The Protectors - Quest Changelog 0.8.8
The Protectors Changelog 0.8.8 from version 0.8.7
AI[]
- AI now takes remaining hit points into consideration when calculating the toughness of units and buildings
- AI heroes now retreat when facing danger proportionate to their level (if hit points >180)
- AI heroes now retreat in the tower closest to their base
- AI no longer casts Rites of Dawn when having undead as allies
- AI units now cast weather changing spells based on their race and allies
- AI no longer casts Stormcall when having the swarm or ssrathi as allies
- AI no longer converts starting mines of allied players
- AI no longer attacks buildings under conversion by an allied player
- Increased attack priority based on distance
- AI no longer misses the correct conversion spot
- Implemented AI for Unfixed Alliances game mode
- Unit AI no longer casts psych inducing spells on units already affected by that psych condition
- Fixed bug where AI retinue would not take level ASP cost into consideration
- AI retinue max levels are now based on difficulty level (Squire: maxlevel 1, Knight: maxlevel 2, Lord: maxlevel 5, Prince: maxlevel 10, Warlord: maxlevel 15, Emperor: maxlevel 20, Grand Emperor (Demigod): maxlevel 40)
- Fixed bug where AI would lose double resource cost when casting Elcor’s Balm
- AI now casts Light/Darkness
- Most spellcasters are now set to “Magic Defender” by default
- Titans, suicide units and Spiders are now set to Aggressive by default
- Stand Ground attitude no longer attacks neutral buildings, any mines or critters
- Guardian and Magic Guardian attitudes now remember target after morph
- Units on Magic Defender and Magic Attacker will automatically change to Magic Guardian when told to guard
- Spiders from eggs and Priestesses now spawn with Rampant attitude
- Implemented new unit attitude Skirmisher: The unit will pull back from the enemy a short distance if engaged in melee
- Most missile units in the game are set to Skirmisher by default
- Adjusted overall attack priority
- Battering Rams now have a higher priority of attacking buildings
- AI heroes no longer get any items in temporary heroes mode
- AI no longer has special retinue in temporary heroes mode
- Fixed bug where AI would try to merge special characters wisps
- Battering rams no longer auto-attack enemy mines
- AI no longer attacks mines if the hero left the group
- Chaos Aura spell no longer triggers on buildings
- Rampant AI now targets floating units too when searching for air targets
- Fixed bug where air-only-attacking units would not target floating units
- Fixed bug where undead AI would not produce wraiths nor shadows
- AI now does all the researches
- AI now sends excess resources to allies
- AI bases are now more compact - allowing them to be more efficient with space
- AI no longer checks if it can build the unit continuously to build the building that trains the unit
- AI heroes retreat into towers even when they are near their base
- AI heroes no longer come out of the tower if there are enemies nearby, unless the tower is about to be destroyed
- Walls no longer count on AI resignation routine
- AI now uses units rewarded from quests
- AI no longer interrupts attack animations with new orders
- AI no longer tries to cast psych spells on racially immune or drunk units
- AI retreats their generals and special characters when in danger
- AI now casts holy word, chaos bolt, famine, chaos plague, couatl’s wrath properly and has a cooldown of 10 seconds (for AI only)
- AI heroes now take their range perk into consideration when equipping items
- AI now attack/destroy quest buildings and shops close to enemy start locations
- Greatly adjusted AI difficulty levels
- AI may now start with cursed items as well
- AI now uses Warcry only when enemies are nearby
- AI now uses Raise Zombie from Sorcerer only when on max mana or about to die (under 40 hp)
- Units no longer chase animals to eat if they are not missing more than 20 hp
- Fixed bug where units would not handle threats over 12 range
Visual[]
- Removed unintended team-coloured pixels found randomly on the Tome, Orb of Wonder, Unicorn Grove and the Pit
- Fixed some visual issues with the Dark Tower, Tree of Pain and Reformatory, as well as setting the windows to use the team-colours
- Fixed some visual issues with the White Tower
- Fixed the Guardian Skull’s firing position
- When sending or receiving resources via diplomacy, you now get a text display with the exact amount
- Added psych tooltip for courage
- Implemented the new option to change between old and new control panels
- Added secondary help popup to quickly compare two hero items
- Fixed a graphical glitch in the campaign buy items and hire mercenaries screens
- All races now have their own unique RSB icons
- Team 4’s colour and number are now displayed in the lobby when choosing a scenario, like all other teams
- Buildings now display their armor and resistances in the control panel
- Added tooltip for building effects (Epidemic)
- Side colours may now be player chosen in the skirmish screen
- Players can now ping the map for allies to see (select a unit/building and press P or shift+p)
- Added sight display in the control panel
- Added 3 new selection rings
- Selection rings now update proportionately to max unit level
- Selection boxes are now colored based on selection rings
- Added new selection boxes for retinue units, special characters and heroes
- Implemented purple PFX
- Implemented snowfall and blizzard weather
- Improved the Desert Coast tiles
- Added the map size in text to the map size filter icon in the scenario lobby
- Rain may now fall from different directions
- Slightly changed stratmap colours of quest buildings, neutral player, brown player and white player
- Added visual option to disable non blocking features
- Fixed defeat dialog for dwarves
- When ordering to guard, the attitude change is displayed accordingly
- Fixed bug in control panel’s context area not updating properly
- The Protectors Campaign and Chapters now have a bigger, more detailed world map
- Counters may now show up to 6 digits (was 4)
- Hero mode is now shown on the Hero Info screen
- Buildings may now show attack and convert radiuses by pressing R
- Blood decals are now created when there’s blood splatter too (with their number dependant on damage dealt)
- Reworked number of blood splatters algorithm
- Dragonbreaths now leave scorch marks behind
- Firebreath now leaves fire behind
- Missed arrows now remain on the ground for 30 seconds
- Missed axes now remain on the ground for 30 seconds
- Spears now remain on the ground for 30 seconds
- Sheep, Cow and Goblin projectiles now leave dead bodies behind
- Missed fireballs now leave fire and scorch marks behind
- Missed blue lightning bolts now leave electrical discharge and scorch marks behind
- Missed rocks now leave cracked stone decals behind
- Added Rune Shop building where you can buy rune items and potions.
- Converting animation may now be interrupted when ordering a move or attack command
- Improved loading, graveyard, levelup, options, retinue, victory, defeat, multiplayer, select hero, worldmap and skirmish screens resolution flexibility
- Worldmap party location now slides with a speed relative to traveling time
- Slightly moved the in game crown display more to the left
- Unit description now contains all the flags it has
- Unit description now contains self-updating abilities
- Fixed bug where Spell Blocked text would not appear on non-hero units
- Greatly increased item description and name length limit
- Minimap white dots now have a black underline
- Minimap black dots now have a white underline
- The Daemon Lair graphics were improved to fit with all terrain types
- The Carmel Tower has new selection ring size which fits the building better
- New loading screens added
- All units now do their ambient animation upon victory
- Added game timer
- Non-lootable chests now have a glow in game
- Added new info panel for armies, showing all their flags
- The Dark Dwarven Furnace now emits smoke (different amounts at different tier levels)
- Fixed bug where spell PFX would be seen on invisible units
- Illusionary and Invisible units are now displayed as such for allies too
- Added Brawler portrait for NIS dialogue
- Units affected by Shadow Form or Phantom Steed are now 25% translucent (was 50%)
- Invisible units are now 75% translucent (was 50%)
- The Control Panel now shows building attitudes as well
- Campaign NIS effects text no longer overlaps
- Fixed the construction frames for the 4 temples where they would leave behind parts of the previous frame when moving to the next
- Added new Minotaur hero avatar
- Increased font size of in-game dialogue text
- Fixed bug where the world map would not display its borders
- Re-rendered 3_end.bik to fix a typo
- Added Ssrathi victory and defeat popups
- Sorted the class list when selecting AI class in skirmish
- Improved the positioning of the selection ring for the Stone Guardian and Iron Guardian
- Increased the size of the selection ring for the Undead Lair
- Wildbolt uses a new visual effect that hits everything in its path (wbc1 mud ball)
- Darkbolt research changes Sorcerer attack to the wbc1-2 fire ball
Audio[]
- All buildings now have attack sounds
- Added wbc1 system voice
- Choosing a system voice now plays a sample
- Plains ambient sound has a 50% chance to change to Ambient
- Prairie ambient is now played on wasteland themes (was Desert)
- Undead, Minotaur and Ssrathi now have unique victory buildups
- All items now have pickup and drop sounds
- Fixed bug where the music track option of “Warlords 3: Dark Lords Rising” would only play 7 ambient tracks instead of all 11
- Hero spell voices now have an equal chance of being shout (was 50% for spell1, 40% for spell2 and 10% for spell3)
- Hero spell voices can be heard on the battlefield
- Increased sound cache
- Multiple movement sounds can now be played
- Levelled the sound volume for ExtraBaragon, ExtraDefeat3, ExtraDialog2_Evil, ExtraDialog4_Classic2, ExtraHeroDies,ExtraInn, ExtraIntro,ExtraPrelude, ExtraSFX_DwarvenMines, ExtraSFX2_HumanTown, ExtraSFX4_PsychedelicJungle, ExtraSFX5_TheGraveyard, ExtraSFX6_DeathMarshes, ExtraSFX7_BlackPortals, ExtraSFX8_Ruins, ExtraSirMelvin, ExtraTitan, ExtraTravel5_SunderedIsle, ExtraTravel6_RealmsofDeath, ExtraVictoryEvil, ExtraVictoryEvil_2, Ext ictoryEvil_3,ExtraVictoryGood_2,AmbientArab5, AmbientBallad3, AmbientCeltic3, AmbientDarkness, AmbientDarkness3, AmbientJungle, AmbientJungle2, AmbientJungle4, AmbientLight, AmbientLight4, AmbientLight6, TheProtectors6_EmpireTheme, TheProtectors8, TheProtectors9, TheProtectors19_EarthPower_MagicMushrooming, TheProtectors21_FeyTheme, TheProtectors22, TheProtectors23_DragonsTheme, TheProtectors26_DarkDwarfTheme, TheProtectors27, TheProtectors43_TheHorsemanOfDeath_CorruptiveNature, TheProtectors38_SoundsOfLurinth_HavenPt1, TheProtectors39_SoundsOfLurinth_HavenPt2, TheProtectors45_ToSunder_CompendiumMaleficarumPt2, TheProtectors48_BarbariansTheme, TheProtectors50_TheSunGod_Keshan, TheProtectors57_Lyseas_Pt1, TheProtectors58_Lyseas_Pt2, TheProtectors66_MinotaursTheme, TheProtectors73_Dragonlords_Kelthurax
- Fixed bug where sounds would not be heard on high resolution screens
- Titan and Death songs no longer repeat themselves when triggered more than once in a short span of time
- Fixed some song naming errors and the number of tracks played in TPC Extended
- Special character’s order sounds now take higher priority in a group
- Pausing the game no longer turns Sound Effects to mute
- Some sound effects slightly vary in pitch randomly
- Black Robe hero avatar now has death sound 46
- Grimnir now has a new voice set (WBC2 wraith)
- Added 3 new walking SFX, 2 new falling SFX and 2 new missile building hits SFX
- Mixed one WBC1 mid file into a VST mp3 track
- Added new Soundtrack: Puzzle Quest 2
- Added new Soundtrack: Puzzle Quest DS (using an improved Nintendo DS OST)
- Added Menu/event tracks for the Puzzle Quest Soundtrack
- Added credits for all songs played in the game
- Minotaur hero avatars and Ogre hero avatar now play the stomp movement sound
- Added 10 suggestive event sounds to be used as ACT sound tags
- Added 30 new spell sounds for a variety of spells
- Fixed spells not having any sound
- Added a new female death sound for evil heroes, nagas and succubuses
- Added a new ExtraSnow track (similar to the teaser song video). Plays for various races in TPC OST but only for Plaguelords in TPC OST ext
- Added ExtraQuinton for Plaguelords and Nis Events (Plays in TPCOST)
- Added 3 Blizzard sounds
- Added sounds for all Tortured Souls
- Brawler uses a more violent speech (wbc1 berserker)
- Praetor uses WBC1 Black Mage speech files
- Ancient Giant uses WBC1 Ogre voice
- Rock GIants use WBC1 Giant voice
- Sprites use speech files from WBC1 1999-2000 series (better quality than Wbc3 and reworked TPC)
- Added a new sound when player heroes are revived
Gameplay[]
- Fixed bug where Scavenge wouldn’t clear rubble properly
- You can now queue up unaffordable units, upgrades, researches
- Fixed bug where starting towers would have wrong stats
- Slug Fest now takes unit cost into account
- Battle of Titans no longer creates level 100 AI heroes
- Capture the Flag and Triggered now available in skirmish too
- Units with natural vampirism now get +0.5 vampirism per level
- Builders now get +1 build skill per level
- Players can no longer do spell researches if their hero is dead
- Walls and temporary buildings no longer count towards buildings razed
- Implemented new game types King of the Hill, Conquest
- Merchants game type can now have its goal set by host
- Enabled Unfixed Alliances game mode
- The 3 smallest grass plants from the Ancient Foliage features group no longer obstruct pathing (and been relocated to the Grass Plants group)
- Hero levels no longer affect assassination chance
- Shooters can no longer cause friendly fire
- Unit level cap is now 50 (was 20)
- Army Production now halts when in starvation/at army limit
- Implemented Tower Cap
- Implemented new game mode Hero Resurrection
- Host can now control human player settings (team, race, resources)
- Regular ASP units may now end up in your retinue
- Implemented new Fog of War type Cone Of Sight
- Hot and Pointy damage type now deals 50% piercing damage and 50% fire damage (was 100% piercing and 50% fire)
- Shop owners hatred algorithm modified. Prices capped at 50% and 150%
- Mana regeneration is now capped at 1 point per 1 second (was 1 point per 0.5 seconds)
- Heroes now start with 3/4s of their max mana
- Hero HP & MP regeneration is now faster. HP regeneration starts at 1 point per 7.5s and MP regeneration starts at 1 point per 15s (was both 1 point per 20s). HP & MP regeneration also increases more per point of Regeneration/Energy, Strength/Intelligence than it did previously (approximately ~+100% for HP and ~+50% for MP)
- Units regenerate HP and MP in the same way as heroes. Their level = the number of Regeneration & Energy skill points that unit has
- Petrify, Crystalize and Assassination now gives resources based on target unit food cost
- Group Morph now saves old units’ attitudes
- Battle of Titans can now be played with No Heroes mode
- Handicapping can now be set in Skirmish too
- Owned lairs now stop defeat
- XP is no longer gained from killing allied units or buildings
- Night, Rain, Storm, Snow, Blizzard now each give -1 view for all units and buildings
- Fixed bug where ordering to guard would change attitude to guardian even if on magic guardian
- All keeps now cost: Level 2: 300 of each, Level 3: 450 of each, Level 4: 600 of each & Level 5: 800 of each (was around 350 total 550 total 900 total 2300 total respectively)
- All keeps now have the following HP: Level 2: 900HP, Level 3: 1400HP, Level 4: 2000HP & Level 5: 3000HP (was 600 700 800 900 respectively)
- Preplaced units, regular units from Army Setup and units spawned in No Heroes mode are now recruitable into the retinue
- Preplaced units with xp are now not recruitable into the retinue
- Named units are now treated as special characters
- Attack speed buffs may no longer go over the attack speed cap
- Critters no longer prevent defeat
- Destroyers now deal +35 damage vs buildings
- Titans may no longer be sacrificed
- Fixed bug where Trading wouldn’t work properly when having more than 3000 resources
- Fixed bug where resurrected retinue with perma ret on could duplicate the unit
- Voice of Lurinth no longer gives crystalize ability
- Sacrifice chance is now related to resource costs of units
- Towers can see invisible
- Unit level ups now give +1 Combat, +10 HP, +0.25 Speed, +0.25 View, +0.5 Damage, +1 Armor, +1 Resistance per level
- All buildings now have their own unique armour/resistance stats (was all 30 armour / 25 resistance)
- All buildings now have their own special weaknesses/strengths (was all strong to piercing/slashing and weak to fire)
- Implemented 9 new vulnerabilities and resistances groups
- Implemented new game mode Random Start Locations
- AI hero levels can be set up to 100 in the skirmish screen
- Modified mine income and miner efficiency (Level 1: +2 per second, filler +0.25 each; Level 2: +3 per second, filler +0.25 each; Level 3: +5 per second, filler +0.5 each; Rare: +7 per second, filler +0.5 each)
- Buildings can now be constructed in fog of war
- Updated unit xp requirements for level ups
- Updated ASP costs of unit levels
- Battering Rams now deal +60 extra damage vs buildings (was +260)
- Battering Rams now get -80% combat when fighting units
- Units may now have a movement speed of 0
- Revived resource wagons, now offering 500 resources and can only be picked by heroes
- Upgrading keeps to level 3 now takes 80 seconds (was 60) and upgrading to level 4 takes 100 seconds (was 60)
- Ice and Ford terrain now reduce movement speed by 1
- Marsh terrain now reduces movement speed by 2
- Lava terrain now reduces non-daemon non-titan flying units’ resistance by 10 (excepting Fire Dragons)
- Ballista bolts now ignore missile resistances (including immunity)
- Special characters are now immune to deathblows
- Updated help text of all Monster class units with the Monstrous tag
- Critters are no longer immune to psych effects (including poison)
- Eating diseased/poisoned critters will now inflict disease/poison
- Trade now has shortcut key (default shift+t)
- Fixed bug where all builders could enter mine
- New Utility Building named Daemonic Runes that researches Summon Mana 1-3, Arcane Research, Meditation 1-3, Mysticism and Advanced Mysticism
- Added No Starting Towers game option (for random maps only)
- Adjusted hero combat changes by weather (+/- 2 instead of +/- 3)
- Bloodsouls are now created by dark elven buildings kills too
- Slavehorde now spawns only 8 Thralls/ 4 Engineers (was 10/5)
- The Carmel Tower now spawns:Dwarf Infantry, Halberdier, Sage, Stone Golem, Hellbore, Inquisitor as boss
- Farseeing research now gives +15 view range to Lookouts, Scout Towers, Forest Towers, Magic Pools, Scrying Pools and Watchers
- Players may now click outside the victory/defeat popup without exiting the game
- Building height now counts towards line of sight
- Fliers now have line of sight over every obstacle
- Fixed bug where illusionary units could be recruited into retinue
- Neutral critters now only follow other neutral critters of same type
- Added No Special Retinue game option
- All view researches now affect buildings as well
- Dragons are no longer affected by lore and training researches
- Starvation/ reaching pop cap now halves all resource income
- Income researches are now based on mine levels (Income 1: lev1 +0.25, lev 2 +0.5, lev 3 +0.75, rare +1 Income 2: lev 1 +0.5, lev 2 +1, lev 3 +1.5, rare +2 Income 3: lev 1 + 0.75, lev 2 +1.5, lev 3 +2.25, rare +3 Income 4: lev1 +1, lev 2 +2, lev 3 +3, rare +4)
- All units have double production speed (except Dragons, Titans and Generals. Generals and Dragons take a bit less time to produce)
- Missiles that ignore armor now correctly ignore buildings’ armor as well
- Ranged units no longer get a combat penalty in melee, unless they are tagged as Missile units
- Missile units now only get half combat penalty in melee
- Ranged units now affect tower stats too (was only Missile units)
- Flaming Arrows no longer get two rolls on critical hit calculations
- Fixed bug where Build Skill was not affected by Feast of Garok
- Slightly trimmed the grid sizes of many buildings
- Minotaurs and Orcs now have access to slow repairs
- Regular retinue starting units are now affected by xp skills, stats and items
- Implemented “Freeze Your Retinue’s XP” feature
- Can now select groups of units of up to 512 units (was 32)
- Fixed bug with multiple merging units
- Merge Wisps can now be used with the Group Ability Bar
- New building: Wind Mill. It increases food income (army limit) by +8 when owned
- Special Resistances and Vulnerabilities are no longer ignore by Ignore Armor skills and abilities
- Buildings from a control group now assign that control group to produced armies
- Merging units now takes their hit points into consideration
- Fixed bug where build skill would not work
- Morphed units now retain old unit’s mana percentage
- Weather bonuses/penalties for units are less extreme across the board (increments of 2 instead of 3, with some being 1 and rare ones 4)
- Doubled the levels of lair bosses (to accommodate the changes to the unit leveling system)
- Building Skill now works in the following way:
Each point below 4 gives +1% build speed
4 - 128% build speed
5 - 126% build speed
6 - 123% build speed
7 - 119% build speed
8 - 114% build speed
9 - 108% build speed
10 - 100% build speed
11 - 92% build speed
12 - 86% build speed
13 - 81% build speed
14 - 77% build speed
15 - 74% build speed
16 - 72% build speed
Each point above 16 gives -1% build speed
Knights[]
- Archon starting mana now 15 (was 10), Archon Awe Strength 5 (was 8) Range 5 (was 8), 20Cmb > 14Cmb, 180HP > 100HP, 30Dam > 18Dam, 30Res > 20Res, Cost 120 Stone 210 Crystal 45s, 6ASP. Removed electrical weakness and fire resistance. No longer requires level 5 Keep
- Inquisitor 26Cmb > 24Cmb, 50Dam > 40Dam, Cost 250 Gold 250 Crystal 150s, starting mana now 45 (was 20), 9ASP
- Battering Ram now requires Level 2 Keep (was Order of the Ram)
- Now have access to Ballistae at the Smithy, requiring Order of the Ram
- Peasant 5Cmb > 7Cmb, 30HP > 55HP, 5Dam > 7Dam, Cost 30 Gold 15s
- Dancing Sword 60HP > 65HP, Cost 10 Gold 40 Crystal 15s
- Swordsman Cost 15 Gold 35 Metal 15s
- Squire 4Cmb > 5Cmb, 40HP > 55HP, Cost 35 Gold 15 Stone 15s
- Knight Errant 15Cmb > 14Cmb, 22Dam > 18Dam, 12Arm > 10 Arm, Cost 90 Metal 30 Stone 33s
- Cavalier 18Cmb > 16Cmb, 170HP > 150HP, 25Dam > 20Dam, 100 Metal 50 Stone 35s
- Paladin 20Cmb > 15Cmb, 190HP > 155HP, 25Dam > 22Dam, 25Arm > 15Arm, Cost 110 Metal 80 Crystal 37s, Abilities: loses +1 Morale bonus
- Weaponsmith 2 and Armorer 2 also require level 2 Keep
- Warhorse requires level 3 Keep
- Full Plate Armor also requires level 5 Keep
- Order of the Lion now gives +5 morale (was +10 resistance)
- Fixed bug where Holy Relic would not affect Phoenixes, Scoutships and Ancient Treants
- Eyrie/Nest/Brood level 3 now costs 500 of all 4 resources (was 600 gold and stone)
- Tower cost: 250 gold, 250 stone, 45 seconds
- Garrison cost: 100 gold, 100 stone, 45 seconds
- Smithy cost: 150 metal, 150 crystal, 60 seconds
- Fletcher cost: 100 metal, 100 crystal, 45 seconds
- Market cost: 150 gold, 150 crystal, 60 seconds
- Stables cost: 200 gold, 200 stone, 60 seconds. Now offers +3 to your army limit (was +2)
- Eyrie level 1 cost: 100 gold, 100 stone, 45 seconds
- Eyrie level 2 cost: 100 gold, 100 stone, 30 seconds
- Shrine of the Sword cost: 150 metal, 150 stone, 60 seconds
- Cathedral cost: 200 metal, 200 metal, 60 seconds
- Sirian 140Dam > 115Dam, resistant to Magic (was all damage)
- Armorer 1 now offers +4 armour (was +2)
- Armorer 2 now offers +10 armour (was +5)
- Full Plate Armor now offers +20 armour (was +15) and is applied to most units (was just the Knights’ 3 cavalry units)
- Crusade 150g 150c 60s
- Crusade II 200g 200c 70s
- Crusade III 275g 275c 95s
- Crusade IV 375g 375c 115s
- Crusade V 500g 500c 140s
- Weaponsmith I 150g 150m 60s
- Weaponsmith II 375g 375m 115s
- Armorer I 150g 150m 60s
- Armorer II 375g 375m 115s
- Full Plate Armor 750g 750m 180s
- War Horse 100g 50s
- Fletcher 300g 150m 75s
- Bowyer 350g 100m 75s
- Income I 80g 80m 80s 80c 65s
- Income II 160g 160m 160s 160c 95s
- Income III 240g 240m 240s 240c 135s
- Trade 250g 250m 250s 250c 130s
- Flaming Arrows 150g 200c 70s
- Order of the Ram 150s 150c 60s
- Order of the Rose 270s 270c 90s
- Order of the Lion 215s 215c 75s
- Order of the Grail 100s 100c 50s
- Order of the Pegasus 225s 225c 75s
- Order of the Dragon 375s 375c 115s
- Sword of Sirian 200m 200c 65s
- Knight’s Quest 100g 300c 65s
- Holy Relic 200g 400c 120s
- Holy Word 500c 80s, spell cost changed to 500c (was 200)
- Rites of Dawn 160c 55s
- Divination Spell Research 250c 60s
- Healing Spell Research 250c 60s
- Reinforced Hull 350g 400m 115s
- Dual Sails 100g 200c 60s
- Order of the Dragon now gives +10 Psyche resistance to all units (was +5 resistance to knight cavalry)
Dwarves[]
- Fixed bug where dwarven buildings would not count to racial bonus
- All dwarven units are now 50% resistant to spell damage
- Battering Ram now requires Level 2 Citadel (was College)
- Dwarven Smith 6Cmb > 7Cmb, 50HP > 60HP, Cost 50 Gold 17s, lost resistance to elemental
- Dwarven Brawler 7Cmb > 10Cmb, 55HP > 85HP, 5Dam > 7Dam, Cost 30 Metal 15 Stone 14s, lost resistance to elemental, produced at the Brewery (was Armory)
- Dwarven Infantry 12Cmb > 10Cmb, 100HP > 85HP, 12Dam > 11Dam, 18Arm > 13Arm, Cost 40 Metal 20 Stone 16s, lost resistance to elemental, gained resistance to slashing/piercing, gained vulnerability to fire
- Dwarf Axe Thrower 10Cmb > 9Cmb, 100HP > 85HP, 12Dam > 11Dam, 13Arm > 10Arm, Cost 20 Gold 40 Stone 16s & 1ASP, lost resistance to elemental
- Dwarf Berserker 14Cmb > 11Cmb, 120HP > 95HP, 20Dam > 14Dam, 25Arm > 18Arm, Cost 50 Metal 25 Stone 18s & may now berserk. Requires a Foundry and Dwarven Brew for production, produced at the Brewery (was Armory)
- Khazrimi Guard 15Cmb > 12Cmb, 120HP > 90HP, 18Dam > 13Dam, 30Arm > 22Arm, 30Res > 22Res, Cost 20 Stone 55 Crystal 18s, lost resistance to elemental, gained resistance to physical and now deals electrical damage (was crushing). Requires a Brewery instead of a College
- Runelord 10Cmb > 7Cmb, 90HP > 60HP, 15Dam > 12Dam, 11Arm > 10Arm, Cost 30 Gold 70 Crystal 37s, loses resistance to elemental, loses vulnerability to physical, starting mana now 55 (was 20). No longer has a requirement but is produced from a tier 4 building (originally required a level 5 Citadel)
- Dwarf Lord 28Cmb > 25Cmb, 300HP > 260HP, 60Dam > 40Dam, Cost 250 Metal 250 Stone 150s, loses resistance to elemental, gains resistance to piercing/slashing, ASP9
- Ballista requires a level 2 Citadel (was nothing)
- Armorer 2 and Weaponsmith 2 also require a level 2 Citadel
- Tower cost: 300 metal, 300 crystal, 60 seconds
- Foundry cost: 150 metal, 150 crystal, 60 seconds
- Armory cost: 150 metal, 150 crystal, 60 seconds, requires a level 2 Citadel (was level 1)
- Trading Post cost: 150 gold, 150 crystal, 60 seconds
- Workshop cost: 100 metal, 100 crystal, 45 seconds
- Eyrie level 1 cost: 100 gold, 100 stone, 45 seconds
- Eyrie level 2 cost: 100 gold, 100 stone, 30 seconds
- Brewery cost: 100 gold, 100 crystal, 45 seconds, requires a level 1 Citadel (was level 3)
- Mortar cost: 150 metal, 150 crystal, 45 seconds
- College cost: 150 metal, 150 stone, 60 seconds
- King Khalid 120Dam > 85Dam, resistant to Magic (was all damage)
- Palace Messenger renamed “Finesse 1”, shifted cost over to crystal (from gold) and changed effects to +1 Damage, +2 Combat and gives Brawlers a double critical hit chance (was +3 speed), now researched in tier 2
- Royal Messenger renamed “Finesse 2”, shifted cost over to crystal (from gold) and changed effects to +2 Damage, +1 Combat, as well as still offering Brawlers a missile resistance (was +3 speed and the missile resistance), now researched in tier 3
- Dwarven Brew requires a level 3 Citadel (was nothing, but the Brewery was originally built in tier 3)
- Forge moved to the Workshop and requires a level 3 Citadel (was researched at the College and required a level 5 Citadel)
- Siegecraft moved to the Workshop and requires a College and a level 4 Citadel (was nothing, but was researched at the College)
- Armorer 1 now offers +4 armour (was +2)
- Armorer 2 now offers +10 armour (was +5)
- Mithril now offers +20 armour (was +10)
- Finesse I 150g 200c 65s
- Finesse II 200g 500c 110s
- Weaponsmith I 150g 150m 60s
- Weaponsmith II 375g 375m 115s
- Armorer I 150g 150m 60s
- Armorer II 375g 375m 115s
- Mithril 500g 1000m 1500c 240s - gives +20 Armor instead of +10
- Runes of Flight I 150m 150c 60s
- Runes of Flight II 375m 375c 115s
- Income I 80g 80m 80s 80c 65s
- Income II 160g 160m 160s 160c 95s
- Income III 240g 240m 240s 240c 135s
- Trade 250g 250m 250s 250c 130s
- Morale I 250c 55s
- Morale II 515c 85s
- Morale III 770c 120s
- Dwarven Brew 400g 65s
- Forge 150g 150m 60s
- Engineering 450g 450s 130s
- Masonry 150g 150s 60s
- Siegecraft 225g 150m 225s 105s
- Healing Spell Research 250c 60s
- Rune Spell Research 250c 60s
- Reinforced Hull 350g 400m 115s
- Dual Sails 100g 200c 60s
- Drunkness now has the following effects:
Gnoll - +2 Speed, +3 Assassination Smith - +3 Build Skill Brawler - +2 Combat, +25% attack speed Infantry - +50% missile resistance +5 Armor and Resistance Axe Thrower - +5% crit chance Berserker - +15 Ignore Armor Khazrimi Guard - +15 Damage vs Spellcasters Runelord - +15% mana regen, +20 maximum mana Lord - +5 Damage King Khalid no longer has the Dwarven Brew ability
Undead[]
- Group morph now works when selecting characters too
- Illusionary units may no longer be morphed
- Vampire 26Cmb > 25Cmb, 50Dam > 40Dam, Cost 250 Metal 250 Crystal 150s, starting mana now 40 (was 20), ASP9
- The Cage building can now be built at Deathkeep Level 3 (was Level 4)
- Zombie 90HP > 85HP, Cost 15 Gold 30 Stone 17s. Now strong to crushing (was all physical) and has 4 armor / resistance (was 0)
- Skeleton 8Cmb > 9Cmb, 60HP > 70HP, Cost 30 Metal 20 Stone 14s
- Wight 12Cmb > 11Cmb, 100HP > 85HP, 13Dam > 12Dam, 15Arm > 10Arm, Morph Cost 20 Metal 5 Stone
- Dread Knight 14Cmb > 12Cmb, 120HP > 90HP, 18Dam > 13Dam, 20Arm > 18Arm, Morph Cost 25 Metal 10 Crystal, loses vulnerability to crushing, gains vulnerability to fire, Chaos Strength 6 (was 7). Now has the WBC2 speech set
- Doom Knight 1UV > 2UV, 20Cmb > 15Cmb, 190HP > 155HP, 25Dam > 22Dam, 30Arm > 20Arm, 25Res > 18Res, Morph Cost 55 Metal 25 Crystal, gains vulnerability to fire, Chaos Strength 9 (was 12)
- Guardian Skull 9Cmb > 7Cmb, 50HP > 55HP, 14Dam > 12Dam, Morph Cost 5 Gold 15 Crystal
- Skeleton Cavalry 15Cmb > 14Cmb, 22Dam > 18Dam, Cost 30 Gold 90 Stone 33s
- Cultist 10Cmb > 7Cmb, 70HP > 55HP, 16Dam > 12Dam, 20Res > 15Res, Morph Cost 20 Gold 15 Crystal, loses vulnerability to slashing, starting mana now 25 (was 15).
- Liche 14Cmb > 9Cmb, 90HP > 60HP, 18Dam > 13Dam, Morph Cost 15 Gold 15 Crystal, loses resistance to fire, gains resistance to cold, starting mana now 60 (was 10)
- Wraith Cost 40 20 1s based on race
- Shadow 14Cmb > 11Cmb, 95HP > 75HP, 18Dam > 13Dam, Cost 20 Metal 50 Crystal 35s, loses resistance to all elemental, gains resistance to cold and electrical
- Weaponsmith 2 also requires a level 2 Deathkeep
- Added new research Rotten Flesh that gives Zombies a special resistance to all physical damage and changes their weakness to fire. Researched from the Graveyard and requires a level 3 Deathkeep
- Tower cost: 300 metal, 300 stone, 60 seconds
- Graveyard cost: 150 gold, 150 crystal, 60 seconds
- Gravestone cost: 50 gold, 50 crystal, 30 seconds
- Boneyard cost: 150 stone, 150 crystal, 60 seconds
- Barrow cost: 100 gold, 100 stone, 45 seconds
- Brood level 1 cost: 100 gold, 100 stone, 45 seconds
- Brood level 2 cost: 100 gold, 100 stone, 30 seconds
- Cage cost: 100 stone, 100 crystal, 45 seconds
- Altar of Shadows cost: 100 gold, 100 stone, 45 seconds
- Black Library cost: 100 metal, 100 stone, 45 seconds
- Bane 100Dam > 85Dam, resistant to Magic (was all damage)
- Summon wraith now costs 20 mana (was 30)
- Summon shadow now costs 35 mana (was 60)
- Dark Mithril now offers +20 armour (was +10)
- Feast of Garok 250g 250c 85s
- Rotten Flesh 250g 250c 85s
- Burial 200s 100c 60s
- Tombguard 150g 150m 60s
- Vampire Bats 300c 60s
- Dark Citadel 400g 100c 80s
- Dark Lord 500g 200s 100c 120s
- Weaponsmith I 150g 150m 60s
- Weaponsmith II 375g 375m 115s
- Dark Mithril 1000g 1000m 1000c 240s
- Haunting 150s 300c 75s
- Wailing 100g 200c 60s
- Slavehorde 300g 200s 85s
- Staff of Damnation 225g 225c 75s
- Licheking 200g 200c 70s
- Time Research 250c 60s
- Necromancy Research 250c 60s
- Reinforced Hull 350g 400m 115s
Barbarians[]
- Thrall 4Cmb > 5Cmb, 25HP > 45HP, 2Dam > 3Dam, Cost 30 Gold 15s
- Wardog 12Cmb > 9Cmb, 70HP > 65HP, Cost 10 Gold 35 Stone 13s
- Tribesman 7Cmb > 9Cmb, 15Dam > 11Dam, 5Arm > 8Arm, Cost 40 Metal 15 Stone 16s
- Rider 20Dam > 18Dam, Cost 70 Gold 50 Metal 33s
- Warlord 21Cmb > 15Cmb, 180HP > 155HP, 30Dam > 22Dam, Cost 100 Gold 90 Metal 37s, Abilities: loses +1 Morale bonus, starting mana now 15 (was 3)
- Reaver 32Cmb > 12Cmb, 300HP > 90HP, 50Dam > 14Dam, Cost 25 Gold 60 Stone 19s, lost general status and moved into the Camp as Advanced Infantry. Requires level 2 Fortress
- Reavers now deal +30 damage vs large creatures (was +100)
- Barbarian units now have +15 psych resistance against fear
- New unit - Witch Doctor. A ranged magic dealing unit that can cast Cure, Dispel and Calm. Produced from the Altar of Tempest and requires the Chieftain’s Hut for production
- New unit - Rock Giant. A new general for the Barbarians
- Horse Lord and Trampling also require a level 3 Fortress
- Bloodlust moved to the Fortress and requires a level 5 Fortress (was nothing)
- Removed Horde 5-9
- Berserker and Barbarian King move to the Chieftain’s Hut
- Barbarian King now gives +3 damage to Reavers (was +10), has been moved to the Camp and requires a Level 3 Fortress
- Tower cost: 250 gold, 250 metal, 45 seconds
- Camp cost: 150 stone, 150 crystal, 60 seconds
- Scout Tower cost: 150 gold, 150 metal, 45 seconds
- Mill cost: 150 stone, 150 crystal, 60 seconds
- Corral cost: 100 stone, 100 crystal, 45 seconds
- Nest level 1 cost: 100 gold, 100 stone, 45 seconds
- Nest level 2 cost: 100 gold, 100 stone, 30 seconds
- Altar of Tempest cost: 150 gold, 150 metal, 60 seconds
- Chieftain’s Hut cost: 100 metal, 100 crystal, 45 seconds
- Tempest 100Dam > 85Dam, resistant to Magic (was all damage)
- Magical Tattoos now gives +4 armour (was +5)
- Training 270g 270m 105s
- Gladiators 100g 100m 50s
- Eagle Eye I 150g 50c 50s
- Eagle Eye II 175g 75c 55s
- Eagle Eye III 200g 100c 60s
- Hunting 250g 200m 75s
- Income I 80g 80m 80s 80c 65s
- Income II 160g 160m 160s 160c 95s
- Income III 240g 240m 240s 240c 135s
- Trade 250g 250m 250s 250c 130s
- Horsemaster 300s 150c 100s, renamed Horse Lord
- Horse Lord 450s 300c 115s, renamed Horesemaster
- Rearing 200g 100m 60s
- Trampling 400g 200m 90s
- Tracking 300g 150c 75s
- Magical Tattoos 150g 150c 60s
- Bloodlust 100g 300c 70s
- Berserker 250g 250m 250c 115s
- Spear of Ank 200g 200m 350c 115s
- Horde I 100m 150c 55s
- Horde II 200m 300c 75s
- Horde III 300m 450c 100s
- Horde IV 400m 600c 130s
- Chronomancy Spell Research 250c 60s
- Ice Spell 250c 60s
- Barbarian King 225m 225s 70s
- Dual Sails 100g 200c 60s
Minotaurs[]
- Added new Slayer Knight unit
- Added new research Gaze of Sartek - requires a level 3 Ziggurat and allows for the production of Basilisks
- Minotaur King 35Cmb > 30Cmb, 80Dam > 55Dam, Cost 500 Gold 500 Stone 180s, Fear Strength 6 (was 9), ASP14
- Battering Ram now requires Level 2 Ziggurat (was Rage of Sartek)
- Minotaur Brute 14Cmb > 15Cmb, 140HP > 150HP, 15Dam > 20Dam, Cost 50 Gold 100 Stone 35s, 1UV > 2UV, 4ASP
- Minotaur Axe Thrower 100HP > 150HP, 14Dam > 18Dam, Cost 50 Gold 115 Metal 36s, 1UV > 2UV, 4ASP
- Basilisk 18Cmb > 12Cmb, 180HP > 120HP, 20Dam > 18Dam, 30Arm > 25Arm, 30Res > 25Res, Cost 50 Gold 100 Crystal 33s and requires Gaze of Sartek
- Minotaur Shaman 11Cmb > 12Cmb, 100HP > 115HP, 14Dam > 18Dam, Cost 100 Gold 175 Crystal, 45s, loses vulnerability to all physical, gains vulnerability to piercing, starting mana now 50 (was 20), 1UV > 2UV
- Gnoll 13Cmb > 11Cmb, 120HP > 90HP, 15Dam > 13Dam, 10Arm > 8Arm, Cost 25 Gold 40 Stone 17s and requires Axe of Sartek (was Pen)
- Ironworks moved to tier 2 (was 1), with Cleaving Blades requiring a level 3 Ziggurat
- Farseeing now requires a level 2 Ziggurat in addition to Eagle Eye 3
- Henge adds +3 army limit (was +2) and moved to tier 4, allowing Shaman to be built at tier 4 (was 5), but the Shaman skill now requires a level 5 Ziggurat. Also reduced its size to 9x8 cells (from 11x11 cells)
- Altar of Sartek moved to tier 4 (was 3) and Wind of Sartek move to it
- Tower cost: 250 gold, 250 crystal, 45 seconds
- Arena cost: 150 metal, 150 crystal, 60 seconds
- Lookout cost: 150 gold, 150 crystal, 45 seconds
- Ironworks cost: 150 gold, 150 crystal, 60 seconds
- Pen cost: 150 metal, 150 stone, 60 seconds
- Eyrie level 1 cost: 100 gold, 100 metal, 45 seconds
- Eyrie level 1 cost: 100 gold, 100 metal, 30 seconds
- Ale Store cost: 100 metal, 100 stone, 45 seconds
- Altar of Sartek cost: 100 stone, 100 crystal, 45 seconds
- Henge cost: 150 metal, 150 stone, 60 seconds
- Skull of Sartek 120Dam > 85Dam, resistant to Magic (was all damage)
- Minotaur RSB now affects all units on the map and its vampirism is no longer capped at damage dealt (like normal vampirism). Gives +10 vampirism (was +50)
- Shield of Sartek 1 now offers +4 armour (was +2)
- Shield of Sartek 2 now offers +10 armour (was +5)
- Hand of Sartek 150m 150c 60s
- Axe of Sartek 300c 60s
- Gaze of Sartek 300c 60s
- Rage of Sartek 150m 150s 60s
- Spirit of Sartek 250g 250c 80s
- Eagle Eye I 150g 50c 50s
- Eagle Eye II 175g 75c 55s
- Eagle Eye III 200g 100c 60s
- Farseeing 250g 500c 115s
- Ironclad Horns 375g 375m 115s
- Ironshod Hooves 750g 750m 180s
- Shield of Sartek 1 150m 150c 60s
- Shield of Sartek 2 375m 375c 115s
- Cleaving Blades 375g 375m 115s
- Training 270g 270m 105s
- Morale I 250c 55s
- Morale II 515c 85s
- Morale III 770c 120s
- Dwarven Brew 200g 50s
- Wind of Sartek 450c 75s
- Berserker 250g 250m 250c 115s
- Pyromancy Research 250c 60s
- Chaos Research 250c 60s
- Shaman 150g 150s 150c 60s
- Minotaur Brutes and Minotaur Axe Throwers no longer have the Dwarven Brew ability
Orcs[]
- New Goreshaft Bolts research which changes Kobold Sniper damage to deal 50% piercing and 50% Magic damage and allows them to inflict disease
- Giant 28Cmb > 24Cmb, 60Dam > 50Dam, Cost 500 Metal 500 Stone 180s, Fear Strength 6 (was 9), 15ASP
- Kobold 5Cmb > 7Cmb, 40HP > 55HP, 5Dam > 6Dam, Cost 30 Stone 15s
- Goblin 30HP > 45HP, Cost 5 Metal 15 Stone 7s
- Goblin Chief 60HP > 70HP, Cost 55 Metal 35 Stone 30s, starting mana now 30 (was 20)
- Orc Infantry 12Cmb > 10Cmb, 100HP > 90HP, 14Dam > 12Dam, Cost 45 Metal 20 Stone 16s
- Kobold Sniper 40HP > 55HP, 15Dam > 12Dam, Cost 45 Gold 20 Metal 17s and now produced from the Battleyard and require Orchold Level 2 (was built from Orchold Level 2 with no requirement)
- Troll 14Cmb > 13Cmb, 175HP > 150HP, 20Dam > 18Dam, Rng 4 > 3, Cost 105 Gold 45 Metal 33s
- Wolfrider 15Cmb > 14Cmb, 26Dam > 21Dam, 15Arm > 13Arm, Cost 25 Gold 105 Stone 32s
- Goblin Shaman 10Cmb > 7Cmb, 60HP > 55HP, 14Dam > 12Dam, Cost 35 Gold 65 Crystal 39s, loses vulnerability to all physical, gains vulnerability to slashing, starting mana now 45 (was 25) and no longer have a requirement, making them producible in tier 4 (was level 5 Orchold)
- Ogre 16Cmb > 15Cmb, 200HP > 160HP, 25Dam > 22Dam, Cost 110 Metal 80 Stone 38s, Fear Range 2 (was 1)
- Gobshooter 4Cmb > 11Cmb, 100HP > 160HP, Cost 110 Gold 210 Metal 67s. Abilities: +30Dam vs buildings. Now requires a Hovel (was Battleyard)
- Cowards! now deals extra damage vs ranged hero units as well. Requires level 2 Orchold (was nothing)
- Rabies requires an Orchold level 3 (was nothing)
- No Pain! Requires an Orchold level 3 (was nothing)
- Thump and Harpy Hag also require a level 4 Orchold
- Shaman skill requires an Orchold level 5 (was nothing)
- Totem now requires an Orchold level 3 (was Shaman skill)
- Tower cost: 250 gold, 250 crystal, 45 seconds
- Battleyard cost: 150 gold, 150 crystal, 60 seconds
- Goblin Tower cost: 200 gold, 200 crystal, 60 seconds
- Beast Pit cost: 150 metal, 150 crystal, 60 seconds
- Hovel cost: 150 stone, 150 crystal, 60 seconds
- Brood level 1 cost: 100 gold, 100 stone, 45 seconds
- Brood level 2 cost: 100 gold, 100 stone, 30 seconds
- Shaman’s Hut cost: 150 metal, 150 stone, 60 seconds
- Totem cost: 100 gold, 100 crystal, 45 seconds. Speed reduced to 3 (was 4 ) and damage reduced to 40 (was 50)
- Gornak Elfeater 120Dam > 85Dam, resistant to Magic (was all damage)
- Scavenged Armour now gives +4 armour (was +2)
- Eagle Eye I 150g 50c 50s
- Eagle Eye II 175g 75c 55s
- Eagle Eye III 200g 100c 60s
- Training 270g 270m 105s
- Cowards! 225g 225m 80s
- No Pain 150m 550c 110s
- Thump 450s 300c 120s
- Scavenged Armour 150g 150m 60s
- Scavenged Weapons 150g 150m 60s
- Goreshaft Bolts 150g 200s 350c 115s
- Rabies 450c 75s
- Wolfpack 1 150s 150c 60s
- Wolfpack 2 300s 300c 105s
- Wolfpack 3 450s 450c 125s
- Shaman 150g 150s 150c 60s
- Harpy Hag 150g 150c 60s
- Ogrelord 200g 100s 60s
- Giantlord 300g 200s 80s
- Contagion Research 250c 60s
- Chaos Research 250c 60s
High Elves[]
- Moonguard 17Cmb > 19Cmb, 35Dam > 40Dam, Cost 250 Stone 250 Crystal 150s, starting mana now 25 (was 10), 9ASP
- Manticore 10Cmb > 15Cmb, 90HP > 170HP, 40Dam > 35Dam, Cost 210 Gold 110 Stone 135s, starting mana now 25 (was 5)
- Lodestar Wisp 30HP > 40HP, Cost 30 Crystal 15s
- Venerable Wisp 14Cmb > 13Cmb, 110HP > 120HP, 20Dam > 19Dam, Morph Cost 80 Stone 40 Crystal
- Iceguard 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 20 Gold 40 Metal 16s
- Longbowman 5Cmb > 6Cmb, 40HP > 55HP, Cost 40 Gold 20 Stone 16s
- Dragon Knight 20Cmb > 15Cmb, 170HP > 150HP, 25Dam > 20Dam, 20Arm > 15Arm, Cost 110 Metal 65 Stone 36s
- Mystic 10Cmb > 6Cmb, 80HP > 55HP, 16Dam > 10Dam, Damage type is now Magic, Cost 35 Stone 65 Crystal 36s, loses vulnerability to piercing/slashing, gains vulnerability to piercing, starting mana now 30 (was 25)
- Ice Maiden 8Cmb > 6Cmb, 60HP > 55HP, 13Dam > 11Dam, Cost 40 Stone 60 Crystal 35s, loses vulnerability to physical, gains vulnerability to crushing, starting mana now 25 (was 15), now uses Frost Wave projectile (same as Water Elemental)
- Celestial Hatchling 18Cmb > 14Cmb, 135HP > 115HP, 25Dam > 20Dam, 15Arm > 10Arm, 20Res > 15Res, Cost 125 Gold 100 Crystal 34s
- Halcyon Phoenix 3Cmb > 4Cmb, Cost 20 Stone 45 Crystal 18s
- Updated description on Rune of Cielos to include Ice Maidens
- Dragon Warriors also requires a level 4 White Tower
- Knight’s of the Silver Dragon also requires a level 4 White Tower
- Knight’s of the Gold Dragon also requires a level 5 White Tower
- Fixed bug where Holy Relic would not affect Phoenixes, Scoutships and Ancient Treant
- Tower cost: 300 stone, 300 crystal, 60 seconds
- Tree of Gold cost: 150 gold, 150 crystal, 60 seconds
- Healer cost: 150 metal, 150 stone, 60 seconds
- Shooting Range cost: 150 metal, 150 crystal, 60 seconds
- Merchant cost: 150 gold, 150 stone, 60 seconds
- Nest level 1 cost: 100 gold, 100 stone, 45 seconds
- Nest level 1 cost: 100 gold, 100 stone, 30 seconds
- Dragon Shrine cost: 100 gold, 100 metal, 45 seconds
- Tower of the Moon cost: 200 gold, 200 metal, 60 seconds
- Dragonstone cost: 150 metal, 150 stone, 60 seconds
- King Lunarion 160Dam > 130Dam, resistant to Magic (was all damage)
- Only two wisps are needed to merge into elder wisps
- Armorer 1 now offers +4 armour (was +2)
- Elder Wisp 200g 100s 60s
- Rune of Cielos 75s 75c 45s
- Rune of Animos 150s 150c 60s
- Rune of Manos 200s 200c 70s
- Rune of Vivos 250s 250c 80s
- Healing I 300s 300c 85s
- Healing II 450s 450c 125s
- Healing III 600s 600c 150s
- Elcor’s Balm 1000c 130s, spell now costs 600c (was 400)
- Fletcher 300g 150m 75s
- Bowyer 350g 100m 75s
- Bowmaster 825g 825c 210s
- Income I 80g 80m 80s 80c 65s
- Income II 160g 160m 160s 160c 95s
- Income III 240g 240m 240s 240c 135s
- Income IV 320g 320m 320s 320c 160s
- Trade 250g 250m 250s 250c 130s
- Flaming Arrows 150g 200c 70s
- Holy Relic 200g 400c 120s
- Holy Word 500c 80s, spell cost changed to 500c (was 200)
- Rites of Dawn 160c 55s
- Knights of the Bronze Dragon 100m 100c 50s
- Knights of the Silver Dragon 200m 200c 65s
- Knights of the Gold Dragon 325m 325c 120s
- Weaponsmith I 150g 150m 60s
- Dragon Warriors 300m 300c 115s
- Armorer I 150g 150m 60s
- Healing Spell Research 250c 60s
- Ice Spell Research 250c 60s
- Voice of Iris 550s 650c 150s
- Dual Sails 100g 200c 60s
Wood Elves[]
- Ancient Treant 33Cmb > 28Cmb, 80Dam > 50Dam, Cost 500 Stone 500 Crystal 180s, starting mana now 25 (was 10), Fear Strength 6 (was 9), ASP14
- Change the Magic Well’s hotkey to M from W
- Wisp 30HP > 40HP, Cost 30 Crystal 15s
- Ancient Wisp 10Cmb > 12Cmb, 150HP > 125HP, Morph Cost 80 Metal 40 Crystal
- Oakman 120HP > 95HP, 15Dam > 12Dam, 20Arm > 18Arm, Cost 45 20 17s based on race, now neutral aligned instead of good
- Forestguard 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 40 Gold 20 Stone 16s
- Gladewarden 40HP > 55HP, Cost 40 Metal 20 Stone 16s
- Woodrider 18Cmb > 15Cmb, 170HP > 150HP, 22Dam > 18Dam, Cost 100 Gold 50 Stone 33s
- Elven Hunter 7Cmb > 12Cmb, 130HP > 110HP, Cost 105 Metal 60 Stone 35s
- Druid 9Cmb > 8Cmb, 80HP > 55HP, 12Dam > 13Dam, Damage type changed to Electrical, Cost 35 Metal 65 Crystal 39s, starting mana now 45 (was 25)
- Dryad 8Cmb > 6Cmb, 60HP > 55HP, 10Dam > 9Dam, Cost 40 Metal 60 Crystal 35s, loses phys vul
- Treant 22Cmb > 15Cmb, 220HP > 160HP, 6 Spd > 8 Spd, 35Dam > 22Dam, 25Arm > 18Arm, Cost 110 Stone 80 Crystal 38s, starting mana now 15 (was 10), Fear Strength 4 (was 6)
- Phoenix 3Cmb > 4Cmb, , Cost 20 Metal 45 Crystal 18s
- Fixed typo on Rune of Cielos saying it was required for Treants
- Fixed typo on Rune of Arbos saying Treants also require the Rune of Cielos
- Healing Orb requires level 2 Haven, with Elcor’s Balm requiring a level 3 Haven
- Barkskin and Mighty Oaks requires level 4 Haven (was nothing)
- Thorns requires level 5 Haven (was nothing)
- Tower cost: 250 metal, 250 crystal, 45 seconds
- Tree of Life cost: 150 metal, 150 crystal, 60 seconds. Now gives +3 army limit (was +2)
- Healing Orb cost: 150 metal, 150 stone, 60 seconds
- Forest Tower cost: 150 metal, 150 crystal, 45 seconds
- Ranger’s Guild cost: 150 gold, 150 crystal, 60 seconds
- Nest level 1 cost: 100 gold, 100 stone, 45 seconds
- Nest level 2 cost: 100 gold, 100 stone, 30 seconds
- Hostel cost: 150 gold, 150 crystal, 60 seconds
- White Tree cost: 150 gold, 150 stone, 60 seconds
- Magic Well cost: 100 gold, 100 stone, 45 seconds
- Ironbark 160Dam > 120Dam, resistant to Magic (was all damage)
- Only two wisps are needed to merge into elder wisps
- Armorer 1 now offers +4 armour (was +2)
- Barkskin now offers +10 armour (was +5)
- Eagle Eye I 150g 50c 50s
- Eagle Eye II 175g 75c 55s
- Eagle Eye III 200g 100c 60s
- Farseeing 250g 500c 115s
- Elder Wisp 200g 100s 60s
- Rune of Cielos 75s 75c 45s
- Rune of Animos 150s 150c 60s
- Rune of Manos 200s 200c 70s
- Rune of Arbos 250s 250c 80s
- Healing I 300s 300c 85s
- Healing II 450s 450c 125s
- Healing III 600s 600c 150s
- Elcor’s Balm 1000c 130s, changed spell cost to 600c (was 400)
- Fletcher 300g 150s 75s
- Bowyer 350g 100s 75s
- Bowmaster 825g 825c 210s
- Trade 250g 250m 250s 250c 130s
- Flaming Arrows 150g 200c 70s
- Morale I 250c 55s
- Morale II 515c 85s
- Morale III 770c 120s
- Weaponsmith I 150g 150m 60s
- Armorer I 150g 150m 60s
- Mighty Oaks 150g 150c 60s
- Thorns 375g 375c 115s
- Barkskin 375g 375c 115s
- Dual Sails 100g 200c 60s
Dark Elves[]
- Flaming arrows requires level 4 dark tower
- Bowmaster requires Spiderfang Arrows, Flaming arrows and level 5 dark tower
- New Spiderfang Arrows research which allows archers to inflict Lethal Poison. Requires level 3 Dark Tower
- Blackguard 36Cmb > 26Cmb, 280HP > 250HP, 50Dam > 40Dam, Cost 250 Metal 250 Crystal 150s, starting mana now 30 (was 20), 9ASP
- Fixed the Dragonliche cost at the Dragon Temple
- Will O Wisp 30HP > 40HP, Cost 30 Crystal 15s
- Stygian Wisp 14Cmb > 13Cmb, 120HP > 110HP, 22Dam > 20Dam, Morph Cost 80 Stone 40 Crystal
- Skeleton cost: 30 Metal, 20 Gold
- Spider 40HP > 45HP, 10Dam > 8Dam, Cost 15 5 7s based on race, 0.5 Food cost (was 0.1)
- Queen Spider 13Cmb > 10Cmb, 100HP > 90HP, 15Dam > 12Dam, Cost 50 25 19s based on race
- Dark Infantry 14Cmb > 11Cmb, 13Dam > 12Dam, Cost 40 Gold 20 Metal 16s
- Dark Archer 5Cmb > 6Cmb, 40HP > 55HP, Cost 40 Metal 20 Stone 16s
- Slayer Knight 20Cmb > 17Cmb, 170HP > 150HP, 25Dam > 20Dam, 18Arm > 15Arm, Cost 105 Gold 50 Stone 34s. Renamed Dark Knight
- Assassin 17Cmb > 12Cmb, 100HP > 80HP, 17Dam > 13Dam, Cost 50 Gold 20 Stone 18s
- Sorceror 11Cmb > 8Cmb, 80HP > 55HP, 20Dam > 12Dam, Damage type changed to Fire, Cost 35 Stone 65 Crystal 40s, starting mana now 50 (was 25)
- Spider Priestess 9Cmb > 8Cmb, 60HP > 55HP, 15Dam > 12Dam, Cost 40 Stone 60 Crystal 35s, starting mana now 20 (was 15) Fixed help box description to state she summons Queen Spiders (not normal Spiders)
- Tortured Soul 1UV 9Cmb
- Tortured Soul 2UV 13Cmb
- Tortured Soul 4UV 16Cmb, 300HP > 280HP
- Tortured Soul Dragon 20Cmb, 300HP > 280HP
- Umbral Phoenix 10Dam > 9Dam, Cost 20 Stone 45 Crystal 18s
- Updated description on Rune of Cielos to include Spider Priestesses
- Void requires level 4 Dark Tower (was level 3)
- Moved the spell researches from the Kargothian Gate to the Void
- Moved Sacrifice and Binding to the Kargothian Gate
- Dark Bolt requires a level 5 Dark Tower (was level 4)
- Blood Potion requires level 5 Dark Tower in addition to Rune of Manos / Mortos
- Harpy Hag requires level 4 Dark Tower (in addition to a level 2 Brood)
- Darkbolt now gives +10 damage to Sorcerers and Priestesses (was +15)
- Added new research Minions of Lorbriss that gives Spiders lethal poison
- Changed the Gallery’s hotkey to l (from g)
- Spider Eggs can no longer be laid on undead or mechanical units
- Tower cost: 300 metal, 300 gold, 60 seconds
- Tree of Pain cost: 150 stone, 150 crystal, 60 seconds
- Tomb cost: 150 stone, 150 gold, 60 seconds
- Gracestone cost: 50 stone, 50 crystal, 30 seconds
- Gallery cost: 100 gold, 100 crystal, 45 seconds
- Brood level 1 cost: 100 gold, 100 stone, 45 seconds
- Brood level 2 cost: 100 gold, 100 stone, 30 seconds
- Reformatory cost: 150 metal, 150 crystal, 60 seconds
- Void cost: 100 gold, 100 stone, 45 seconds. Reduced damage to 15 (from 30) and range to 8 (from 12)
- Kargothian Gate cost: 100 gold, 100 metal, 45 seconds
- Dark Order now gives +6% assassination chance (was +3)
- Blood Potion now gives lethal poison attacks to Assassins (was +3% assassination chance)
- Kargoth 105Dam > 90Dam, resistant to Magic (was all damage)
- Only two wisps are needed to merge into elder wisps
- Armorer 1 now offers +4 armour (was +2)
- Tortured Souls now only have a 35% chance of spawning
- Elder Wisp 200g 100s 60s
- Rune of Cielos 75s 75c 45s
- Rune of Animos 150s 150c 60s
- Rune of Manos 200s 200c 70s
- Rune of Mortos 250s 250c 80s
- Fletcher 300g 150s 75s
- Bowyer 350g 100s 75s
- Bowmaster 825g 825c 210s
- Flaming Arrows 150g 200c 70s
- Spiderfang Arrows 425s 425c 130s
- Minions of Lorbriss 350s 350c 120s
- Blackward 1 150c 45s
- Blackward 2 300c 60s
- Blackward 3 450c 70s
- Burial 200s 100c 60s
- Sacrifice 250m 250s 80s
- Blood Potion 250g 250m 80s
- Dark Order 200m 200s 70s
- Sorcery 1 300m 300c 60s
- Sorcery 2 600m 600c 150s
- Darkbolt 800m 1450c 220s
- Slavehorde 300g 200s 85s
- Harpy Hag 150g 150c 60s
- Binding 400s 400c 120s
- Weaponsmith I 150g 150m 60s
- Weaponsmith II 375g 375m 115s
- Armorer I 150g 150m 60s
- Poison Research 250c 60s
- Summoning Research 250c 60s
- Dual Sails 100g 200c 60s