p]Tome of Cryomancy[/p]
    • [p]Unit Enchantment “Frost Blades” - Extra damage against Frozen or Slowed targets decreased from 20% to 10%[/p]
  • [p]Tome of Necromancy[/p]
    • [p]Unit Enchantment “Necrotic Magic”[/p]
      • [p]Renamed Necrotic Projectiles[/p]
      • [p]Additionally applies to Skirmisher and Ranged units.[/p]
      • [p]Now applies to all attacks [/p]
      • [p]Increased Chance to inflict Decaying from 60% to 90%[/p]
    • [p]Unit “Necromancer” - Frost Blast changed to Death Blast (9 Frost/ 9 Blight)[/p]
    • [p]Combat Spell “Rotting Explosion”[/p]
      • [p]Reduced Casting Cost from 15 Souls/20 Casting Points to 10 Souls/15 Casting Points[/p]
      • [p]Now guaranteed to inflict 2 Decaying[/p]
    • [p]Combat Spell “Necrotize” - Increased Decaying Stacks from 1 to 2[/p]
    • [p]Unit “Skeletons” - Now gain Resurgence on Champion rank[/p]
  • [p]Tome of the Tentacle[/p]
    • [p]Unit Enchantment “Constricting Focus”[/p]
      • [p]Additional Effect: 60% Chance to inflict Constricted on Units with Marked or Slowed.[/p]
    • [p]Combat Spell “Conjure Tentacle”[/p]
      • [p]Unit “Tentacle” - Now has the correct version of the Fighter unit type and gains Brawler on Gold rank[/p]
  • [p]Tome of Souls[/p]
    • [p]Empire Bonus “Bone Horror Reanimation”[/p]
      • [p]Bone Horrors can now be created by killing 4 Tiers worth of Tier 1-3 units[/p]
      • [p]Increased Soul Cost from 50 to 70[/p]
    • [p]Unit Enchantment “Soulbinders” - Reduced extra damage against Soulbound units from 20% to 10% [/p]
    • [p]Combat Spell “Soul Overflow” - Reduced Negative Status Effects removed from All to 2[/p]
    • [p]World Map Spell “Summon Corrupt Soul” - Moved from here to Tome of the Doomherald.[/p]
    • [p]World Map Spell “Summon Banshee” - Moved from Tome of the Doomherald to here[/p]
      • [p]Changed Casting Costs from 150 Mana/Casting Points to 45 Souls/90 Casting Points[/p]
    • [p]World Map Spell “Restore Undead Army”[/p]
      • [p]Change name to "Feast of Souls".[/p]
      • [p]Restores 20 HP to all non-undead units [/p]
      • [p]Restores 40 HP to Undead units[/p]
      • [p]Cost increased from 15 Souls/20 Casting Points to 20 Souls/60 Casting Points[/p]
  • [p]Tome of Doomherald:[/p]
    • [p]World Map Spell “Summon Banshee” - Moved from here to Tome of Souls[/p]
    • [p]World Map Spell “Summon Corrupt Soul” - Moved from Tome of the Doomherald to here.[/p]
      • [p]Changed Casting Costs from 45 Souls/90 Casting Points to 150 Mana/Casting Points[/p]
    • [p]Unit “Corrupt Soul” [/p]
      • [p]Melee Strike - Increased Morale Drain from -3 to -4.[/p]
      • [p]Passive: Shadow - Replaced with Fleeting and Slippery[/p]
      • [p]Passive Hopelessness - Renamed to Armor of Despair [/p]
  • [p]Tome of the Great Transformation[/p]
    • [p]Empire Bonus “Bone Dragon Reanimation” - Bone Dragons can now also be acquired from killing T4 non-racial units[/p]
    • [p]Unit “Bone Dragon”[/p]
      • [p]Putrid Breath - Changed from inflicting 1 Poison and 1 Decaying to inflicting 2 Decaying[/p]
  • [p]Tome of Cold Dark[/p]
    • [p]Unit “Snow Spirit”[/p]
      • [p]Freezing Phase - Renamed to Chilling Phase[/p]
      • [p]Chilling Phase - No longer has a chance to inflict Frozen, instead has a 90% chance of inflicting Slowed.[/p]
  • [p]Tome of Corruption[/p]
    • [p]Unit “Umbral Mistress”[/p]
      • [p]Unchain Mind - Can no longer be used on the same turn as Enchain Mind.[/p]
    • [p]Combat Spell “Corrupted Boon”[/p]
      • [p]Changed from a 1 Hex AoE to a Single Target spell[/p]
      • [p]Reduced Casting Cost from 45 Mana/30 Casting Points to 20 Mana/25 Casting Points[/p]
    • [p]City Structure “Throne of Insidious Whispers” [/p]
      • [p]Reduced Casting Points given from 20 to 15[/p]
  • [p]Tome of Oblivion:[/p]
    • [p]Unit “Living Fog”[/p]
      • [p]New ability: Call the Void - Single Action, Range 2 ability which spawns Devouring Void in a 1-hex radius[/p]
      • [p]New Passive: Hazard Immunity Devouring Void[/p]
    • [p]Combat Spell “Devouring Void” - Now also makes units lose 3 Morale[/p]
    • [p]Combat Spell “Devouring Void” - Devouring Void's damage now bypasses all defenses[/p]
  • [p]Tome of the Reaper[/p]
    • [p]Siege Project “Soul Siphon Ritual” - Now summons zombies with 3 Action Points[/p]
  • [p]Tome of Severing[/p]
    • [p]Combat Spell “Astral Severance” - Increased stacks of Decaying from 1 to 4[/p]
  • [p]Tome of the Eternal Lord[/p]
    • [p]Unit Enchantment “True Death Magic” [/p]
      • [p]Curse of the Reaper - Starts on a 1 turn cooldown. [/p]
      • [p]Curse of the Reaper - Increased Range from 3 to 4 [/p]
      • [p]Curse of the Reaper - Reduced Cooldown from 4 to 3.[/p]
    • [p]World Map Spell “Raise Undead Army” - Now always summons 2 Tier III, 2 Tier II and 2 Tier I Undead units.[/p]
    • [p]Combat Spell “Battlefield Reanimation” [/p]
      • [p]Resurrected Units come back to life with 1 Action Point. [/p]
      • [p]Reduced Casting Cost from 50 Souls/80 Casting Points to 50 Souls/65 Casting Points[/p]
[p][/p][p][/p][p]Units[/p]
  • [p]Rank: Elite - No longer gives 10% extra damage[/p]
  • [p]Unit abilities that apply Frozen now apply Status Vulnerability on failure instead of Slowed.[/p]
    • [p]Unit “Accursed Blade” - Frozen Flames[/p]
    • [p]Unit “Frost Dragon” - Frost Breath[/p]
    • [p]Unit “Frost Giant” - Blizzard Smash[/p]
    • [p]Unit “Frost Wyvern” - Freezing Burst[/p]
    • [p]Ice Runestone[/p]
    • [p]Unit “Ice Spider” - Frozen Web[/p]
    • [p]Unit “Ice Spider Matriarch” - Frozen Web[/p]
    • [p]Unit “Lesser Snow Spirit” - Freezing Burst[/p]
    • [p]Unit “Snow Spirit” - Freezing Burst[/p]
    • [p]Unit “Primal Mammoth” - Glacial Stomp[/p]
    • [p]Unit “Scourge of Winter” - Phantom Charge[/p]
    • [p]Unit “Spellshield” (School of Potential) - Flash Freeze[/p]
    • [p]Unit “White Witch” - Freezing Blast[/p]
  • [p]Pestilent Escape and Disengaging Shot now count as movement abilities and get correctly disabled by Immobilize[/p]
  • [p]Unit “Scourge of Spring” - Phantom Charge now guarantees Decaying instead of being a 90% chance.[/p]
  • [p]Unit “Pestilence Crocodile” - Main attack now guarantees Decaying[/p]
  • [p]Unit “Flow Serpent”[/p]
    • [p]Increased Hit Points increased from 25 to 35[/p]
    • [p]Removed Astral Refuge[/p]
    • [p]New Passive: Prescient Phase - When hit by an attack gain Precognition[/p]
  • [p]Unit “Fire Dragon” - Increased Burning Stacks applied by Fire Breath from 1 to 3[/p]
  • [p]Unit “Zombie” and Unit “Decaying Zombie” - Increased HP from 50 to 60[/p]
[p][/p][p]Support Updates[/p][p]Most support units now have a special Champion upgrade that boosts the power of one of their secondary abilities. Where applicable these upgrades focus on boosting the healing power of the unit, so late game healing is more viable.[/p][p][/p]
  • [p]Unit “Animist” - Added Champion Spiritual Healing[/p]
    • [p]Increases the Temporary Hit Points from 20 to 30[/p]
    • [p]Reduces the Cooldown from 2 to 1 turn.[/p]
  • [p]Unit “Astral Keeper” - Added Champion Astral Blessing[/p]
    • [p]Increases the Temporary Hit Points from 25 to 40[/p]
    • [p]Gains the ability to dispel 1 Negative Status Effect[/p]
  • [p]Unit “Bannerman” - Added Champion Soothing Standard[/p]
    • [p]Increases the Temporary Hit Points from 25 to 35[/p]
    • [p]Adds the removal of 1 Negative Status Effect[/p]
  • [p]Unit “Blessed Dragon” - Added Champion Graceful Rain[/p]
    • [p]Increases the Temporary Hit Points from 15 to 20[/p]
    • [p]Increases Grace from 1 to 2[/p]
  • [p]Unit “Chaplain” - Added Champion Healing Prayer[/p]
    • [p]Increases the Temporary Hit Points from 45 to 65[/p]
    • [p]Gains Enter Defense Mode after use[/p]
  • [p]Unit “Deep Sea Nimu” - Added Champion Nimu Soothing[/p]
    • [p]Increases the Temporary Hit Points from 20 to 40[/p]
    • [p]Increases Regeneration from 2 to 3[/p]
  • [p]Unit “ Druid of the Cycle” - Added Champion Restart the Cycle[/p]
    • [p]Increases the Temporary Hit Points from 70 to 100[/p]
    • [p]Increases the resurrect heal from 70% to 100%[/p]
    • [p]Additionally gains +10% Damage to all abilities [/p]
  • [p]Unit “Lithorine Core” - Added Champion Core Link[/p]
    • [p]Increases the Damage Reduction from 20% to 30%[/p]
    • [p]Grants +10% Damage to the linked Target[/p]
  • [p]Unit “Necromancer” - Added Champion Strengthen Undead[/p]
    • [p]Increases Strengthened from 2 to 3[/p]
    • [p]Target gains +15 Temporary Hit Points[/p]
  • [p]Unit “Nymph” - Added Champion Revitalize[/p]
    • [p]Increases the Regeneration from 2 to 4[/p]
    • [p]Reduces the Cooldown from 3 to 2[/p]
  • [p]Unit “Overseer” - Added Champion Patch Up[/p]
    • [p]Increases the Temporary Hit Points from 45 to 60[/p]
    • [p]Gains the ability to dispel 2 Negative Status Effects[/p]
  • [p]Unit “Pyremoth” - Added Champion Burning Dust[/p]
    • [p]Increases the Damage from 18 to 22[/p]
    • [p]Increases Stack of Burning from 1 to 2[/p]
  • [p]Unit “Primordial Pyremoth” - Added Exalted Resistance[/p]
    • [p]When the unit enters Defense Mode, adjacent friendly units gain Bolstered Resistance[/p]
  • [p]Unit “Skald” [/p]
    • [p]Added Champion Song of Carnage[/p]
      • [p]Gains Enter Defense Mode after use[/p]
    • [p]Added Champion Song of Revelry[/p]
      • [p]Increases Regeneration from 2 to 3[/p]
      • [p]Gains Enter Defense Mode after use[/p]
  • [p]Unit “Soother” - Added Champion Soothing Breeze[/p]
    • [p]Increases the Temporary Hit Points from 20 to 30[/p]
    • [p]Reduces the Cooldown from 2 to 1[/p]
  • [p]Unit “Spring Fairy” - Added Champion Budding Strength[/p]
    • [p]Gains +3 random Positive Status Effects[/p]
    • [p]Additionally gains Feygrowth by default[/p]
  • [p]Unit “Steelshaper” - Added Champion Gift of Steel[/p]
    • [p]Gains +2 Bolstered Resistance[/p]
  • [p]Unit “Summer Fairy” - Added Champion Blooming Life[/p]
    • [p]Increases Regeneration from 1 to 3[/p]
    • [p]Reduces the Cooldown from 3 to 2[/p]
  • [p]Unit “Summoner” - Added Champion Spirit Summon: Dormant[/p]
    • [p]The Summoned Unit gains +2 Strengthened[/p]
  • [p]Unit “Sun Priest” - Added Champion Mending Awakening[/p]
    • [p]Increases the Temporary Hit Points from 30 to 45[/p]
    • [p]Decreases the Cooldown from 2 to 1[/p]
  • [p]Unit “Vowkeeper” - Added Champion Vow of Healing[/p]
    • [p]Increases the Temporary Hit Points from 25 to 40[/p]
  • [p]Unit “War Shaman” - Added Champion Invigorate [/p]
    • [p]Increases Regeneration from 1 to 2[/p]
    • [p]Increases Strengthened from 1 to 2[/p]
    • [p]Reduces the Cooldown from 3 to 2[/p]
  • [p]Unit “Wild Speaker” - Added Champion Conjure Animal[/p]
    • [p]Increases the Summoned Unit Tier from 1 to 2[/p]
[p][/p][p][/p]
  • [p]Improved random leader selection to improve the distribution between surface and underground.[/p]
  • [p]Improved calculation of the amount of valuable sectors on maps that override the water with a land theme.[/p]
  • [p]Updated how the RMG find player balls, regions, sectors to make them work properly with custom region starts in story realms[/p]
  • [p]Improved RMG generation that relies on player positions for story realms.[/p]
  • [p]Updated Coastal Map generation to have a number of islands in the water.[/p]
  • [p]Defensive city upgrades are now removed when the city is occupied instead of when migrate/integrate/absorb finishes[/p]
  • [p]Allies can now start a sally out siege battle[/p]
  • [p]When attacking, friendly armies on defensive structures can now be pulled into the battle[/p]
    • [p]When defending, friendly armies on defensive structures will still not be pulled into the battle[/p]
  • [p]When a unit is spawned on a pickup, it will now pick it up.[/p]
  • [p]Fighting on a road in lava now loads the chasm map[/p]
  • [p]Slightly tweaked Restore the Land to fix a bug:[/p]
    • [p]It now correctly removes Ashland, Gloom, Snow, Ice and all other bad overlays when cast in the Underground[/p]
    • [p]It however also will remove Stalagmites and Cavern Floor. Long story short, this is due to old legacy deco types that exist in the default underground theme which need to stay in for old saves not to crash.[/p]
    • [p]To compensate for this, it will always create both Fungus Fields and Mushroom Forests.[/p]
    • [p]Spell description has been adjusted to reflect this change[/p]
[p][/p][hr][/hr][p][/p][p][/p][p]AI[/p]
  • [p]Fixed issue where the AI would try to occupy an ancient wonder while they cannot do anything about it[/p]
  • [p]Fixed single stack attack movement, the AI is no longer allowed to split up a single stack to complete an attack this turn. This leads to issues when allies are involved[/p]
  • [p]Fixed issue where the AI would split up stacks to perform a last step to attack that resulted in some un optimal combat for the AI[/p]
  • [p]Fixed an issue where independents didn’t finish their turn due to an infestation being stuck.[/p]
  • [p]Fixed issue where certain relations should not get into a vassal state[/p]
  • [p]Fixed a hang in the Behaviour that could occur due to an Army with a Siege Target becoming part of Siege that’s breaching walls.[/p]
  • [p]Fixed a hang that could occur due to AI constantly changing Special Province Improvements[/p]
  • [p]Fixed a hang that could occur with Crisis Armies attempting to Siege a City[/p]
[p][/p][p]Combat AI[/p]
  • [p]Fixed an issue where AI was not able to use Mirror Mimics[/p]
  • [p]Fixed an issue that made the AI treat heroes with Command abilities as skirmisher units[/p]
  • [p]Fixed an issue where berserk units attack an ally when there is an enemy in range[/p]
  • [p]Fixed the damage bonus Ais are supposed to get vs indy units, which was invalid[/p]
  • [p]Fixed an issue that caused the tactical AI to end its turn immediately if you saved and loaded during their turn.[/p]
[p]Art[/p]
  • [p]Fixed the Druid Staff using the wrong staff model[/p]
  • [p]Fixed the Cryomancer's staff using the wrong staff model[/p]
  • [p]Fixed a delay on Kunai and Sword with the Snapshot ability on 4x speed[/p]
  • [p]Fixed Ancestral Warden missing transparency from Astral Attunement[/p]
  • [p]Fixed a slight animation stutter in the Movement of SealBearers[/p]
[p]Audio[/p]
  • [p]Memory optimization to fix issues where the memory budget is exceeded and no sounds play until other sounds have stopped.[/p]
[p]Combat[/p]
  • [p]Pressing “Retry” after an autocombat and letting the AI play for you will now have the exact same result as the autocombat again. This was broken due to randomized effects not having the same outcome on the retry.[/p]
  • [p]Taunt (Hero Skill and Anvil Guard’s) and Provoke were incorrectly working on units with Control Loss Immunity [/p]
  • [p]Fixed issue where keeper's mark could be overridden by certain Transform Unit On Death effects.[/p]
[p]Combat Map[/p]
  • [p]Fixed issues on the Fish Farm Map with a rock being under water and another hex being blocked while it looked accessible.[/p]
  • [p]Fixed “Vantage Point” buff of battlements not applying to base magic ranged attacks[/p]
  • [p]Fixed Crucible Battlement hexes not showing up green when hovering over it as a move destination while having a battlemage or unit with a ranged magic attack selected[/p]
  • [p]Fixed a "Combat went out of sync" in Single Player after opening a battle replay[/p]
  • [p]Fixed an issue where Tower Structures could replace Battlement Structures during a Siege[/p]
  • [p]Fixed an issue where Healing Spires did not have a preferred ability set[/p]
[p]Diplomacy[/p]
  • [p]Bounties are now paused when performing City Operations on the Target Location[/p]
  • [p]Added support for Umbral Dwellings to not gain positive allegiance while at war, which would result in unwanted peace[/p]
  • [p]Free City Vassals now share their Magic Materials from Transmutation Circle with their overlord[/p]
[p]Empire Development[/p]
  • [p]Shadow Domain no longer gives invisibility to enemies in your domain if they also have the Shadow Domain skill.[/p]
[p]Events[/p]
  • [p]The Formidable Hunter unit trait now covers both melee and ranged damage, so you no longer get a melee hunter with a ranged damage increase it cannot use.[/p]
  • [p]Race council events now adhere to racial visuals[/p]
[p]Factions[/p]
  • [p]Fixed Skilled Raiders not working with Binding Fragments/Essence[/p]
[p]Happening[/p][p]Cosmic[/p]
  • [p]Fixed Zombies created by the Melanis Kiss Event not working correctly (they could regenerate) and not being detected by the end of the event for sacrifice and or keeping[/p]
[p]Intrigue[/p]
  • [p]Fixed an issue where declaring a war whilst in a fixed relation with an AI player, would lock the players in an unimprovable defensive pact instead.[/p]
[p]Heroes[/p]
  • [p]Ascended Possession now applies Berserk to the target instead of Insanity, reducing the chance that they’ll attack the caster instead of the enemy.[/p]
  • [p]Fixed issue where BLessed Judgment from the Eldritch Sovereign was applying debuffs to friendly units[/p]
  • [p]Fixed Ranger's Slip Away not showing the correct amount of HP on the Hero Skill[/p]
  • [p]Warseeker had incorrect/missing numbers on the death knight's tree, this was fixed[/p]
  • [p]Fixed Rank Slayer dealing more damage than it was supposed to[/p]
  • [p]Fixed Dragon’s Roar applying buffs to enemies when affected by hero skills that grant extra buffs to support abilities[/p]
  • [p]Added the missing Flanker hyperlink to the Shepherd unit property[/p]
[p]Interface[/p]
  • [p]Fixed visual bug of the Giant King’s charge attack preview where it said it was doing 10% damage per hex travelled instead of 20%[/p]
  • [p]Fixed the shadow backdrops for Structure names rendered at any distance.[/p]
  • [p]Fixed a crash in border rendering when playing hotseat[/p]
  • [p]Fixed a bug where free cities had the wrong banner after being vassalized[/p]
  • [p]Fixed a bug where you would get a notification of a unit drowning after disbanding them while in a transport.[/p]
  • [p]Fixed the Scry Enemy spell countdown timer not being displayed in the unit display.[/p]
  • [p]Fixed an issue where selecting customization options that are not completely visible moved the scroll bar but didn’t apply the customization option[/p]
  • [p]Fixed an issue where the prospect icon and border would show up before excavating a sector.[/p]
  • [p]Fixed an issue where opening the encyclopedia while generating a random faction, and returning to your faction would result in the faction not rendering until you generate a new one.[/p]
  • [p]Fixed an issue where tunnels in the underground would show that Teleporter bases could be built there, while in reality, you can’t.[/p]
  • [p]Crashfix when closing the Feedback Report.[/p]
  • [p]Crashfix for items still being referenced in a log but no longer in the system.[/p]
  • [p]Crashfix when a spell is missing a screentype.[/p]
  • [p]Fixed the priority order of units in the stack when you had both your leader and a free city lord in the same stack.[/p]
  • [p]Fixed Starvation Tooltip showing the incorrect Duration to Starvation in the City Panel/Cities Overview[/p]
  • [p]Fixed a crash that could occur when Story Events Fail validation while trying to be opened at the same time[/p]
[p]Text & Descriptions[/p]
  • [p]Changed the Transmuter's research description to better reflect its current design.[/p]
  • [p]The Umbral Mistress’ Wrack ability now correctly states the unit needs to be enchained to guarantee the 100% accuracy, not that it needs to be enchained by itself.[/p]
  • [p]Fixed a bad string insert in the Status Effect Resistance tooltip.[/p]
  • [p]Fixed how level up def/res bonuses turned up in tooltips[/p]
  • [p]Devouring Oblivion's hazard had an empty string at the center of its AoE, removed it[/p]
  • [p]Fixed Healing Spires not correctly displaying the amount of city stability it provides[/p]
  • [p]Keepers Mark now shows a duration time in it’s tooltip.[/p]
  • [p]Fixed missing combat effect in the Touch of My’dhas adventure.[/p]
  • [p]Nature’s Wrath: Destructive Regrowth deals 20 Blight damage but that wasn’t being reflected on the tooltip. It now displays that.[/p]
  • [p]Monstrous Rebirth now mentions it doesn't work in water[/p]
  • [p]Fixed missing references in Giant King Hero Skills[/p]
  • [p]Fixed a missing reference in Rune of Creation: Frost[/p]
  • [p]Fixed a missing reference in Constricting Focus[/p]
  • [p]Updated description of “Awaken Instinct” to note it doesn't work on units with Control Loss Immunity[/p]
  • [p]Updated description of “Song of the Reckless” to note it doesn't work on units with Control Loss Immunity[/p]
  • [p]Fixed a missing modifier name on Call to Glory[/p]
[p][/p][p]Item Forge[/p]
  • [p]Fixed an issue where the infusions Splitterling Infection and Cleansing Fire were incompatible with the critical chance infusions.[/p]
  • [p]Titan Greatbow crafted in the Item Forge no longer can push units that cannot be displaced.[/p]
  • [p]Wildspeaker/Item Forge conjure animal ability now correctly has the summoning tag [/p]
  • [p]Shields created in the Item Forge now correctly show the  Static Shield property on their tooltip[/p]
  • [p]Fixed a bug where making a GK Obelisk in the item forge with spirit damage made it do frost damage instead[/p]
  • [p]Fixed a bug where one handed weapons, crossbows and dual weapons didn’t display the correct damage when viewed in the infusion selector.[/p]
  • [p]Fixed a broken link on the base Havok Relic of the Eldritch Sovereign[/p]
[p][/p][p]Shops[/p]
  • [p]Fixed an issue where items in the shop would show up from DLC you don’t own.[/p]
  • [p]Fixed shop timers not ticking for shops in independent cities[/p]
[p][/p][p]Spells[/p]
  • [p]Meteor Arrows now correctly works on area of effect attacks like the Magelock Cannon’s base attack.[/p]
  • [p]Some event spells were gaining Arcane Inspiration despite not having a tier.[/p]
  • [p]Reveler's Heart no longer incorrectly gets Arcane Inspiration[/p]
  • [p]Unleash Beast no longer Berserks Control Loss Immune Units[/p]
  • [p]Rending Shadow now gains Arcane Inspiration Correctly[/p]
  • [p]Soul Drain was gaining Inspiration despite not having a tier, fixed[/p]
  • [p]Fixed Final Ultimatum being cleansable[/p]
[p][/p][p]Story Realms[/p][p]Crimson Caldera[/p]
  • [p]Fixed an issue where a quest would not get the right alias if starting the quest would cause you to meet a free city.[/p]
[p][/p][p]Eternal Court[/p]
  • [p]Fixed a situation when playing on Hard one of the story-specific locations (Tomb) would be explored before the story allowed[/p]
[p][/p][p]Tomes[/p][p]Tome of the Demon Gate[/p]
  • [p]When drafting Inferno Hounds in cities, their cost would be equivalent to a T2 unit, this has been fixed so the draft cost matches their tier.[/p]
[p][/p][p]Units[/p]
  • [p]Reaver “Dragoon” - Fixed Fleeting not preventing the unit being pinned in enemy zones of control[/p]
  • [p]Some Fey didn't actually ignore the penalty of the mist effect, now they do[/p]
  • [p]Fixed Issue where the Primordial Pyremoth’s Rejuvenating Flames didn’t work on units that had Ghostfire.[/p]
  • [p]Spellbreaker’s Star Purge now correctly inflicts negative status effects.[/p]
  • [p]Fixed Righteous Judge can now correctly destroy walls/obstacles[/p]
  • [p]Primordial Pyremoth, Pyremoth and Progenitor Golem now correctly have 40 movement points[/p]
  • [p]Fixing Primordial Bloodback's cleave attack from incorrectly hitting friendly units[/p]
  • [p]Summon Progenitor Golem now works in water[/p]
  • [p]Fixed an issue where Devastator Spheres summoned from the Conquerer Major Ambition didn’t benefit from Artificer's Overcharge[/p]
[p][/p][p]World Map[/p]
  • [p]Fixed sieges getting stuck when the attacker’s hero is exiled to the Umbral Abyss in combat[/p]
  • [p]Fixed a big where the Cartographer pickup would sometimes not reveal anything.[/p]
  • [p]The effect from the Ruler’s Statue is now removed if the structure is occupied.[/p]
  • [p]Lava and Void Lakes now work correctly with the Underground Start realm trait.[/p]
  • [p]Fixed a bug where the Wonder Architects wouldn’t spawn an ancient wonder in certain story realms.[/p]
  • [p]Fixed shop timers not ticking on shops in Free Cities[/p]
  • [p]Fixed the wizard tower visuals being wrong after transferring your throne to another city[/p]
  • [p]Crashfix for an infestation stack walking through their own infestation.[/p]
  • [p]Fixed a bug where the Storm Runestele would remove arctic when placing down a river.[/p]
  • [p]Fixed a bug where teleporter pins were not shown after they just got created.[/p]
  • [p]Fixed Bone Dragons not being added to the Rally of the Lieges on clearing a Fallen Tower[/p]
  • [p]Fixed that another player could crack your vault when standing on the centre[/p]
  • [p]Fixed Touch of My’Dhas not being active in the Vaultsphere Wonder[/p]
  • [p]Fixed a crash that could on a destroyed structure being processed[/p]
  • [p]Fixed the Lithorine Peaks by making a ColonyTokenGiverProperty rather than using the Structure property variant[/p]
  • [p]Fixed that Animals gained from Wild Expansion Nature Empire Skill weren’t assigned to the City where they were created[/p]
  • [p]Fixed an issue where Eartshape: Snow didn’t add Snow/Ice consistently[/p]
  • [p]Fixed an issue where Earth Shatter would spawn Resource Nodes when running Subterranean Society[/p]
  • [p]Fixed Enchanted Bloom not removing all listed Province Features[/p]
  • [p]Fixed an issue where Teleporting a Stack out of a Siege Area would not lift the Siege[/p]
  • [p]Fixed a crash that could occur due to Heroes being removed but not unregistered from the game[/p]
[p][/p][p][/p][p] Follow us and be the first to know when we drop new content![/p]