The Protectors - Changelog 0.8.8

Back to The Protectors The Protectors - Quest Changelog 0.8.8

The Protectors Changelog 0.8.8 from version 0.8.7

AI

 * AI now takes remaining hit points into consideration when calculating the toughness of units and buildings


 * AI heroes now retreat when facing danger proportionate to their level (if hit points >180)


 * AI heroes now retreat in the tower closest to their base


 * AI no longer casts Rites of Dawn when having undead as allies


 * AI units now cast weather changing spells based on their race and allies


 * AI no longer casts Stormcall when having the swarm or ssrathi as allies


 * AI no longer converts starting mines of allied players


 * AI no longer attacks buildings under conversion by an allied player


 * Increased attack priority based on distance


 * AI no longer misses the correct conversion spot


 * Implemented AI for Unfixed Alliances game mode


 * Unit AI no longer casts psych inducing spells on units already affected by that psych condition


 * Fixed bug where AI retinue would not take level ASP cost into consideration


 * AI retinue max levels are now based on difficulty level (Squire: maxlevel 1, Knight: maxlevel 2, Lord: maxlevel 5, Prince: maxlevel 10, Warlord: maxlevel 15, Emperor: maxlevel 20, Grand Emperor (Demigod): maxlevel 40)


 * Fixed bug where AI would lose double resource cost when casting Elcor’s Balm


 * AI now casts Light/Darkness


 * Most spellcasters are now set to “Magic Defender” by default


 * Titans, suicide units and Spiders are now set to Aggressive by default


 * Stand Ground attitude no longer attacks neutral buildings, any mines or critters


 * Guardian and Magic Guardian attitudes now remember target after morph


 * Units on Magic Defender and Magic Attacker will automatically change to Magic Guardian when told to guard


 * Spiders from eggs and Priestesses now spawn with Rampant attitude


 * Implemented new unit attitude Skirmisher: The unit will pull back from the enemy a short distance if engaged in melee


 * Most missile units in the game are set to Skirmisher by default


 * Adjusted overall attack priority


 * Battering Rams now have a higher priority of attacking buildings


 * AI heroes no longer get any items in temporary heroes mode


 * AI no longer has special retinue in temporary heroes mode


 * Fixed bug where AI would try to merge special characters wisps


 * Battering rams no longer auto-attack enemy mines


 * AI no longer attacks mines if the hero left the group


 * Chaos Aura spell no longer triggers on buildings


 * Rampant AI now targets floating units too when searching for air targets


 * Fixed bug where air-only-attacking units would not target floating units


 * Fixed bug where undead AI would not produce wraiths nor shadows


 * AI now does all the researches


 * AI now sends excess resources to allies


 * AI bases are now more compact - allowing them to be more efficient with space


 * AI no longer checks if it can build the unit continuously to build the building that trains the unit


 * AI heroes retreat into towers even when they are near their base


 * AI heroes no longer come out of the tower if there are enemies nearby, unless the tower is about to be destroyed


 * Walls no longer count on AI resignation routine


 * AI now uses units rewarded from quests


 * AI no longer interrupts attack animations with new orders


 * AI no longer tries to cast psych spells on racially immune or drunk units


 * AI retreats their generals and special characters when in danger


 * AI now casts holy word, chaos bolt, famine, chaos plague, couatl’s wrath properly and has a cooldown of 10 seconds (for AI only)


 * AI heroes now take their range perk into consideration when equipping items


 * AI now attack/destroy quest buildings and shops close to enemy start locations


 * Greatly adjusted AI difficulty levels


 * AI may now start with cursed items as well


 * AI now uses Warcry only when enemies are nearby


 * AI now uses Raise Zombie from Sorcerer only when on max mana or about to die (under 40 hp)


 * Units no longer chase animals to eat if they are not missing more than 20 hp


 * Fixed bug where units would not handle threats over 12 range

Visual

 * Removed unintended team-coloured pixels found randomly on the Tome, Orb of Wonder, Unicorn Grove and the Pit


 * Fixed some visual issues with the Dark Tower, Tree of Pain and Reformatory, as well as setting the windows to use the team-colours


 * Fixed some visual issues with the White Tower


 * Fixed the Guardian Skull’s firing position


 * When sending or receiving resources via diplomacy, you now get a text display with the exact amount


 * Added psych tooltip for courage


 * Implemented the new option to change between old and new control panels


 * Added secondary help popup to quickly compare two hero items


 * Fixed a graphical glitch in the campaign buy items and hire mercenaries screens


 * All races now have their own unique RSB icons


 * Team 4’s colour and number are now displayed in the lobby when choosing a scenario, like all other teams


 * Buildings now display their armor and resistances in the control panel


 * Added tooltip for building effects (Epidemic)


 * Side colours may now be player chosen in the skirmish screen


 * Players can now ping the map for allies to see (select a unit/building and press P or shift+p)


 * Added sight display in the control panel


 * Added 3 new selection rings


 * Selection rings now update proportionately to max unit level


 * Selection boxes are now colored based on selection rings


 * Added new selection boxes for retinue units, special characters and heroes


 * Implemented purple PFX


 * Implemented snowfall and blizzard weather


 * Improved the Desert Coast tiles


 * Added the map size in text to the map size filter icon in the scenario lobby


 * Rain may now fall from different directions


 * Slightly changed stratmap colours of quest buildings, neutral player, brown player and white player


 * Added visual option to disable non blocking features


 * Fixed defeat dialog for dwarves


 * When ordering to guard, the attitude change is displayed accordingly


 * Fixed bug in control panel’s context area not updating properly


 * The Protectors Campaign and Chapters now have a bigger, more detailed world map


 * Counters may now show up to 6 digits (was 4)


 * Hero mode is now shown on the Hero Info screen


 * Buildings may now show attack and convert radiuses by pressing R


 * Blood decals are now created when there’s blood splatter too (with their number dependant on damage dealt)


 * Reworked number of blood splatters algorithm


 * Dragonbreaths now leave scorch marks behind


 * Firebreath now leaves fire behind


 * Missed arrows now remain on the ground for 30 seconds


 * Missed axes now remain on the ground for 30 seconds


 * Spears now remain on the ground for 30 seconds


 * Sheep, Cow and Goblin projectiles now leave dead bodies behind


 * Missed fireballs now leave fire and scorch marks behind


 * Missed blue lightning bolts now leave electrical discharge and scorch marks behind


 * Missed rocks now leave cracked stone decals behind


 * Added Rune Shop building where you can buy rune items and potions.


 * Converting animation may now be interrupted when ordering a move or attack command


 * Improved loading, graveyard, levelup, options, retinue, victory, defeat, multiplayer, select hero, worldmap and skirmish screens resolution flexibility


 * Worldmap party location now slides with a speed relative to traveling time


 * Slightly moved the in game crown display more to the left


 * Unit description now contains all the flags it has


 * Unit description now contains self-updating abilities


 * Fixed bug where Spell Blocked text would not appear on non-hero units


 * Greatly increased item description and name length limit


 * Minimap white dots now have a black underline


 * Minimap black dots now have a white underline


 * The Daemon Lair graphics were improved to fit with all terrain types


 * The Carmel Tower has new selection ring size which fits the building better


 * New loading screens added


 * All units now do their ambient animation upon victory


 * Added game timer


 * Non-lootable chests now have a glow in game


 * Added new info panel for armies, showing all their flags


 * The Dark Dwarven Furnace now emits smoke (different amounts at different tier levels)


 * Fixed bug where spell PFX would be seen on invisible units


 * Illusionary and Invisible units are now displayed as such for allies too


 * Added Brawler portrait for NIS dialogue


 * Units affected by Shadow Form or Phantom Steed are now 25% translucent (was 50%)


 * Invisible units are now 75% translucent (was 50%)


 * The Control Panel now shows building attitudes as well


 * Campaign NIS effects text no longer overlaps


 * Fixed the construction frames for the 4 temples where they would leave behind parts of the previous frame when moving to the next


 * Added new Minotaur hero avatar


 * Increased font size of in-game dialogue text


 * Fixed bug where the world map would not display its borders


 * Re-rendered 3_end.bik to fix a typo


 * Added Ssrathi victory and defeat popups


 * Sorted the class list when selecting AI class in skirmish


 * Improved the positioning of the selection ring for the Stone Guardian and Iron Guardian


 * Increased the size of the selection ring for the Undead Lair


 * Wildbolt uses a new visual effect that hits everything in its path (wbc1 mud ball)


 * Darkbolt research changes Sorcerer attack to the wbc1-2 fire ball

Audio

 * All buildings now have attack sounds


 * Added wbc1 system voice


 * Choosing a system voice now plays a sample


 * Plains ambient sound has a 50% chance to change to Ambient


 * Prairie ambient is now played on wasteland themes (was Desert)


 * Undead, Minotaur and Ssrathi now have unique victory buildups


 * All items now have pickup and drop sounds


 * Fixed bug where the music track option of “Warlords 3: Dark Lords Rising” would only play 7 ambient tracks instead of all 11


 * Hero spell voices now have an equal chance of being shout (was 50% for spell1, 40% for spell2 and 10% for spell3)


 * Hero spell voices can be heard on the battlefield


 * Increased sound cache


 * Multiple movement sounds can now be played


 * Levelled the sound volume for ExtraBaragon, ExtraDefeat3, ExtraDialog2_Evil, ExtraDialog4_Classic2, ExtraHeroDies,ExtraInn, ExtraIntro,ExtraPrelude, ExtraSFX_DwarvenMines, ExtraSFX2_HumanTown, ExtraSFX4_PsychedelicJungle, ExtraSFX5_TheGraveyard, ExtraSFX6_DeathMarshes, ExtraSFX7_BlackPortals, ExtraSFX8_Ruins, ExtraSirMelvin, ExtraTitan, ExtraTravel5_SunderedIsle, ExtraTravel6_RealmsofDeath, ExtraVictoryEvil, ExtraVictoryEvil_2, Ext ictoryEvil_3,ExtraVictoryGood_2,AmbientArab5, AmbientBallad3, AmbientCeltic3, AmbientDarkness, AmbientDarkness3, AmbientJungle, AmbientJungle2, AmbientJungle4, AmbientLight, AmbientLight4, AmbientLight6, TheProtectors6_EmpireTheme, TheProtectors8, TheProtectors9, TheProtectors19_EarthPower_MagicMushrooming, TheProtectors21_FeyTheme, TheProtectors22, TheProtectors23_DragonsTheme, TheProtectors26_DarkDwarfTheme, TheProtectors27, TheProtectors43_TheHorsemanOfDeath_CorruptiveNature, TheProtectors38_SoundsOfLurinth_HavenPt1, TheProtectors39_SoundsOfLurinth_HavenPt2, TheProtectors45_ToSunder_CompendiumMaleficarumPt2, TheProtectors48_BarbariansTheme, TheProtectors50_TheSunGod_Keshan, TheProtectors57_Lyseas_Pt1, TheProtectors58_Lyseas_Pt2, TheProtectors66_MinotaursTheme, TheProtectors73_Dragonlords_Kelthurax


 * Fixed bug where sounds would not be heard on high resolution screens


 * Titan and Death songs no longer repeat themselves when triggered more than once in a short span of time


 * Fixed some song naming errors and the number of tracks played in TPC Extended


 * Special character’s order sounds now take higher priority in a group


 * Pausing the game no longer turns Sound Effects to mute


 * Some sound effects slightly vary in pitch randomly


 * Black Robe hero avatar now has death sound 46


 * Grimnir now has a new voice set (WBC2 wraith)


 * Added 3 new walking SFX, 2 new falling SFX and 2 new missile building hits SFX


 * Mixed one WBC1 mid file into a VST mp3 track


 * Added new Soundtrack: Puzzle Quest 2


 * Added new Soundtrack: Puzzle Quest DS (using an improved Nintendo DS OST)


 * Added Menu/event tracks for the Puzzle Quest Soundtrack


 * Added credits for all songs played in the game


 * Minotaur hero avatars and Ogre hero avatar now play the stomp movement sound


 * Added 10 suggestive event sounds to be used as ACT sound tags


 * Added 30 new spell sounds for a variety of spells


 * Fixed spells not having any sound


 * Added a new female death sound for evil heroes, nagas and succubuses


 * Added a new ExtraSnow track (similar to the teaser song video). Plays for various races in TPC OST but only for Plaguelords in TPC OST ext


 * Added ExtraQuinton for Plaguelords and Nis Events (Plays in TPCOST)


 * Added 3 Blizzard sounds


 * Added sounds for all Tortured Souls


 * Brawler uses a more violent speech (wbc1 berserker)


 * Praetor uses WBC1 Black Mage speech files


 * Ancient Giant uses WBC1 Ogre voice


 * Rock GIants use WBC1 Giant voice


 * Sprites use speech files from WBC1 1999-2000 series (better quality than Wbc3 and reworked TPC)


 * Added a new sound when player heroes are revived

Gameplay

 * Fixed bug where Scavenge wouldn’t clear rubble properly


 * You can now queue up unaffordable units, upgrades, researches


 * Fixed bug where starting towers would have wrong stats


 * Slug Fest now takes unit cost into account


 * Battle of Titans no longer creates level 100 AI heroes


 * Capture the Flag and Triggered now available in skirmish too


 * Units with natural vampirism now get +0.5 vampirism per level


 * Builders now get +1 build skill per level


 * Players can no longer do spell researches if their hero is dead


 * Walls and temporary buildings no longer count towards buildings razed


 * Implemented new game types King of the Hill, Conquest


 * Merchants game type can now have its goal set by host


 * Enabled Unfixed Alliances game mode


 * The 3 smallest grass plants from the Ancient Foliage features group no longer obstruct pathing (and been relocated to the Grass Plants group)


 * Hero levels no longer affect assassination chance


 * Shooters can no longer cause friendly fire


 * Unit level cap is now 50 (was 20)


 * Army Production now halts when in starvation/at army limit


 * Implemented Tower Cap


 * Implemented new game mode Hero Resurrection


 * Host can now control human player settings (team, race, resources)


 * Regular ASP units may now end up in your retinue


 * Implemented new Fog of War type Cone Of Sight


 * Hot and Pointy damage type now deals 50% piercing damage and 50% fire damage (was 100% piercing and 50% fire)


 * Shop owners hatred algorithm modified. Prices capped at 50% and 150%


 * Mana regeneration is now capped at 1 point per 1 second (was 1 point per 0.5 seconds)


 * Heroes now start with 3/4s of their max mana


 * Hero HP & MP regeneration is now faster. HP regeneration starts at 1 point per 7.5s and MP regeneration starts at 1 point per 15s (was both 1 point per 20s). HP & MP regeneration also increases more per point of Regeneration/Energy, Strength/Intelligence than it did previously (approximately ~+100% for HP and ~+50% for MP)


 * Units regenerate HP and MP in the same way as heroes. Their level = the number of Regeneration & Energy skill points that unit has


 * Petrify, Crystalize and Assassination now gives resources based on target unit food cost


 * Group Morph now saves old units’ attitudes


 * Battle of Titans can now be played with No Heroes mode


 * Handicapping can now be set in Skirmish too


 * Owned lairs now stop defeat


 * XP is no longer gained from killing allied units or buildings


 * Night, Rain, Storm, Snow, Blizzard now each give -1 view for all units and buildings


 * Fixed bug where ordering to guard would change attitude to guardian even if on magic guardian


 * All keeps now cost: Level 2: 300 of each, Level 3: 450 of each, Level 4: 600 of each & Level 5: 800 of each (was around 350 total 550 total 900 total 2300 total respectively)


 * All keeps now have the following HP: Level 2: 900HP, Level 3: 1400HP, Level 4: 2000HP & Level 5: 3000HP (was 600 700 800 900 respectively)


 * Preplaced units, regular units from Army Setup and units spawned in No Heroes mode are now recruitable into the retinue


 * Preplaced units with xp are now not recruitable into the retinue


 * Named units are now treated as special characters


 * Attack speed buffs may no longer go over the attack speed cap


 * Critters no longer prevent defeat


 * Destroyers now deal +35 damage vs buildings


 * Titans may no longer be sacrificed


 * Fixed bug where Trading wouldn’t work properly when having more than 3000 resources


 * Fixed bug where resurrected retinue with perma ret on could duplicate the unit


 * Voice of Lurinth no longer gives crystalize ability


 * Sacrifice chance is now related to resource costs of units


 * Towers can see invisible


 * Unit level ups now give +1 Combat, +10 HP, +0.25 Speed, +0.25 View, +0.5 Damage, +1 Armor, +1 Resistance per level


 * All buildings now have their own unique armour/resistance stats (was all 30 armour / 25 resistance)


 * All buildings now have their own special weaknesses/strengths (was all strong to piercing/slashing and weak to fire)


 * Implemented 9 new vulnerabilities and resistances groups


 * Implemented new game mode Random Start Locations


 * AI hero levels can be set up to 100 in the skirmish screen


 * Modified mine income and miner efficiency (Level 1: +2 per second, filler +0.25 each; Level 2: +3 per second, filler +0.25 each; Level 3: +5 per second, filler +0.5 each; Rare: +7 per second, filler +0.5 each)


 * Buildings can now be constructed in fog of war


 * Updated unit xp requirements for level ups


 * Updated ASP costs of unit levels


 * Battering Rams now deal +60 extra damage vs buildings (was +260)


 * Battering Rams now get -80% combat when fighting units


 * Units may now have a movement speed of 0


 * Revived resource wagons, now offering 500 resources and can only be picked by heroes


 * Upgrading keeps to level 3 now takes 80 seconds (was 60) and upgrading to level 4 takes 100 seconds (was 60)


 * Ice and Ford terrain now reduce movement speed by 1


 * Marsh terrain now reduces movement speed by 2


 * Lava terrain now reduces non-daemon non-titan flying units’ resistance by 10 (excepting Fire Dragons)


 * Ballista bolts now ignore missile resistances (including immunity)


 * Special characters are now immune to deathblows


 * Updated help text of all Monster class units with the Monstrous tag


 * Critters are no longer immune to psych effects (including poison)


 * Eating diseased/poisoned critters will now inflict disease/poison


 * Trade now has shortcut key (default shift+t)


 * Fixed bug where all builders could enter mine


 * New Utility Building named Daemonic Runes that researches Summon Mana 1-3, Arcane Research, Meditation 1-3, Mysticism and Advanced Mysticism


 * Added No Starting Towers game option (for random maps only)


 * Adjusted hero combat changes by weather (+/- 2 instead of +/- 3)


 * Bloodsouls are now created by dark elven buildings kills too


 * Slavehorde now spawns only 8 Thralls/ 4 Engineers (was 10/5)


 * The Carmel Tower now spawns:Dwarf Infantry, Halberdier, Sage, Stone Golem, Hellbore, Inquisitor as boss


 * Farseeing research now gives +15 view range to Lookouts, Scout Towers, Forest Towers, Magic Pools, Scrying Pools and Watchers


 * Players may now click outside the victory/defeat popup without exiting the game


 * Building height now counts towards line of sight


 * Fliers now have line of sight over every obstacle


 * Fixed bug where illusionary units could be recruited into retinue


 * Neutral critters now only follow other neutral critters of same type


 * Added No Special Retinue game option


 * All view researches now affect buildings as well


 * Dragons are no longer affected by lore and training researches


 * Starvation/ reaching pop cap now halves all resource income


 * Income researches are now based on mine levels (Income 1: lev1 +0.25, lev 2 +0.5, lev 3 +0.75, rare +1 Income 2: lev 1 +0.5, lev 2 +1, lev 3 +1.5, rare +2 Income 3: lev 1 + 0.75, lev 2 +1.5, lev 3 +2.25, rare +3 Income 4: lev1 +1, lev 2 +2, lev 3 +3, rare +4)


 * All units have double production speed (except Dragons, Titans and Generals. Generals and Dragons take a bit less time to produce)


 * Missiles that ignore armor now correctly ignore buildings’ armor as well


 * Ranged units no longer get a combat penalty in melee, unless they are tagged as Missile units


 * Missile units now only get half combat penalty in melee


 * Ranged units now affect tower stats too (was only Missile units)


 * Flaming Arrows no longer get two rolls on critical hit calculations


 * Fixed bug where Build Skill was not affected by Feast of Garok


 * Slightly trimmed the grid sizes of many buildings


 * Minotaurs and Orcs now have access to slow repairs


 * Regular retinue starting units are now affected by xp skills, stats and items


 * Implemented “Freeze Your Retinue’s XP” feature


 * Can now select groups of units of up to 512 units (was 32)


 * Fixed bug with multiple merging units


 * Merge Wisps can now be used with the Group Ability Bar


 * New building: Wind Mill. It increases food income (army limit) by +8 when owned


 * Special Resistances and Vulnerabilities are no longer ignore by Ignore Armor skills and abilities


 * Buildings from a control group now assign that control group to produced armies


 * Merging units now takes their hit points into consideration


 * Fixed bug where build skill would not work


 * Morphed units now retain old unit’s mana percentage


 * Weather bonuses/penalties for units are less extreme across the board (increments of 2 instead of 3, with some being 1 and rare ones 4)


 * Doubled the levels of lair bosses (to accommodate the changes to the unit leveling system)


 * Building Skill now works in the following way:

Each point below 4 gives +1% build speed

4 - 128% build speed

5 - 126% build speed

6 - 123% build speed

7 - 119% build speed

8 - 114% build speed

9 - 108% build speed

10 - 100% build speed

11 - 92% build speed

12 - 86% build speed

13 - 81% build speed

14 - 77% build speed

15 - 74% build speed

16 - 72% build speed

Each point above 16 gives -1% build speed

Knights

 * Archon starting mana now 15 (was 10), Archon Awe Strength 5 (was 8) Range 5 (was 8), 20Cmb > 14Cmb, 180HP > 100HP, 30Dam > 18Dam, 30Res > 20Res, Cost 120 Stone 210 Crystal 45s, 6ASP. Removed electrical weakness and fire resistance. No longer requires level 5 Keep


 * Inquisitor 26Cmb > 24Cmb, 50Dam > 40Dam, Cost 250 Gold 250 Crystal 150s, starting mana now 45 (was 20), 9ASP


 * Battering Ram now requires Level 2 Keep (was Order of the Ram)


 * Now have access to Ballistae at the Smithy, requiring Order of the Ram


 * Peasant 5Cmb > 7Cmb, 30HP > 55HP, 5Dam > 7Dam, Cost 30 Gold 15s


 * Dancing Sword 60HP > 65HP, Cost 10 Gold 40 Crystal 15s


 * Swordsman Cost 15 Gold 35 Metal 15s


 * Squire 4Cmb > 5Cmb, 40HP > 55HP, Cost 35 Gold 15 Stone 15s


 * Knight Errant 15Cmb > 14Cmb, 22Dam > 18Dam, 12Arm > 10 Arm, Cost 90 Metal 30 Stone 33s


 * Cavalier 18Cmb > 16Cmb, 170HP > 150HP, 25Dam > 20Dam, 100 Metal 50 Stone 35s


 * Paladin 20Cmb > 15Cmb, 190HP > 155HP, 25Dam > 22Dam, 25Arm > 15Arm, Cost 110 Metal 80 Crystal 37s, Abilities: loses +1 Morale bonus
 * Weaponsmith 2 and Armorer 2 also require level 2 Keep


 * Warhorse requires level 3 Keep


 * Full Plate Armor also requires level 5 Keep


 * Order of the Lion now gives +5 morale (was +10 resistance)


 * Fixed bug where Holy Relic would not affect Phoenixes, Scoutships and Ancient Treants
 * Eyrie/Nest/Brood level 3 now costs 500 of all 4 resources (was 600 gold and stone)


 * Tower cost: 250 gold, 250 stone, 45 seconds


 * Garrison cost: 100 gold, 100 stone, 45 seconds


 * Smithy cost: 150 metal, 150 crystal, 60 seconds


 * Fletcher cost: 100 metal, 100 crystal, 45 seconds


 * Market cost: 150 gold, 150 crystal, 60 seconds


 * Stables cost: 200 gold, 200 stone, 60 seconds. Now offers +3 to your army limit (was +2)


 * Eyrie level 1 cost: 100 gold, 100 stone, 45 seconds


 * Eyrie level 2 cost: 100 gold, 100 stone, 30 seconds


 * Shrine of the Sword cost: 150 metal, 150 stone, 60 seconds


 * Cathedral cost: 200 metal, 200 metal, 60 seconds


 * Sirian 140Dam > 115Dam, resistant to Magic (was all damage)


 * Armorer 1 now offers +4 armour (was +2)


 * Armorer 2 now offers +10 armour (was +5)
 * Full Plate Armor now offers +20 armour (was +15) and is applied to most units (was just the Knights’ 3 cavalry units)


 * Crusade 150g 150c 60s


 * Crusade II 200g 200c 70s


 * Crusade III 275g 275c 95s


 * Crusade IV 375g 375c 115s


 * Crusade V 500g 500c 140s


 * Weaponsmith I 150g 150m 60s


 * Weaponsmith II 375g 375m 115s


 * Armorer I 150g 150m 60s


 * Armorer II 375g 375m 115s


 * Full Plate Armor 750g 750m 180s


 * War Horse 100g 50s


 * Fletcher 300g 150m 75s


 * Bowyer 350g 100m 75s


 * Income I 80g 80m 80s 80c 65s


 * Income II 160g 160m 160s 160c 95s


 * Income III 240g 240m 240s 240c 135s


 * Trade 250g 250m 250s 250c 130s


 * Flaming Arrows 150g 200c 70s


 * Order of the Ram 150s 150c 60s


 * Order of the Rose 270s 270c 90s


 * Order of the Lion 215s 215c 75s


 * Order of the Grail 100s 100c 50s


 * Order of the Pegasus 225s 225c 75s


 * Order of the Dragon 375s 375c 115s


 * Sword of Sirian 200m 200c 65s


 * Knight’s Quest 100g 300c 65s


 * Holy Relic 200g 400c 120s


 * Holy Word 500c 80s, spell cost changed to 500c (was 200)


 * Rites of Dawn 160c 55s


 * Divination Spell Research 250c 60s


 * Healing Spell Research 250c 60s


 * Reinforced Hull 350g 400m 115s


 * Dual Sails 100g 200c 60s


 * Order of the Dragon now gives +10 Psyche resistance to all units (was +5 resistance to knight cavalry)

Dwarves

 * Fixed bug where dwarven buildings would not count to racial bonus


 * All dwarven units are now 50% resistant to spell damage


 * Battering Ram now requires Level 2 Citadel (was College)


 * Dwarven Smith 6Cmb > 7Cmb, 50HP > 60HP, Cost 50 Gold 17s, lost resistance to elemental


 * Dwarven Brawler 7Cmb > 10Cmb, 55HP > 85HP, 5Dam > 7Dam, Cost 30 Metal 15 Stone 14s, lost resistance to elemental, produced at the Brewery (was Armory)


 * Dwarven Infantry 12Cmb > 10Cmb, 100HP > 85HP, 12Dam > 11Dam, 18Arm > 13Arm, Cost 40 Metal 20 Stone 16s, lost resistance to elemental, gained resistance to slashing/piercing, gained vulnerability to fire


 * Dwarf Axe Thrower 10Cmb > 9Cmb, 100HP > 85HP, 12Dam > 11Dam, 13Arm > 10Arm, Cost 20 Gold 40 Stone 16s & 1ASP, lost resistance to elemental


 * Dwarf Berserker 14Cmb > 11Cmb, 120HP > 95HP, 20Dam > 14Dam, 25Arm > 18Arm, Cost 50 Metal 25 Stone 18s & may now berserk. Requires a Foundry and Dwarven Brew for production, produced at the Brewery (was Armory)


 * Khazrimi Guard 15Cmb > 12Cmb, 120HP > 90HP, 18Dam > 13Dam, 30Arm > 22Arm, 30Res > 22Res, Cost 20 Stone 55 Crystal 18s, lost resistance to elemental, gained resistance to physical and now deals electrical damage (was crushing). Requires a Brewery instead of a College


 * Runelord 10Cmb > 7Cmb, 90HP > 60HP, 15Dam > 12Dam, 11Arm > 10Arm, Cost 30 Gold 70 Crystal 37s, loses resistance to elemental, loses vulnerability to physical, starting mana now 55 (was 20). No longer has a requirement but is produced from a tier 4 building (originally required a level 5 Citadel)


 * Dwarf Lord 28Cmb > 25Cmb, 300HP > 260HP, 60Dam > 40Dam, Cost 250 Metal 250 Stone 150s, loses resistance to elemental, gains resistance to piercing/slashing, ASP9


 * Ballista requires a level 2 Citadel (was nothing)
 * Armorer 2 and Weaponsmith 2 also require a level 2 Citadel


 * Tower cost: 300 metal, 300 crystal, 60 seconds


 * Foundry cost: 150 metal, 150 crystal, 60 seconds


 * Armory cost: 150 metal, 150 crystal, 60 seconds, requires a level 2 Citadel (was level 1)


 * Trading Post cost: 150 gold, 150 crystal, 60 seconds


 * Workshop cost: 100 metal, 100 crystal, 45 seconds


 * Eyrie level 1 cost: 100 gold, 100 stone, 45 seconds


 * Eyrie level 2 cost: 100 gold, 100 stone, 30 seconds


 * Brewery cost: 100 gold, 100 crystal, 45 seconds, requires a level 1 Citadel (was level 3)


 * Mortar cost: 150 metal, 150 crystal, 45 seconds


 * College cost: 150 metal, 150 stone, 60 seconds


 * King Khalid 120Dam > 85Dam, resistant to Magic (was all damage)


 * Palace Messenger renamed “Finesse 1”, shifted cost over to crystal (from gold) and changed effects to +1 Damage, +2 Combat and gives Brawlers a double critical hit chance (was +3 speed), now researched in tier 2
 * Royal Messenger renamed “Finesse 2”, shifted cost over to crystal (from gold) and changed effects to +2 Damage, +1 Combat, as well as still offering Brawlers a missile resistance (was +3 speed and the missile resistance), now researched in tier 3


 * Dwarven Brew requires a level 3 Citadel (was nothing, but the Brewery was originally built in tier 3)


 * Forge moved to the Workshop and requires a level 3 Citadel (was researched at the College and required a level 5 Citadel)


 * Siegecraft moved to the Workshop and requires a College and a level 4 Citadel (was nothing, but was researched at the College)


 * Armorer 1 now offers +4 armour (was +2)


 * Armorer 2 now offers +10 armour (was +5)
 * Mithril now offers +20 armour (was +10)


 * Finesse I 150g 200c 65s


 * Finesse II 200g 500c 110s


 * Weaponsmith I 150g 150m 60s


 * Weaponsmith II 375g 375m 115s


 * Armorer I 150g 150m 60s


 * Armorer II 375g 375m 115s


 * Mithril 500g 1000m 1500c 240s - gives +20 Armor instead of +10


 * Runes of Flight I 150m 150c 60s


 * Runes of Flight II 375m 375c 115s


 * Income I 80g 80m 80s 80c 65s


 * Income II 160g 160m 160s 160c 95s


 * Income III 240g 240m 240s 240c 135s


 * Trade 250g 250m 250s 250c 130s


 * Morale I 250c 55s


 * Morale II 515c 85s


 * Morale III 770c 120s


 * Dwarven Brew 400g 65s


 * Forge 150g 150m 60s


 * Engineering 450g 450s 130s


 * Masonry 150g 150s 60s


 * Siegecraft 225g 150m 225s 105s


 * Healing Spell Research 250c 60s


 * Rune Spell Research 250c 60s


 * Reinforced Hull 350g 400m 115s


 * Dual Sails 100g 200c 60s


 * Drunkness now has the following effects:

Gnoll - +2 Speed, +3 Assassination Smith - +3 Build Skill Brawler - +2 Combat, +25% attack speed Infantry - +50% missile resistance +5 Armor and Resistance Axe Thrower - +5% crit chance Berserker - +15 Ignore Armor Khazrimi Guard - +15 Damage vs Spellcasters Runelord - +15% mana regen, +20 maximum mana Lord - +5 Damage King Khalid no longer has the Dwarven Brew ability

Undead

 * Group morph now works when selecting characters too


 * Illusionary units may no longer be morphed


 * Vampire 26Cmb > 25Cmb, 50Dam > 40Dam, Cost 250 Metal 250 Crystal 150s, starting mana now 40 (was 20), ASP9


 * The Cage building can now be built at Deathkeep Level 3 (was Level 4)


 * Zombie 90HP > 85HP, Cost 15 Gold 30 Stone 17s. Now strong to crushing (was all physical) and has 4 armor / resistance (was 0)


 * Skeleton 8Cmb > 9Cmb, 60HP > 70HP, Cost 30 Metal 20 Stone 14s


 * Wight 12Cmb > 11Cmb, 100HP > 85HP, 13Dam > 12Dam, 15Arm > 10Arm, Morph Cost 20 Metal 5 Stone


 * Dread Knight 14Cmb > 12Cmb, 120HP > 90HP, 18Dam > 13Dam, 20Arm > 18Arm, Morph Cost 25 Metal 10 Crystal, loses vulnerability to crushing, gains vulnerability to fire, Chaos Strength 6 (was 7). Now has the WBC2 speech set


 * Doom Knight 1UV > 2UV, 20Cmb > 15Cmb, 190HP > 155HP, 25Dam > 22Dam, 30Arm > 20Arm, 25Res > 18Res, Morph Cost 55 Metal 25 Crystal, gains vulnerability to fire, Chaos Strength 9 (was 12)


 * Guardian Skull 9Cmb > 7Cmb, 50HP > 55HP, 14Dam > 12Dam, Morph Cost 5 Gold 15 Crystal


 * Skeleton Cavalry 15Cmb > 14Cmb, 22Dam > 18Dam, Cost 30 Gold 90 Stone 33s


 * Cultist 10Cmb > 7Cmb, 70HP > 55HP, 16Dam > 12Dam, 20Res > 15Res, Morph Cost 20 Gold 15 Crystal, loses vulnerability to slashing, starting mana now 25 (was 15).


 * Liche 14Cmb > 9Cmb, 90HP > 60HP, 18Dam > 13Dam, Morph Cost 15 Gold 15 Crystal, loses resistance to fire, gains resistance to cold, starting mana now 60 (was 10)


 * Wraith Cost 40 20 1s based on race


 * Shadow 14Cmb > 11Cmb, 95HP > 75HP, 18Dam > 13Dam, Cost 20 Metal 50 Crystal 35s, loses resistance to all elemental, gains resistance to cold and electrical
 * Weaponsmith 2 also requires a level 2 Deathkeep


 * Added new research Rotten Flesh that gives Zombies a special resistance to all physical damage and changes their weakness to fire. Researched from the Graveyard and requires a level 3 Deathkeep


 * Tower cost: 300 metal, 300 stone, 60 seconds


 * Graveyard cost: 150 gold, 150 crystal, 60 seconds


 * Gravestone cost: 50 gold, 50 crystal, 30 seconds


 * Boneyard cost: 150 stone, 150 crystal, 60 seconds


 * Barrow cost: 100 gold, 100 stone, 45 seconds


 * Brood level 1 cost: 100 gold, 100 stone, 45 seconds


 * Brood level 2 cost: 100 gold, 100 stone, 30 seconds


 * Cage cost: 100 stone, 100 crystal, 45 seconds


 * Altar of Shadows cost: 100 gold, 100 stone, 45 seconds


 * Black Library cost: 100 metal, 100 stone, 45 seconds


 * Bane 100Dam > 85Dam, resistant to Magic (was all damage)


 * Summon wraith now costs 20 mana (was 30)


 * Summon shadow now costs 35 mana (was 60)


 * Dark Mithril now offers +20 armour (was +10)


 * Feast of Garok 250g 250c 85s


 * Rotten Flesh 250g 250c 85s


 * Burial 200s 100c 60s


 * Tombguard 150g 150m 60s


 * Vampire Bats 300c 60s


 * Dark Citadel 400g 100c 80s


 * Dark Lord 500g 200s 100c 120s


 * Weaponsmith I 150g 150m 60s


 * Weaponsmith II 375g 375m 115s


 * Dark Mithril 1000g 1000m 1000c 240s


 * Haunting 150s 300c 75s


 * Wailing 100g 200c 60s


 * Slavehorde 300g 200s 85s


 * Staff of Damnation 225g 225c 75s


 * Licheking 200g 200c 70s


 * Time Research 250c 60s


 * Necromancy Research 250c 60s


 * Reinforced Hull 350g 400m 115s

Barbarians

 * Thrall 4Cmb > 5Cmb, 25HP > 45HP, 2Dam > 3Dam, Cost 30 Gold 15s


 * Wardog 12Cmb > 9Cmb, 70HP > 65HP, Cost 10 Gold 35 Stone 13s


 * Tribesman 7Cmb > 9Cmb, 15Dam > 11Dam, 5Arm > 8Arm, Cost 40 Metal 15 Stone 16s


 * Rider 20Dam > 18Dam, Cost 70 Gold 50 Metal 33s


 * Warlord 21Cmb > 15Cmb, 180HP > 155HP, 30Dam > 22Dam, Cost 100 Gold 90 Metal 37s, Abilities: loses +1 Morale bonus, starting mana now 15 (was 3)


 * Reaver 32Cmb > 12Cmb, 300HP > 90HP, 50Dam > 14Dam, Cost 25 Gold 60 Stone 19s, lost general status and moved into the Camp as Advanced Infantry. Requires level 2 Fortress


 * Reavers now deal +30 damage vs large creatures (was +100)


 * Barbarian units now have +15 psych resistance against fear
 * New unit - Witch Doctor. A ranged magic dealing unit that can cast Cure, Dispel and Calm. Produced from the Altar of Tempest and requires the Chieftain’s Hut for production


 * New unit - Rock Giant. A new general for the Barbarians
 * Horse Lord and Trampling also require a level 3 Fortress
 * Bloodlust moved to the Fortress and requires a level 5 Fortress (was nothing)
 * Removed Horde 5-9
 * Berserker and Barbarian King move to the Chieftain’s Hut


 * Barbarian King now gives +3 damage to Reavers (was +10), has been moved to the Camp and requires a Level 3 Fortress
 * Tower cost: 250 gold, 250 metal, 45 seconds


 * Camp cost: 150 stone, 150 crystal, 60 seconds


 * Scout Tower cost: 150 gold, 150 metal, 45 seconds


 * Mill cost: 150 stone, 150 crystal, 60 seconds


 * Corral cost: 100 stone, 100 crystal, 45 seconds


 * Nest level 1 cost: 100 gold, 100 stone, 45 seconds


 * Nest level 2 cost: 100 gold, 100 stone, 30 seconds


 * Altar of Tempest cost: 150 gold, 150 metal, 60 seconds


 * Chieftain’s Hut cost: 100 metal, 100 crystal, 45 seconds


 * Tempest 100Dam > 85Dam, resistant to Magic (was all damage)


 * Magical Tattoos now gives +4 armour (was +5)


 * Training 270g 270m 105s


 * Gladiators 100g 100m 50s


 * Eagle Eye I 150g 50c 50s


 * Eagle Eye II 175g 75c 55s


 * Eagle Eye III 200g 100c 60s


 * Hunting 250g 200m 75s


 * Income I 80g 80m 80s 80c 65s


 * Income II 160g 160m 160s 160c 95s


 * Income III 240g 240m 240s 240c 135s


 * Trade 250g 250m 250s 250c 130s


 * Horsemaster 300s 150c 100s, renamed Horse Lord


 * Horse Lord 450s 300c 115s, renamed Horesemaster


 * Rearing 200g 100m 60s


 * Trampling 400g 200m 90s


 * Tracking 300g 150c 75s


 * Magical Tattoos 150g 150c 60s


 * Bloodlust 100g 300c 70s


 * Berserker 250g 250m 250c 115s


 * Spear of Ank 200g 200m 350c 115s


 * Horde I 100m 150c 55s


 * Horde II 200m 300c 75s


 * Horde III 300m 450c 100s


 * Horde IV 400m 600c 130s


 * Chronomancy Spell Research 250c 60s


 * Ice Spell 250c 60s


 * Barbarian King 225m 225s 70s


 * Dual Sails 100g 200c 60s

Minotaurs

 * Added new Slayer Knight unit


 * Added new research Gaze of Sartek - requires a level 3 Ziggurat and allows for the production of Basilisks


 * Minotaur King 35Cmb > 30Cmb, 80Dam > 55Dam, Cost 500 Gold 500 Stone 180s, Fear Strength 6 (was 9), ASP14


 * Battering Ram now requires Level 2 Ziggurat (was Rage of Sartek)


 * Minotaur Brute 14Cmb > 15Cmb, 140HP > 150HP, 15Dam > 20Dam, Cost 50 Gold 100 Stone 35s, 1UV > 2UV, 4ASP


 * Minotaur Axe Thrower 100HP > 150HP, 14Dam > 18Dam, Cost 50 Gold 115 Metal 36s, 1UV > 2UV, 4ASP


 * Basilisk 18Cmb > 12Cmb, 180HP > 120HP, 20Dam > 18Dam, 30Arm > 25Arm, 30Res > 25Res, Cost 50 Gold 100 Crystal 33s and requires Gaze of Sartek


 * Minotaur Shaman 11Cmb > 12Cmb, 100HP > 115HP, 14Dam > 18Dam, Cost 100 Gold 175 Crystal, 45s, loses vulnerability to all physical, gains vulnerability to piercing, starting mana now 50 (was 20), 1UV > 2UV


 * Gnoll 13Cmb > 11Cmb, 120HP > 90HP, 15Dam > 13Dam, 10Arm > 8Arm, Cost 25 Gold 40 Stone 17s and requires Axe of Sartek (was Pen)
 * Ironworks moved to tier 2 (was 1), with Cleaving Blades requiring a level 3 Ziggurat
 * Farseeing now requires a level 2 Ziggurat in addition to Eagle Eye 3
 * Henge adds +3 army limit (was +2) and moved to tier 4, allowing Shaman to be built at tier 4 (was 5), but the Shaman skill now requires a level 5 Ziggurat. Also reduced its size to 9x8 cells (from 11x11 cells)


 * Altar of Sartek moved to tier 4 (was 3) and Wind of Sartek move to it


 * Tower cost: 250 gold, 250 crystal, 45 seconds


 * Arena cost: 150 metal, 150 crystal, 60 seconds


 * Lookout cost: 150 gold, 150 crystal, 45 seconds


 * Ironworks cost: 150 gold, 150 crystal, 60 seconds


 * Pen cost: 150 metal, 150 stone, 60 seconds


 * Eyrie level 1 cost: 100 gold, 100 metal, 45 seconds


 * Eyrie level 1 cost: 100 gold, 100 metal, 30 seconds


 * Ale Store cost: 100 metal, 100 stone, 45 seconds


 * Altar of Sartek cost: 100 stone, 100 crystal, 45 seconds


 * Henge cost: 150 metal, 150 stone, 60 seconds


 * Skull of Sartek 120Dam > 85Dam, resistant to Magic (was all damage)


 * Minotaur RSB now affects all units on the map and its vampirism is no longer capped at damage dealt (like normal vampirism). Gives +10 vampirism (was +50)


 * Shield of Sartek 1 now offers +4 armour (was +2)


 * Shield of Sartek 2 now offers +10 armour (was +5)


 * Hand of Sartek 150m 150c 60s
 * Axe of Sartek 300c 60s
 * Gaze of Sartek 300c 60s
 * Rage of Sartek 150m 150s 60s
 * Spirit of Sartek 250g 250c 80s
 * Eagle Eye I 150g 50c 50s


 * Eagle Eye II 175g 75c 55s


 * Eagle Eye III 200g 100c 60s


 * Farseeing 250g 500c 115s


 * Ironclad Horns 375g 375m 115s


 * Ironshod Hooves 750g 750m 180s


 * Shield of Sartek 1 150m 150c 60s


 * Shield of Sartek 2 375m 375c 115s


 * Cleaving Blades 375g 375m 115s


 * Training 270g 270m 105s


 * Morale I 250c 55s


 * Morale II 515c 85s


 * Morale III 770c 120s


 * Dwarven Brew 200g 50s


 * Wind of Sartek 450c 75s


 * Berserker 250g 250m 250c 115s
 * Pyromancy Research 250c 60s
 * Chaos Research 250c 60s


 * Shaman 150g 150s 150c 60s


 * Minotaur Brutes and Minotaur Axe Throwers no longer have the Dwarven Brew ability

Orcs

 * New Goreshaft Bolts research which changes Kobold Sniper damage to deal 50% piercing and 50% Magic damage and allows them to inflict disease


 * Giant 28Cmb > 24Cmb, 60Dam > 50Dam, Cost 500 Metal 500 Stone 180s, Fear Strength 6 (was 9), 15ASP


 * Kobold 5Cmb > 7Cmb, 40HP > 55HP, 5Dam > 6Dam, Cost 30 Stone 15s


 * Goblin 30HP > 45HP, Cost 5 Metal 15 Stone 7s


 * Goblin Chief 60HP > 70HP, Cost 55 Metal 35 Stone 30s, starting mana now 30 (was 20)


 * Orc Infantry 12Cmb > 10Cmb, 100HP > 90HP, 14Dam > 12Dam, Cost 45 Metal 20 Stone 16s


 * Kobold Sniper 40HP > 55HP, 15Dam > 12Dam, Cost 45 Gold 20 Metal 17s and now produced from the Battleyard and require Orchold Level 2 (was built from Orchold Level 2 with no requirement)


 * Troll 14Cmb > 13Cmb, 175HP > 150HP, 20Dam > 18Dam, Rng 4 > 3, Cost 105 Gold 45 Metal 33s


 * Wolfrider 15Cmb > 14Cmb, 26Dam > 21Dam, 15Arm > 13Arm, Cost 25 Gold 105 Stone 32s


 * Goblin Shaman 10Cmb > 7Cmb, 60HP > 55HP, 14Dam > 12Dam, Cost 35 Gold 65 Crystal 39s, loses vulnerability to all physical, gains vulnerability to slashing, starting mana now 45 (was 25) and no longer have a requirement, making them producible in tier 4 (was level 5 Orchold)


 * Ogre 16Cmb > 15Cmb, 200HP > 160HP, 25Dam > 22Dam, Cost 110 Metal 80 Stone 38s, Fear Range 2 (was 1)


 * Gobshooter 4Cmb > 11Cmb, 100HP > 160HP, Cost 110 Gold 210 Metal 67s. Abilities: +30Dam vs buildings. Now requires a Hovel (was Battleyard)


 * Cowards! now deals extra damage vs ranged hero units as well. Requires level 2 Orchold (was nothing)


 * Rabies requires an Orchold level 3 (was nothing)


 * No Pain! Requires an Orchold level 3 (was nothing)
 * Thump and Harpy Hag also require a level 4 Orchold


 * Shaman skill requires an Orchold level 5 (was nothing)


 * Totem now requires an Orchold level 3 (was Shaman skill)


 * Tower cost: 250 gold, 250 crystal, 45 seconds


 * Battleyard cost: 150 gold, 150 crystal, 60 seconds


 * Goblin Tower cost: 200 gold, 200 crystal, 60 seconds


 * Beast Pit cost: 150 metal, 150 crystal, 60 seconds


 * Hovel cost: 150 stone, 150 crystal, 60 seconds


 * Brood level 1 cost: 100 gold, 100 stone, 45 seconds


 * Brood level 2 cost: 100 gold, 100 stone, 30 seconds


 * Shaman’s Hut cost: 150 metal, 150 stone, 60 seconds


 * Totem cost: 100 gold, 100 crystal, 45 seconds. Speed reduced to 3 (was 4 ) and damage reduced to 40 (was 50)


 * Gornak Elfeater 120Dam > 85Dam, resistant to Magic (was all damage)


 * Scavenged Armour now gives +4 armour (was +2)


 * Eagle Eye I 150g 50c 50s


 * Eagle Eye II 175g 75c 55s


 * Eagle Eye III 200g 100c 60s


 * Training 270g 270m 105s


 * Cowards! 225g 225m 80s


 * No Pain 150m 550c 110s


 * Thump 450s 300c 120s


 * Scavenged Armour 150g 150m 60s


 * Scavenged Weapons 150g 150m 60s


 * Goreshaft Bolts 150g 200s 350c 115s


 * Rabies 450c 75s


 * Wolfpack 1 150s 150c 60s


 * Wolfpack 2 300s 300c 105s


 * Wolfpack 3 450s 450c 125s


 * Shaman 150g 150s 150c 60s


 * Harpy Hag 150g 150c 60s


 * Ogrelord 200g 100s 60s


 * Giantlord 300g 200s 80s


 * Contagion Research 250c 60s


 * Chaos Research 250c 60s

High Elves

 * Moonguard 17Cmb > 19Cmb, 35Dam > 40Dam, Cost 250 Stone 250 Crystal 150s, starting mana now 25 (was 10), 9ASP


 * Manticore 10Cmb > 15Cmb, 90HP > 170HP, 40Dam > 35Dam, Cost 210 Gold 110 Stone 135s, starting mana now 25 (was 5)


 * Lodestar Wisp 30HP > 40HP, Cost 30 Crystal 15s


 * Venerable Wisp 14Cmb > 13Cmb, 110HP > 120HP, 20Dam > 19Dam, Morph Cost 80 Stone 40 Crystal


 * Iceguard 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 20 Gold 40 Metal 16s


 * Longbowman 5Cmb > 6Cmb, 40HP > 55HP, Cost 40 Gold 20 Stone 16s


 * Dragon Knight 20Cmb > 15Cmb, 170HP > 150HP, 25Dam > 20Dam, 20Arm > 15Arm, Cost 110 Metal 65 Stone 36s


 * Mystic 10Cmb > 6Cmb, 80HP > 55HP, 16Dam > 10Dam, Damage type is now Magic, Cost 35 Stone 65 Crystal 36s, loses vulnerability to piercing/slashing, gains vulnerability to piercing, starting mana now 30 (was 25)


 * Ice Maiden 8Cmb > 6Cmb, 60HP > 55HP, 13Dam > 11Dam, Cost 40 Stone 60 Crystal 35s, loses vulnerability to physical, gains vulnerability to crushing, starting mana now 25 (was 15), now uses Frost Wave projectile (same as Water Elemental)


 * Celestial Hatchling 18Cmb > 14Cmb, 135HP > 115HP, 25Dam > 20Dam, 15Arm > 10Arm, 20Res > 15Res, Cost 125 Gold 100 Crystal 34s


 * Halcyon Phoenix 3Cmb > 4Cmb, Cost 20 Stone 45 Crystal 18s


 * Updated description on Rune of Cielos to include Ice Maidens
 * Dragon Warriors also requires a level 4 White Tower


 * Knight’s of the Silver Dragon also requires a level 4 White Tower


 * Knight’s of the Gold Dragon also requires a level 5 White Tower


 * Fixed bug where Holy Relic would not affect Phoenixes, Scoutships and Ancient Treant


 * Tower cost: 300 stone, 300 crystal, 60 seconds


 * Tree of Gold cost: 150 gold, 150 crystal, 60 seconds


 * Healer cost: 150 metal, 150 stone, 60 seconds


 * Shooting Range cost: 150 metal, 150 crystal, 60 seconds


 * Merchant cost: 150 gold, 150 stone, 60 seconds


 * Nest level 1 cost: 100 gold, 100 stone, 45 seconds


 * Nest level 1 cost: 100 gold, 100 stone, 30 seconds


 * Dragon Shrine cost: 100 gold, 100 metal, 45 seconds


 * Tower of the Moon cost: 200 gold, 200 metal, 60 seconds


 * Dragonstone cost: 150 metal, 150 stone, 60 seconds


 * King Lunarion 160Dam > 130Dam, resistant to Magic (was all damage)


 * Only two wisps are needed to merge into elder wisps


 * Armorer 1 now offers +4 armour (was +2)


 * Elder Wisp 200g 100s 60s


 * Rune of Cielos 75s 75c 45s


 * Rune of Animos 150s 150c 60s


 * Rune of Manos 200s 200c 70s


 * Rune of Vivos 250s 250c 80s


 * Healing I 300s 300c 85s


 * Healing II 450s 450c 125s


 * Healing III 600s 600c 150s


 * Elcor’s Balm 1000c 130s, spell now costs 600c (was 400)


 * Fletcher 300g 150m 75s


 * Bowyer 350g 100m 75s


 * Bowmaster 825g 825c 210s


 * Income I 80g 80m 80s 80c 65s


 * Income II 160g 160m 160s 160c 95s


 * Income III 240g 240m 240s 240c 135s


 * Income IV 320g 320m 320s 320c 160s


 * Trade 250g 250m 250s 250c 130s


 * Flaming Arrows 150g 200c 70s


 * Holy Relic 200g 400c 120s


 * Holy Word 500c 80s, spell cost changed to 500c (was 200)


 * Rites of Dawn 160c 55s


 * Knights of the Bronze Dragon 100m 100c 50s


 * Knights of the Silver Dragon 200m 200c 65s


 * Knights of the Gold Dragon 325m 325c 120s


 * Weaponsmith I 150g 150m 60s


 * Dragon Warriors 300m 300c 115s


 * Armorer I 150g 150m 60s


 * Healing Spell Research 250c 60s


 * Ice Spell Research 250c 60s


 * Voice of Iris 550s 650c 150s


 * Dual Sails 100g 200c 60s

Wood Elves

 * Ancient Treant 33Cmb > 28Cmb, 80Dam > 50Dam, Cost 500 Stone 500 Crystal 180s, starting mana now 25 (was 10), Fear Strength 6 (was 9), ASP14


 * Change the Magic Well’s hotkey to M from W


 * Wisp 30HP > 40HP, Cost 30 Crystal 15s


 * Ancient Wisp 10Cmb > 12Cmb, 150HP > 125HP, Morph Cost 80 Metal 40 Crystal


 * Oakman 120HP > 95HP, 15Dam > 12Dam, 20Arm > 18Arm, Cost 45 20 17s based on race, now neutral aligned instead of good


 * Forestguard 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 40 Gold 20 Stone 16s


 * Gladewarden 40HP > 55HP, Cost 40 Metal 20 Stone 16s


 * Woodrider 18Cmb > 15Cmb, 170HP > 150HP, 22Dam > 18Dam, Cost 100 Gold 50 Stone 33s


 * Elven Hunter 7Cmb > 12Cmb, 130HP > 110HP, Cost 105 Metal 60 Stone 35s


 * Druid 9Cmb > 8Cmb, 80HP > 55HP, 12Dam > 13Dam, Damage type changed to Electrical, Cost 35 Metal 65 Crystal 39s, starting mana now 45 (was 25)


 * Dryad 8Cmb > 6Cmb, 60HP > 55HP, 10Dam > 9Dam, Cost 40 Metal 60 Crystal 35s, loses phys vul


 * Treant 22Cmb > 15Cmb, 220HP > 160HP, 6 Spd > 8 Spd, 35Dam > 22Dam, 25Arm > 18Arm, Cost 110 Stone 80 Crystal 38s, starting mana now 15 (was 10), Fear Strength 4 (was 6)


 * Phoenix 3Cmb > 4Cmb,, Cost 20 Metal 45 Crystal 18s
 * Fixed typo on Rune of Cielos saying it was required for Treants


 * Fixed typo on Rune of Arbos saying Treants also require the Rune of Cielos
 * Healing Orb requires level 2 Haven, with Elcor’s Balm requiring a level 3 Haven
 * Barkskin and Mighty Oaks requires level 4 Haven (was nothing)
 * Thorns requires level 5 Haven (was nothing)


 * Tower cost: 250 metal, 250 crystal, 45 seconds


 * Tree of Life cost: 150 metal, 150 crystal, 60 seconds. Now gives +3 army limit (was +2)


 * Healing Orb cost: 150 metal, 150 stone, 60 seconds


 * Forest Tower cost: 150 metal, 150 crystal, 45 seconds


 * Ranger’s Guild cost: 150 gold, 150 crystal, 60 seconds


 * Nest level 1 cost: 100 gold, 100 stone, 45 seconds


 * Nest level 2 cost: 100 gold, 100 stone, 30 seconds


 * Hostel cost: 150 gold, 150 crystal, 60 seconds


 * White Tree cost: 150 gold, 150 stone, 60 seconds


 * Magic Well cost: 100 gold, 100 stone, 45 seconds


 * Ironbark 160Dam > 120Dam, resistant to Magic (was all damage)


 * Only two wisps are needed to merge into elder wisps


 * Armorer 1 now offers +4 armour (was +2)


 * Barkskin now offers +10 armour (was +5)


 * Eagle Eye I 150g 50c 50s


 * Eagle Eye II 175g 75c 55s


 * Eagle Eye III 200g 100c 60s


 * Farseeing 250g 500c 115s


 * Elder Wisp 200g 100s 60s


 * Rune of Cielos 75s 75c 45s


 * Rune of Animos 150s 150c 60s


 * Rune of Manos 200s 200c 70s


 * Rune of Arbos 250s 250c 80s


 * Healing I 300s 300c 85s


 * Healing II 450s 450c 125s


 * Healing III 600s 600c 150s


 * Elcor’s Balm 1000c 130s, changed spell cost to 600c (was 400)


 * Fletcher 300g 150s 75s


 * Bowyer 350g 100s 75s


 * Bowmaster 825g 825c 210s


 * Trade 250g 250m 250s 250c 130s


 * Flaming Arrows 150g 200c 70s


 * Morale I 250c 55s


 * Morale II 515c 85s


 * Morale III 770c 120s


 * Weaponsmith I 150g 150m 60s


 * Armorer I 150g 150m 60s


 * Mighty Oaks 150g 150c 60s


 * Thorns 375g 375c 115s


 * Barkskin 375g 375c 115s


 * Dual Sails 100g 200c 60s

Dark Elves

 * Flaming arrows requires level 4 dark tower


 * Bowmaster requires Spiderfang Arrows, Flaming arrows and level 5 dark tower


 * New Spiderfang Arrows research which allows archers to inflict Lethal Poison. Requires level 3 Dark Tower


 * Blackguard 36Cmb > 26Cmb, 280HP > 250HP, 50Dam > 40Dam, Cost 250 Metal 250 Crystal 150s, starting mana now 30 (was 20), 9ASP


 * Fixed the Dragonliche cost at the Dragon Temple


 * Will O Wisp 30HP > 40HP, Cost 30 Crystal 15s


 * Stygian Wisp 14Cmb > 13Cmb, 120HP > 110HP, 22Dam > 20Dam, Morph Cost 80 Stone 40 Crystal


 * Skeleton cost: 30 Metal, 20 Gold


 * Spider 40HP > 45HP, 10Dam > 8Dam, Cost 15 5 7s based on race, 0.5 Food cost (was 0.1)


 * Queen Spider 13Cmb > 10Cmb, 100HP > 90HP, 15Dam > 12Dam, Cost 50 25 19s based on race


 * Dark Infantry 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 40 Gold 20 Metal 16s


 * Dark Archer 5Cmb > 6Cmb, 40HP > 55HP, Cost 40 Metal 20 Stone 16s


 * Slayer Knight 20Cmb > 17Cmb, 170HP > 150HP, 25Dam > 20Dam, 18Arm > 15Arm, Cost 105 Gold 50 Stone 34s. Renamed Dark Knight


 * Assassin 17Cmb > 12Cmb, 100HP > 80HP, 17Dam > 13Dam, Cost 50 Gold 20 Stone 18s


 * Sorceror 11Cmb > 8Cmb, 80HP > 55HP, 20Dam > 12Dam, Damage type changed to Fire, Cost 35 Stone 65 Crystal 40s, starting mana now 50 (was 25)


 * Spider Priestess 9Cmb > 8Cmb, 60HP > 55HP, 15Dam > 12Dam, Cost 40 Stone 60 Crystal 35s, starting mana now 20 (was 15) Fixed help box description to state she summons Queen Spiders (not normal Spiders)


 * Tortured Soul 1UV 9Cmb


 * Tortured Soul 2UV 13Cmb


 * Tortured Soul 4UV 16Cmb, 300HP > 280HP


 * Tortured Soul Dragon 20Cmb, 300HP > 280HP


 * Umbral Phoenix 10Dam > 9Dam, Cost 20 Stone 45 Crystal 18s


 * Updated description on Rune of Cielos to include Spider Priestesses
 * Void requires level 4 Dark Tower (was level 3)


 * Moved the spell researches from the Kargothian Gate to the Void
 * Moved Sacrifice and Binding to the Kargothian Gate
 * Dark Bolt requires a level 5 Dark Tower (was level 4)
 * Blood Potion requires level 5 Dark Tower in addition to Rune of Manos / Mortos
 * Harpy Hag requires level 4 Dark Tower (in addition to a level 2 Brood)


 * Darkbolt now gives +10 damage to Sorcerers and Priestesses (was +15)


 * Added new research Minions of Lorbriss that gives Spiders lethal poison
 * Changed the Gallery’s hotkey to l (from g)


 * Spider Eggs can no longer be laid on undead or mechanical units


 * Tower cost: 300 metal, 300 gold, 60 seconds


 * Tree of Pain cost: 150 stone, 150 crystal, 60 seconds


 * Tomb cost: 150 stone, 150 gold, 60 seconds


 * Gracestone cost: 50 stone, 50 crystal, 30 seconds


 * Gallery cost: 100 gold, 100 crystal, 45 seconds


 * Brood level 1 cost: 100 gold, 100 stone, 45 seconds


 * Brood level 2 cost: 100 gold, 100 stone, 30 seconds


 * Reformatory cost: 150 metal, 150 crystal, 60 seconds


 * Void cost: 100 gold, 100 stone, 45 seconds. Reduced damage to 15 (from 30) and range to 8 (from 12)


 * Kargothian Gate cost: 100 gold, 100 metal, 45 seconds


 * Dark Order now gives +6% assassination chance (was +3)


 * Blood Potion now gives lethal poison attacks to Assassins (was +3% assassination chance)


 * Kargoth 105Dam > 90Dam, resistant to Magic (was all damage)


 * Only two wisps are needed to merge into elder wisps


 * Armorer 1 now offers +4 armour (was +2)


 * Tortured Souls now only have a 35% chance of spawning


 * Elder Wisp 200g 100s 60s


 * Rune of Cielos 75s 75c 45s


 * Rune of Animos 150s 150c 60s


 * Rune of Manos 200s 200c 70s


 * Rune of Mortos 250s 250c 80s


 * Fletcher 300g 150s 75s


 * Bowyer 350g 100s 75s


 * Bowmaster 825g 825c 210s


 * Flaming Arrows 150g 200c 70s


 * Spiderfang Arrows 425s 425c 130s


 * Minions of Lorbriss 350s 350c 120s


 * Blackward 1 150c 45s


 * Blackward 2 300c 60s


 * Blackward 3 450c 70s


 * Burial 200s 100c 60s


 * Sacrifice 250m 250s 80s


 * Blood Potion 250g 250m 80s


 * Dark Order 200m 200s 70s


 * Sorcery 1 300m 300c 60s


 * Sorcery 2 600m 600c 150s


 * Darkbolt 800m 1450c 220s


 * Slavehorde 300g 200s 85s


 * Harpy Hag 150g 150c 60s


 * Binding 400s 400c 120s


 * Weaponsmith I 150g 150m 60s


 * Weaponsmith II 375g 375m 115s


 * Armorer I 150g 150m 60s


 * Poison Research 250c 60s


 * Summoning Research 250c 60s


 * Dual Sails 100g 200c 60s