Version 0.9.2.c has been released!
AI
Lower level AIs now delay the production of certain unit types after producing one to make such units rarer (these are advance units, archers, workers, ships and dragons)
Fixed bug where units on guard could become immobilised if they tried moving to their designated target and the path to it was obstructed in some way
Guarding units no longer get stuck “dancing” on the edge of their guard range if there was a threat just beyond that
The AI no longer attacks invulnerable buildings and all AI levels now ignore invulnerable units (was just Prince and higher)
The AI can now send workers into mines that are on impassable terrain that can still be reached normally
Visual
Reduced the translucency of Water Elementals
Spectating now allows the player to see enemy timer bars
When a unit casts a spell from within a tower, their casting PFX will be positioned at the tower’s effect point (was the base of the tower). When spell missiles are created, they’ll now be shot from the tower’s attack points (was the centre of the tower)
Replay System
The player now counts as spectating when watching replays
The AI system is no longer running during replays - fixing issues where AI players and attitudes would try issuing and cancelling orders to units and buildings, resulting in units sliding around and misleading production data being displayed in the control panel
Powerup dialogues, such as Knight’s Quest, are no longer displayed in replays
Story
The 5th Horseman (WBC3): Fixed bug where killing all enemy units in Ragnar’s Pass would result in a victory before meeting Ragnar
Battle For Etheria (WBC2): Fixed bug where AI heroes in lands not owned by any conqueror would have all campaign bonuses (such as the ability to walk on water)
Fixed bug where campaign item smiths could display hidden item effects on the upgrade page
(Prologue) Fixed bug where you could bring retinue in all missions
(Chapter 1) Fixed bug where you could gain multiple Setroth companions upon loading a saved game after the final dialogue in the first mission
(Chapter 1) Fixed bug where Setroth would appear in dialogues even if he was slain
(Chapter 1) Meet Lord Bane: Fixed bug where you could bring retinue
(Chapter 2) Fixed bug where you could gain multiple Kaari companions upon loading a saved game after the final dialogue in the first mission
(Chapter 2) Break Free: Fixed bug where you could bring retinue
(Chapter 2) Release the Slaves: Fixed crash that would happen a few minutes in the battle
(Chapter 2) Release the Slaves: Added consequences for the case in which you ally with the Guardian Knights before releasing the barbarian hero
(Chapter 2) Release the Slaves: Removed the bottom-left Goblin Lair and added a few Prisons
(Chapter 2) Release the Slaves: Upon accepting alliance with the barbarians, you auto-convert your starting mines to avoid them being “stolen” by your ally
(Chapter 2) Silvermyr: You can no longer lie to the captain you have your own ship if you did not spot the docked ship in the port
(Chapter 2) Fixed bug where you could steal a ship even if you already had one
(WBC2) Fixed Marak, Sartek’s Maze, Solhaven and Khaz-Elenak location descriptions text overlapping
(WBC2) Barad Dumyr ambush: Fixed bug where dragon would be allied, removed starting units and increased ASP
(Chapter 6) An Alliance: Sir Melvin is now King AI regardless of difficulty (was always Prince AI)
(Chapter 6) An Alliance: Robert is now added to the companion control panel
(Chapter 6) Rescuer: Reduced difficulty by lowering some of the orc AIs to Prince (was King)
(Chapter 6) Dhun-Kor Ambush: Neutrals are now allied with all AI (avoids lair units killing event groups)
Heroes
Fixed bug where heroes would not gain XP from their own kills unless they were equipped with an item that gave XP as a bonus
Improved the game’s handling of corrupted hero data. Unloadable heroes will now be deleted and will no longer prevent anymore heroes from being loaded
Fixed bug where Galesinger ability would never be present on Rangers
Fixed bug where the player would not receive their bonus starting resources from merchant and resource generating skills
Items
Tweaked the default mana cost of no-cost spells / abilities for SP calculation. (This is used to determine how many upgrades a spell power can have and how high it can start at). Adjusted some items accordingly
Spells
Heroism now correctly makes the unit good vs. large / huge units (was just double damage vs. large / huge units)
Fixed bug where the caster of a spell wouldn’t always be affected by their own spells when they could
Gameplay
All races can now use Slavehorde from any building which has this ability
Buildings can now be set fallback thresholds to be applied to newly produced units
Fortitude now protects against Silence, Acid, Bleeding, Blinding and Crippling
Units can no longer go invisible during an attack
Rally points to towers no longer block unit production when the towers are all full if there are still other available rally points
Non-spell explosions, including Cyst Hydra’s acid blood explosion, now ignore cover
Missiles no longer collide with pillaged mines or temples
Right clicking to cast spells for all selected units now also works for all units inside a selected building
Knights
Fixed outdated description for Holy Word
Medicinal Salve now functions as described by the Battlefield Medicine powerup (was +500% HP regen and no expiry)
Theiran Trollslayers: Bounty Hunters now correctly gives +20% pillaging (was 40%)
Dwarves
Fixed bug where mine outposts would not accept workers
Non-Dwarven players who acquire a mine with an outpost can now Ctrl + D the outpost (since it won’t accept workers for non-Dwarven players)
Masonry now actually works
Fixed bug where Runes of Flight would offer more damage than intended
Engineering no longer claims it only affects new structures
Undead
Reapers now state they have Despair attacks in the context area
Slayer Knights and Doom Knights now state they have Bleeding attacks in the control panel’s flag page after researching Torture
Fixed bug where the spell level minitext that appears on casting a spell didn’t include bonus levels from Licheking
Activate Conduit now correctly states it offers +15% income (was +17%)
Gravestones now only generate corpses for Zombies / Ghouls garrisoned within rather than for themselves
Necromantic Reconstruction now states Zombies use up their corpses and fixed bug where no corpses would be lost if the building was free to construct via Necromantic Reconstruction
Gahredlun: Fixed bug where Garden Bliss wouldn’t reduce enemy unit speeds
Licheguard of Zhur: Fixed bug where Azarel's Darkest Rites wasn’t reducing HP of casters correctly
Zombie disease strength 2 > 5
Barbarians
Lindenloth: Pack Hunting now affects Wolves
Lindenloth: Removed Reavers and Wardogs from the ASP screen and replaced them for Pegasi and Warlords
Lindenloth: Fixed Rune of Cielos description
Dragonslayers of Northern Reach: Made the description text for Ragnar’s Saga more clear
Alfheim: Fixed bug where Nature’s Shroud would only offer a critical hit bonus to ranged heroes becoming visible
Minotaurs
Order Of The Ironfist: Fixed bug where Wrath of Sartek was removed instead of Training
Orcs
Graww: Trolls no longer glitch out when trying to eat corpses
Fixed bug where the effect radius of Overrun! was smaller than the displayed radius
Added detailed description to Horde Call
Fixed Ferocious Instinct always triggering at max effect (400%)
Wood Elves
Fixed bug where tree mines would not accept workers
Fixed alt descriptions of Runes of Cielos, Runes of Manos and Runes of Animos incorrectly describing the High Elf variants
Dark Elves
Fixed alt descriptions of Runes of Cielos, Runes of Manos and Runes of Animos incorrectly describing the High Elf variants
Yrm: Fixed bug where sacrificing a unit with Necrotic Weave would also self-destruct the first army / building owned by player 1 (usually a tower)
Doomwood: Fixed bug where enabling production looping would allow Spy Squad to continue to be researched even when the building could not take any more spies
Doomwood: Deploy Spy now only uses a spy if the target building is valid. Converting a building now also causes any installed spies to be removed if the new owner is allied with the spy owner
Doomwood: Fixed bug where Perfect Dominion could not convert towers affected by spies
Empire
Suppressing Volley now correctly ends after 5 attacks and only affects enemy targets equal or smaller than the attacker
Selentine Empire: Possibly fixed an issue where Cultural Dominance would sometimes fail to change the owner of the affected mine
Professional Camaraderie now also requires Revitalising Command
Plaguelords
Acid no longer gives raw damage bonuses to Slimes and Gelatinous Cubes (was +2 and +4)
Plague Piles no longer increase disease strength across the map
Flesh Division now also requires Abominator Strain
General Bug Fixes
Fixed bug where missiles would ignore the good vs. / excellent vs. system when striking a unit
Fixed bug where the scrollbar for the Diraqine Empire lore page would sometimes have an incorrect range or no range at all - preventing the player from being able to view all of the faction’s description
Fixed bug where the player would be charged for mercenaries bought with resources by an AI player
Fixed bug where a bunch of non-important buildings would prevent a side from being defeated and some important ones weren’t
Fixed bug where units being transported would be lost but not killed if the transporter morphed or changed sides. This can lead to a side never being defeated unless they resign
Fixed bug where music could play during the opening video if the player tried to interact with the game during the initial loading screen
Fixed text bug with Assassinations that would always say +100 gold instead of stating the actual acquired gold amount
Fixed a bunch of attitude and fallback related issues in the ability manager
Scourge no longer claims it can’t be cured
Fixed bug where a rebuilt Pantheon Temple would still be treated as the previously upgraded temple
Fixed bug where disabling I Am The Greatest wouldn't revert your panel slot correctly, allowing for your entry to be duplicated that allows you to kick yourself from your own game
Fixed bug where splash attacks could hit the initial target twice
Fixed bug where some special melee combat vs. mechanics stopped working again (good vs. buildings for example)
Fixed bug where the 4th unit in a tower would not cast their spells when ordered to
Editor
NIS conditions good/evil/neutral now check against your hero’s alignment psych perk (was a combination of vanilla races and classes)
Misc
Switched the effects of Ctrl + click and Alt + click with each other when selecting an AI player in the scenario lobby. In addition, the effects now also pass on race, faction and starting resources when used on the AI slot. Race and faction are now only passed on when used on the race or faction slots. Starting resources are only passed on when used on the resource slot
Improved the game’s performance regarding building repair checks and missile collision
Research complete notifications now take iamawatcher into account and will display the observed side’s powerup notifications instead of your own
Steam: https://store.steampowered.com/app/2420170/Warlords_Battlecry_The_Protectors_of_Etheria/
Discord: https://discord.gg/vqVqssE
Forum: http://the-protectors.forumotion.com/
Donations: https://www.paypal.com/paypalme/TPCtreasury
Lower level AIs now delay the production of certain unit types after producing one to make such units rarer (these are advance units, archers, workers, ships and dragons)
Fixed bug where units on guard could become immobilised if they tried moving to their designated target and the path to it was obstructed in some way
Guarding units no longer get stuck “dancing” on the edge of their guard range if there was a threat just beyond that
The AI no longer attacks invulnerable buildings and all AI levels now ignore invulnerable units (was just Prince and higher)
The AI can now send workers into mines that are on impassable terrain that can still be reached normally
Visual
Reduced the translucency of Water Elementals
Spectating now allows the player to see enemy timer bars
When a unit casts a spell from within a tower, their casting PFX will be positioned at the tower’s effect point (was the base of the tower). When spell missiles are created, they’ll now be shot from the tower’s attack points (was the centre of the tower)
Replay System
The player now counts as spectating when watching replays
The AI system is no longer running during replays - fixing issues where AI players and attitudes would try issuing and cancelling orders to units and buildings, resulting in units sliding around and misleading production data being displayed in the control panel
Powerup dialogues, such as Knight’s Quest, are no longer displayed in replays
Story
The 5th Horseman (WBC3): Fixed bug where killing all enemy units in Ragnar’s Pass would result in a victory before meeting Ragnar
Battle For Etheria (WBC2): Fixed bug where AI heroes in lands not owned by any conqueror would have all campaign bonuses (such as the ability to walk on water)
Fixed bug where campaign item smiths could display hidden item effects on the upgrade page
(Prologue) Fixed bug where you could bring retinue in all missions
(Chapter 1) Fixed bug where you could gain multiple Setroth companions upon loading a saved game after the final dialogue in the first mission
(Chapter 1) Fixed bug where Setroth would appear in dialogues even if he was slain
(Chapter 1) Meet Lord Bane: Fixed bug where you could bring retinue
(Chapter 2) Fixed bug where you could gain multiple Kaari companions upon loading a saved game after the final dialogue in the first mission
(Chapter 2) Break Free: Fixed bug where you could bring retinue
(Chapter 2) Release the Slaves: Fixed crash that would happen a few minutes in the battle
(Chapter 2) Release the Slaves: Added consequences for the case in which you ally with the Guardian Knights before releasing the barbarian hero
(Chapter 2) Release the Slaves: Removed the bottom-left Goblin Lair and added a few Prisons
(Chapter 2) Release the Slaves: Upon accepting alliance with the barbarians, you auto-convert your starting mines to avoid them being “stolen” by your ally
(Chapter 2) Silvermyr: You can no longer lie to the captain you have your own ship if you did not spot the docked ship in the port
(Chapter 2) Fixed bug where you could steal a ship even if you already had one
(WBC2) Fixed Marak, Sartek’s Maze, Solhaven and Khaz-Elenak location descriptions text overlapping
(WBC2) Barad Dumyr ambush: Fixed bug where dragon would be allied, removed starting units and increased ASP
(Chapter 6) An Alliance: Sir Melvin is now King AI regardless of difficulty (was always Prince AI)
(Chapter 6) An Alliance: Robert is now added to the companion control panel
(Chapter 6) Rescuer: Reduced difficulty by lowering some of the orc AIs to Prince (was King)
(Chapter 6) Dhun-Kor Ambush: Neutrals are now allied with all AI (avoids lair units killing event groups)
Heroes
Fixed bug where heroes would not gain XP from their own kills unless they were equipped with an item that gave XP as a bonus
Improved the game’s handling of corrupted hero data. Unloadable heroes will now be deleted and will no longer prevent anymore heroes from being loaded
Fixed bug where Galesinger ability would never be present on Rangers
Fixed bug where the player would not receive their bonus starting resources from merchant and resource generating skills
Items
Tweaked the default mana cost of no-cost spells / abilities for SP calculation. (This is used to determine how many upgrades a spell power can have and how high it can start at). Adjusted some items accordingly
Spells
Heroism now correctly makes the unit good vs. large / huge units (was just double damage vs. large / huge units)
Fixed bug where the caster of a spell wouldn’t always be affected by their own spells when they could
Gameplay
All races can now use Slavehorde from any building which has this ability
Buildings can now be set fallback thresholds to be applied to newly produced units
Fortitude now protects against Silence, Acid, Bleeding, Blinding and Crippling
Units can no longer go invisible during an attack
Rally points to towers no longer block unit production when the towers are all full if there are still other available rally points
Non-spell explosions, including Cyst Hydra’s acid blood explosion, now ignore cover
Missiles no longer collide with pillaged mines or temples
Right clicking to cast spells for all selected units now also works for all units inside a selected building
Knights
Fixed outdated description for Holy Word
Medicinal Salve now functions as described by the Battlefield Medicine powerup (was +500% HP regen and no expiry)
Theiran Trollslayers: Bounty Hunters now correctly gives +20% pillaging (was 40%)
Dwarves
Fixed bug where mine outposts would not accept workers
Non-Dwarven players who acquire a mine with an outpost can now Ctrl + D the outpost (since it won’t accept workers for non-Dwarven players)
Masonry now actually works
Fixed bug where Runes of Flight would offer more damage than intended
Engineering no longer claims it only affects new structures
Undead
Reapers now state they have Despair attacks in the context area
Slayer Knights and Doom Knights now state they have Bleeding attacks in the control panel’s flag page after researching Torture
Fixed bug where the spell level minitext that appears on casting a spell didn’t include bonus levels from Licheking
Activate Conduit now correctly states it offers +15% income (was +17%)
Gravestones now only generate corpses for Zombies / Ghouls garrisoned within rather than for themselves
Necromantic Reconstruction now states Zombies use up their corpses and fixed bug where no corpses would be lost if the building was free to construct via Necromantic Reconstruction
Gahredlun: Fixed bug where Garden Bliss wouldn’t reduce enemy unit speeds
Licheguard of Zhur: Fixed bug where Azarel's Darkest Rites wasn’t reducing HP of casters correctly
Zombie disease strength 2 > 5
Barbarians
Lindenloth: Pack Hunting now affects Wolves
Lindenloth: Removed Reavers and Wardogs from the ASP screen and replaced them for Pegasi and Warlords
Lindenloth: Fixed Rune of Cielos description
Dragonslayers of Northern Reach: Made the description text for Ragnar’s Saga more clear
Alfheim: Fixed bug where Nature’s Shroud would only offer a critical hit bonus to ranged heroes becoming visible
Minotaurs
Order Of The Ironfist: Fixed bug where Wrath of Sartek was removed instead of Training
Orcs
Graww: Trolls no longer glitch out when trying to eat corpses
Fixed bug where the effect radius of Overrun! was smaller than the displayed radius
Added detailed description to Horde Call
Fixed Ferocious Instinct always triggering at max effect (400%)
Wood Elves
Fixed bug where tree mines would not accept workers
Fixed alt descriptions of Runes of Cielos, Runes of Manos and Runes of Animos incorrectly describing the High Elf variants
Dark Elves
Fixed alt descriptions of Runes of Cielos, Runes of Manos and Runes of Animos incorrectly describing the High Elf variants
Yrm: Fixed bug where sacrificing a unit with Necrotic Weave would also self-destruct the first army / building owned by player 1 (usually a tower)
Doomwood: Fixed bug where enabling production looping would allow Spy Squad to continue to be researched even when the building could not take any more spies
Doomwood: Deploy Spy now only uses a spy if the target building is valid. Converting a building now also causes any installed spies to be removed if the new owner is allied with the spy owner
Doomwood: Fixed bug where Perfect Dominion could not convert towers affected by spies
Empire
Suppressing Volley now correctly ends after 5 attacks and only affects enemy targets equal or smaller than the attacker
Selentine Empire: Possibly fixed an issue where Cultural Dominance would sometimes fail to change the owner of the affected mine
Professional Camaraderie now also requires Revitalising Command
Plaguelords
Acid no longer gives raw damage bonuses to Slimes and Gelatinous Cubes (was +2 and +4)
Plague Piles no longer increase disease strength across the map
Flesh Division now also requires Abominator Strain
General Bug Fixes
Fixed bug where missiles would ignore the good vs. / excellent vs. system when striking a unit
Fixed bug where the scrollbar for the Diraqine Empire lore page would sometimes have an incorrect range or no range at all - preventing the player from being able to view all of the faction’s description
Fixed bug where the player would be charged for mercenaries bought with resources by an AI player
Fixed bug where a bunch of non-important buildings would prevent a side from being defeated and some important ones weren’t
Fixed bug where units being transported would be lost but not killed if the transporter morphed or changed sides. This can lead to a side never being defeated unless they resign
Fixed bug where music could play during the opening video if the player tried to interact with the game during the initial loading screen
Fixed text bug with Assassinations that would always say +100 gold instead of stating the actual acquired gold amount
Fixed a bunch of attitude and fallback related issues in the ability manager
Scourge no longer claims it can’t be cured
Fixed bug where a rebuilt Pantheon Temple would still be treated as the previously upgraded temple
Fixed bug where disabling I Am The Greatest wouldn't revert your panel slot correctly, allowing for your entry to be duplicated that allows you to kick yourself from your own game
Fixed bug where splash attacks could hit the initial target twice
Fixed bug where some special melee combat vs. mechanics stopped working again (good vs. buildings for example)
Fixed bug where the 4th unit in a tower would not cast their spells when ordered to
Editor
NIS conditions good/evil/neutral now check against your hero’s alignment psych perk (was a combination of vanilla races and classes)
Misc
Switched the effects of Ctrl + click and Alt + click with each other when selecting an AI player in the scenario lobby. In addition, the effects now also pass on race, faction and starting resources when used on the AI slot. Race and faction are now only passed on when used on the race or faction slots. Starting resources are only passed on when used on the resource slot
Improved the game’s performance regarding building repair checks and missile collision
Research complete notifications now take iamawatcher into account and will display the observed side’s powerup notifications instead of your own
Steam: https://store.steampowered.com/app/2420170/Warlords_Battlecry_The_Protectors_of_Etheria/
Discord: https://discord.gg/vqVqssE
Forum: http://the-protectors.forumotion.com/
Donations: https://www.paypal.com/paypalme/TPCtreasury