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Things that could be changed in the game files to correct or enhance Warlords Battlecry III[]

Introduction[]

This blog is to allow others to adapt their own game files in order to change a bit their gaming experience. It could be later used to compile and publish a package of changes that could be called, say, v1.03.25a . Everybody is welcome to contribute, giving out his own findings about game files.

Changes should apply at first to v1.03.25 files, then they could be ported to v1.03.23 and v1.03 versions.

Tools I use are: notepad++ (or any text/xml editor), a hexeditor, a XCR archive manager (no need for a XCR editor). About v1.03.25, as two XCR archives are now uncoded, they can be peered at using a hexeditor or notepad++, but for now I couldn't alter them, even hexediting clear data make the game crash, as if there was some hash computation and checking. These two archives are: Items.xcr and System.xcr. First one hosts Items.xml, the items define file, second one hosts Army.cfg and Building.cfg, the units and buildings' sets of rules in text format. If you run the most recent XCR archive manager, you shouldn't have those problems.

To be useful, proposals should follow the same format, once the concern listed, addressed and solved: file name - where in file - change to be made - why: result, reason - dependencies: other files to touch - version

Game files[]

  1. English/Names.cfg
  2. English/Help.cfg
  3. English/Spells.cfg
  4. English/Quest.cfg
  5. English/Campaign.xcr
  6. English/Mercenaries.xcr
  7. English/Items.xcr
  8. Nameset/
  9. PatchData.xcr
  10. Assets/Sides/
  11. Assets/Data/System.xcr

Bugs, missing or lacking info, useful additions[]

V1.03.25 changed a lot of things (just have a look at the changelog) but in game documentation was not so updated. See also the Bugs section on the wiki for the old bugs that weren't corrected with v1.03.25.


ToDo List[]

  • Buildings:
  1. Level 5 Haven (Wood Elves): the production window (the one that pops up when the production button is hit) is "screwed".
  2. Level 3 Summoning Tower (Daemons): the production window could be corrected (1st line is empty).
  3. Any keeps: homogenize the way units and researches appear in the production window?
  4. Some buildings that were producing a general in previous versions and don't produce units anymore: removes the rally point button and attitude button, adds next builder button (Library) -> hard coded :(
  5. Some keeps that now produce a general and didn't before: add a rally point button and an attitude button, and remove the next builder button (Citadel?) -> hard coded :(
  6. Review the production help lines. -> DONE
  7. Wall of Ice and Wall of Thorn help lines missing. -> DONE & TESTED
  8. Review buildings' view range and assign best/better ranges to vision buildings (Watch Tower, etc.).
  9. Proposal: high level keeps could count for more toward supporting troops (2/2/2/2/2) -> (2/2/3/3/4), and (3/3/3/3/3) -> (3/3/4/4/5) for the Swarm. Would it break balance? <- see next point: it's not exaggerated if the now very costly keep (to reduce generals' spamming) counts as two basic buildings, even if it's not the largest keep. It's a keep, after all.
  10. Proposal: check what the usual human player builds to reach the 250 army points limit and see if it's realistic/reasonable. Eventually, changes some support to correct this (e.g. Barbarian Camp 2 -> 3 to reduce the ridiculous number of Altar of Tempest?). It depends heavily on lore, though.
  11. Review some sound textures. However, this changes the type of rubbles too. While a rampart or a wall of thorn should sound like wood when hit, are they deemed to leave rubbles behind? Also, the neutral walls seem to be made out of wood, shall they leave wooden rubbles behind? Then, the other walls should leave stone rubbles, or would this be unbalancing? Currently none of those small structures leave rubbles to be scavenged. -> DONE & TESTED
  • Units:
  1. Review the units help lines (adding lines for new Swarm units). -> DONE & TESTED
  2. Wraiths, Shadows, and Eyes of Oros can't float above water. -> DONE & TESTED
  3. Eyes of Oros aren't affected by Master of Eyes skill, although Oros is associated with floating eyes upgrades.
  4. It would be nice, if Eyes of Oros are as small as Sylphs, on screen: they are ocular globes from humanoids, and should be somewhat stealthy against a human player (not his units'AI). How to reduce by 4 the sprites?
  5. Reapers (and Summoners) are special Daemon units: they are immune to banishment. Either correct this, or acknowledge this, for instance by making them produced at their prerequisite building (Gallows). This way, all the Pit units could be banished. In TPC, only Summoners can't be banished.
  6. Ghouls can't contaminate despite their help line telling the opposite. -> DONE & TESTED
  7. Several ideas from the Protectors could be adopted, as a way to prepare the mainstream player to migrate. -> LISTED -> DONE & TESTED save System.xcr files (tags & researches)
  8. Once correct byte is identified, add bones to units that are deemed to left bones, and remove them for the others. -> DONE for Hydras (bones now), Gazer (no more bones now). Should any insect really leave bones, or only the Scartauri?
  9. Review and change some death sound (e.g. Harpy, Spider Priestess -> Female). -> DONE & TESTED
  10. Review and correct some attack sound (e.g. any Hydras, from slashing/piercing to bite). -> DONE & TESTED
  11. Review and correct some armor type (that alter the slash/hack/pierce attack sound). -> DONE & TESTED
  12. Once correct byte identified (I hope it's in the .arm files (EDIT: in the .anim file)), review and correct some blood splashes. Goblin Shaman, Giant Ant, Giant Scorpion bleed red for instance. -> DONE & TESTED
  13. Restore Dragon-size selection circles for Siege machines? (Review selection circles)
  14. Proposal: tag the Barbarian unit as a non missile unit. This way, it could defend better at melee range and it could replace the War Dog as a tower filler. What about the min range of their attack? What about the Barbarian Tower not being upgraded by missile units anymore, balance wise? On the other hand it is weird this non technological faction manage to install ballistae on their towers! Let's say they defend with bows, but despise them when it comes to true, manish war. If the Barbarians want to defend against long range weapons, they have to sent out the cavalry, or the dogs. -> NOT sure the tag would prevent the tower from considering the Barbarian a ranged unit
  15. Proposal: I'd like to re-tailor the War Dog. Currently, they are like mountain lions (or lions?). It's okay that the Barbarians rely heavily on them, but they shouldn't man towers (see 14). They could be small instead of medium, cost even less, have half the HP, be just one point slower than the slowest cavalry, be produced even a little faster, and would form the first (nearly suicidal) line of any Barbarian squad. Currently, they sometimes barely need to be backed up by spearmen, and they fear only splash attacks. They would be scouts as well (sentries at least). It would be nice if the sprites could be reduced, and if they could really form a tight pack.
  • Upgrades/Powerups/Production:
  1. Far Sight. Currently, the only prerequisite is Eagle Eye (III). Logical, except when you play with a capped keep level. It looks overpowered when you stay at keep level 1 or 2, and your faction has not produced its spellcasters yet, and not researched magic upgrades yet. Proposal: Far Sight requires Keep level 3 or 4 too (Keep level 2 or 3 for the Fey?).
  2. The Wood Elves concern. I'm concerned with these Elves being able to pump out Fey units right from Keep level 1 on, plus the fact they get Pixies and Sprites well before the Fey do! (remember that the cost for Fey Keeps has been increased). It's not about reverting the v1.03.25 change, but it could be made smoother and delayed a bit. The only question is: would this destroy the balance for Wood Elves in MP? Proposal: 1/White Tree still available at Keep level 2, but only as an alternate, small size supply building. Let's say that the Elves plant their orchard. 2/Oakmen now produced at the White Tree, thus available at Keep level 2 instead of 1. This way, the White Tree produces all Fey allies, and the Elves are left by themselves during first stage. Are piercing resistant foes really a threat that early, or simply, the Wood Elves player has to make a (forced) choice between upgrading to Keep level 2 and researching Ancestral Wisp? A side effect is that a WT may be build right next to each mine, in order to pump 8 miners each. 3/Pixies now available at Keep level 3 (the Fey get theirs at level 4). Sprites now available at Keep level 3 or 4 (the Fey get theirs at level 3). I'd be to exchange the order of availability if they are not both available at the same level, to copy what happens with the Fey. 4/In case Sprites are produced at level 4, and because they are much more "fey-ish", and a niche unit, why not to make them benefit from Master Bowyer again (or +2 Combat, like the Hunter)(Btw, Fey give them +3 Combat, +2 Range, +10 Armor)? We'd need the source code though, don't we? 5/Treant upgrades remain at Keep level 4. 6/An alternate, or conjoint, way to limit early access to "foreign mercenaries" would be to increase the cost of Pixies and Sprites for Wood Elves.
  3. Spiders and The Swarm. Though I have to play again the Swarm to reconsider the point, I found so far both spiders useless to this faction. I understand that their introduction allowed to postpone the production of the Scorpionmen later in the game, and this was certainly needed. The fact is that the Swarm has immense needs of stone and can count on Husks to fill the towers. Later on, the Scorpion is a good poison dealer. Look at the stats: either it or the Queen Spider is too much. On the other hand, Spiders count for half an army point, and Queens lay eggs. That's pretty all, I'd say. No proposal for the moment. -> In v1.03.26 this seemed to have been partly assessed: spiders don't cost stone anymore.
  4. What if...We could read the Lizard Rider's graphic files, erase the rider, and save to new graphic files to be added in the Ssrathi.xcr? We could use the second Icemaiden code. Ssrathi could produce raptors, a dinosaur between the Snakeman and the Lizard Rider, kind of a uber war dog, one Keep level before the Triceratops.
  • AI:
  1. Some new attitudes don't have help lines in the text files. -> DONE & TESTED
  2. Some attitudes' icons could be more consistent.
  3. Poison and disease dealing units could have a special AI file that would make them shun immune, or at least already affected, enemies, if possible. For instance, the stance 'Magic Marauder' could force to use this unit AI file. Now marauding goblins and spiders would have a sense.
  • Campaign:
  1. Make most maps hidden maps. Except when the hero may be considered as being familiar with it (defending missions, playing as an ally to vision gifted races). -> DONE & TESTED (to be reviewed for final choice)
  2. Make most maps with fog of war. Except some ambushes, and small maps? -> DONE & TESTED (to be reviewed for final choice)
  3. Activate the already there Yrm's Shop -> DONE & TESTED
  4. Develop some .nis files, as they add a strong RPG element to the campaign. Read The Protectors's nis help file, and peer at the first mission's nis files. Only missions that already have a .nis file may be changed without altering the .scn mission file proper. -> DONE & TESTED (just play with profession/class/race/alignment tests.)
  5. Barbarian's Challenge map: change the Barbarian chiefs as being allies (is this useful, as they are already set as allies in the .SCN file?) -> DONE
  6. Update units set in the .scn file so that they are the same as the produced units.
  7. Even on Difficult setting, the Campaign mode remains quite easy: just turtle and wait for the AI sides to have wasted their resources. What happens if, on a few (late campaign) missions, the sides' AI level is set to a higher level than "Knight"? (I'm not sure if the difficulty setting changes only the starting resource, or the heroes' relative level, the AI level?). These changes should keep the game beginner-friendly at Easy setting.
  • Quests:
  1. Homogenize some lines? Styles are quite diverse, especially between original Shrine quests, the other original quests, and Kharn's quests. For instance, all RPT lines , which are displayed while the hero is not by the quest building, could have the same short, factual, ("no-RPG") style, such as "Kill 4 Goblins and return to the shrine to receive 400 gold units as a reward/where 3 Sprites will offer their service." instead of "If you kill those four mischievous Goblins who hurt him and then return to the wizard at this shrine, then he'll give you as a reward a huge treasure made of 400 gold units." Some quests may derogate of course (Tarquin's, Hungry ogre's).
  2. Some quests may be seen as breaking the game... While I don't want to remove them, perhaps the Orb of Etheria could be removed from the reard from the Lizard Rider's, as well as the items belonging to the Garb of Thyatis from Tarquin's, given there are 4 campaign missions that are specifically devised to retrieve those items.
  • Items:
  1. Homogenize some prices? (Escort Messenger)

Hex files[]


Cosmetic changes (sounds, visuals)
Type File Path Line/Byte New value v1.03.25 value Comment/Reason
Unit aoox.arm \Assets\Sides\Orcs.xcr 0x6c 00 09 cleans what should be a left over from the Kobold unit (9 being its building skill) (1)
Unit augx.arm PatchData.xcr 0x6c 00 02 cleans what used to be Vampiric strength? (1)
Unit auxx.arm \Assets\Sides\Undead.xcr 0x6c 00 01 cleans what used to be XP-Draining strength? (1)
Unit aukx.arm PatchData.xcr 0x6c 00 01 cleans what used to be XP-Draining strength? (1)
Unit aadw.arm, aadb.arm, aadc.arm, aadg.arm, aadr.arm, aadu.arm PatchData.xcr from 0x06 e.g 'Dragon' e.g 'Fire Dragon' adds/corrects name inside file (1)
Unit aokx.arm, PatchData.xcr from 0x06 e.g 'AOKX' e.g 'Goblin Chief' adds/corrects name inside file (1)
Unit aghy.arm PatchData.xcr 0x0d0 0a 00 changes attack sound from "Pierce" to "Bite" for Hydras (2)
Unit agcy.arm, agpy.arm PatchData.xcr 0x0d0 0a 01 changes attack sound from "Slash" to "Bite for advanced Hydras (2)
Unit agsl.arm PatchData.xcr 0x0d0 07 03 changes attack sound from "Crush" to "Whip" for Slimes (3)
Unit auix.arm PatchData.xcr 0x0ce 0b 00 changes move sound from "Walk" to "Skeleton" for Skeletons (4)
Unit aldx.arm PatchData.xcr 0x0ce 01 00 changes move sound from "Walk" to "Stomp" for Triceratops (5)
Unit adlx.arm PatchData.xcr 0x10a 01 03 changes death sound from "Orc" to "Male" for Khazrimi Guard
Unit akox.arm PatchData.xcr 0x10a 06 07 changes death sound from "Fire" to "Female" for Spider Priestess (6)
Unit aaha.arm PatchData.xcr 0x10a 06 07 changes death sound from "Fire" to "Female" for Harpy (6)
Unit aldx.arm PatchData.xcr 0x10a 12 03 changes death sound from "Orc" to "Elephant" for Triceratops (7)
Unit aawy.arm PatchData.xcr 0x10a 11 0c changes death sound from "Eagle" to "Bug" for Wyverns (8)
Unit arjx.arm, argx.arm PatchData.xcr 0x10a 03 02 changes death sound from "Human" to "Orc" for both Scartauris
Unit aobx.arm PatchData.xcr 0x10a 03 05 changes death sound from "Small" to "Orc" for Kobold (9)
Unit aoox.arm PatchData.xcr 0x10a 03 05 changes death sound from "Small" to "Orc" for Kobold Sniper (9)
Unit aokx.arm PatchData.xcr 0x10a 05 03 changes death sound from "Orc" to "Small" for Goblin Chief (10)
Unit aaim.arm PatchData.xcr 0x10a 05 09 changes death sound from "Insect" to "Small" for Imp
Unit acpe.arm \Assets\Sides\Misc.xcr 0x10a 09 07 changes death sound from "Fire" to "Insect" for Penguin (11)
Unit atgx.arm PatchData.xcr 0x10a 11 08 changes death sound from "Explosion" to "Bug" for Antharg
Unit atvx.arm PatchData.xcr 0x10a 0f 04 changes death sound from "Giant" to "Otherwordly" for Balora
Unit atlx.arm PatchData.xcr 0x10a 04 08 changes death sound from "Explosion" to "Giant" for Iriki
Unit atwx.arm PatchData.xcr 0x10a 04 08 changes death sound from "Explosion" to "Giant" for Ironbark (12)
Unit abhx.arm PatchData.xcr 0x10a 03 04 changes death sound from "Giant" to "Orc" for Minotaur Hero (15)
Unit akhx.arm PatchData.xcr 0x10a 06 05 changes death sound from "Critter" to "Female" for Dark Elf Hero
Unit alhx.arm PatchData.xcr 0x10a 03 04 changes death sound from "Giant" to "Orc" for Ssrathi Hero (15)
Unit auhx.arm PatchData.xcr 0x10a 0d 04 changes death sound from "Giant" to "Undead" for Undead Hero (15)
Unit avhx.arm PatchData.xcr 0x10a 0f 04 changes death sound from "Giant" to "Otherwordly" for Daemon Hero (15)
Unit atwx.arm PatchData.xcr 0x108 05 00 changes sound texture from "Hide" to "Wood" for Ironbark (12)
Unit atgx.arm PatchData.xcr 0x108 02 01 changes sound texture from "Metal" to "Bone/Shell" for Antharg
Unit atpx.arm PatchData.xcr 0x108 05 02 changes sound texture from "Bone/Shell" to "Wood" for The Lion Throne
Unit aonx.ani \Assets\Sides\Orcs.xcr 0x16 02 00 changes blood colour from red to green for Goblin Shaman (13)
Unit arbx.ani, arix.ani, armx.ani \Assets\Sides\Swarm.xcr 0x16 02 00 changes blood colour from red to green for Ant, Scorpion, and Scarab (14)

(1): not useful and not visible, though.
(2): this attack sounds better as a bite, than as a knife or a sword, especially against stone and metal.
(3): less weird against wooden towers (less earth elemental)?
(4): however, volume is very low and the skeleton move sound is barely audible.
(5): as with T-Rex, Elephant and Hydras.
(6): exploding upon death doesn't prevent fliers to scream like eagles.
(7): or "Dragon"? I know Triceratops have no trunk, but a humanoid scream looks weird.
(8): a proposal, as this sound is very close to their Deathblow sound (a 'woosh').
(9): they are medium-size humanoids and talk in the rather dark tone, like orcs.
(10): as with other goblins.
(11): as with other animals (save sheep, cow, and camel).
(12): Treants scream like "giants", Ancien Treants do "explode" but they form 2 Treants in the process, that Ironbark does not. As for its "sound texture", should it be "Wood" like other treants (and in TPC), or "Metal", because of its name?
(13): as with other goblins.
(14): as with both spiders. Scartauris keep bleeding in red.
(15): TPC's changelog says death sounds are changed, so let's take the racial infantry's death sound. Swarm Hero keeps "Orc" because both Scartauri, which are voiced, have been changed to "Orc". Daemon Hero could be "Undead" too.


Minor gameplay changes (bones, vision range)
Type File Path Line/Byte New value v1.03.25 value Comment/Reason
Unit aaey.arm PatchData.xcr 0x005 03 01 enables the Eye of Oros to cross water (1)
Unit aggz.arm \Assets\Sides\Plaguelords.xcr 0x0f4 00 01 removes bones left by a dead Gazer (2)
Unit aghy.arm PatchData.xcr 0x0f4 01 00 adds bones to a dead Hydra (3)
Unit agcy.arm PatchData.xcr 0x0f4 01 00 adds bones to a dead Cryohydra (3)
Unit agpy.arm PatchData.xcr 0x0f4 01 00 adds bones to a dead Pyrohydra (3)
Unit abjx.arm PatchData.xcr 0x0f4 00 01 removes bones left by a dead War Dog? (4)
Unit arbx.arm \Assets\Sides\Swarm.xcr 0x0f4 00 01 removes bones left by a Giant Ant (5)
Unit arix.arm PatchData.xcr 0x0f4 00 01 removes bones left by a Giant Scorpion (5)
Unit armx.arm PatchData.xcr 0x0f4 00 01 removes bones left by a Scarab (5)
Unit actu.arm, acse.arm \Assets\Sides\Misc.xcr 0x0f4 00 01 removes bones left by Turtle & Seal (6)
Building bwra.bui \Assets\Sides\TowersWalls.xcr 0x096 02 00 changes sound texture from "Default" to "Wood" for Rampart (7)
Building bwbr.bui \Assets\Sides\TowersWalls.xcr 0x096 02 00 changes sound texture from "Default" to "Wood" for Wall of Thorn (7)
Building bpwt.bui \Assets\Sides\WoodElves.xcr 0x096 02 00 changes sound texture from "Default" to "Wood" for White Tree (7)
Building bwn0.bui, bwn1.bui, bwn2.bui \Assets\Sides\TowersWalls.xcr 0x096 02 00 changes sound texture from "Default" to "Wood" for neutral Walls (7)
Building bwg0.bui, bwg1.bui, bwg2.bui \Assets\Sides\TowersWalls.xcr 0x096 01 00 changes sound texture from "Default" to "Stone" for good Walls (7)
Building bwe0.bui, bwe1.bui, bwe2.bui \Assets\Sides\TowersWalls.xcr 0x096 03 00 changes sound texture from "Default" to "Stone+Wood" for evil Walls (7)
Building bwg1.bui, bwg2.bui, bwn1.bui, bwn2.bui, bwe1.bui, bwe2.bui \Assets\Sides\TowersWalls.xcr 0x2c 05 0f changes vision range from 15 to 5 for 1x2 wall sections
Building bwra.bui, bwic.bui \Assets\Sides\TowersWalls.xcr 0x2c 03 08 changes vision range from 8 to 3 for Rampart & Wall of Ice (8)
Building bwbr.bui \Assets\Sides\TowersWalls.xcr 0x2c 03 05 changes vision range from 5 to 3 for Wall of thorn (8)
Building bpwa.bui \Assets\Sides\Swarm.xcr 0x2c 0f 08 changes vision range from 8 to 15 for Watcher (9)
Building bate.bui \Assets\Sides\Plaguelords.xcr 0x2c 0f 0c changes vision range from 12 to 15 for Temple of Eyes (9)

(1): should not break balance when other can summon wasps.
(2): as with the other floating eyes.
(3): as with the Elephant and the Dinosaurs.
(4): Wolfriders and all horse riders generates bones but they are mounted. On the other hand, Nightmares, and all large land animals generate bones as well... This could help the Barbarians when fighting the Undead.
(5): as with the spiders; only both Scartauris leave bones now. Husks shouldn't, as Skeletons don't.
(6): as with the other animals.
(7): sadly (?), changing the "material" type of buildings adds rubble to be scavenged too. If it's not so sad, then all the walls should leave rubble behind (i.e. set them as 01 "Stone" for Good or 03 "Stone+Wood" for Evil)
(8): i.e. less than walls. Ramparts used to have same range as some buildings, and more than walls. Should summoned passive buildings really act like cheap scouts? Wall of Ice could stay at 8 though (because it's Ice Magic ?)
(9): same as towers and stone/iron guardians, but still less than AA-arrow towers (18). Plaguelords have no "lookouts", but they are temples of EYES!


Balance changes
Type File Path Line/Byte New value v1.03.25 value Comment/Reason
Unit aujx.arm PatchData.xcr 0x005 03 01 enables the Wraith to cross water
Unit auxx.arm Assets\Sides\Undead.xcr 0x005 03 01 enables the Shadow to cross water
Unit aaea.arm PatchData.xcr 0x034 02 05 changes damage type from "Crushing" to "Electrical" for Air Elemental (1)
Unit aaea.arm, aaee.arm, aaef.arm, aaew.arm PatchData.xcr 0x5b 00 01 disable the Fear power for all Elementals (5)
Unit auix.arm PatchData.xcr 0x1e 03 02 changes combat for Skeleton (1)
Unit akkx.arm PatchData.xcr 0x62-0x64 3c 00 00 00 00 3c changes resource from Stone to Crystal for Spider (1)
Unit aklx.arm PatchData.xcr 0x62-0x64 14 00 00 00 00 14 changes resource from Stone to Crystal for Queen Spider (1)
Unit agsp.arm PatchData.xcr 0x62-0x64 0f 00 23 0a 00 1e increases cost for Spore (1)
Unit agpc.arm PatchData.xcr 0x05a-05c 05 06 01 00 00 00 empowers the Ghoul with Disease Str 5 at point blank (1)(2)
Unit aghy.arm PatchData.xcr 0x5c 04 05 reduces Fear range for Hydras (5)
Unit agcy.arm PatchData.xcr 0x5c 06 05 increases Fear range for Cryohydras (5)
Unit aghy.arm PatchData.xcr 0x5a-0x5c 07 01 07 05 01 05 increases Fear power fro Pyrohydras (5)
Unit ahkx.arm PatchData.xcr 0x2a-0x2d 06 00 02 00 ff ff ff ff makes Swordsmen resistant to "Slashing" & vulnerable to "Electrical" (5)
Unit ahfx.arm PatchData.xcr 0x2c-2d 01 00 09 00 changes vulnerability from "Elemental" to "Cold" for Knights Errant (5)
Unit ahfx.arm PatchData.xcr 0x60-0x61 5f 00 5a 00 increases cost for Knights Errant (5)
Unit ahex.arm PatchData.xcr 0x34 02 06 changes damage type from "Slashing" to "Electrical" for Paladin (1)(3)
Unit aucx.arm \Assets\Sides\Undeads.xcr 0x5e & 0x64 3c 87 78 78 decreases cost for Undead Cavalry (1)
Unit aubx.arm PatchData.xcr 0x1e & 0x24 03 28 02 1e increases combat and health for Zombie (1)
Unit apdx.arm PatchData.xcr 0x20 10 0b increases speed for Elephant (1)(4)
Unit apdx.arm PatchData.xcr 0x5a 07 06 increases Fear Str for Elephant (5)
Unit avcx.arm PatchData.xcr 0x5a-0x5c 08 01 04 00 00 00 empowers Nightmare with Fear Str 8 Rng 4 (5)
Unit avcx.arm PatchData.xcr 0x60-0x63 96 00 96 00 64 00 64 00 increases cost for Nightmares (5)
Unit avcx.arm PatchData.xcr 0xca 04 03 increases setup points for Nightmares (5)
Unit avix.arm \Assets\Sides\Daemons.xcr 0x5a-0x5f 02 04 01 00 78 00 00 00 00 00 64 00 empowers Succubi with Awe Str 2 Rng 1 & increases cost (5)
Unit aade.arm PatchData.xcr 0x5a-0x5c 09 02 06 09 04 09 empowers Pit Fiends with Terror Str 9 Rng 6 instead of Chaos (6)
Unit aade.arm PatchData.xcr 0xca 07 06 increases setup points for Pit Fiends (5)
Unit avdx.arm \Assets\Sides\Daemons.xcr 0x5a-0x5c 04 04 02 05 01 05 empowers Salamanders with Chaos Str 4 Rng 2 instead of Fear (6)
Unit aojx.arm PatchData.xcr 0x5a-5c 03 01 01 00 00 00 empowers Ogres with low Fear Str 3 Rng 1 (5)
Unit aojx.arm PatchData.xcr 0x60-61 6e 00 64 00 increases cost for Ogres (5)
Unit awjx.arm PatchData.xcr 0xca 05 04 increases setup points for Treants (5)
Unit aedx.arm PatchData.xcr 0xca 05 04 increases setup points for Unicorns (5)
Unit afnx.arm PatchData.xcr 0xca 03 01 ncreases setup points for Leprechaun (5)
Unit aasx.arm \Assets\Sides\DarkDwarf.xcr 0x60-0x62 1e 00 1e 19 00 19 increases cost for Firebomb (1)
Unit aaeg.arm PatchData.xcr 0x36 05 09 lowers the build skill for Eagle (5)
Unit aaba.arm PatchData.xcr 0x34 06 00 changes damage type from "Piercing" to "Slashing" for Bats (5)
Unit aaba.arm PatchData.xcr 0x5a-5b 05 06 00 00 empowers Bats with Disease Str 5 point blank (5)
Unit aadf.arm PatchData.xcr 0x34 05 00 changes damage type from "Piercing" to "Crushing" for Dragonflies (5)
Unit aawy.arm \Assets\Sides\Fliers.xcr 0x5a-0x5c 03 05 00 05 01 05 empowers Wywerns with Poison Str 3 instead of Fear (5)
Unit aadw.arm, aadb.arm, aadc.arm, aadg.arm, aadr.arm, aadu.arm PatchData.xcr 0x1e 28 14 doubles the combat for all dragons (1)
Unit aadw.arm PatchData.xcr 0x22 0f ?? increases resistance for Frost Dragons (1)
Unit aadc.arm PatchData.xcr 0x22 19 ?? increases resistance for Celestial Dragons (1)
Unit aadb.arm PatchData.xcr 0x22 0f 0e increases resistance for Storm Dragons (1)
Unit aadw.arm PatchData.xcr 0x28 19 ?? increases armor for Frost Dragons (1)
Unit aadb.arm, aadr.arm PatchData.xcr 0x28 14 0f increases armor for Storm & Fire Dragons (1)
Unit aadw.arm PatchData.xcr 0x24-0x25 26 02 90 01 increases health for Frost Dragons (1)
Unit aadb.arm PatchData.xcr 0x24-0x25 20 03 90 01 increases health for Storm Dragons (1)
Unit aadc.arm PatchData.xcr 0x24-0x25 0d 02 90 01 increases health for Celestial Dragons (1)
Unit aadg.arm PatchData.xcr 0x24-0x25 58 02 90 01 increases health for Swamp Dragons (1)
Unit aadr.arm PatchData.xcr 0x24-0x25 bc 02 90 01 increases health for Fire Dragons (1)
Unit aadu.arm PatchData.xcr 0x24-0x25 f4 01 90 01 increases health for Dragonliches (1)
Building bpwa.bui \Assets\Sides\Swarm.xcr 0x98 02 03 changes targeting from "both" to "air" for Watchers (5)
Building bwl0.bui, bwl1.bui \Assets\Sides\Daemons.xcr 0x3a 02 04 changes damage type to "Electrical" for Lightning Spires (5)
Building bwtf.bui \Assets\Sides\TowersWalls.xcr 0x1e-0x21 c8 00 64 00 00 00 2c 01 changes cost for Fey Tower (200M 100C from 300C) (partly 5)

(1): as per v1.03.26 scheduled changelog.
(2): same range as Slime; however Zombie's range is 0, and it works too.
(3): attack sound left unchanged, as with the Inquisitor.
(4): i.e. same speed as War Dog, regardless of the cavalry speed tweak to come.
(5): as in TPC's changelog.
(6): so as to have Daemons cause any all psych. effects (as in TFH?). TPC reduces vanilla effects' range.


Generals' Tweak (1)
Type File Path Line/Byte New value v1.03.25 value Comment/Reason
Unit adgx.arm PatchData.xcr 0x1e-0x25 12 00 04 00 19 00 22 01 10 00 03 00 14 00 18 01 increases combat/speed/resistance/health for Dwarf Lords
Unit adgx.arm PatchData.xcr 0x28 19 0f increases armour for Dwarf Lords
Unit adgx.arm PatchData.xcr 0xca 08 06 increases setup points for Dwarf Lords
Unit ahgw.arm PatchData.xcr 0x1c-0x1e aa 00 0e 9b 00 05 increases BT/combat for White Mages
Unit ahgw.arm PatchData.xcr 0x24 c8 64 increases health for White Mages
Unit ahgw.arm PatchData.xcr 0x2c 00 07 changes vulnerability from Physical to Piercing for White Mages
Unit ahgw.arm PatchData.xcr 0x32 1e 14 increases damage for White Mages
Unit ahgw.arm PatchData.xcr 0x36 08 06 increases range for White Mages
Unit ahgw.arm PatchData.xcr 0x5e-0x5f & 0x62-0x63 96 00 & fa 00 00 00 & d2 00 increases cost for White Mages
Unit ahgw.arm PatchData.xcr 0xca 06 04 increases setup points for White Mages
Unit ahgr.arm PatchData.xcr 0x1c-0x1e aa 00 0e 9b 00 08 increases BT/combat for Red Mages
Unit ahgr.arm PatchData.xcr 0x24 c8 a0 increases health for Red Mages
Unit ahgr.arm PatchData.xcr 0x62-0x63 96 00 64 00 increases cost for Red Mages
Unit ahgr.arm PatchData.xcr 0xca 07 05 increases setup points for Red Mages
Unit ahgb.arm PatchData.xcr 0x1c-0x1e af 00 0e a0 00 07 increases BT/combat for Black Mages
Unit ahgb.arm PatchData.xcr 0x24 c8 78 increases health for Black Mages
Unit ahgb.arm PatchData.xcr 0x32 28 1e increases damage for Black Mages
Unit ahgb.arm PatchData.xcr 0x5e-0x5f & 0x62-0x63 e6 00 & e6 00 c8 00 & c8 00 increases cost for Black Mages
Unit ahgb.arm PatchData.xcr 0xca 07 05 increases setup points for Black Mages
Unit aegx.arm PatchData.xcr 0x1e 0d 08 increases combat for Moonguards
Unit aegx.arm PatchData.xcr 0x20 0c 0a increases speed for Moonguards
Unit aegx.arm PatchData.xcr 0x24-0x25 c8 00 78 00 increases health for Moonguards
Unit aegx.arm PatchData.xcr 0x32 1e 19 increases damage for Moonguards
Unit aegx.arm PatchData.xcr 0x62-0x63 96 00 32 00 increases cost for Moonguards
Unit ahgx.arm PatchData.xcr 0x1c-0x1d af 00 a5 00 increases BT for Inquisitors
Unit ahgx.arm PatchData.xcr 0x1e 10 0f increases combat for Inquisitors
Unit ahgx.arm PatchData.xcr 0x24-0x25 fa 00 af 00 increases health for Inquisitors
Unit ahgx.arm PatchData.xcr 0x2a-0x2b 02 00 ff ff resistance against electricity for Inquisitors
Unit ahgx.arm PatchData.xcr 0x32 32 28 increases damage for Inquisitors
Unit ahgx.arm PatchData.xcr 0x5e-0x61 b4 00 46 00 50 00 00 00 increases cost for Inquisitors
Unit ahgx.arm PatchData.xcr 0xca 07 05 increases setup points for Inquisitors
Unit abgx.arm PatchData.xcr 0x1c-0x1d aa 00 9b 00 increases BT for Reavers
Unit abgx.arm PatchData.xcr 0x1e 14 12 increases combat for Reavers
Unit abgx.arm PatchData.xcr 0x24-0x25 0e 01 dc 00 increases health for Reavers
Unit abgx.arm PatchData.xcr 0x5e-0x61 af 00 e1 00 96 00 c8 00 increases cost for Reavers
Unit abgx.arm PatchData.xcr 0xca 07 06 increases setup points for Reavers
Unit afgx.arm PatchData.xcr 0x1c-0x1d aa 00 a0 00 increases BT for Banshees
Unit afgx.arm PatchData.xcr 0x20 0c 0a increases speed for Banshees (2)
Unit afgx.arm PatchData.xcr 0x24-0x25 aa 00 8c 00 increases health for Banshees
Unit afgx.arm PatchData.xcr 0x5e-0x5f & 0x62-0x63 78 00 18 01 64 00 fa 00 increases setup points for Banshees
Unit algx.arm PatchData.xcr 0x1c-0x1d aa 00 a5 00 increases BT for Nagas
Unit algx.arm PatchData.xcr 0x24-0x25 dc 00 8c 00 increases health for Nagas
Unit algx.arm PatchData.xcr 0x32 19 14 increases damage for Nagas
Unit algx.arm PatchData.xcr 0x05b 00 01 disables Fear for Nagas (2)
Unit algx.arm PatchData.xcr 0x62-0x65 d2 00 50 00 c8 00 00 00 increases cost for Nagas
Unit algx.arm PatchData.xcr 0xca 06 05 increases setup points for Nagas
Unit awgx.arm PatchData.xcr 0x1c-0x1d aa 00 9b 00 increases BT for Dryads
Unit awgx.arm PatchData.xcr 0x1e 0c 0a increases combat for Dryads
Unit awgx.arm PatchData.xcr 0x20 11 10 increases speed for Dryads
Unit awgx.arm PatchData.xcr 0x22 19 14 increases resistance for Dryads
Unit awgx.arm PatchData.xcr 0x24-0x25 be 00 6e 00 increases health for Dryads
Unit awgx.arm PatchData.xcr 0x2c-0x2d 00 00 07 00 vulnerability to Piercing only for Dryads
Unit awgx.arm PatchData.xcr 0x32 1e 14 increases damage for Dryads
Unit awgx.arm PatchData.xcr 0x05a-05c 05 03 04 00 00 00 empowers Dryads with Awe Str 5, Rng 4 (2)
Unit awgx.arm PatchData.xcr 0x64-0x65 a0 00 00 00 increases cost for Dryads
Unit awgx.arm PatchData.xcr 0xca 07 05 increases setup points for Dryads
Unit amgx.arm PatchData.xcr 0x05a-05c 09 01 06 05 01 05 increases Fear for Minotaur Kings (2)
Unit avgx.arm PatchData.xcr 0x1e 0d 07 increases combat for Summoners
Unit avgx.arm PatchData.xcr 0x24-0x25 c8 00 78 00 increases health for Summoners
Unit avgx.arm PatchData.xcr 0xca 07 06 increases setup points for Summoners
Unit akgx.arm PatchData.xcr 0x1c-0x1d af 00 aa 00 increases BT for Blackguards
Unit akgx.arm PatchData.xcr 0x1e 16 13 increases combat for Blackguards
Unit akgx.arm PatchData.xcr 0x24-0x25 fa 00 b4 00 increases health for Blackguards
Unit akgx.arm PatchData.xcr 0x2c-0x2d ff ff 01 00 vulnerability to nothing for Blackguards
Unit akgx.arm PatchData.xcr 0x5e-0x63 6e 00 d2 00 7d 00 64 00 96 00 64 00 increases cost for Blackguards
Unit akgx.arm PatchData.xcr 0xca 07 05 increases setup points for Blackguards
Unit aagx.arm PatchData.xcr 0x1c-0x1d b4 00 aa 00 increases BT for Bronze Golems
Unit aagx.arm PatchData.xcr 0x28 1e 14 increases armour for Bronze Golems
Unit aagx.arm PatchData.xcr 0x32 3c 32 increases damage for Bronze Golems
Unit aagx.arm PatchData.xcr 0x5e-0x61 b4 00 2c 01 64 00 18 01 increases cost for Bronze Golems
Unit aagx.arm PatchData.xcr 0xca 08 05 increases setup points for Bronze Golems
Unit aogx.arm PatchData.xcr 0x1c-0x1d af 00 a0 00 increases BT for Giants
Unit aogx.arm PatchData.xcr 0x1e 11 10 increases combat for Giants
Unit aogx.arm PatchData.xcr 0x24-0x25 2c 01 04 01 increases health for Giants
Unit aogx.arm PatchData.xcr 0x60-0x61 & 0x64-0x65 eb 00 be 00 c8 00 b4 00 increases cost for Giants
Unit aogx.arm PatchData.xcr 0xca 08 06 increases setup points for Giants
Unit aggx.arm PatchData.xcr 0x1c-0x1d aa 00 a0 00 increases BT for Plague Priests
Unit aggx.arm PatchData.xcr 0x1e 0d 0a increases combat for Plague Priests
Unit aggx.arm PatchData.xcr 0x24-0x25 c8 00 78 00 increases health for Plague Priests
Unit aggx.arm PatchData.xcr 0x32 2d 28 increases damage for Plague Priests
Unit aggx.arm PatchData.xcr 0x05a-05c 08 04 05 00 00 00 empowers the Plague Priest with Chaos Str 8, Rng 5 (2)
Unit aggx.arm PatchData.xcr 0xca 07 06 increases setup points for Plague Priests
Unit argx.arm PatchData.xcr 0x1c-0x1d af 00 9b 00 increases BT for Scartauri Priests
Unit argx.arm PatchData.xcr 0x1e 0c 06 increases combat for Scartauri Priests
Unit argx.arm PatchData.xcr 0x20 0f 08 increases speed for Scartauri Priests
Unit argx.arm PatchData.xcr 0x24-0x25 f0 00 78 00 increases health for Scartauri Priests
Unit argx.arm PatchData.xcr 0x5e-0x5f & 0x62-0x65 6e 00 & f5 00 5a 00 00 00 & f0 00 32 00 increases cost for Scartauri Priests
Unit argx.arm PatchData.xcr 0xca 07 06 increases setup points for Scartauri Priests
Unit augx.arm PatchData.xcr 0x1c-0x1d af 00 a0 00 increases BT for Vampires
Unit augx.arm PatchData.xcr 0xe 14 10 increases combat for Vampires
Unit augx.arm PatchData.xcr 0x20 10 0c increases speed for Vampires
Unit augx.arm PatchData.xcr 0x22 14 0f increases resistance for Vampires
Unit augx.arm PatchData.xcr 0x24-0x25 fa 00 c8 00 increases health for Vampires
Unit augx.arm PatchData.xcr 0x5a-0x5c 03 03 03 08 01 05 empowers Vampires with low-intensity Awe instead of Fear (2)
Unit augx.arm PatchData.xcr 0x5e-0x5f & 0x62-0x63 be 00 f0 00 82 00 aa 00 increases cost for Vampires
Unit augx.arm PatchData.xcr 0xca 07 06 increases setup points for Vampires

(1): as per v1.03.26 scheduled changelog.
(2): as in TPC's changelog. Dryad causes a mild Awe (between Vampire and Unicorn)?


Help.cfg[]

Note[]

Most of the changes are cosmetic and deal with homogenization and consistency between all the entries:

  • A question is: where to display information that a given unit counts as a basic or an advanced troop? In the production window (_Desc field) or in the top screen banner (_Lin fields)? <- banner?
  • The top banner should remain impersonal as it is read for enemy units as well (hence, no more "you") (?).
  • All the researches are displayed as such, instead of nothing or skills.
  • Floating is an ability.
  • Generals are now produced at level 5 keeps.
  • Dragons have developed description (breath effect). <- too bad if it encroaches on the 3rd line?
  • Titans are served with a heroic (poetic) and lore-wise description. <- grammar & length (2 lines) to be tested


Under ARMIES:[]

change:
[AHBX_Desc]
>> Basic Human builder
<< Human builder
[AHLX_Lin1]
>> DANCING SWORD (Floating Melee Unit)
<< DANCING SWORD (Basic Melee Unit)
[AHLX_Lin2]
>> Abilities: None
<< Abilities: Can float over ground
[AHGX_Requ]
>> Requires: Level 5 Keep
<< Requires: Nothing

[ADBX_Desc]
>> Basic Dwarf builder
<< Dwarven builder
[ADIX_Desc]
>> Basic Dwarf infantry
<< Basic Dwarven infantry
[ADJX_Desc]
>> Advanced Dwarf infantry
<< Advanced Dwarven infantry
[ADLX_Desc]
>> Advanced Dwarf infantry
<< Elite Dwarven infantry
[ADLX_Lin1]
>> KHAZRIMI GUARD (Advanced Dwarven Infantry)
<< KHAZRIMI GUARD (Elite Dwarven Infantry)
[ADMX_Desc]
>> Basic Dwarf missile unit
<< Dwarven Archer
[ADMX_Lin1]
>> DWARF CROSSBOW (Dwarven Archer)
<< DWARF CROSSBOW (Advanced Dwarven Archer)
[ADMX_Lin2]
>> Abilities: Counts for 2 archers when placed in a tower
<< Abilities: None
[ADSX_Desc]
>> Basic Dwarf scout
<< Dwarven scout
[ADOX_Lin2]
>> Abilities: Casts Doomstones & Stonecall (summons an Earth Elemental)
<< Abilities: Casts Doomstones & Stonecall
[ADNX_Desc]
>> Advanced Siege-missile unit
<< Siege-missile unit
[ADGX_Requ]
>> Requires: Level 5 Citadel
<< Requires: Nothing

[AUBX_Desc_G]
>> Basic Plague builder
<< Plague builder
[AUBX_Desc]
>> Basic Undead builder
<< Undead builder
[AUKX_Requ]
>> Requires: Ancestral Spirit (I)
<< Requires: Ancestral Spirit (I) research
[AUKX_Lin1]
>> WRAITH (Floating Undead Infantry)
<< WRAITH (Basic Undead Infantry)
[AUKX_Lin2]
>> Abilities: Drains XP from units it kills
<< Abilities: Drains XP from units it kills, Can float over ground and water
[AUXX_Requ]
>> Requires: Ancestral Spirit (II)
<< Requires: Ancestral Spirit (II) research
[AUXX_Lin1]
>> SHADOW (Floating Undead Infantry)
<< SHADOW (Advanced Undead Infantry)
[AUXX_Lin2]
>> Abilities: Drains XP from units it kills, +5 Combat at night
<< Abilities: Drains XP from units it kills, Can float over ground and water, +5 Combat at night
[AUGX_Requ]
>> Requires: Level 5 Deathkeep
<< Requires: Nothing
[AUMX_Lin2]
>> Abilities: Can turn bones into Skeleton Warriors
<< Abilities: Casts Call of the Dead

[ABBX_Desc]
>> Basic Primitive builder
<< Primitive builder
[ABBX_Lin1]
>> THRALL (Primitive Builder)
<< THRALL (Barbarian Builder)
[ABCX_Desc]
>> Basic Primitive cavalry
<< Basic Barbarian cavalry
[ABEX_Desc]
>> Advanced Primitive cavalry
<< Advanced Barbarian cavalry
[ABEX_Requ]
>> Requires: Corral, Chieftain's Hut
<< Requires: Corral & Chieftain's Hut
[ABGX_Requ]
>> Requires: Level 5 Fortress
<< Requires: Nothing

[ACCA_Lin3]
>> Damage: None
<< Damage: None, unless they fall on you
[ACPE_Lin3]
>> Damage: None
<< Damage: None, unless a troll throws one at you
[AMIX_Lin1]
>> MINOTAUR (Minotaur Infantry)
<< MINOTAUR (Basic Minotaur Infantry)
[AMNX_Lin1]
>> AXE THROWER (Minotaur Missile Unit)
<< AXE THROWER (Basic Minotaur Missile Unit)
[AMJX_Lin2]
>> Abilities: Assassinate
<< Abilities: Assassinates enemies for 85 Gold (4% + 1%/level)
[AOXX_Desc]
>> Turns enemies into stone
<< Monstrous missile unit
[AMGX_Requ]
>> Requires: Spirit of Sartek skill & level 5 Ziggurat
<< Requires: Spirit of Sartek research
[AOBX_Desc]
>> Basic Orcish builder
<< Orcish builder
[AOCX_Desc]
>> Basic Orcish infantry
<< Fast Orcish scout
[AOSX_Lin1]
>> GOBLIN (Fast Orcish Infantry)
<< GOBLIN (Basic Orcish Infantry)
[AOCX_Desc]
>> Basic Orcish cavalry
<< Orcish cavalry
[AOMX_Lin1]
>> TROLL (Orcish Missile Unit)
<< TROLL (Advanced Orcish Missile Unit)
[AOMX_Lin2]
>> Abilities: Can pick up and throw sheep
<< Abilities: Can pick up and throw sheep and small animals
[AOJX_Requ]
>> Requires: Ogrelord skill
<< Requires: Ogrelord research
[AOGX_Requ]
>> Requires: Giantlord skill
<< Requires: Giantlord research
[ASGS_Lin2]
>> Abilities: Splash Damage, Goblins will occasionally get back up and join your army
<< Abilities: Splash Damage, Goblins will occasionally get back up and join their army
[AOOX_Lin1]
>> KOBOLD SNIPER (Orcish Archer)
<< KOBOLD SNIPER (Advanced Orcish Archer)
[AOKX_Lin2]
>> Abilities: Summon Goblins
<< Abilities: Summons Goblins

[AEIX_Lin2]
>> Abilities: Triple damage vs. Dwarves
<< Abilities: Triple damage vs. Dwarves (bugged)
[AEMX_Requ]
>> Requires: Rune of Cielos
<< Requires: Rune of Cielos research
[AECX_Requ]
>> Requires: Rune of Animos
<< Requires: Rune of Animos research
[AENX_Requ]
>> Requires: Rune of Manos
<< Requires: Rune of Manos research
[AENX_Requ]
>> Requires: Rune of Manos & Cielos
<< Requires: Runes of Manos & Cielos researches
[AEDX_Requ]
>> Requires: Vivos & Animos runes
<< Requires: Runes of Vivos & Animos researches
[AEGX_Requ]
>> Requires: Level 5 White Tower
<< Requires: Nothing
[AEDX_Desc]
>> Advanced cavalry with healing spells
<< Cavalry unit with healing spells
[AEDX_Requ]
>> Requires: Vivos & Animos runes
<< Requires: Runes of Vivos & Animos researches
[AEGX_Requ]
>> Requires: Level 5 White Tower
<< Requires: Nothing

[AWMX_Requ]
>> Requires: Rune of Cielos
<< Requires: Rune of Cielos research
[AWCX_Requ]
>> Requires: Rune of Animos
<< Requires: Rune of Animos research
[AEEX_Requ]
>> Requires: Runes of Animos & Cielos
<< Requires: Runes of Animos & Cielos researches
[AWNX_Requ]
>> Requires: Rune of Manos
<< Requires: Rune of Manos research
[AWJX_Desc]
>> Advanced Wood Elf infantry
<< Advanced Wood Elf infantry/builder
[AWJX_Requ]
>> Requires: Arbos & Cielos runes
<< Requires: Runes of Arbos & Cielos researches
[AWJX_Lin1]
>> TREANT (Advanced Wood Elf Infantry)
<< TREANT (Advanced Wood Elf Infantry/builder)
[AWKX_Requ]
>> Requires: Arbos & Cielos runes
<< Requires: Runes of Arbos & Cielos researches
[AWGX_Requ]
>> Requires: Level 5 Haven
<< Requires: Nothing

[AKIX_Lin1]
>> DARK INFANTRY (Dark Elf Infantry)
<< DARK INFANTRY (Basic Dark Elf Infantry)
[AKKX_Desc]
>> Has a very strong poison
<< Basic melee monster
[AKKX_Lin1]
>> SPIDER (Swarm Monster)
<< SPIDER (Basic Swarm Monster)
[AKLX_Desc]
>> Has a very strong poison & lays eggs
<< Melee monster that can lay eggs
[AKLX_Requ]
>> Requires: Rune of Animos
<< Requires: Rune of Animos research
add:
[AKLX_Requ_R] Requires : Nothing
change:
[AKMX_Requ]
>> Requires: Rune of Cielos
<< Requires: Rune of Cielos research
[AKCX_Requ]
>> Requires: Rune of Animos
<< Requires: Rune of Animos research
[AKNX_Requ]
>> Requires: Rune of Manos
<< Requires: Rune of Manos research
[AKNX_Lin2]
>> Abilities: Casts Raise Zombie, Pillar of Fire & Darkstorm spells
<< Abilities: Casts Raise Zombie, Pillar of Fire & Darkstorm
[AKOX_Requ]
>> Requires: Rune of Manos & Tomb
<< Requires: Rune of Manos research & Tomb
[AKOX_Lin2]
>> Abilities: Summons Spiders, Turns into spiders upon death
<< Abilities: Summons Queen Spiders, Turns into spiders upon death
[AKJX_Requ]
>> Requires: Manos & Mortos runes
<< Requires: Runes of Manos & Mortos researches
[AKJX_Lin2]
>> Abilities: Assassinate, Poison (Strength 20), Fast attack speed
<< Abilities: Assassinates for 85 Gold (4% + 1%/level), Poison (Strength 20), Fast attack speed
[AKGX_Requ]
>> Requires: Level 5 Dark Tower
<< Requires: Nothing

[AEXX_Desc]
>> Fast missile unit
<< Fast Fey scout-missile unit
[AASP_Desc]
>> Flying missile unit
<< Flying Fey archer
[AASP_Lin1]
>> SPRITE (Flying Fey Missile Unit)
<< SPRITE (Flying Fey Archer)
[AFBX_Lin1]
>> OAKMAN (Fey Builder)
<< OAKMAN (Fey Infantry/builder)
[AFIX_Lin1]
>> SPRIGGAN (Fey Infantry)
<< SPRIGGAN (Basic Fey Infantry)
[AFJX_Lin1]
>> SYLPH (Floating Fey Infantry)
<< SYLPH (Basic Fey Infantry)
[AFJX_Lin2]
>> Abilities: Fast attack speed
<< Abilities: Fast attack speed, Can float over ground
[AFMX_Desc]
>> Flying missile unit
<< Flying Fey missile unit
[AFNX_Desc]
>> Fey missile unit
<< Basic Fey missile unit
[AFNX_Lin1]
>> LEPRECHAUN (Fey Missile Unit)
<< LEPRECHAUN (Basic Fey Missile Unit)

[ASBA_Requ_H]
>> Requires: Order of the Ram
<< Requires: Order of the Ram research
[ASBA_Requ_M]
>> Requires: Rage of Sartek skill
<< Requires: Rage of Sartek research
[ASCA_Requ_H]
>> Requires: Order of the Ram
<< Requires: Order of the Ram research
[ASCA_Requ_M]
>> Requires: Rage of Sartek skill
<< Requires: Rage of Sartek research
[AASX_Desc]
>> Dark Dwarven suicide bomb
<< Mechanical suicide bomb
[AASX_Lin1]
>> FIREBOMB (Dark Dwarven Suicide Bomb)
<< FIREBOMB (Dark Dwarven Suicide Unit)
[AAMX_Lin1]
>> FLAME CANNON (Dark Dwarven Siege Weapon)
<< FLAME CANNON (Advanced Dark Dwarven Siege Weapon)
[AANX_Lin1]
>> HELLBORE (Dark Dwarven Siege Weapon)
<< HELLBORE (Advanced Dark Dwarven Siege Weapon)
[AAIX_Desc]
>> Dark Dwarven infantry
<< Basic mechanical infantry
[AAJX_Desc]
>> Advanced Dark Dwarven infantry
<< Advanced mechanical infantry
[AAGX_Requ]
>> Requires: Level 5 Furnace
<< Requires: Nothing

[AVIX_Lin2]
>> Abilities: Create souls for Daemons' & Summoners' Mana
<< Abilities: Frees the soul of its victims for other daemons to eat
[AVJX_Desc]
>> Daemonic infantry
<< Basic Daemonic infantry
[AVJX_Lin1]
>> REAPER (Floating Infantry)
<< REAPER (Basic Daemonic Infantry)
[AVJX_Lin2]
>> Abilities: Gains +20xp for each soul devoured
<< Abilities: Gains +20xp for each soul devoured, Can float other ground and water
[AADE_Desc]
>> Advanced Daemonic wizard/warrior
<< Elite Daemonic flying warrior
[AADE_Lin2]
>> Abilities: Double damage vs. good creatures, Can summon Imps, Chaos (Strength 9, Range 9)
<< Abilities: Double damage vs. good creatures, Summons Imps, Chaos (Strength 9, Range 9)
[AVDX_Desc]
>> Attacks multiple enemies & sets them alight
<< Advanced Daemonic Infantry
[AVDX_Lin1]
>> SALAMANDER (Daemonic Melee Unit)
<< SALAMANDER (Advanced Daemonic Infantry)
[AVGX_Requ]
>> Requires: Level 5 Doomspire
<< Requires: Nothing
[AVGX_Lin2]
>> Abilities: Can summon Daemons and cast Banish, Converts buildings
<< Abilities: Casts Banish & Daemongate, Converts buildings
[AAFB_Desc]
>> Basic flyer for melee combat, resistant to fire
<< Basic flying melee unit
[AAFB_Lin3]
>> vs. other fliers and buildings only
<< vs. other fliers and buildings only ???

[APMX_Desc]
>> Basic Imperial archer
<< Imperial archer
[APMX_Lin1]
>> ARCHER (Imperial Archer)
<< ARCHER (Basic Imperial Archer)
[AHGR_Desc]
>> Advanced Imperial General/spellcaster
<< Imperial General/spellcaster
[AHGW_Desc]
>> Basic Imperial General/spellcaster
<< Imperial General/spellcaster
[AHGB_Desc]
>> Advanced Imperial General/spellcaster
<< Imperial General/spellcaster

[AGSL_Desc]
>> Plague infantry
<< Basic Plague infantry
[AGSL_Lin1]
>> SLIME (Plague Infantry)
<< SLIME (Basic Plague Infantry)
[AGGZ_Lin1]
>> GAZER (Floating Plague Missile Unit)
<< GAZER (Basic Plague Missile Unit)
[AGGZ_Lin2]
>> Abilities: None
<< Abilities: Can float over ground and water
[AGSP_Lin1]
>> SPORE (Floating Plague Suicide Unit)
<< SPORE (Basic Plague Suicide Unit)
[AGSP_Lin2]
>> Abilities: Explodes upon death
<< Abilities: Explodes upon death, Can float over ground and water
[AGFL_Lin1]
>> EYE OF FLAME (Advanced Floating Plague Missile Unit)
<< EYE OF FLAME (Advanced Plague Missile Unit)
[AGFL_Lin2]
>> Abilities: Fire attack with splash damage
<< Abilities: Fire attack with splash damage, Can float over ground and water

[ALBX_Desc]
>> Basic Ssrathi Builder
<< Ssrathi Builder
[ALIX_Lin1]
>> SNAKEMAN (Ssrathi Infantry)
<< SNAKEMAN (Basic Ssrathi Infantry)
[ALCX_Lin1]
>> LIZARD RIDER (Ssrathi Cavalry)
<< LIZARD RIDER (Basic Ssrathi Cavalry)
[ALGX_Requ]
>> Requires: Level 5 Sun Temple
<< Requires: Nothing
[ALGX_Lin2]
>> Abilities: Shield Spell, Converts buildings, Fear (Strength 5, Range 5)
<< Abilities: Casts Shield, Converts buildings, Fear (Strength 5, Range 5)

[ARBX_Name]
>> ANT
<< GIANT ANT
[ARBX_Desc]
>> Basic Swarm Builder
<< Swarm Builder
[ARMX_Lin1]

>> SCARAB (Swarm Missile Unit)
<< SCARAB (Basic Swarm Missile Unit)
[ARGX_Lin2]
>> Abilities: Converts buildings, Casts Spells
<< Abilities: Casts Ring of Fire & Fire Elemental, Converts buildings

[AAWA_Lin2]
>> Abilities: Poison (Strength 15), Assassination
<< Abilities: Poison (Strength 15), Assassinates for 85 Gold
[AADR_Lin2]
>> Abilities: Breath does splash damage, Terror (Strength 5, Range 5)
<< Abilities: Breath does splash damage and sets alight, Terror (Strength 5, Range 5)
[AADU_Lin2]
>> Abilities: Breath does splash damage and double damage to good, Terror (Strength 6, Range 5)
<< Abilities: Breath does splash damage and drains XP, Double damage to good, Terror (Strength 6, Range 5)
[AADC_Lin2]
>> Abilities: Breath does splash damage and double damage to evil, Terror (Strength 5, Range 5)
<< Abilities: Breath does splash damage and crystallizes upon death, Double damage to evil, Terror (Strength 5, Range 5)
[AADB_Lin2]
>> Abilities: Breath does splash damage, Terror (Strength 5, Range 5)
<< Abilities: Breath does splash damage and drains mana, Terror (Strength 5, Range 5)
[AADG_Lin2]
>> Abilities: Breath does splash damage and erodes armor, Terror (Strength 5, Range 5)
<< Abilities: Breath does splash damage and corrodes armor, Terror (Strength 5, Range 5)
[AADW_Lin2]
>> Abilities: Icy breath does splash damage, Terror (Strength 5, Range 5)
<< Abilities: Breath does splash damage and freezes foes, Terror (Strength 5, Range 5)

[AAAR_Desc] >> Advanced flying unit with Awe
<< Advanced flying warrior/spellcaster
[AAAR_Lin2]
>> Abilities: Double damage vs. evil enemies, Casts Cure & Awe (Strength 10, Range 8)
<< Abilities: Casts Cure, Double damage to evil, Awe (Strength 10, Range 8)

[ATHX_Desc]
>> The Knights' Titan is a powerful melee unit
<< Summons the Divine Avatar from the sky, Patron Saint of Agaria, He who delivers powerful reels and the Knights' Titan
[ATDX_Desc]
>> The Dwarven Titan has powerful lightning attacks
<< Calls forth the High King, He whose hammer casts powerful lightning bolts, the Dwarves' Titan
[ATUX_Desc]
>> The Undead Titan is a powerful Lich riding a chariot
<< Summons the Horseman of Death from its realm, a powerful liche riding a chariot, and the Undead Titan
[ATBX_Desc]
>> The Barbarian Titan has powerful lightning attacks
<< Summons the Divine Hero from the sky, Bringer of storms, He who casts down lightning upon His enemies, the Barbarians' Titan
[ATMX_Desc]
>> The Minotaur Titan has powerful lightning attacks
<< Exhibits the Horseman of War's relic, whose powerful gaze strikes the coward, the Minotaurs' Titan
[ATOX_Desc]
>> The Orcish Titan is a powerful missile unit
<< Calls forth the heroic zombi giant of Graww, He who turns His enemies into solid rock, the Orcish Titan
[ATEX_Desc]
>> The High Elven Titan has powerful melee attacks
<< Calls forth the Moon King from his palace, He who impales his foes riding a Golden Dragon, the High Elves' Titan
[ATWX_Desc]
>> The Wood Elf Titan has powerful melee attacks
<< Awakes a Firstborn, an immense treant with powerful fists, and Titan of the Wood Elves
[ATKX_Desc]
>> The Dark Elven Titan has powerful lightning attacks
<< Summons Aranea's Chosen One, Shatterer of Worlds, He who casts powerful lightning spells, the Dark Elves' Titan
[ATFX_Desc]
>> The Fey Titan has a powerful bow
<< Calls forth the nearest Warden, a giant centaur with a powerful bow, the Fey Titan
[ATAX_Desc]
>> The Dark Dwarf Titan is a powerful melee unit
<< Constructs the Ultimate Golem, a powerful mechanical contraption crusher of all things, the Dark Dwarves' Titan
[ATVX_Desc]
>> The Daemon Titan is a powerful flying melee unit
<< Summons Balor's Creature from the Netherworld, a powerful flying saber wielder, and the Daemon Titan
[ATPX_Desc]
>> The Imperial Titan has powerful fire attacks
<< Calls forth the Emperor from its palace, He whose sword incinerates any opposition, the Imperial Titan
[ATGX_Desc]
>> The Plaguelords Titan is a powerful melee unit
<< Summons the Horseman of Plague from its realm, a powerful scimitar bearer Daemon and the Plaguelords' Titan
[ATLX_Desc]
>> The Ssrathi Titan has powerful fire attacks
<< Calls forth the First Shaman of Couatl from its temple, a giant lizard casting powerful fireballs, Titan of the Ssrathi
[ATRX_Desc]
>> The Swarm Titan is a powerful melee unit
<< Summons the Horseman of Famine from its realm, a powerful melee insectoid and Titan of the Swarm


Under BUILDINGS:[]

 


Under TEMPLES, LAIRS & SHOPS:[]

change:
[BTCE_Lin2],[BTIN_Lin2]
>> Build: Units and Upgrades that depend upon your race and alignment
<< Build: Upgrades if alignments match, or else allied units
(makes it readable by any player, not only the owner)

[BTDR_Lin2]
>> Build: Your races' General & Dragons
<< Build: Owner faction's General & Dragons
(makes it readable by any player, not only the owner)

[BLBM_Lin2],[BLGL_Lin2],[BLHN_Lin2],[BLGH_Lin2],[BSAL_Lin2],[BSBS_Lin2]
>> hostile
<< marauding
(precises that they will attack anything (not only you)?)

[BSFG_Lin2]
>> Heroes may buy items here
<< Heroes may buy items as well as mana and health potions here
(precises all what you can buy here)


Under WALLS:[]

displace (from MISCELLANEOUS):

[BWRA_Name] Rampart
[BWRA_Desc] Basic wall
[BWRA_Requ] Requires: Nothing
[BWRA_HKey] r
[BWRA_Lin1] RAMPART (Army Limit +0)
[BWRA_Lin2] Build: Nothing
[BWRA_Lin3] Note: Provides a small amount of protection

add:

[BWIC_Lin1] WALL OF ICE (Army Limit +0)
[BWIC_Lin2] Build: Nothing
[BWIC_Lin3] Note: provides a good amount of temporary protection, is repaired with few Crystal

[BWBR_Lin1] WALL OF THORNS (Army Limit +0)
[BWBR_Lin2] Build: Nothing
[BWBR_Lin3] Note: provides a good amount of temporary protection, is repaired with Crystal

Under POWERUPS:[]

change:
[PARR_Desc]
>> Improve spellcasting by +2 in random magical sphere (for this battle only)
<< Improve spellcasting by +1 in two random magical spheres (for this battle only)
[PLI0_Desc], [PLI1_Desc]
>> +N Magic for spellcasters
<< +N Mana for spellcasters
[PCR0_Desc], [PCR1_Desc], [PCR2_Desc], [PCR4_Desc]
>> All Knights gain +1 XP per kill
<< All units gain +1 XP per kill
[PWE0_Desc]
>> Increase melee damage by +5
<< Increase melee damage by +5 (excluding fliers)
[PWE1_Desc]
>> Increase melee damage by +10
<< Increase melee damage by +10 (excluding fliers)
[PFPA_Desc]
>> +20 Armor for all knights
<< +20 Armor for all mounted Knights
[PWAR_Desc]
>> +2 Combat for Cavalry
<< +2 Combat for all cavalry units
[PFLA_Desc]
>> Arrows gain fire damage
<< Arrows gain fire damage and still count as normal missiles
[PIB0_Desc]
>> Increases income by +1 from all mines
<< +1 to income from all mines
[PIB1_Desc]
>> Increases income by +2 from all mines
<< +2 to income from all mines
[PIB2_Desc]
>> Increases income by +4 from all mines
<< +3 to income from all mines
[PIB3_Desc]
>> Increases income by +6 from all mines
<< +4 to income from all mines
[PQKN_Desc]
>> When activated gives large XP bonuses against a chosen creature
<< When activated gives a XP bonus to mounted Knights against a chosen creature
[PROD_Desc]
>> Changes night into daytime
<< Allows to change night into daytime
[PPAL_Desc]
>> Knights & Knight Lords do double damage vs Undead
<< All mounted Knights do double damage vs Undead
[PGRA_Desc]
>> Knights & Knight Lords do triple damage vs Undead
<< All mounted Knights do triple damage vs Undead
[PORO_Desc]
>> +5 XP for all new Knights
<< +5 XP for all new mounted Knights
[POPE_Desc]
>> +2 Speed for all Knights
<< +2 Speed for all mounted Knights
[PODR_Desc]
>> +10 Resistance for all Knights
<< +10 Resistance for all mounted Knights

[PMIT_Desc]
>> +15 to Armor, +15 to melee damage
<< +15 Armor, +15 Melee damage (excluding fliers)

[PTOM_Desc]
>> +3 to Combat for all Wights
<< +3 Combat for Wights
[PDKC_Desc]
>> Allows the owner of this citadel to change day into night
<< Allows to change day into night
[PBUR_Desc]
>> Allows Gravestones (a cheap source of Skeletons) to be built
<< Allows Gravestones (an alternate or instant source of Skeletons) to be built
[PANT_Desc]
>> +10 Armor, +15 damage
<< +10 Armor, +15 Melee damage (excluding fliers)
[PHAU_Desc]
>> Wraith/Shadow Speed +3
<< +3 Speed for Wraiths & Shadows
[PWAI_Desc]
>> Wraith/Shadow Combat +3
<< +3 Combat for Wraiths & Shadows
[PSTA_Desc]
>> +2 to Range for all Liches
<< +2 Range for Liches
[PLKG_Desc]
>> +4 to Combat for all Liches
<< +4 Combat for Liches

[PHUN_Desc]
>> Barbarian Range +2 & damage vs resistant troops
<< +2 Range for Barbarians, now able to damage resistant troops
[PFAN_Desc]
>> Allows infantry to go berserk (+4 Speed & +6 Combat)
<< Allows Barbarian and Minotaur infantry to go berserk (+6 Combat & +4 Speed)
[PTRN_Desc]
>> Bonus +10xp for all new units
<< +10 XP for all new units
[PGLA_Desc]
>> +2 Combat for all infantry
<< +2 Combat for all Minotaur and Barbarian infantry

[PTHA_Desc]
>> Allows Minotaur Axe-Throwers to be produced
<< Allows Minotaur Axe-Throwers to be produced at the Arena
[PSPI_Desc]
>> Allows Minotaur Kings to be produced at the Henge
<< Allows Minotaur Kings to be produced at the Ziggurat
[PFAR_Desc]
>> Removes all fog of war & hidden map
<< Removes all fog of war & reveals hidden map
[PSH0_Desc], [PSH1_Desc]
>> +N Armor for Minotaurs, Shamen & Minotaur Kings
<< +N Armor for all Minotaurs (including the hero)

[PSHA_Desc]
>> +10 Damage for the Shaman & Allows Totems to be built
<< +10 Damage for Shamans & Allows Totems to be built
[PSHA_Desc_M]
>> +10 Damage for the Shaman
<< +10 Damage for Shamans
[PHAG_Desc]
>> +3 to Harpy Combat
<< +3 Combat for Harpies
[PTHU_Desc]
>> +10 to Ogre damage
<< +10 Damage for Ogres
[PWF0_Desc], [PWF1_Desc], [PWF2_Desc]
>> +N to Wolfrider Speed
<< +N Speed for Wolfriders

[RCIE_Desc]
>> Allows archers to be built
<< Allows Elven archers to be built
[RANI_Desc]
>> Allows cavalry to be built
<< Allows Elven cavalry to be built
[RMAN_Desc]
>> Allows spellcasters to be built
<< Allows Elven spellcasters to be built
add:

[RMAN_Desc_E] Allows Elven spellcasters to be built (Maidens require Cielos as well)
[RMAN_Desc_K] Allows Elven spellcasters to be built (Priestesses require Tomb as well)

change:
[PRG0_Desc], [PRG1_Desc], [PRG2_Desc]
>> X% HP Regeneration
<< Health regenerates at X% of normal
[PELC_Desc]
>> Allows the healing spells to be cast from this building
<< Allows Major Healing spells to be cast from these buildings
[PUNI_Desc]
>> Unicorn damage +10
<< +10 Damage for Unicorns

[PME1_Requ_K]
>> Requires: Level 4 Dark Tower
<< Requires: Level 4 Dark Tower & Meditation (I)
[PME2_Requ_K]
>> Requires: Level 4 Dark Tower
<< Requires: Level 4 Dark Tower & Meditation (II)
[PRE0_Desc]
>> +3 to all Resistance vs Poison, Disease & Psychological Effects
<< +3 to all Resistance vs Elements, Poison, Disease & Psychological Effects
[PRE1_Desc]
>> +6 to all Resistance vs Poison, Disease & Psychological Effects
<< +6 to all Resistance vs Elements, Poison, Disease & Psychological Effects
[PRE2_Desc]
>> +9 to all Resistance vs Poison, Disease & Psychological Effects
<< +9 to all Resistance vs Elements, Poison, Disease & Psychological Effects
[PBLP_Desc]
>> +3% to Assassination chance for all Assassins
<< +3% cumulative to Assassination chance for all assassins
[PDAO_Desc]
>> +3% to Assassination chance for all Assassins
<< +3% cumulative to Assassination chance for all assassins
[PFFI_Desc]
>> +5 damage for Pixes (fire damage)
<< +5 Damage for Pixes (also changes damage type to fire damage)
[PPA0_Desc]
>> +5 armor for all Faerie units
<< +5 armor for all units
[PPA1_Desc]
>> +10 armor for all Faerie units
<< +10 armor for all units
[PPA1_Requ]
>> Requires: Panoply (I), Level 4 Dreamhold
<< Requires: Level 4 Dreamhold & Panoply (I)
[PZE1_Requ]
>> Requires: Zephyr (I), Level 3 Dreamhold
<< Requires: Level 3 Dreamhold & Zephyr (I)
[PZE2_Requ]
>> Requires: Zephyr (II), Level 5 Dreamhold
<< Requires: Level 5 Dreamhold & Zephyr (II)
[PLO2_Requ], [PLO3_Requ], [PLO4_Requ], [PLO5_Requ], [PLO6_Requ], [PLO7_Requ], [PLO8_Requ]
>> Requires: Lore (Y), Level X Dreamhold
<< Requires: Level X Dreamhold & Lore (Y)

[PAF1_Requ]
>> Requires: Alchemist Fire (I), Level 4 Furnace
<< Requires: Level 4 Furnace & Alchemist Fire (I)
[PAS0_Desc]
>> Allows Wraiths to be Summoned at the Hall
<< Allows Dwarven Wraiths to be Summoned at the Ancestors Halls
[PAS1_Desc]
>> Allows Shadows to be Summoned at the Hall
<< Allows Dwarven Shadows to be Summoned at the Ancestors Halls

[PCTH_Desc]
>> +5 Damage for all Daemons (includes Succubi, Imps & Quasits)
<< +5 Damage for all Daemons
[PIFU_Desc]
>> +3 Combat for all Daemons (includes Succubi, Imps & Quasits)
<< +3 Combat for all Daemons
[PBRD_Desc]
>> Instantly summon up to 8 Quasits for a small sum of gold
<< Instantly summons up to 8 Quasits at a lesser cost
[PIN0_Desc]
>> +5 Armor for all Daemons
<< +5 Armor for all units
[PIN1_Desc]
>> +10 Armor for all Daemons
<< +10 Armor for all units
[PCFA_Desc]
>> +4 Combat for all Ssrathi & Dinosaurs
<< +3 Combat for all Ssrathi & Dinosaurs
[PCWR_Desc]

>> Allows the Sun Temple to cast a fire spell
<< Allows the Sun Temples to cast Ring of Fire spells
[PFA0_Desc]
>> Allows the Famine Spell to be cast by this Dunekeep
<< Allows the Famine Spell to be cast by the Dunekeeps
[POMA_Desc]
>> Recruits a random lesser unit from another race (can go above your army limit)
<< Recruits a random basic unit from another race (can go above your army limit)
[POMB_Desc]
>> Recruits a random powerful unit from another race (can go above your army limit)
<< Recruits a random advanced unit from another race (can go above your army limit)


Games.txt[]

Note: It's mainly about replacing 'skill' by 'research', and stressing that runes are researches too. Also, alternate, less obtrusive (?), critical displaying are proposed.
[0136], [0138] & [0528], although not used, are corrected.

change:
[0060]
-> Runes
<- Geomancy
[0064]
-> Requires: Slavehorde Skill
<- Requires: Slavehorde research
[0072/73]
-> enemies
<- safe from enemies
[0099]
-> Requires: Dwarven Brew
<- Requires: Dwarven Brew research
[0103]
-> thralls
<- Thralls
[0108]
-> Morph to Slayer Knight
<- Morph to Dread Knight
[0118]
-> Requires: Trade Skill
<- Requires: Trade research
[0125]
-> Requires: Sacrifice Skill
<- Requires: Sacrifice research
[0135]
-> Turns piles of bones into Skeleton Warriors
<- Turns piles of bones into Skeletons
[0136]
-> throwing stars in combat
<- Throwing Stars
[0138]
-> Requires: Star of Sartek skill
<- Requires: Star of Sartek research
[0140]
-> Become invisible until you attack
<< Turns the unit invisible until it attacks
[0143]
-> Allows units to go berserk
<- Allows the unit to go berserk
[0144]
-> giving +6 Combat, +4 Speed
<- giving +6 Combat, +4 Speed, and +15 Resist fire
[0145]
-> Requires: Berserker skill
<- Requires: Berserker research
[0147]
-> to
<- into
[0148]
-> Requires: Ancient Wisp skill
<- Requires: Ancient Wisp research
[0150]
-> Changes it to daytime
<- Changes it to glorious daytime
[ 0151]
-> Requires: Rites of Dawn skill
<- Requires: Rites of Dawn research
[0158]
-> Requires: Elcor's Balm skill
<- Requires: Elcor's Balm research
[0180]
-> Champion
<- Elite
[0181]
-> Master
<- Champion
[0182]
-> Grandmaster
<- Master
[0183]
-> Elite
<- Grandmaster
[0184]
-> Super-elite
<- Supreme Master
[0215]
-> Requires: Dark Citadel skill
<- Requires: Dark Citadel research
[0219]
-> Protects nearby units from psychological effects
<- Protects nearby units from elements, poison, and psychological effects
[0221]
-> Drain
<- Drains
[0222]
-> Multi-target
<- Volley
[0223]
-> Shoot arrows at ALL nearby enemies
<- Shoots at nearby enemies (including fliers)
[0225]
-> Entangle
<- Entangles
[0231]
-> Summons a Zombie
<- Summons Zombies
[0235]
-> Scavenge resources from corpses
<- Scavenges resources from corpses and rubble
[0236]
-> Requires: Feast of Garok skill
<- Requires: Feast of Garok research
[0358]
-> Type your answer, then press Enter
<- Type your answer in lower case, then press Enter
[0369]
-> Half damage & -4 Speed
<-Attack speed & Damage halved
[0373]
-> Half speed & loss of ranged attack
<- Attack speed halved & Ranged attack lost
[0375]
-> Lose all bonuses & armor
<- All bonuses & armor lost
[0377]
-> Hit points slowly degenerate
<- Hit points slowly degenerate to 1/8 max
[0379]
-> Combat/Speed drop to 1 + no regeneration
<- Combat & Speed slowly drop + no regeneration
[0410]
-> Requires: Nothing
<- (0+20 XP/deg., 1/deg.)
[0411]
-> Summons an Imp
<- Summons Imps
[0413]
-> Requires: Nothing
<- (0+50 XP/deg.)
[0414]
-> Daemon
<- Pit Fiend
[0416]
-> Destroys summoned enemy creatures
<- Destroys low-level extraplanar enemy creatures
[0417]
-> Brood
<- Breed
[0418]
-> Requires: Brood Skill
<< Requires: Breed research
[0421]
-> Requires: Stormcall Skill
<< Requires: Stormcall research
[0424]
-> Requires: Ancestral Spirit (I) skill
<- Requires: Ancestral Spirit (I) research
[0425]
-> Summons a Wraith
<- Summons an ancestor's Wraith
[0427]
-> Requires: Ancestral Spirit (II) skill
<- Requires: Ancestral Spirit (II) research
[0428]
-> Summons a Shadow
<- Summons an ancestor's Shadow
[0430]
-> Requires: Earthpower Skill
<- Requires: Earthpower research
[0478]
-> Rune Magic
<- Geomancy Magic
[0479]
-> Ice Magic
<- Cryomancy Magic
[0528]
-> Requires: Blending skill
<- Requires: Blending research
[0614]
-> +%d to Morale for all sides
<- +%d to Morale when leading allied sides
[0776]
-> Rune Magic
<- Geomancy
[0777]
-> Ice Magic
<- Cryomancy
[0875]
-> Summons a scouting eye
<- Summons scouting eyes
[0878]
-> Requires: Contagion skill
<- Requires: Contagion research
[0880]
-> Creates a mobile bomb
<- Releases a mobile bomb
[0883]
-> Requires: Couatl's Wrath skill
<- Requires: Couatl's Wrath research
[0887]
-> Adds to the Armor of nearby troops
<- Grants +10 Armor to nearby troops
[0889]
-> Heals nearby troops
<- Heals nearby troops (+20 HP/deg.)
[0891]
-> Summons a Queen Spider
<- Summons a Queen Spider (0+20 XP/deg.)
[0893]
-> Summons a Fire Elemental
<- Summons a Fire Elemental (0+50 XP/deg.)
[0899]
-> Requires: Famine skill
<- Requires: Famine research
[0903]
-> Summons a group of Goblins
<- Summons a group of Goblins (0+20 XP/deg.)
[1028]
-> Orc
<- Orcish Grunt
[1032]
-> BarbarianOrc
<- Tribesman
[1041]
-> Dark Rider
<- Slayer Knight
[1046]
-> Knight
<- Knight Errant
[1072]
-> Knight Lord
<- Paladin
[1079]
-> Daemon
<- Pit Fiend
[1113]
-> Critical: Ignore Armor
<- Impaled!!
[1114]
-> Critical: Cleave
<- Cleaved!!
[1115]
-> Critical: Stun
<- Stunned!!
[1116]
-> Critical: Freeze
<- Frozen!!
[1117]
-> Critical: Burn
<- Burned!!
[1118]
-> Critical: Mana Drain
<- Mana drained!!
[1146]
-> Assassinate: +85 Gold
<- Assassinates: +85 Gold
[1147]
-> Petrify: +50 Stone
<- Petrifies: +50 Stone
[1148]
-> Crystallize: +85 Crystal
<- Crystallizes: +85 Crystal


Names.cfg[]



-> [ARMY_NAM007] Dark Rider
-> [ARMY_ABR007] Dk. Rider
<- [ARMY_NAM007] Slayer Knight
<- [ARMY_NAM007] Slayer Kn.
-> [ARMY_NAM010] Knight Champion
-> [ARMY_ABR010] Kn. Champion
<- [ARMY_NAM010] Champion
<- [ARMY_ABR010] Champion
-> [ARMY_NAM015] Slayer Knight
-> [ARMY_ABR015] Slayer Kn.
<- [ARMY_NAM015] Dread Knight
<- [ARMY_ABR015] Dread Kn.
-> [ARMY_NAM020] Daemon
-> [ARMY_ABR020] Daemon
<- [ARMY_NAM020] Pit Fiend
<- [ARMY_ABR020] Pit Fiend
-> [ARMY_NAM048] Barbarian
-> [ARMY_ABR048] Barbarian
<- [ARMY_NAM048] Tribesman
<- [ARMY_ABR048] Tribesman
-> [ARMY_NAM054] Orc
-> [ARMY_ABR054] Orc
<- [ARMY_NAM054] Orcish Grunt
<- [ARMY_ABR054] Grunt
-> [ARMY_NAM086] Knight Lord
-> [ARMY_ABR086] Knight Lord
<- [ARMY_NAM086] Paladin
<- [ARMY_ABR086] Paladin
-> [ARMY_NAM133] Knight
<- [ARMY_NAM133] Knight Errant
-> [ARMY_NAM164] Scorpionman
-> [ARMY_ABR164] Scorpionman
<- [ARMY_NAM164] Scartauri
<- [ARMY_ABR164] Scartauri
-> [ARMY_NAM166] Scorpion Priest
-> [ARMY_ABR166] Scorpion Priest
<- [ARMY_NAM166] Scartauri Priest
<- [ARMY_ABR166] Scar. Priest

Under [CUAI_DESC_FALLBACK25][]

adds:

[CUAI_NAME_FALLBACK50] Fallback (50%)
[CUAI_DESC_FALLBACK50] Unit will return to your base when it has 50% of its hits left
[CUAI_NAME_FALLBACK75] Fallback (75%)
[CUAI_DESC_FALLBACK75] Unit will return to your base when it has 75% of its hits left
[CUAI_NAME_MAGICFALLBACK50] Magic Fallback (50%)
[CUAI_DESC_MAGICFALLBACK50] Unit will return to your base when it has 50% of its hits left and use magic where appropriate
[CUAI_NAME_MAGICFALLBACK75] Magic Fallback (75%)
[CUAI_DESC_MAGICFALLBACK75] Unit will return to your base when it has 75% of its hits left and use magic where appropriate
[CUAI_NAME_MAGICRAMPANT] Magic Rampant
[CUAI_DESC_MAGICRAMPANT] Unit will roam the map looking for enemies to attack and use magic where appropriate


(if not, the strings in the ai files are used, and some are not right ("and use magic where appropriate" is missing), plus having those strings in the Names.cfg file make it easier to translate them into other languages.)


Campaign.xcr[]

In LOC_Yrm.loc:[]

Under Actions, add:

<Action code="ACT_YRMSHOP"/>


In MAP_ZhurCaverns.map:[]

change:

<Name file="C_ZhurLanding"/>

into:

<Name file="C_ZhurCaverns"/>

(to be tested)

In MAP_BarbarianChallenge.map:[]

Under Battle victory="assassins"...:
change:

<Side id="1" race="3" team="0" ai="7"/>

<Side id="2" race="3" team="0" ai="0"/>

<Side id="3" race="3" team="0" ai="0"/>

<Side id="4" race="3" team="0" ai="0"/>

into:

<Side id="0" team="0"/>
<Side id="1" race="3" team="1" ai="7"/>
<Side id="2" race="3" team="1" ai="0"/>
<Side id="3" race="3" team="1" ai="0"/>
<Side id="4" race="3" team="1" ai="0"/>

(to be tested: is this _really_ useful given sides 1-4 seem to be already allied in .scn file?)

In AMB_YrmAmbush.amb[]

add (write) the missing log entry

In some .nis files[]


C_AmbushKalp0.nis
change:

<Message character="0">This path looks like a good spot for an ambush.</Message>

<Message character="1">I agree. Why don't you scout ahead - see what you can find. Take some pikemen and archers if it helps.</Message>

into:

<Message character="0" condition="ssrathi or rogue">General, if I may give my feeling, this path looks like a good spot for an ambush.</Message>
<Message character="1" condition="ssrathi or rogue">Wait, my scouts have not returned yet.</Message>
<Message character="0" condition="ssrathi or rogue">It's precisely what I am talking about...</Message>
<Message character="1" condition="ssrathi or rogue">I see. Why don't you scout ahead - see what you can find. Take some pikemen and archers if it helps.</Message>
<Message character="1" condition="not ssrathi and not rogue">Halt ! This path looks like a good spot for an ambush. </Message>
<Message character="0" condition="not ssrathi and not rogue">You might be right, General. I volunteer for recon.</Message>
<Message character="1" condition="not ssrathi and not rogue">I agree. Go and scout ahead then - see what you can find. Take some pikemen and archers if it helps.</Message>


C_AmbushKalp1.nis
change:

<Message character="0">Thank you, General. This should smoke the lizards out!</Message>

into:

<Message character="0" condition="not ssrathi">Thank you, General. This should smoke the lizards out!</Message>
<Message character="0" condition="ssrathi">Thank you, General. This should repel those fanatics!</Message>


C_DreamCrystal0.nis
change:

<Message character="1">The Dark Dwarves have taken the Dreamcrystal to the north. We would pursue it ourselves, but we are not strong outside of the forest.</Message>

<Message character="0">I'll bring it back - just wait here.</Message>

into:

<Message character="1" condition="not fey">The Dark Dwarves have taken the Dreamcrystal to the north. We would pursue it ourselves, but we are not strong outside of the forest.</Message>
<Message character="0" condition="not fey">They won't go far. I'll bring it back - just wait here.</Message>
<Message character="1" condition="fey">The Dark Dwarves have taken the Dreamcrystal to the north. We would pursue it ourselves, but you know well how weak we are outside of the forest.</Message>
<Message character="0" condition="fey">Indeed, and they need a lesson for such a daring. I'll bring the Crystal back - just wait here.</Message>


C_ExpSundIsle0.nis
change:
v >> <Message character="1" condition="ssrathi">No... no... get away from me.</Message>
into:

<Message character="1" condition="ssrathi or daemon">No... no... get away from me.</Message>

>> <Message character="0" condition="ssrathi">One of my people did all this? A snakemen from the southern continent?</Message>
into:

<Message character="0" condition="ssrathi">One of my people did all this? A snakeman from Keshan?</Message>
<Message character="0" condition="daemon">Calm down, Elf! We did come by the sea...</Message>


C_ExpSundIsle1.nis
change:
>> <Message character="0" condition="immortal and not highelf">It may have escaped your attention, Captain, but I am not one of the mortal races.</Message>
into:

<Message character="0" condition="immortal and not highelf">It may have escaped your attention, Captain, but I am not setting a mortal's foot on it.</Message>

>> <Message character="1">Yes, well the legends say that they guard a gate to hell on this island. I'll not be going near it, but ye can take six of my Archers - they'll look after ye.</Message>
into:

<Message character="1" condition="not daemon">Yes, well the legends say that they guard a gate to hell on this island, if ye wanna know. I'll not be going near it, but ye can take six of my Archers - they'll look after ye.</Message>
<Message character="1" condition="daemon">Yes, well the legends say that they guard a gate to... well, you should know it, do ye? I'll not be going near it, but ye can take six of my Archers - they'll look after ye.</Message>

>> <Message character="1" condition="not wizard and priest">I can understand priestly folk such as yerself might need a bit of extra protection, so if ye get into trouble, come back and see me.</Message>
<Message character="1" condition="not wizard and not priest">You seem pretty hardy, but if ye get into trouble, come back and see me.</Message>
into:

<Message character="1" condition="rogue or priest or healer">You look like a resourceful lad, though, but come back and see me if things become fuzzy.</Message>
<Message character="1" condition="not wizard and not rogue and not priest and not healer">Ha! A pretty hardy guy like ye would fear local fauna? Come back and see me if you stumble on something bigger than ye.</Message>


C_ExpSundIsle2.nis
change:
>> <Message character="0" condition="evil">Your troops are weak. I need more.</Message>
<Message character="0" condition="not evil">Sorry Captain, but I think it would be best.</Message>
into:

<Message character="0" condition="evil">Your troops are weak. They won't last. I need more.</Message>
<Message character="0" condition="good">I'm sorry Captain, but I think it would be best if I get more support.</Message>
<Message character="0" condition="not evil and not good">Captain, isn't my personal security the first of your concerns?</Message>


C_FeyTest.nis
change:
>> <Message character="0">Test? What is this test?</Message>
<Message character="1">If you can walk this path north through the twisted woods and survive, then the Fey will swear fealty to you.</Message>
<Message character="0">Survive? What do you mean, survive? What is in the woods?</Message>
into:

<Message character="0" condition="not fey">Test? What is this test?</Message>
<Message character="1" condition="not fey">If you can walk this path north through the twisted woods and survive, then the Fey will swear fealty to you.</Message>
<Message character="0" condition="not fey">Survive? What do you mean, survive? What is in the woods?</Message>
<Message character="0" condition="fey">I would have think that our Queen would acknowledge me without such a test.</Message>
<Message character="1" condition="fey">That's so long a time you left the Court... If Fey you still are, the Test is going to be easier.</Message>
<Message character="0" condition="fey">Let me guess... I have to walk through the twisted woods and survive... Then, I could show before the Court, is it that?</Message>


C_HOS1.nis
change:
>> <Message character="0">Okay... What is the Minotaur way?</Message>
into:

<Message character="0" condition="not minotaur">Okay... What is the Minotaur way?</Message>
<Message character="0" condition="minotaur">As if I'm not a Minotaur... What is local way, rather?</Message>


C_HOS2.nis
change:
>> <Message character="1">Then you know we will not give it up - especially to you.</Message>
into:

<Message character="1" condition="not minotaur">Then you know we will not give it up - especially to you.</Message>
<Message character="1" condition="minotaur">Then you already know we will not give it up - even if you are one of us.</Message>

>> <Message character="1">You do not scare Chief Bullaka! </Message>
<Message character="0">Lets do this the Minotaur way then, but let us see who can smash the most buildings in 30 minutes instead!</Message>
into:

<Message character="1">You do not scare Chief Bullaka! You will NEVER find the Finger!</Message>
<Message character="0" condition="not minotaur">Lets do this the Minotaur way then, but let us see who can smash the most buildings in 30 minutes instead!</Message>
<Message character="0" condition="minotaur">Then, I challenge you before all the Minotaurs a new way! Let us see who can smash the most buildings in 30 minutes!</Message>


C_HOS3.nis
change:
>> <Message character="0">Very well... by your rules then - we face off for 30 minutes and see who does the most damage.</Message>
into:

<Message character="0" condition="not minotaur">Very well... by your rules then - we face off for 30 minutes and see who does the most damage.</Message>
<Message character="0" condition="minotaur">Very well... by our rules then - we face off for 30 minutes and see who does the most damage.</Message>


C_HOS4.nis
change:
>> <Message character="0">You are not the first Minotaur I have asked to give me one of the Fingers of Sartek.</Message>
into:

<Message character="0" condition="not minotaur">You are not the first Minotaur I have asked to give me one of the Fingers of Sartek.</Message>
<Message character="0" condition="minotaur">You are not the first chief I have asked to give me one of the Fingers of Sartek.</Message>

>> <Message character="0">As I suspected... So do we do this by your rules - we tally up the dead?</Message>
into:

<Message character="0" condition="not minotaur">As I suspected... So do we do this by your rules - we tally up the dead?</Message>
<Message character="0" condition="minotaur">As I suspected... So do we do this by our rules - we tally up the dead?</Message>


C_KalpSeers0.nis
change:
>> <Message character="1">Thiss iss the Sseerss' Cave. They await you.</Message>
<Message character="0">And what else awaits me?</Message>
into:

<Message character="1" condition ="not ssrathi">Thiss iss the Sseerss' Cave. They await you, Sstranger.</Message>
<Message character="0" condition="not ssrathi">And what else awaits me?</Message>
<Message character="1" condition="ssrathi">Thiss iss the Sseerss' Cave. They await you.</Message>
<Message character="0" condition="ssrathi">Isn't this sacred cave only allowed to high ranking religious, and forbidden to the profane?</Message>


C_KalpSeers1.nis
change:
>> <Message character="1">Sso... you have arrived at lasst. </Message>
into:

<Message character="1" condition="not ssrathi">Sso... you have arrived at lasst. </Message>
<Message character="1" condition="ssrathi">Sso... you have returned at lasst. </Message>

>> <Message character="1">Oh, yess. And we know what you sseek.</Message>
into:

<Message character="1" condition="not ssrathi">Oh, yess. And we know what you sseek.</Message>
<Message character="1" condition="ssrathi">Oh, yess. Great Iriki himsself guided you toward uss. And we know what you sseek.</Message>

>> <Message character="1">Indeed... Rest now and we shall tell you all...</Message>
into:

<Message character="1" condition="not ssrathi">Indeed... Resst now and we shall tell you all, for long shall be your quesst...</Message>
<Message character="1" condition="ssrathi">Indeed... Resst now and let Couatl'ss vision enlightss you, for long shall be your quesst...</Message>


C_NSGiftCouatl3.nis
change:
>> <Message character="1">The Black Naga Tribe are very tired of you, yess... I have brought you to them. Your death will be swift.</Message>
into:

<Message character="1" condition="not ssrathi">The Black Naga Tribe are very tired of you, yess... I have brought you to them. Your death will be swift.</Message>
<Message character="1" condition="ssrathi">The Black Naga Tribe are very tired of you, yess... I have brought you to them. Death will be swift for all of your tribe, not sso for you, Traitor.</Message>


C_RagnarDragon.nis
change:
>> <Message character="1">I thought you were one of those Orcs or Dark Dwarves that keep sneaking in here trying to kill me in my sleep. I would give anything to be rid of them.</Message>
into:

<Message character="1" condition="orc or darkdwarf">I thought you were one of those Orcs or Dark Dwarves that keep sneaking in here trying to kill me in my sleep. I would give anything to be rid of them.</Message>
<Message character="1" condition="not orc and not darkdwarf">I thought you were one of those henchmen that Orcs and Dark Dwarves keep sending in here trying to kill me in my sleep. I would give anything to be rid of them.</Message>

(TO BE TESTED)

C_RecaptureTheRift0.nis
change:
>> <Message character="1" condition="evil and not highelf">I would not normally work with one such as yourself, but if the Daemons are not stopped from coming through the rift, it will be bad for us all.</Message>
<Message character="1" condition="not evil or highelf">Thank you for your help. If the Daemons are not stopped from coming through the rift, it will be bad for us all.</Message>
into:

<Message character="1" condition="daemon">If not such a desperate situation, I never would have tolerated your mere presence in this place. Your kin must be stopped from coming through the rift in numbers. World's balance is at sake.</Message>
<Message character="1" condition="not daemon and evil and not highelf">I would not normally work with one such as yourself, but if the Daemons are not stopped from coming through the rift in numbers, it will be bad for us all.</Message>
<Message character="1" condition="not daemon and not evil or highelf">Thank you for your help. If the Daemons are not stopped from coming through the rift in numbers, it will be bad for us all. An irrepressible Evil will spread throughout all Etheria.</Message>

>> <Message character="0">Very well. We shall find a way through.</Message>
into:

<Message character="0" condition="evil">Very well. I have a volunteer if you die first. Now, let's just find a way through.</Message>
<Message character="0" condition="not evil">Do you really think your sacrifice is necessary when the least of creatures will do? Come on, we should be all safe at the end of the day.</Message>


C_TreasureHunt2.nis
change:
>> <Message character="1">I don't like this darkness one bit. It smacks of death.</Message>
into:

<Message character="1" condition="not undead">I don't like this darkness one bit. It smacks of death.</Message>
<Message character="1" condition="undead">I don't like this darkness one bit. It smacks of... just like you.</Message>

>> <Message character="1">Take heed. Not all dead souls rest quietly.</Message>
into:

<Message character="1" condition="not undead">Take heed. Not all dead souls rest quietly.</Message>
<Message character="1" condition="undead">Well, my ship is full of dead souls who forgot to rest quietly.</Message>


C_TwilightBattle.nis
change:
>> <Message character="1">We thank you for helping us.</Message>
<Message character="0">I thank you for paying.</Message>
into:

<Message character="1"condition="not swarm and not darkdwarf">We thank you for helping us.</Message>
<Message character="0" condition="not swarm and not darkdwarf">I thank you for paying.</Message>
<Message character="1"condition="swarm or darkdwarf">We thank you for helping us. How surprising it might be coming from you, we know that it is full and fair.</Message>
<Message character="0" condition="swarm or darkdwarf">Don't take me for one of these minions. I am self-concerned with my people's interest as well as mine. Plus I thank you for paying.</Message>

>> <Message character="1">You will find that the gratitude of the Fey is worth far more than material things.</Message>
<Message character="0">Gratitude doesn't feed my troops, but your point is well taken.</Message>
into:

<Message character="1" condition="not fey">You will find that the gratitude of the Fey is worth far more than material things, Stranger.</Message>
<Message character="0" condition="not fey">Gratitude doesn't feed my troops, but your point is well taken.</Message>
<Message character="1" condition="fey">You should know that the gratitude of the Fey is worth far more than material things.</Message>
<Message character="0" condition="fey">I do, and that's what I mean by 'paying'.</Message>


All .map files save: MAP_AmbushKalp.map, MAP_AmbushKalpRand.map, MAP_ArAmbush.map, MAP_BarbarianAssault.map, Map_BarbarianChallenge.map, MAP_DarosAmbush.map, MAP_DefendRift.map, MAP_DoomwoodAmbush.map, MAP_ELPitchedBattle.map, MAP_ExploreSundIsle.map, MAP_IceAmbush.map, MAP_Joust.map, MAP_KalpSeers.map, MAP_NDAmbush.map, MAP_RecaptureRift.map, MAP_SserinAmbush.map, all 5 MAP_TourneyX.map, MAP_TreasureHunt0.map, MAP_TrollAmbush.map, MAP_YrmAmbush.map.
In <Battle...>

change:
>> fog="0"
<< fog="1"
(note: MAP_BelowLysea.map, MAP_DarosGap.map, MAP_DoomwarsMine.map, MAP_DoomwarsRandom.map, MAP_DoomwarsRandom2.map, MAP_DoomwarsWoods.map, MAP_Guardia.map, MAP_KorMountain.map, MAP_LizardVolcano.map, MAP_RandomSsrathiRaid.map, MAP_Solhaven.map, MAP_SserinJungle.map, MAP_TWAmbush.map, are already with fog of war on)
(note: MAP_DawnArtifactKn.map left with quests="0")

Map_DefendKalp.map, MAP_DefendKalpHill.map, MAP_DefendtheWall.map, MAP_KhazMines.map, MAP_Lunarion.map, MAP_Sylvermyr.map In <Battle...>
Change:
>> hidden="1"
<< hidden="0"
(reason: these are defend missions on behalf sight-gifted races, or from a vista point, or a map could have been provided.)


===TipOfTheDay.xml===


Note: 13 tips corrected & 6 tips proposed -> make a pool on the wiki to ask for advice/contributions.

change:
>> <Tip id="19">Putting infantry and archers inside a Tower helps to strengthen the tower. Only small units will fit in the tower though!</Tip>
<< <Tip id="19">Putting infantry and archers inside a tower helps to strengthen the tower. Only small and medium units will fit in the tower though!</Tip>
>> <Tip id="23">A tower will change its damage type to match the damage type of the most powerful missile troop within the tower.</Tip>
>> <Tip id="24">Putting powerful troops into a tower (such as Generals) has a bigger effect than putting in basic troops.</Tip>
into:

<Tip id="23">The garrisoned missile unit that deals the most damage, if any, always sets the tower's damage type.</Tip>
<Tip id="24">Putting powerful troops into a tower (advanced units and generals) has a bigger effect than putting in basic troops.</Tip>

>> <Tip id="28">Ancient Wisps are quite useful to the Elves - they can generate crystal at the same rate as a Level 2 Crystal Mine.</Tip>
<< <Tip id="28">Ancient Wisps are quite useful to the Elves and other crystal-hungry factions - they can generate crystal quite at the same rate as an empty level 1 Crystal Mine.</Tip>
>> <Tip id="30">Trolls can pick up sheep and hurl them into battle. A sheep does more damage than a Troll's ordinary rock attack!</Tip>
>> <Tip id="31">Catapults can load up cows then fling them at the enemy (no live cattle were harmed in the production of this game). </Tip>
into:

<Tip id="30">Trolls can pick up sheep and other small critters, and hurl them into battle. They do more damage than a Troll's ordinary rock attack!</Tip>
<Tip id="31">Catapults can load up cows and camels, then fling them at the enemy (no live cattle were harmed in the production of this game). </Tip>

>> <Tip id="33">Dwarven Smiths and Dark Dwarven Engineers count as two men when put into a mine to increase its resource production.</Tip>
>> <Tip id="34">Dwarf Crossbows count as two ordinary archers when placed into a tower.</Tip>
into:

<Tip id="33">You need only half the number when putting Dwarven Smiths and Dark Dwarven Engineers into a mine to increase its resource production.</Tip>
<Tip id="34">Not every advanced missile unit is a spellcaster! A crossbow counts as two bows when put in a tower...</Tip>

>> <Tip id="44">Harpies and Black Mages can hinder enemy spellcasters by use of their Drain Mana ability.</Tip>
<< <Tip id="44">Harpies and Black Mages can hinder enemy spellcasters by use of their Drain Mana ability. Electrical burning (a critical effect) does the same result.</Tip>
>> <Tip id="48">Beware of Dark Dwarven Towers containing Firebombs. They will explode when you destroy the tower.</Tip>
<< <Tip id="48">Beware of Dark Dwarven and Plaguelords Towers. They can be trapped and will explode when you destroy them.</Tip>
>> <Tip id="53">Firebats (with the Doombat upgrade) are great for hunting and killing enemy Dragons.</Tip>
<< <Tip id="53">Firebats (with the Doombat upgrade) are great for hunting and killing enemy fire-breathing Dragons.</Tip>
>> <Tip id="56">Beware when fighting the Daemons - they can summon many of their troops for free late in the battle</Tip>
<< <Tip id="56">Beware when fighting the Daemons, the Dwarves, or the Swarm - they can summon many of their troops for free late in the battle.</Tip>
>> <Tip id="58">Daemons and Summoners can regenerate mana faster if they devour the souls left behind by Succubi.</Tip>
<< <Tip id="58">Daemon Heroes, Daemons, and Summoners can regenerate mana faster if they devour the souls left behind by Succubi.</Tip>

add:

<Tip id="68">Did you notice that your spellcasters are empowered every 5 level of experience?</Tip>
<Tip id="69">The electrical ranged attack may aim at a target beyond screening troops, walls and buildings, but in case of a miss, it is totally wasted, contrary to the other type of ranged attacks.</Tip>
<Tip id="70">When faced to a horde of frail enemies, it's a good idea to have a squad of inexperienced archers ready, and let the AI manage the targeting. As any miss may well hit a neighbour foe, spreading the damage overall, either their ranks will soon be thinned out, or the horde will be left even frailer.</Tip>
<Tip id="71">When faced by a few resilient enemies, better oppose a squad of experienced archers, and focus fire at one target at a time. Multiple successful fires will soon lessen the threat.</Tip>
<Tip id="72">Learn how the AI react to various threats, be it a tower, archers, or melee units, and prepare a cheap lure to screen your valued troops.</Tip>
<Tip id="73">Come visit the community at //etheria.wikia.com/wiki/. You will find numerous informations, and all that you've ever wanted to know about the last versions of this game and its fan-made developments.</Tip>


(or replace Tip 52?)


\NamingSets\[]


In ElvenMale.nam:[]

--Under [NAME]
add:

Grey
Fasthand
of Swords
of Wisdom
of Sorrow
of Mourning
of Dawn
of Noon
of Dusk
of Ice
of the Tree
of the Lake
of the Vale

--Under [SYL1]
add:

Bel
Kel
Syl
In
Jal

--Under [SYL2]
add:

dor
aryn
urin
arys
rond
arion
rin
ad
miel
ael
avel
ian
aine
adir

====In ElvenFemale.nam:====


--Under [NAME]
add:

Ehlina
Kalaha
Mylara
Leliana
Silverhand
Goldenlock
Grey
Whitehand
of Wisdom
of Sorrow
of Mourning
of Dawn
of Noon
of Dusk
of Ice
of the Tree
of the Lake
of the Vale

--Under [SYL1]
add:

Ehl
An
Im


--Under [SYL2]
add:

ariel
uviel

====In BarbarianMale.nam:====


--Under [RULES]
change:
>>

15 [TITLE] [SYL1] [SYL2]

<<

7 [TITLE] [SYL1] [SYL2]
9 [SYL1] [SYL2] [SURN]

--Under [TITLE]
add:

Chief
Blue
Big
Bloody
Mighty

--Under [SYL1]
add:

Abul
Cro
Sang
Shan
Werkin

--Under [SYL2]
add:

do
nan
tokar
gard
khan
akhan
grad
grond
rix
rex
arax

add:

[SURN]
 the Brave
 the Reckless
 the Terror
 the Destructor
 the Reaver
 the Impaler
 the Ripper
 the Crusher
 Longfoot
 Ironfist
 Stonehead
 Breakneck
-Khan
-Bey
-Reikh
-Aghan

====In BarbarianFemale.nam:====


--Under [RULES]
change: >>

15 [TITLE] [SYL1] [SYL2]

<<

7 [TITLE] [SYL1] [SYL2]
9 [SYL1] [SYL2] [SURN]

--Under [TITLE]
add:

Lady
Chief
Blue
Big
Bloody
Mighty

--Under [SYL1]
add:

Bert

--Under [SYL2]
add:

ha

add:

[SURN]
 the Brave
 the Reckless
 the Terror
 the Destructor
 the Reaver
 the Impaler
 the Ripper
 the Crusher
 Longfoot
 Ironfist
 Stonehead
 Breakneck
-Khani
-Baba
-Reikha
-Aghun

====In KnightlyMale.nam:====


--Under [RULES]
replace all by:

5  [NAME]
10 [SYL1] [SYL2]
15 [SYL1] [SYL3] [SYL2]
30 [NAME] [NUMERAL]
45 [SYL1] [SYL2] [NUMERAL]
60 [TITLE] [NAME]
75 [TITLE] [NAME] [NUMERAL]
90 [TITLE] [SYL1] [SYL2]
100 [TITLE] [SYL1] [SYL3] [SYL2]

--Under [NAME]
add:

Brann
Bernard
Wolf
Jehan
Gilles
Baudouin
Louis
Walter
Reinhard
Gregory
Tristan
Matthias
Jaime
Othon
Willelm
Huriel
Sernin
Savin
Ferrand
Guichard

--Under [SYL1]
add:

Du
Del
Mon
Well
Ru
Hen

--Under [SYL2]
add:

kard
dric
cord
lann
enart
duros
eton

--Under [NUMERAL]
remove all numerals beyond VIII
add:

 of the Field
 of the Keep
 of the Wood
 of the Tower
 of Moors
 of Den
 of the Ditch
 of the Lake
 of the Marsh
 of the Hall
 of the Fort
 the Good
 the Handsome
 the Great
 the Wise

-- Under [TITLE]
add:

Sir 
Sir 
Sir 
Sir 
Sir 
Sir 
Sir 
Baron 
Baron 
Baron 
Baron 
Count 
Count

====In KnightlyFemale.nam:====


--Under [RULES]
replace all by:

5  [NAME]
10 [SYL1] [SYL2]
15 [SYL1] [SYL3] [SYL2]
30 [NAME] [NUMERAL]
45 [SYL1] [SYL2] [NUMERAL]
60 [TITLE] [NAME]
75 [TITLE] [NAME] [NUMERAL]
90 [TITLE] [SYL1] [SYL2]
100 [TITLE] [SYL1] [SYL3] [SYL2]

--Under [NAME]
add:

Hildegard
Marie
Antonia
Ambrosia
Guerlande
Rollande
Yolanda

--Under [SYL1]
add:

Hil
Per
Ju

--Under [SYL2]
add:

rubia
ruvia
rinie
thorane
gorane
inde
elle
ette
berte
ine
lia

--Under [SYL3]
add:

ina

--Under [NUMERAL]
remove all numerals beyond VIII
add:

 of the Field
 of the Keep
 of the Wood
 of the Tower
 of Moors
 of Den
 of the Ditch
 of the Lake
 of the Marsh
 of the Hall
 of the Fort
 the Helpful
 the Handsome
 the Great
 the Wise

--Under [TITLE]
add:

Lady
Lady
Lady
Lady
Lady
Lady
Lady
Baroness 
Baroness 
Baroness 
Baroness 
Countess 
Countess 
Dukesse 
Princess

In GenericEvil.nam:[]

--Under [RULES]
change:
>>

100 [SYL1] [SYL2]

<<

90 [SYL1] [SYL2]
100 [SYL1] [SYL2] [TITLE]

--Under [NAME]
add:

Diablo
Sanglar
Malin
Faceless
Darkling
Anthrax
Blackhand

--Under [SYL1]
add:

Gol
Chol
Vul
Ash
Mor
Sar
Sem
Anth
Ym
Ork
Bal
Mal
Mel
Pell
Haz

--Under [SYL2]
add:

kan
moth
goth
rog

add:

[TITLE]
 the Black
 the Vile
 the Scourge
 the Beast
 the Brute
 the Thing
 the Rogue
 the Venomous
 the Infamous
 the Liard
 the Dreadful
 the Adder
 the Claw
 the Twisted
 the Hunchback
 the Horned
 the Wart
 the Malign
 the Cunning
 the Wise
 the Destructor
 the Defiler

====In DwarvenMale.nam:====


--Under [TITLE]
add:

Lord
Master

--Under [NAME]
add:

Dhun

--Under [SYL1] add:

I

--Under [SYL2]
add:

barakh
nia
mia
chia
min
zkin
lehd
nain

====In DwarvenFemale.nam:====


--Under [NAME]
add:

Morghia

--Under [SYL1]
add:

No
Zhar

--Under [SYL2]
add:

ia
ili
ilia

====In WizardMale.nam:====


--Under [RULES]
change:
>>

90 [TITLE] [NAME]
100 [TITLE] [SYL1] [SYL2]

<<

90 [TITLE1] [NAME]
100 [SYL1] [SYL2] [TITLE2]

--Under [NAME]
add:

Aurelianus
Hadrianus
Julius
Justus
Lucanus
Lucius
Ambrosius

--Under [SYL1]
add:

Garg
Ang
Andr
Ior
Oth
Hazn

--Under [SYL2]
add:

avel
amel

remove [TITLE]
add:

[TITLE1]
Lord 
Lord 
Lord 
Master 
Master 
Prince 

[TITLE2]
 the Defiler
 the Evil
 the Temptator
 the Terrible

====In WizardFemale.nam:====


Note: female Elven mage like Spider Priestess should use ElvenFemale rather than WizardFemale set.
--Under [RULES]
change:
>>

90 [TITLE] [NAME]
100 [TITLE] [SYL1] [SYL2]

<<

90 [TITLE1] [NAME]
100 [SYL1] [SYL2] [TITLE2]

--Under [NAME]
add:

Dolorosa
Lacrymosa
Laetitia
Venerosa
Duilia
Nubia
Ambrosia

--Under [SYL1]
add:

Dolor
Garg
Ior
Ang
Ging
Oth
Hazn

--Under [SYL2]
add:

ina
osa

remove [TITLE]
add:

[TITLE1]
Lady 
Lady 
Lady 
Mistress 
Mistress 
Princess 

[TITLE2]
 the Defiler
 the Evil
 the Temptatress
 the Terrible

====In HumanMale.nam:====


--Under [NAME]
add:

Carlos
Marco
Stephanos
Constantin
Justin
Lukas
Samuel
Franco
Igor
Yvan
Dimitrios

--Under [SYL2]
add:

ulon
pelakh
reikh

====In HumanFemale.nam:====


--Under [NAME]
add:

Helena
Sophia
Lucia
Lavia
Jade
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