Talk:Development/@comment-5395153-20120927164112

=Current Changelist from 1.03.24 to 1.03.25 (Beta 2)= Key

Not done/fixed

What might be done/fixed or requires more playtesting/discussion

Will be looked into in a later patch version (1.03.26)

Requires a volunteer programmer

Units

 * All Dragons - Boost in HP from 150 to 250 (Dragonliche to Storm Dragon) and also boost in armour. Will feel a bit like the old 1.03 mini Titans
 * All Generals - A power up to around the levels of the Giant or maybe even Minotaur King
 * Bat - no vulnerability instead of piercing
 * Bone Catapult - +1 range, -10 dmg, cost 200 gold 140 stone (was 120 gold 80 stone). Build time 90 secs (was 50). Army setup points 6 instead of 4
 * Bone Catapult and Catapult, increase damage back to 60 but give it half damage vs units? Also no crit
 * Catapult - -10 dmg, cost 240 gold, 100 stone (was 120 gold, 50 stone). Build time 90 secs (was 45). Army setup points 6 instead of 4
 * Celestial Dragon now has 400 hits (was 375), resistant to magic instead of fire
 * Dragonfly - +2 combat, +15 hits, +5 armour, -5 resistance, +3 dmg, cost 10 stone, 30 crystal, 25 secs instead of 10 stone, 10 crystal, 20 secs. Resistant to Magic
 * Dragonliche - 320 hits (was 400). Cost 1000 gold, 1000 stone instead of 1500 gold, 1500 crystal
 * Eagle vulnerable to electrical (was fire)
 * Earth Elemental - 30 Damage (was 25), build time 70 instead of 80. Resistant to Electric, vulnerable to cold (both were none)
 * Firebat - 5 combat (was 3), +20 hits, -5 resistance, +10 build time, cost 25 gold, 35 metal instead of 20 gold 30 metal
 * Fire Dragon - cost 1000 metal, 1000 stone (was 1000 gold, 1000 crystal)
 * Fire Elemental - cost 300 Metal (was 240 metal, 100 crystal), Army Setup Points: 5 (was 6)
 * Frost Dragon - 400 hits (was 380), 45 damage (was 40), cost 1000 gold, 1000 metal (was 1000 gold, 1000 crystal), resistant to cold instead of fire
 * Harpy resistance 15 (was 5), resistant to magic (was nothing), 60 hits (was 55), army setup points 3 (was 4)
 * Oakman - 4 Combat (was 2), 7 View (was 3)
 * Phoenix - cost 20 gold, 20 metal, 40 crystal (was 20 gold 40 crystal). Build time 45 secs instead of 30. Army setup points 3 (was 2)
 * Pixie - 2 set-up points instead of 3
 * Queen Spider - 8 armour (was 5), flagged as Swarm
 * Spider - Cost: 20 Stone (was 30), flagged as Swarm, Army Limit 0.5 (was 1)
 * Sprite army setup points 2 (was 3)
 * Storm Dragon - 400 hits (was 380) 1000 metal 1000 crystal (was 1000 gold 1000 crystal), resistant to electrical instead of fire, BT: 360 (was 400)
 * Swamp Dragon - 1000 stone 1000 crystal (was 1000 gold 1000 crystal)
 * Unicorn hits 120 was 100
 * Wasp - 5 Combat (was 3), 35 Hits (was 20), 8 Armour (was 0), 5 Resistance (was 10), 12 dmg (was 7), resistant to Slashing (was None). Cost 20 Gold 25 Metal (was 20 Gold 20 Metal), 28 build time instead of 25
 * Water Elemental - Cost: 300 gold (was 300 Crystal), Build Time: 70 secs (was 60 secs)

Misc
The Ssrathi can no longer produce most of their units at a Snake Temple. The Daemons can no longer do the same with an Infernal Temple.
 * AI can't build Hovels, Supply Depots or Mortars
 * AI no longer spam single units at the player (especially at higher levels of AI)
 * Allies buildings cannot be captured by accident
 * Ancient Wisps now have a 'Building Complete' and 'Can't Build Here' sound
 * Basilisk, Elephant, Slime, Eye of Oros, Gazer, Spore, Flamer, Gnoll, Harpy, Wisp, Melkor, Lord Antharg, Iriki and Lion Throne flagged as monsters
 * Coloured unit platters for massive creatures upon level up (used to just be green at any level)
 * Command Radius can't be expanded past +8ish (despite getting access to that at a low charisma stat)?
 * Elementals now have 'Ready' sounds (when their production is finished)
 * Explosive units deal no damage to the unit they are designated to attack
 * Fixed Flame Arrow Research description (no longer says it gives arrows +5 damage)
 * Illusion magic summons units at full stats but they always miss (Dragonfear still does normal damage)
 * Increased chance that the AI will attack its closest enemy rather than picking on the player (not sure if this is the case or not)
 * Increased cost of keep upgrades to help prolong each stage of the game instead of instantly upgrading all the way to keep level 5 within minutes
 * Kharn's Tilesets (scenarios which utilise the new tiles and features will also be included), Features (inluding the fixed Evil Obelisk) and Quests (spellchecked and fixed up a bit better) will be included (Thanks to Kharn for all those)
 * Merchant has 50 less hits
 * Monk Swiftness attack speed bug past 100% fixed
 * New Death sounds for Dragonkin and T Rex, Daemon and Archon and Blackguard and Doom Knight, Siege weapons, War dog and Wolfrider, Elephant, Scorpion and Scarab and Scorpionman and Scorpionpriest
 * New sound effects when different types of projectiles hit buildings and units
 * Priorities (for the AI) of all Dragons have been changed to 60% (was 50%)
 * Production of Generals has been moved to the lvl 5 HQ building for each race. All Keep priorities have been changed to 10% (was 50%). All General priorities changed to 40%.
 * Sensible Death and Being Hit sounds for heroes (no more male deaths for female heroes and no more armour sound effects when a Barbarian hero gets hit for example)
 * Shared unit resource costs - each race will have most unit share at least one type of resource cost respectively. This is so that tactical unit selections have to be made rather than producing masses of separately costed units alongside each other
 * Spelling mistakes fixed in Time Magic's Whispers of Time text info and every instance of Sorceror has been replaced with Sorcerer
 * Snake (Dragon) Temples can now produce your races' Dragons and General instead of the Naga. Snake Temples renamed Dragon Temples.
 * Speed effects are now instantaneous, for example when a unit is ordered to move, it used to move at the speed it had when it was ordered so effects trailed on even after they deteriorated until a new order was given.
 * The editor displays all tilesets properly on the Terrain panel
 * Trade between players is now set at a 50% rate, gets a bonus from the Trade research and is effected by the Trade skill (to prevent one player having access to a Transmute spell equalling their entire team having access to a Transmute spell).
 * Wisps now have a 'Building Complete' and 'Can't Build Here' sound

Archons and Daemons are no longer producible by the Celestial/Infernal temples. Instead they get premature access to upgrades for the temple of their opposite alignment. At the temple of their same alignment, Races are able to produce units which help reduce their flaws. Neutral Races access differs between the two temples as if they were good/evil. - Generals get moved from the Dragon Temple to the Temple of same alignment. Opposite alignment Temple function currently unknown. Possibly produce generals of the opposite alignment?

What Races get at their unit production temple: - Knight - Runelord, Mystic - Dwarf - Knight Champion, Mercenary (140 gold cost, Build Time: 42 secs) - Undead - Troll, Imp - Barbarian - Catapult, Druid - Minotaur - War Dog, Kobold Sniper - Orc - Wyvern, Dark Rider - High Elf - Treant, Dancing Sword - Wood Elf - Pegasus, Lightning Hawk - Dark Elf - Ogre, Salamander - Fey - Treant, Manticore - Dark Dwarf - Spider Priestess, Goblin Chieftain - Daemon - Bone Catapult, Husk - Empire - Warlord, Khazrimi Guard - Plaguelord - Kobold Sniper, Imp - Ssrathi - Griffon, Nightmare - Swarm - Wraith, Imp


 * The Help info should now reveal the strengths, ranges and whether a unit has Poison, Fear, Terror, Disease, Chaos and Awe. Help text also incorporates all changes and any abilities which were previously hidden to other players (such as Peasants costing 0.25 army points or the Assassin's fast attack speed).
 * Unicorn now has 2 speech files (used to have only 1)
 * Vampirism in all forms now works
 * Wizards have 50 more hits

Units

 * Reaver - Cost 150 gold 200 metal (was 130 gold 130 metal). BT: 155 secs instead of 80. Army setup points 6 instead of 5
 * Tempest - 40 combat (was 20), 1400 hits (was 700), 60 armour (was 30), 60 resistance (was 30), 100 damage (was 90). Cost: 2500 gold, 2800 metal, 2200 stone, 2000 crystal (was 1200 of each)
 * Warlord - change of stats? Lower armour and change resistance/vulnerability etc? 4 speech files instead of the normal 3

Research

 * Income Upgrades for Barbarians - 150 of each for Income I, 250 of each for II, 350 of each for tier III (was 120 of each for tier I,   200 of each for tier II, 300 of each for tier III)
 * Spear of Ank - 300 Gold 300 Metal 500 Crystal (was 200 Gold, 200 Metal and 500 Crystal)

Units

 * Balora - 52 combat (was 26), 1500 hits (was 750), 60 armour (was 30), 60 resistance (was 30). Cost: 2800 gold, 2200 metal, 2000 stone, 2500 crystal (was 1200 of each), requires 10 Army Points (was 4)
 * Daemon cost: 100 gold, 300 metal and 200 crystal (was 200 gold, 200 metal)   build time 80 secs (was 75)
 * Imp - Cost: 50 Crystal (was 40)
 * Summoner BT: 180 secs instead of 120

Misc

 * Reaper has a soundset (WBC2 Shadow)
 * Might of Ctharos and some other researches - access is too early and is way too powerful with the Summoner class

Units

 * Balancing Bug: Firebombs do splash damage on multiple tiles over Buildings, allowing a single Firebomb to almost demolish a building by itself. Considering they're produced for free by Iron Golems and cost only 20 Crystal and 20 Metal, they're frankly broken.
 * Bug: Iron Golem's Create Firebomb spell only checks for 1 Army Limit slot (so high level Create Firebomb spells can give Firebombs that go over Army Limit)
 * Decrease Combat of some of the Golems and decrease Speed of Iron Golem by 1?
 * Bronze Golem - Cost: 100 Gold 280 Metal (was 100 Gold 200 Metal), BT: 170 secs (was 120)
 * Flame Cannon cost 250 gold, 250 metal (was 150 gold, 150 metal). Army setup points 9 instead of 5
 * Grond - 60 combat (was 30), 1700 hits (was 850), 60 armour (was 30), 60 resistance (was 30). Cost: 2000 gold, 2800 metal, 2800 stone, 2000 crystal (was 1200 of each), requires 10 Army Points (was 4)
 * Hellbore cost 180 metal, 220 crystal (was 180 metal, 180 crystal)
 * Iron Golem costs 180 metal (was 140), build time now 50 secs (was 45). Army setup points 5 instead of 4
 * Some of the Golems - possibly attack only ground units?
 * Stone Golem - Vulnerable to Cold instead of Electrical

Research

 * Dark Dwarf Siegecraft research cost 600 gold, 200 metal, 600 stone and requires keep level 3 (was 300 gold, 200 metal, 300 stone and no keep requirement)
 * Dark Dwarf Forge Research cost 100 gold, 300 metal (was 100 gold, 250 metal) and requires keep level 2 (was no keep requirement)
 * Dark Dwarf Alchemists Fire Research cost 500 crystal (was 300 crystal) and requires keep level 3 (was no keep requirement).
 * Dark Dwarf Alchemists Fire Research cost 750 crystal (was 550 crystal) and requires keep level 4 (was no keep requirement)

Misc

 * Dark Dwarf AI priority for Mortars set to 75% (was 50%)

Units

 * Access to Kargothian Gate and Imps at keep level 2
 * Blackguard - 19 combat (was 18), 45 damage (was 40), 180 hits (was 160). BT: 170 secs instead of 120
 * Dark Archer - Cost: 45 gold, 25 metal, 10 crystal (was 25 gold, 25 metal, 10 crystal), vulnerable to piercing (was none)
 * Dark Rider - cost: 120 metal, 70 gold, BT: 65 secs instead of 125   metal, 75 gold, 80 secs, +20 hits
 * Kargoth - 40 combat (was 20), 1440 hits (was 770), 50 armour (was 25), 60 resistance (was 30), 105 damage (was 75). Cost: 2800 gold, 2500 metal, 2000 stone, 2200 crystal (was 1200 of each), requires 10 Army Points (was 4)

Misc

 * Dark Elf Tower has new sound
 * Meditation I, II and III all require a Level 4 Dark Tower (was none but Kargothian Gate is now available at level 2 Dark Tower)

Units

 * Dwarf - 60 metal instead of 75
 * Dwarf Crossbow - 5 armour instead of 0
 * Dwarf Lord - 20 resistance instead of 15. Army setup points 6 instead of 5. BT: 180 secs instead of 120
 * Dwarf Runner - 10 resistance instead of 5, 30 gold cost instead of 40
 * Khazrimi Guard - 7 speed instead of 4
 * King Khalid - 40 combat (was 20), 1600 hits (was 800), 60 armour (was 30), 60 resistance (was 30), 100 damage (was 90). Cost: 2500 gold, 2800 metal, 2200 stone, 2000 crystal (was 1200 of each). Lost vulnerability to piercing. Requires keep level 5 (was broken and accessible at level 4), requires 10 Army Points (was 4)
 * Runelord - 80 gold instead of 100 gold

Research

 * Dwarven Brew for Dwarves now costs 400 gold (was 300)

Misc

 * Dwarf AI priority for Mortars set to 75% (was 50%)

Units

 * Archer armour 5 (was 10), 35 hits (was 40), cost: 50 gold (was 50 gold, 20 metal), Speed 12 (was 10)
 * Black Mage - BT 160 secs instead of 100. Requires Library
 * Elephant - BT: 120 secs instead of 200
 * Foreign Mercenary I - Cost: 70 Gold 70 Crystal (was 200 Gold), Build Time: 25 (was 60)
 * Foreign Mercenary II - Cost: 140 Gold 70 Metal 140 Crystal (was 200 Gold 100 Metal 200 Crystal), Build Time: 60 (was 90)
 * Foreign Mercenary III - Cost: 250 Gold 100 Metal 50 Stone 250 Crystal (was 300 Gold 200 Metal 200 Stone 200 Crystal), Build Time: 160 (was 120), Requires keep level 5
 * Red Mage - Cost: 250 Gold 100 Crystal (was 100 Gold 100 Crystal) Army Setup points 5 instead of 4. BT: 160 secs instead of 100. Requires Library
 * The Lion Throne - 40 combat (was 20), 1400 hits (was 700), 50 armour (was 25), 60 resistance (was 30), 100 damage (was 90). Cost: 2800 gold, 2800 metal, 2000 stone, 2000 crystal (was 1200 of each). Exchanged resistance to fire for resistance to slashing, requires 10 Army Points (was 4)
 * White Mage - Cost: 210 Crystal (was 200) BT: 105 secs instead of 85. Requires Library

Research

 * Palace Guard - 150 Gold and Metal (was 100 Gold and Metal)
 * Royal Guard - 250 Gold and Metal (was 150 Gold and Metal)
 * Imperial Guard - 350 Gold and Metal (was 200 Gold and Metal)
 * Income Upgrades for Empire fixed - Income 2 now costs: 350 gold, metal and stone and 250 crystal (was 200 of each which cost less than Income I)

Misc

 * Archer now has the Squire model

Units

 * Banshee - Cost: 100 Gold 250 Crystal (was 100 Gold 200 Crystal) BT: 160 secs instead of 90
 * Leprechaun - vulnerable to fire (was nothing)
 * The Forestmaster - 52 combat (was 26), 1500 hits (was 750), 60 armour (was 30), 60 resistance (was 30), 100 damage (was 80). Cost: 2500 gold, 2200 metal, 2000 stone, 2800 crystal (was 1200 of each), requires 10 Army Points (was 4)

Research

 * Income Upgrade 4 for Fey increase in cost to 500 of each resource (was 400)
 * Fey Keep upgrade costs increased: 100 stone 300 crystal for level 2, 100 stone 450 crystal for level 3, 150 stone 700 crystal for level 4 (was 100 stone, 150 crystal for level 2, 100 stone, 200 crystal for level 3, 100 stone, 500 crystal for level 4)
 * Fey Research requires a certain keep level: Income 4 requires level 5, Faerie Fire level 4, Panoply I level 2, Panoply II level 4, Zephyr II level 3, Zephyr III level 5, Lore III, IV and V level 3, Lore VI, VII level 4, Lore VIII, IX level 5

Units

 * Dragon Knight - +20 hits, vulnerable to Crushing instead of Piercing
 * Ice Maiden - Cost: 80 Gold 150 Crystal (was 80 Gold 120 Crystal)
 * King Lunarion - 50 combat (was 25), 1600 hits (was 800), 60 armour (was 30), 60 resistance (was 30). Cost: 2800 gold, 2000 metal, 2000 stone, 2800 crystal (was 1200 of each), requires 10 Army Points (was 4)
 * Moonguard - Cost: 250 Metal 50 Crystal (was 200 Metal 50 Crystal), BT: 180 secs instead of 75
 * Some way to help prevent High Elves from being rushed by piercing resistant units

Misc

 * High Elf Tower has new sound
 * Manticore has been given a sound set

Units

 * Archon cost: 200 gold, 100 metal and 300 crystal (was 200 gold, 200 metal and 400 crystal),   build time 80 secs (was 75).
 * Inquisitor - Cost: 80 Gold 250 Crystal (was 80 Gold 150 Crystal), BT: 165 secs instead of 80
 * Knight costs 50 gold, 90 metal (was 70 gold, 70 metal) Piercing damage type? If so, probably needs new model
 * Knight Champion cost 90 gold, 160 metal (was 125 gold, 125 metal) A change in name to Cavalier?
 * Knight Lord cost 215 gold, 385 metal (was 300 gold, 300 metal), build time 170 secs (was 240) Electrical damage type? A change in name to Paladin?
 * Sirian - 70 combat (was 35), 1700 hits (was 850), 60 armour (was 30), 40 resistance (was 20). Cost: 2500 gold, 2800 metal, 2000 stone, 2200 crystal (was 1200 of each). Lost vulnerability to electrical, requires 10 Army Points (was 4)
 * Squire - Armour 10 (was 5), Resistance 5 (was 10), 40 Hits (was 30), 10 Speed (was 12), Build Time 28 secs (was 25), cost 45 gold, 15 metal (was 45 gold)
 * Swordsman 45 hits (was 40)

Research

 * Crusade 1 costs 150 gold and crystal (was 400 gold and crystal)
 * Crusade 2 costs 300 gold and crystal (was 600 gold and crystal)
 * Crusade 3 costs 500 gold and crystal (was 800 gold and crystal)
 * Crusade 4 costs 750 gold and crystal (was 1000 gold and crystal)
 * Crusade 5 costs 1050 gold and crystal (was 1200 gold and crystal)

Misc

 * Archon now has a deeper voice
 * Dancing Sword now has 2 speech files (used to have 1, it was excluding files)
 * Paladin research text fixed (now says double damage vs Undead)
 * Squire now has the Archer model. Squire now has 3 speech files (used to have 2, it was excluding files)

Units

 * Gnoll - 70 Hits (was 65), 16 Damage (was 14), Cost: 40 Gold 50 Stone (was 90 Stone), Build Time: 35 (was 25), requires Pen (was Ale Store)
 * Minotaur King - cost 400 gold, 400 metal (was 200 of each), dmg 80 (was 100), BT: 180 instead of 90. Army setup points 12, was 8
 * Minotaur Shaman - dmg 20 instead of 25
 * Skull of Sartek - 40 combat (was 20), 1600 hits (was 800), 65 armour (was 30), 65 resistance (was 30), 100 damage (was 90). Cost: 2800 gold, 2800 metal, 2000 stone, 2000 crystal (was 1200 of each). Lost vulnerability to crushing, requires 10 Army Points (was 4)

Research

 * Dwarven Brew for the minotaurs now costs 500 gold (was 300)

Misc

 * Minotaur Tower has new sound

Units

 * Giant - cost 200 metal, 180 stone (was 100 metal, 150 stone). BT: 160 secs instead of 80
 * Goblin Shaman - dmg 20 instead of 25
 * Gobshooter army setup points 6 instead of 5
 * Gornak Elfeater - 50 combat (was 25), 1640 hits (was 820), 70 armour (was 35), 60 resistance (was 30), 95 damage (was 80). Cost: 2000 gold, 2800 metal, 2800 stone, 2000 crystal (was 1200 of each), requires 10 Army Points (was 4)

Research

 * No Pain! research now costs 300 metal, 900 crystal (was 300 metal)

Misc

 * Orc AI Totem priority set to 65% (was 50%)

Units

 * Balancing Bug: Spores vs Buildings (See Dark Dwarf section for more details).
 * Bone Catapult access at keep level 3 (was 2)
 * Cryohydra - cost 200 metal, 120 crystal (was 200 metal, 135 crystal)
 * Eye of Flame - Cost: 150 Stone, 100 Crystal (was 150 Stone, 80 Crystal), Build Time: 70 secs (was 60)
 * Ghoul resistant to all physical, vulnerable to all elemental, 5 armour (was 10), 0 resistance (was 10), Build Time: 30 secs instead of 20, Cost: 45 Crystal, 15 Gold instead of 30 Crystal, 10 Gold, Army setup points 2 (was 1)
 * Hydra cost 150 gold, 70 crystal (was 150 gold, 60 crystal)
 * Lord Antharg - 72 combat (was 36), 1750 hits (was 875), 60 armour (was 30), 70 resistance (was 35). Cost: 2800 gold, 2200 metal, 2000 stone, 2500 crystal (was 1200 of each), requires 10 Army Points (was 4)
 * Plague Priest - BT: 160 secs instead of 80
 * Pyrohydra - cost 220 gold 150 crystal (was 250 gold 180 crystal). Build time 80 secs (was 90), requires keep level 5
 * Slime   - piercing resistance back, cost 30 Metal (was 10 gold 30 metal)

Research
lvl1 100 Gold, 50 Metal, 50 Crystal lvl2 150 Gold, 100 Metal, 75 Crystal lvl3 200 Gold, 125 Metal, 100 Crystal lvl4 200 Gold, 150 Metal, 125 Crystal lvl5 200 Gold, 175 Metal, 150 Crystal lvl6 250 Gold, 200 Metal, 200 Crystal
 * Virus upgrade costs:

<p class="MsoNormal">(they were: <p class="MsoNormal">lvl1 200 Gold, 100 Metal, 100 Crystal <p class="MsoNormal">   lvl2 300 Gold, 200 Metal, 150 Crystal <p class="MsoNormal">   lvl3 400 Gold, 250 Metal, 200 Crystal <p class="MsoNormal">   lvl4 400 Gold, 300 Metal, 250 Crystal <p class="MsoNormal">   lvl5 400 Gold, 350 Metal, 300 Crystal <p class="MsoNormal">   lvl6 500 Gold, 400 Metal, 400 Crystal)

Misc

 * All Hydras flagged as Dragons
 * Contagion costs too much
 * Fire and Ice caves have been removed (due to AI failure as well as balancing). Both the Cryohydra and Eye of Flame requires keep level 4. Pyrohydra requires keep level 5
 * Ghoul now has the Zombie/Orc deathsound (was human)

Units

 * Chameleon default attitude now Defensive
 * Iriki - 44 combat (was 22), 1600 hits (was 800), 70 armour (was 35), 60 resistance (was 30), 100 damage (was 90). Cost: 2000 gold, 2800 metal, 2500 stone, 2200 crystal (was 1200 of each), requires 10 Army Points (was 4)
 * Naga - Cost: 110 Gold 200 Crystal (was 100 Gold 200 Crystal), BT: 165 secs instead of 90
 * Pterodactyl - 160 Hits (was 180), 40 Damage (was 45), Cost: 60 Gold 120 Stone (was 50 Gold 110 Stone), Build Time: 45 (was 40)

Misc
<p class="MsoNormal">
 * Ssrathi get access to Basilisks at the Hatchery for 100 gold and 100 stone
 * You no longer lose the game when you only have a lvl 4 and below Sun Temple left

Units

 * Bone Catapult - Requires Dunekeep Level 2 (was Shrine of Melkor)
 * Giant Ant - dmg +3, combat +2, hits +10, armour +8, resistant to slashing, cost 15 metal (was 10 metal). BT: 17 secs (was 15 secs). Attitude now Defensive
 * Husk is immune to disease, poison, fear, terror etc - flag as Undead might make that work
 * Lord Melkor - 70 combat (was 35), 1800 hits (was 900), 60 armour (was 30), 60 resistance (was 30). Cost: 2000 gold, 2800 metal, 2800 stone, 2000 crystal (was 1200 of each), requires 10 Army Points (was 4)
 * Scorpion army setup points 2 (was 3), resistance to Slashing instead of Piercing
 * Scorpionpriest - Cost: 50 Stone, 240 Crystal (was 200 Crystal), BT: 155 instead of 70
 * Some of the units (Spiders, Queen Spiders and Scorpionmen should cost metal/gold/crystal instead of stone?)

Research

 * Hive lvl 2 costs 50 stone, 50 crystal, lvl 3 costs 65 stone, 65 crystal, lvl 4 costs 80 stone, 80 crystal and lvl 5 costs 95 stone, 95 crystal (was all 100 stone, 100 crystal)
 * Hive unit production research effects Scorpion Priest but not the Spiders?

Misc

 * All non-keep buildings give an additional +1 to their Army Limit
 * Swarm get access to lvl 2 hives at lvl 1 Dunekeep. Swarm get access to spiders at level 1 hive and beyond. They also get access to Queen Spiders at level 3 hive and beyond (Scorpionmen are producible at level 5. This change is in response to the General production changes for each race).

<p class="MsoNormal">

Units

 * Default Zombie Combat 4 or 3 instead of 2?
 * Lord Bane - 42 combat (was 21), 1500 hits (was 750), 50 armour (was 25), 60 resistance (was 30), 100 damage (was 90). Cost: 2500 gold, 2200 metal, 2000 stone, 2800 crystal (was 1200 of each). Requires keep level 5 (was broken and accessible at level 4), requires 10 Army Points (was 4)
 * Vampire - Cost: 130 Gold 170 Crystal (was 100 Gold 150 Crystal), BT: 160 secs instead of 60
 * Wraiths and Shadows can now float over water

Research

 * Dark Mithril - Cost: 900 Gold 900 Metal 1000 Crystal (was 500 Gold 500 Metal 500 Crystal) Decrease costs

Misc
<p class="MsoNormal">
 * Torture research text fixed (now says double damage vs humans)

Units
Maybe move them to tier requirement level 2?
 * Access to Oakmen at Tree of Life (keep level 1).
 * Ancient Treant - BT 140 secs instead of 200. View 15 instead of 7. Dmg +5. Hits 280 instead of 250. Cost 450 stone instead of 400. Army setup points 9 instead of 6
 * Druid - 12 dmg (was 10), Cost: 80 Gold 120 Crystal (was 50 Gold 150 Crystal), BT: 70 secs instead of 80
 * Dryad - BT: 155 secs instead of 75
 * Elven Hunter - 5 Combat (was 4). No longer vulnerable to Fire
 * Gladewarden - cost 50 metal, 20 crystal, 25 gold (was 60 metal 20 crystal). 20 Hits (was 15), 5 Combat (was 4), vulnerable to piercing (was none)
 * Ironbark - 60 combat (was 30), 1600 hits (was 800), 70 armour (was 35), 60 resistance (was 30), 150 damage (was 145). Cost: 2200 gold, 2500 metal, 2800 stone, 2000 crystal (was 1200 of each). Lost vulnerability to fire, requires 10 Army Points (was 4)
 * Pixie - Cost: 35 Gold 15 Crystal (instead of 80 Crystal) for the Wood Elves
 * Sprite - Cost: 45 Gold 20 Crystal (instead of 80 Crystal) for the Wood Elves
 * Treant - BT 80 secs instead of 100. View 11 instead of 6. 35 Damage (was 30)
 * Woodrider - Cost: 65 gold, 80 metal (was 60 gold 70 metal), 20 Damage (was 15). BT: 60 instead of 70, 100 hits (was 90), resistant to crushing (was none)

Research

 * Bowmaster research costs 500 gold, 500 crystal instead of 700 gold, 700 crystal
 * Trade research costs 150 of each resource instead of 500

Misc
<p class="MsoNormal"> =Items=
 * Magic Well costs 100 gold, 100 stone instead of 50 gold, 200 crystal
 * Tree of Life costs 100 stone instead of crystal
 * Access to the White Tree at keep level 2 but the White Tree's research remains accessible only at keep level 4

Existing Item Changes
<p class="MsoNormal">
 * Anti Magic Ring gives 10 magic resistance (was 5)
 * Blood Banner gives 1 combat and 2 morale (was 3 combat and 1 morale), and gives a bonus +4 morale when leading Dark Elves
 * Banner of Rage gives 5 combat and 1 morale (was 3 combat and 1 morale)
 * Runelord's Cloak now gives +1 Rune Magic and is equal in rarity to Woodland Cloaks
 * Grollo's Storm Ring has changed in rarity from 0 to 4 (more common)
 * Grollo's Fire Boots have changed in rarity from 0 to 2
 * All Rune Items: Lesser rarities changed from 2 to 4, Normal rarities changed from 1 to 3, Greater rarities changed from 0 to 2 and Master rarities changed from 0 to 1
 * Runehelms morale bonuses have all been upped by 2
 * Runeshields develop Magic resistance earlier: lesser gets +5, normal gets +5, greater gets +10, master gets +15 and royal gets +20, was master has +5 and royal has +10
 * All Runemail +2 armour except for Royal
 * Orkish Banner now gives +8 morale when leading Orcs instead of +4
 * Slayer's Blade now gives +30 damage to large creatures (was +20). Value gone up by 5
 * Ring of Slime now gives +8XP to Slimes (was +4)
 * Dwarf-on-a-Stick now gives +3 morale when leading Orcs and +15 damage vs Dwarves (was +2 morale and +10 damage vs Dwarves)
 * Robe of the Archmage now only gives -2 speed (was -3 speed)
 * Shadow Belt now gives the wearer +12 combat at night (was +6)
 * Fey Cloak rarity down to 2 (was 1)
 * Fey Harp rarity down to 2 (was 1)
 * Dwarfkiller now has +20 damage vs Dwarves (was +15), rarity down to 3 (was 2)
 * Shaman Stones rarity down to 2 (was 1)
 * Fire Giant and Frost Giant belts +2 combat and +5 of their type of resistance
 * Storm Giant's belt value to 60 (was 50)
 * Orc Lord's Belt now gives +3 morale when leading the Orcs and +4 combat (was +1 morale when leading orcs, +3 combat). rarity decreased to 4 (was 3)
 * Helm of the Ram now gives +5% to critical hit rate (was +3%)
 * Orb of Protection rarity down to 4 (was 2)
 * Greater Orb of Protection value to 75 (was 45)
 * Orb of Flame rarity to 3 (was 2)
 * Orb of Ice rarity to 6 (was 2)
 * Orb of Life rarity to 3 (was 1)
 * Greater Orb of Life rarity to 2 (was 1), value to 80 (was 50)
 * Fixed The Vault Key's description text
 * Changed name of item 'Spiked Club of Death' to 'Club of Brutality'
 * Dragon Banner now gives +15 damage to dragons (was +5)
 * Greater Cloak of Protection rarity to 6 (was 4)
 * Frost Giant's Helm rarity to 2 (was 1)
 * Fire Giant's Horn rarity to 2 (was 1)
 * Doomshield rarity to 2 (was 1)
 * Axe of Dwarvensbane +20 damage vs Dwarves (was +15)
 * Paladin's Helm rarity to 2 (was 1)
 * Griffon Cloak rarity to 2 (was 1)
 * Dark Path Amulet now gives + 9 combat at night (was +6)
 * Staff of the Master's rarity 2 (was 1)
 * Ogre's Blade gives +15 damage vs humans (was +5)
 * Hammer of Yorr gives +30 damage vs Orcs (was +15)
 * Orb of Seeing gives +10 Magic resistance (was +5)
 * The Stone Crown now gives +7 morale when leading Dwarves (was +5)
 * Boots of Slime changed description
 * Spell failure on Shield of Chaos decreased to -5 (was -10)
 * Mechanical Orb now gives +4 morale when leading Dark Dwarves (was +2)
 * Bladebane Mail now gives +10 armour (was +5)
 * Sun Staff 5 fire damage (was 10), +10% spellcasting
 * The Frozen   Needle 10 Cold Resistance exchanged for +15% spellcasting
 * Ring of the Liche fixed - now gives -90 to hits (was -150 but said it only gave -100)
 * Staff of Regret - Renamed Mindspark Staff. Description altered
 * Staff of Pyreakon +5% spellcasting
 * Renamed item 'Lysean Staff' to 'Lysean Scepter'

New Items (119 Total)

 * The Tome of Life
 * The Tome of Earth
 * The Tome of Blight
 * The Tome of Incineration
 * The Tome of Glaciation
 * The Tome of Experiments
 * Gemstones
 * Druid's Coronet
 * The Crown of Korum
 * Gem Shield
 * Crag Boots
 * Totem Staff
 * Cloak of Aberration
 * Circlet of Madness
 * Plague-bringer Helm
 * Blightstone Ring
 * Staff of Decay
 * Chaotic Ultimatum
 * Golem Ring
 * Aranea's Call
 * Stormspike
 * Key of Adaptation
 * Thief's Bludgeon
 * Eye of Scrutiny
 * Stealthhand Girdle
 * Rallying Banner
 * Tome of Treatises
 * Messenger's Escorts
 * Crown of Negotiation
 * Cutpurse Dagger
 * Crystal of Lesser Power
 * Crystal of Greater Power
 * Crystal of Unending Power
 * War Mage's Battlegear
 * Molten Orb
 * Ring of Steel
 * Stonework Gems
 * Artisan's Masterwork
 * Barbarian Banner
 * Infernal Banner
 * Mechanical Banner
 * Dwarven Banner
 * Imperial Banner
 * Dream Banner
 * Lunar Banner
 * Bartonian Banner
 * Havoc Banner
 * Orcish Banner
 * Contagion Banner
 * Sun Banner
 * Proliferation Banner
 * Dark Banner
 * Haven Banner
 * Staff of Missiles
 * Twisted Will
 * Fickle Nature
 * Belt of the Potionmaster
 * Helm of the Potionmaster
 * Boots of the Potionmaster
 * Theodred's Weave
 * Theodred's Counsel
 * Theodred's Writings
 * Eternal Malice
 * Eternal Witness
 * Eternal Slaughter
 * Omnisapience
 * Omniscience
 * Omnipotence
 * Miracle of Blessing
 * Miracle of Healing
 * Miracle of Curing
 * Guardian of the Wastes
 * Body of the Wastes
 * Bringer of the Wastes
 * Seeker of Secrets
 * Seeker of Unreality
 * Seeker of Twilight
 * The Tread of the Anima
 * Rejuvenation of Nature
 * Lifetap
 * Antharg's Vision
 * Deathskin
 * The Black Finger
 * Loop of the Pit Lord
 * Armor of the Pit Lord
 * Sickle of the Pit Lord
 * Tome of Elder Script
 * Elderstones
 * Crown of the Elders
 * Path to Ruin
 * Weave of Dimensions
 * Dimension Ripper
 * Time Spiral
 * Eye of the Infinite
 * Key to Evermore
 * Two-Faced Crown
 * Emblem of Tribute
 * Abomination Visor
 * Mercenary's Attire
 * Bloodthirst
 * Soul's Snare
 * Dance of the Dead
 * Grim Effigy
 * Lesser Mana Bank
 * Mana Bank
 * Greater Mana Bank
 * Destroyer of Worlds
 * Drong's Sledghammer (a tribute to Kharn's? Ogre Drong)
 * Doomguide
 * Head of the Pathfinder
 * Heart of the Pathfinder
 * Mirror Armor
 * Mirror Shield
 * Orin's Skill
 * Orin's Artifice
 * Orin's Mason
 * Savage Cape
 * Feral Skullhelm
 * Rampant Axe
 * Crael's Lunacy