2.0.0 (January ??, 2013)
Patch
Global
- Wizard domain borders can be displayed, but only for own wizard
- Razing a structure reduces MP of the army's units to 0 (units with Wall crushing aren't affected)
- Fixing player type can be used for creating human-only players as well as CPU-only
- LAN save protection
- LAN/Internet save files can be opened only in LAN/Internet mode
- When LAN/Internet game is started, all player types are being fixed and can no longer be changed after loading the game
- Disabled switching player to AI on disconnect
Spellbook
- Game engine now supports spell dependencies
Cities
Wizard skills
- Wizard skill Illiterate has been added
- Affects research price for all spells and skills
- Default modifier = +20%
- Default skill points = -2
- Excludes Scholar (and vice versa)
- Wizard skill Materialist has been added
- Affects mana and CP price for all spells
- Default modifier = +20%
- Default skill points = -2
- Excludes Channeler (and vice versa)
- Expander reduces city migration time by 1 day
- Explorer now affects summoned and bought units immediately
Abilities
- Elemental weakness makes unit 40% more vulnerable to a corresponding elemental status.
- Elemental protection makes unit 40% less vulnerable to a corresponding elemental status.
- Control animal can enslave only one unit per day
- Morph no longer discards enchantments.
- Pixie dust
- Can inflict multiple statuses
- No longer inflicts the damage
- Status list has been revised
- Blind
- Energy drained
- Paralyzed
- Panicked
- Confused
- Burning
- Frozen
- Stunned
- Poisoned
- Vertigo
- Build roads
-
price ↓5 gold/hex(was 10 gold/hex)
- Added level support to Mighty meek
Magic
- Wetland
- Chance of turning terrain to swamp is now increased by adjacent water hexes
- Internal mechanism that cancels the flood has been disabled
- Hexes under structures, obstacles and crop fields are no longer turned to water
- Turning hex to water now requires at least 1 adjacent water hex
- Hexes under crop field of the caster and his allies are no longer turned to swamp
- Rejuvenate
- Now works on desert, snow, steppe, wasteland and swamp
- Mist cloak
- Lasts until the end of the game (was 2 days only)
- Hides only units allied to the caster
- Vengeful vapor is now guaranteed to freeze the target if it hits
- Chain lightning can target caster's units again
Bug fixes
- Fixed crash on rebuild structure event
- Fixed updating wizard's alignment
- Haste no longer slows units down in Shadow world
- Used abilities no longer become unused on getting new ability level as an upgrade
- Enchantment ability, given to unit as a level upgrade, no longer conflicts with enchantments casted on the unit.
- It's no longer possible to drain all retaliation strikes from a Double Strike unit in 2 attacks
- Some cases of unit parameters overflow have been fixed
- City production suggestions no longer contain building that can't be built in the city
- Removed PBEM exploit that allowed to replay turn without generating restart message.
- User campaigns
- Game no longer proceeds to the next scenario on losing the current one
- Starting race is no longer reset to Humans
Random map generator
- Additional starting units have been removed
New mod settings
- Global
- Production saving rate
- Unused research conversion rate
- City garrison gold limits
- Level 0 upkeep / Upkeep gold per level
- Spellbook
- Spell limits for Cosmos wizards
- Combat
- Minimum and maximum hit chance
- Walls/gates HP
- Races
- Alignment
- Crops terrains
- Friendly/hostile terrains
- Skills
- Summoner, Enchanter, War mage: research, mana and chance multipliers
- Conqueror, Pacifist: experience modificactors
- Constructor, Expander, Technophobe: bonus values for each city level
- Explorer: MP bonus value
- Merchant, Bureaucrat: gold multiplier
- Peace keeper, Anarchist: happiness bonus
- Scholar, Illiterate: research points multiplier
- Channeler, Materialist: mana cost multiplier
- Outposts
- Pioneer price increment
- Population of a new outpost
- Min city size to allow building pioneers
- Cities
- Units
- Option to exclude unit from random city garrisons
- All unit parameters now have maximum value = 99
Miscellaneous
- Advanced settings allow setting Max # of heroes to something
bigger than 5
- Dynamic ability descriptions
- Ranged attacks: Atk/Dmg values are appended after adding level bonus, Marksmanship and Seeker
- Touch abilities (Web, Whirlwind, etc.): Atk/Dmg values are appended after adding level bonus
- If ability affects unit's parameters, bonuses (or penalties) are appended to the description.
- Editor
- Added checkbox to toggle digging adits to the advanced settings
- Lv5+ units are now visible under Humanoid/Creature/Machine tabs
- Allows to ignore building order restrictions when assigning buildings to a city
- Allows to ignore city size restrictions when assigning buildings to a city
- Allows to assign any ability to any type of item
- Allows to ignore race/class restrictions when assigning abilities to a hero
- Allows to assign spell of any level to a hero (was level 1 only)
- Edit/Customize resources command have been removed from the map editor
- Installer no longer overwrites Allow UG start / Allow SW start settings if they already exist
1.5.4 (May 2 — November 24, 2011)split
Patch
Global
Spellbook
- Research progress is no longer reset on switching to another spell or skill
- New Cosmos mechanics
- Cosmos spells have been made available for Cosmos wizards only
- New sphere - "Common" - has been added. Spells of this sphere are available for all the wizards regardless of their sphere choice.
- Spell research limits have been changed:
- Specialist wizard can learn all spells of his sphere (was 5 of each level)
- 4 sphere picks allow to learn 6 lv1 spells (was 5)
- Spellbook random manipulation
- The chance of getting a spell now increases depending on how many sphere picks Wizard has for the spell's sphere.
- 0 (Cosmos/Common spells) - x2.0
- 1 - x1.6
- 2 - x2.0
- 3 - x2.91
- 4 - x4.0
- 5 - x4.0
- 6 - x4.0
- Following wizard skills affect chances of getting corresponding classes of spells:
- Enchanter: +200% chance to get enchantments
- Summoner: +75% chance to get summon spells
- War mage: +125% chance to get battle spells
- Unused research convertion rate is lowered to 30% (was 100%)
- Chance of getting level 4 spells has been increased
Terrains and movement
- New slowing down effects of terrains
- Snow: move cost ↑5 MP/hex(was 4)
- Ice: move cost ↑5 MP/hex(was 4)
- Swamp: move cost ↑5 MP/hex(was 4)
- New movement abilities effects
- Following abilities disable movement penalty of swamp (making units spend 4 MP per hex):
- Swimming
- Water walking
- Liquid form
- New ability - Snow wanderer - increases movement speed on snow and ice
- Level 1: 4 MP/hex
- Level 2: 3 MP/hex
- Free movement
- 4 MP/hex on swamp, snow and ice
- Level upgrades for movement abilities
- Forestry II
- 3 MP/hex through vegetations
- Mountaineering II-VI
- Tunneling II-VI
- Haste
- Reduces MP cost by [1/3] (to as low as 3 MP/hex) (was 1 MP/hex always)
- Mud
- Can't make units slower than 6 MP/hex anymore
Global map sites
- City garrisons (and therefore starting armies) can contain monastery units
- Nodes give increased bonus to Cosmos wizards (+2 power per matching sphere)
- Nodes of own sphere now give ↑22 power(was 20)
- Mana piles
- Low: 15-25 mana(was 25-50)
- Normal: 25-40 mana(was 50-75)
- High: 40-70(was 100-150)
- Arena training cost is lowered to 2.5 gold/exp(was 5)
Cities
Quests
- Spirits no longer give quests to raze own or neutral structures
- Spirit of Magic
- can offer research points as a reward
- easy: 100 research
- average: 175 research
- hard: 250 research
- has been made the only spirit that offers mana reward
- can't offer gold reward anymore
- Player-spirit relationship impact on quest levels has been changed (relationship level -> quest levels):
- 1 lvl -> 1 (was 1)
- 2 lvl -> 1, 2 (was 1, 2)
- 3 lvl -> 2, 3 (was 1, 2, 3)
- 4 lvl -> 3 (was 1, 2, 3)
- Spell rewards
- easy: lvl 2 spells (was 2, 3)
- average: lvl 3 spells (was 3,4)
- hard: lvl 4 spells (was 4)
- Gold rewards
- easy: 150..199 (was 150..199)
- average: 250..299 (was 250..299)
- hard: 450..499 (was 350..399)
- Mana rewards
- easy: 75-100 (was 150-199)
- average: 125-150 (was 250-299)
- hard: 175-200 (was 350-399)
- Item rewards
- easy: Rare items (was Common, Rare)
- average: Exceptional items (was Rare, Exceptional)
- hard: no items (was no items)
- Hero level reward
- easy: 2 level-ups (was 1)
- average: 3 level-ups (was 1)
- hard: 4 level-ups (was 1)
- Unit rewards indexes has been changed
- easy: 0-9 (was 10-19)
- average: 10-19 (was 20-29)
- hard: 20-29 (was 30-39)
Building outposts
- Build outpost ability creates outpost with starting population of ↑110(was 35)
- Pioneer costs ↓110 population(was 250)
- Gold costs
- Build outpost ability no longer costs gold (was 200)
- First pioneer costs ↓100 gold(was 150)
- Pioneer gold cost is increased by 50 with every pioneer built by the player
- Only towns and cities can build pioneers
Wizard skills
- Summoner:
- reduces summon upkeep now (-1 mana * unit level)
- Mana bonus ↓10%(was 20%)
- Research bonus ↓10%(was 20%)
- Enchanter: enchantment cost reduction ↑30%(was 20%)
- Explorer: gives +4 MP to any units (was +20%)
- War mage:
- Works with heroes as well as with wizards now
- Atk/Dmg bonus now varies depending on the spell hit count
- 1-hit spells: +3/+2 (was +3/+3)
- 2-hit spells: +2/+1 (was +2/+2)
- 3-hit spells: +1/+0.45 (was +1/+1)
- Spells targeting the whole battlefield: +2/+0.4 (was depending on hit count)
- Spells with radius 3 or higher: bonus is based on hit count, but is lowered by 1 Dmg
- Chain lightning is now proccessed as a 1-hit spell
- Merchant/Bureaucrat
- Merchant now gives +10% bonus to player's total income
- Bureaucrat now enforces -25% penalty on player's total income
- Conqueror: ↑+75% exp(was +50%)
- Pacifist
- Exp mod ↓30%(was 50%)
- prohibits building Shrine of War
- prohibits training units in Arena
- Technophobe prohibits building Shrine of Order
- Skill picks available for wizard customization = 2 (was 1)
Bugs
- Magic catalyst exploit bug has been fixed
- Production resources exploit has been fixed
- Daily HP recovery bug has been fixed
- Rounding error in ranged Atk height bonus calculation has been fixed
- Magical mount bug has been fixed
- Control animal + Willpower bug has been fixed
- Drain will no longer protects from Drain will
- Possess now protects from Possess
- Possessed no longer gives willpower to units with Will drained
- Block + Physical spells bug has been fixed
- Summoner's aura bug has been fixed
- Wizard skills customization bug has been fixed
- HP overflow bug has been fixed
- Recursive ability masking crash has been fixed
- Pixie dust no longer ignores Willpower
- Machines are no longer affected by Vertigo and Leadership
- Getting elemental immunity as a medal upgrade now heals the corresponding elemental status
- City starting population is no longer random
- Combustion + Trapped bug has been fixed
- Spawn larva + unit extraction bug has been fixed
- Secret glade + mountains bug has been fixed
- Spider's curse + Ignition/Fire halo bug has been fixed
- Undead + Swallow whole bug has been fixed
- [Editor] Crops + void bug has been fixed
Random map generator
- Underground is now fully diggable
- Starting army critical bug has been fixed
- Slaver bug has been fixed
- Stone wall can no longer be placed in a starting town instead of temple complex
- Options to disable start in underground / shadow world has been added to the game settings
- Massive wastelands issue has been partially fixed
- Windmills are no longer placed on random maps
- Orcs capital can no longer be placed in the underground
Abilities
- New ability - Dig an adit (has replaced Build watch tower ability)
- Allows to build a new gateway from/to the underground
- Unit is not dying after using ability
- Digging an adit wastes all unit MP
- An adit costs 200 gold
- Consuming abilities (Devour, Swallow whole)
- New formula
\( \rm ConsumeChance =
\begin{cases}
\rm 1, & \rm HP \le Level \\
\rm 1 - \left( 1 - 0.05 \times \left( Level - 1 \right) \right) \times \sqrt{ {HP - Level} \over { 25 - Level } }, & \rm Level < HP \le 25 \\
\rm 0, & \rm 25 < 25
\end{cases}
\)
- HP restoration rate is lowered by 1
- Following abilities affect all ranged attacks (were affecting physical only)
- Mighty meek
- (Un)holy champion
- Dragon slaying
- Feral mount
- blocks the effect of Charge
- enforces -2 Atk penalty on unit attacks (both melee and ranged)
- Vertigo
- -2 Atk penalty now works on ranged attacks as well as on melee
- Def penalty has been added to paralyzing abilities
- Auto-morph abilities
- Draconian growth: always turns unit into Slither
- Metamorphosis: always turns unit into Skimmer
- Snow concealment now hides units on ice as well as on snow
- Liquid form
- Cancels Fire immunity and Fire protection
- Can't be casted on units with Fire halo or Ignition (and vice versa)
- + Water concealment
- + Fire weakness
- Fire halo
- Block
- bonus is increaed with levels now: +2 Def/level
- ↓+2 Def(was +5)
- Pole arm
- Support for leveling up has been added: +2 Atk, +1 Dmg per level
- Cause fear, Energy drain, Entangle strike
- Support for leveling up has been added: +2 Atk/lvl
Magic
- Dispel magic
- Animate dead capabilities have been expanded:
- Hero -> Death knight
- Undead -> Self
- Dragon -> Bone dragon
- Creature of XL size and level 3-4 -> Bone horror
- Blurred | Spirit -> Spectre
- Mounted | Magical mount -> Death knight
- Healing + Magic/Holy/Death/Fire/Lightning/Frost bolts -> Doom priest
- Female -> Vampire
- Block -> Skeleton warrior
- Archery | Crossbow -> Skeleton archer
- Humanoid -> Zombie
- Mud no longer works on units with water walking and floating
- Chain lightning can't attack units of the caster anymore
- Tremors can't attack units of the caster anymore
- Swarm
- doesn't inflict damage anymore
- Duration ↑4(was 3)
- Enchanted weapon's ranged attack bonus is no longer hardcoded
Interface
- Game
- It's no longer possible to shoot a ranged attack or cast a direct spell at a target that is immune to it
- Autosave before TC is saved to a separate file
- Miscellaneous description corrections
- Game displays ability levels correctly
- Skill choice screen has been improved
- Surrender is disabled by default
- 'Multiplayer scenario' has been added to RMG quick settings
- Editor
- Settings higher ability levels is allowed now
- Setting unit level to 0..8 (was 1..4) is allowed
- Units with levels below 1 and above 4 are now available for being put on the map
- Option to disable surrender by default has been added
- Surrender is disabled by default in new maps
- Campaign and combat maps are displayed in the "Open map" dialog now
- Locked campaign maps can be opened now
- Developer menu has been made un-hidden
- Unit description length limit has been removed from the editor (was 1000 characters)
- Settings
- An option to toggle autosave before tactical combat has been added
- Installer
- Symbolic link to save folder has been added to default map folder
- "Root Directory" registry value is added if it doesn't exist yet
Default mod
Global map sites
- Defenders and recruitable units of some sites have been rebalanced
- Recruitment sites
- Gold structures
- Income structure
- Farm
- Water mill
- Furnace
- Nodes
- Life
- Death
- Fire
- Water
- Earth
- Air
- Production resources
- Watch tower
Cities
- Nomads have got a gold bonus instead of crop fields
- outpost: 8 gold
- village: 16 gold
- town: 24 gold
- city: 24 gold
- Shrine of war
- Wizard tower line buildings
- Wizard tower II
- Research bonus ↑+10(was 0)
- Wizard tower III
- Research bonus ↑+15(was 0)
- Library
- Farcaster
- Monastery
- Research races bonus
- outpost: ↑5 research/ ↓0 mana (was 3/2)
- village: ↑10 research/ ↓0 mana(was 5/5)
- town: ↑15 research/ ↓0 mana (was 8/7)
- city: ↑20 research/ ↓0 mana (was 10/10)
- Redistributuon of the level 3 cannons
- Syrons: - Frost cannon, + Repeater ballista
- Undead: - Cannon, + Repeater ballista
- Shadow Demons: - Flame cannon, + Cannon
- Tower builder has been removed
- Drills
- Tunneling drill
- Atk = 0, Dmg = 0, Def = 8, Res = 8, HP = 10, MP = 28
- Block, Cave crawling, Poison immunity, Tunneling, Walking
- Строится в Master's guild
- Level = 3
- Price = 170 gold
Quests
- Infidels and units/spells/items rewards have been rebalanced
Wizard skills
- Skill costs
Constructor |
+4 |
800 |
Explorer |
+4 |
750 |
Peace keeper |
+3 |
600 |
Expander |
+3 |
600 |
Merchant |
+3 |
600 |
Summoner |
+3 |
600 |
Scholar |
+2 |
500 |
Survivalist |
+2 |
500 |
War mage |
+2 |
450 |
Conqueror |
+2 |
350 |
Ecnhanter |
+2 |
300 |
Casting specialist |
+2 |
200 |
Channeler |
+1 |
250 |
Pacifist |
-1 |
|
Anarchist |
-2 |
|
Decadence |
-3 |
|
Bureaucrat |
-4 |
|
Technophobe |
-6 |
|
- Bureacrat: excludes Merchant
- Decadence: excludes Surivalist
Bugs
- Some tactical maps bugs have been fixed
- City
- On one of the maps defender could place a unit on a hex where it was impossible to attack him
- On one of the map enchanted walls were attacking defending units inside the city walls
- All city maps contained a lot of hexes, that were making defending units lose MP when passing through them on the first round of combat
- Life node
- Sometimes defenders were placed on enchanted wall hexes, therefore receiving damage when the battle starts
- Rogue shack
- On one of the maps defenders often were stuck in the vegetations, where they could not be attacked or get away from
- Dragon peek
- On two maps fire was attacking defenders when the battle starts
- Web/Trap + Fire halo bug has been fixed
- Damnation + Death immunity bug has been partially fixed.
- Resurgence of gold Bone dragon
- Bombard: HotspotY = 30 (was 10)
- Gold/Black dragon spell icons have been separated
- Attack SFX volume of some units has been decreased:
Abilities
- Physical ranged attacks
- lv 1
- Fire crossbow: Atk/Dmg ↓16/6(was 16/7)
- Hurl stones: ↓5/↑6 (was 7/5)
- Throw blades: ↑12/2(was 9/2)
- lv 2
- Hurl boulder: ↑11/15(was 11/13)
- Magical ranged attacks
- Magic bolts: Atk/Dmg ↓8/↑5 (was 10/4)
- Holy bolts: ↑9/4(was 8/4)
- Fire bolts: ↑17/↓6(was 16/7)
- Frost bolts: ↑12/↓4(was 10/7)
- Lightning bolts: ↑9/3(was 8/3)
- Venomous spit: ↑13/8(was 12/8)
- Doom gaze: Range ↑Long(was Medium)
- Breaths
- Limited
- Fire breath: Atk/Dmg ↑18/9(was 15/5)
- Divine breath: ↑18/9(was 15/5)
- Black breath: ↑18/7(was 15/5)
- Cold breath: ↑18/6(was 15/5)
- Gas breath: ↑18/7(was 15/5)
- Pixie dust
- Flame throwing / Frost blowing
- can be used from green movement only
- Frost blowing
- Dominate
- Leveling up has been set up for units with abilities:
- Damaging abilities(+2 Atk and + 1 Dmg / level)
- Whirlwind
- Grasp
- Strangle
- Steam
- Self destruct
- Sabotage
- Ram
- 1-hit ranged attacks
- Fire pistol
- Ballista
- Fire cannon
- Fire bolts
- Frost bolts
- Fire crossbow
- Venomous spit
- Hurl boulder
- Hurl firebomb
- Doom gaze
- Throw spear
- Bombard
- All breath attacks
- Non-damaging (+2 Atk/level)
- Web
- Entangle
- Seduce
- Dominate
- Possess
- Trap
- Control animal
- Turn undead
- Drain will
- Taunt
- Dispel magic
- Steal enchantment
- Cause fear
- Energy drain
- Entangle strike
- Passive
- Block
- Swallow whole
- Devour
- Cause fear
- Energy drain
- Entangle strike
- Grasp: Atk/Dmg = 12/10 (was 18/13)
- Zephyr bird: Grasp I (was -2)
- Eagle rider: Grasp II (was -1)
- Roc rider: Grasp IV (was 1)
- Roc claw: Grasp IV (was 1)
Magic
- Cosmos spells redistribution:
- Left in Cosmos sphere (and therefore available for Cosmos wizards only):
- Cosmic spray
- Cosmos mastery
- Enchanted weapon
- Magic fist
- Magic servant
- Power leak
- Moved to Common sphere (and therefore are available for all the wizards regardless of their sphere choice):
- Alter node
- Banish summoned
- Bind summoned
- Call hero
- Disjunction
- Dispel
- Double gravity
- Freedom
- Mighty meek
- Recall hero
- Summoner's aura
- Shadow lock
- Shadow shift
- Shadow walking
- Valid starting spells list has been changed
- Fire
- Hell hound
- Fury
- Blazing comet
- Water
- Lurker
- Water walking
- Venegeful vapor
- Air
- Zephyr bird
- Haste
- Suffocate
- Earth
- Dire boar
- Stone skin
- Stoning
- Life
- Unicorn
- Bless
- Shooting stars
- Death
- Black spider
- Dark gift
- Death ray
- Cosmos
- Enchanted weapon (as well as starting spells of picked spheres of course)
- Combat spells
- Double gravity
- Cosmic spray
- Blazing comet
- Swarm
- Level ↓2(was 3)
- Mana ↑13(was 11)
- Fireball
- Level ↑3(was 2)
- Mana ↓17(was 20)
- Combustion
- Mass confusion
- HellFire
- Vengeful Vapor
- Atk/Dmg ↑19 /↓3(was 15/4)
- Chain lightning
- Deep fissure
- Tremors
- High prayer
- Animate dead
- Mana ↑15(was 10)
- Level ↑3(was 2)
- Turn undead
- Atk/Dmg ↓15/10(was 15/12)
- Sacred wrath
- Atk/Dmg ↑15 /↓5(was 14/6)
- Mana ↓30(was 32)
- Enchantments
- Liquid form
- Mana/Upkeep ↓15/6(was 20/7)
- Research = 120(was 170)
- Water walking/Free movement balancing
- Water walking
- Mana/Upkeep ↓10/3(was 15/4)
- Research = 70(was 80)
- Free movement
- Mana/Upkeep ↑10/4(was 10/2)
- Research = 80(was 70)
- Seeker
- Atk/Dmg ↑2/1(was 2/0)
- Mana/Upkeep ↓15/4(was 20/4)
- Wind walking
- Mana/Upkeep ↓20/6(was 40/6)
- Concealment
- Mana/Upkeep ↓10/2(was 15/6)
- Research = 50(was 100)
- Static shield
- Global spells
- Cosmos mastery is now available for Cosmos wizards
- Level 4 storms
- Lightning storm: Atk/Dmg = 20/12 (was 20/12)
- Fire storm: ↑20/12(was 18/12), Research ↑250(was 220)
- Ice storm: ↑20/11(was 18/11)
- Divine storm: ↑20/11(was 18/11)
- Death storm: ↑20/9(was 18/8)
- Earth spells redistribution
- Raise terrain: has been enabled
- Level = 3
- Research = 200
- Mana = 100
- Level terrain: has been enabled
- Level = 3
- Research = 200
- Mana = 50
- Earth awareness
- Air spells redistribution
- Tornado
- Watcher
- Level ↓3(was 4)
- Research ↓300(was 400)
- Haste domain
- Domain spells balancing
- Darkland
- Mana/Upkeep ↓100/15(was 100/20)
- Poison domain
- Mana/Upkeep ↑170/25(was 120/25)
- Haste domain
- Mana/Upkeep ↑170/20(was 120/20)
- Fire domain
- Mana/Upkeep ↑170/10(was 120/10)
- Wetland
- Mana/Upkeep ↓80/10(was 150/15)
- Research ↓100(was 250)
- Wildfire: Radius ↑2(was 1)
- Ice age
- Mana/Upkeep ↓100/20(was 150/20)
- Animate ruins
- Anarchy has been returned back
Units
- + Snow wanderer
- frostling heros
- Mammoth rider
- Yeti
- Doom wolf
- frostling rebuilder
- offered to Ranger heroes as an upgrade
- + Snow wanderer II
- Snowscraper
- Raider
- Shard thrower
- Wolf raider
- Frost witch
- Frostling shaman
- Frost cannon
- + Forestry II
- all elves, except Scout, Iron maiden and Fairy dragon
- all hobbits except Pioneer and Great eagle
- Dwarves and mountaineering:
- Axeman, Crossbowman, Berserker, Engineer, Cleric, Runemaster
- (base/silver/gold) Mountaineering V / V / VI(was II / IV / VI)
- Boar rider, Mole, Steam tank
- (base/silver/gold) Mountaineering III / IV / VI(was II / IV / VI)
- Tunneling units
- Mole
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Spiderqueen
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Bug beetle
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Tunneling drill
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Earth elemental
- (base/silver) Tunneling V / VI
- (silver) + Dig an adit
- Physical protection units
- Shade
- Spectre
- Spirit
- Northern glow
- Air elemental
- Water elemental
- (silver) + Magic protection
- Block units
- All level 1 swordsmen
- Knight
- Giant warrior
- All machines with Block
- + Block II
- no Block leveling up
- All heroes with Block
- Pole arm units
- Level 1 spearmen
- (base/silver/gold) Pole arm III / IV / V
- Halberdier, Night guard, Impaler
- Charger, Butcher
- (base/silver/gold) Pole arm I / II/ III
- Special level 1-2 units
- Shredder: MP ↑28(was 24)
- Firecat: MP ↑28(was 24)
- Militia: MP ↑28(was 24)
- Spellbinder: MP ↑28(was 24)
- Snowscraper: MP ↑24(was 21)
- Magic servant: MP ↑28(was 24)
- Black spider: MP ↑28(was 24)
- All priests: MP ↑28(was 24)
- Magic shooters
- + Marksmanship
- Magic servant
- All priests
- (base/silver/gold) Marksmanship I / II / III
- Mystic
- Shadow runner
- Shaman
- Elder
- Level 4 breath units
- Red dragon
- - Marksmanship
- Fire breath II(was I)
- Glutton
- Bone dragon
- Ice dragon
- Phoenix
- Gold dragon
- Black dragon
- Fairy dragon
- + Cause fear II
- Red dragon
- Dread reaper
- Ice dragon
- Chaos lord
- Gold dragon
- Black dragon
- Lord
- Pioneers
- Base
- MP ↑40(was 28)
- Level ↓1(was 2)
- - Rebuild structure
- requires Builders' hall (was Siege workshop)
- + Cave crawling, + Night vision
- Draconians
- Dwarves
- Dark elves
- Goblins
- + Forestry
- Rebuilder racial features
- + Cave crawling, + Night vision
- Draconians
- Dwarves
- Dark elves
- Goblins
- + Cave crawling, + Night vision, + Mountaineering II
- + Forestry
- Lv1 swordsmen, Knight
- Fire halo units
- Draconian shaman
- (gold) - Fire halo
- (gold) + Ignition
- Tigran priest
- (gold) - Fire halo
- (gold) + Ignition
- Titan
- (gold) - Fire halo
- (gold) + Ignition
- All undead units, Bone dragon
- Summons' gold price
- level 1..3: Mana cost * 1
- level 4: Mana cost * 1.5
- Humanoid/Creature classification
- Creatures (were humanoids)
- Spawn*
- Hunter*
- Spiderqueen*
- Humanoids (were creatures)
- Wyvern rider*
- Roc rider*
- Minotaur
- Miscellanious balancing
- Humans
- Knight
- Herbalist
- (silver) - Control animal
- (silver) + Entangle(was at gold)
- Tigrans
- Beholder
- HP ↓17(was 18)
- Def ↓8(was 9)
- (gold) + Magic relay
- Sphinx
- Draconians
- All draconians with Cold weakness
- (base/silver) + Fire protection / + Fire immunity
- Hatchling
- + Swimming
- HP ↓8(was 10)
- Price ↑35 gold(was 25)
- Charger
- Price ↑50 gold(was 35)
- Def ↓6(was 7)
- Flamer
- - Fire breath
- + Flame throwing
- - Fire strike
- (silver) + Fire strike
- (gold) - Fury
- Slither
- Draconian shaman
- + Night vision
- + Cave crawling
- Flyer
- - Magic strike
- + Fire strike
- Frostlings
- Mammoth rider
- Doom wolf
- - Cold breath
- + Frost blowing
- - Marksmanship
- Nomads
- Elves
- (silver) + Haste(was at gold)
- (gold) + Grass concealment
- Nymph
- Iron maiden
- Alignment = good (was pure good)
- Treeman
- Fairy dragon
- Halflings
- Rogue
- Sheriff
- Res ↑12(was 10)
- - Marksmanship I
- Fire pistol II(was I)
- - Willpower
- Price ↑130 gold(was 120)
- Leprechaun
- MP ↑32(was 28)
- Level ↓1(was 4)
- + Mighty meek
- Dwarves
- Berserker
- Dmg ↓4(was 6)
- - Willpower
- + Fury
- Mole
- + Charge(was at gold)
- Price ↓140 gold(was 150)
- Gargoyle
- - Dispel magic
- (silver) + Dispel magic
- (gold) - Physical protection
- Price ↑150 gold(was 120)
- Archons
- Paladin
- High priest
- (gold) - Resurrect
- (gold) + Path of life
- Pegasus rider
- + Magical mount(was at silver)
- Charioteer
- (base/silver/gold) Marksmanship II / III / IV(was I / II / III)
- (silver) - Magical mount
- Price ↓160 gold(was 170)
- Saint
- Syrons
- Prospector
- Spellbinder
- Steal enchantment III(was I)
- Rider
- + Magical mount(was at gold)
- Changeling
- Shadow runner
- Astral sprite
- (silver) + Blessed(was at gold)
- Dark Elves
- Warrior
- Bladedancer
- Price ↓80 gold(was 100)*
- (gold) - Seduce
- (gold) + Extra strike
- Shade
- Def ↓8 (was 10)
- Res ↓8(was 10)
- - Trail of darkness
- (silver) + Underground concealment
- (gold) - Path of decay
- (gold) + Blurred
- Spiderqueen
- (base/silver/gold) Leadership I / II / III(was - / I / II)
- - Death protection
- Web II(was I)
- Succubus
- Incarnate
- Orcs
- Shaman
- MP ↑32(was 28)
- (gold) + Willpower
- Warlord
- (base/silver/gold) Leadership I / II / III(was - / I / II)
- Def ↓12(was 13)
- Doom bats
- Glutton
- Atk ↓16(was 17)
- MP ↑32(was 28)
- - Taunt
- Swallow whole III
- (base/gold) - Death protection, - Death immunity
- (silver/gold) - Leadership
- Goblins
- Undead
- Zombie
- Archer
- (gold) - Regeneration
- (gold) + Resurgence
- Spectre
- Necromancer
- Dread reaper
- Shadow Demons
- Skimmer
- (base/silver/gold) Vision ↓I/ II / III (was II / II / III)
- Price ↓90 gold(was 110)
- Brain
- + Willpower
- Price ↓150 gold(was 170)
- Lord
- Summoned
- Fire
- Efreet
- Atk ↓10(was 11)
- Def ↓8(was 10)
- Res ↓8(was 9)
- HP ↓15(was 16)
- (gold) - Flying
- (gold) + Seeker
- Price ↑80 mana(was 70)
- Phoenix
- + Fire strike (was at silver)
- - Magic strike
- (silver) + Magic strike
- Water
- Water dancer
- + Poison strike
- (silver) + Taunt
- Great wyrm
- Air
- Zephyr bird
- Northern glow
- (gold) - Flying
- (gold) + Blurred
- Air elemental
- Def ↓8(was 10)
- Res ↓10(was 12)
- Ice dragon
- Earth
- Dire boar
- Earth elemental
- + Underground concealment
- + Night vision
- Basilisk
- + Night vision
- Doom gaze II(was I)
- Life
- Fairy
- HP ↓10(was 11)
- + Pixie dust
- (silver) - Healing
- Death
- Bone dragon
- - Life stealing
- Black breath I (was II)
- Price ↓155 mana(was 170)
- Cosmos
- Magic servant
- Level ↑2(was 1)
- Price ↑60 mana(was 50)
- Secret
- Chaos spawn
- (gold) + Morph (Chaos lord)
- Level ↑3(was 2)
- Other units
- Wolf
- (gold) + Morph (Doom wolf)
- Level ↑3(was 1)
- Price ↑50 gold(was 15)
- MP ↑50(was 35)
- Dragon hatchling
- Flame cannon
- (base/silver/gold) Flame throwing II / III / IV
- (base/silver/gold) + Fire bolts III / IV / V
- Frost cannon
- HP ↓17(was 20)
- (base/silver/gold) Frost blowing II / III / IV
- (base/silver/gold) + Frost bolts III / IV / V
- Caravan
- Pioneer
- Drill
- - Tunneling
- - Cave crawling
- MP ↑28(was 27)
- Price ↑80 gold(was 50)
- Has been renamed to Wallcrushing drill
- Baloon
- Dire penguin
- (base/silver) + Snow wanderer I / II
- uPatch units
- All archers
- Polar bear, Snow troll
- (base/silver) + Snow wanderer I / II
- Northerling axeman, Infantry
- Gladiator
- Halberdier
- Dwarven veteran
- Satyr
- Lizard shaman
- Green dragon
- Ghost dragon
- - Marksmanship
- Black breath I / II / III
- (gold) + Resurgence
Items
- Some items availability have been changed to match quest reward levels
- All shields with Block
- Halfling pipe
- Vine whip
- Ring of nature
- Bone shield
- Roc claw
- Item type = Attack (was Item)
- Chicken shield
- Availability = Exceptional (was Common)
- Drake wand, Dwarven flamer, Golden rod, Dark rod
- - Marksmanship II
- Availability = Exceptional(was Rare / Common)
- Beholder's eye
- - Marksmanship II
- Doom gaze II(was I)
1.5.4 (November 24, 2011)combine
Patch
Bugs
- Oily skin / Taunted / Fire weakness bug has been fixed
- Drain will no longer protects from Drain will
- Possess now protects from Possess
- Possessed no longer gives willpower to units with Will drained
- Rounding error in ranged Atk height bonus calculation has been fixed
- Getting elemental immunity as a medal upgrade now heals the corresponding elemental status
- Undead + Swallow whole bug has been fixed
- [Editor] Crops + void bug has been fixed
Abilities
- Snow concealment now hides units on ice as well as on snow
Interface
- Installer creates "Root Directory" registry value if it doesn't exist
- Corrected some descriptions and log errors
Default mod
Magic
Units
- All undead units, Bone dragon
1.5.3 (October 10, 2011)
Patch
Bugs
- Banish summoned crash has been fixed
Default mod
Units
- Frostlings
- Nomads
- Horse archer
- (base/silver/gold) Marksmanship I / II / III(was 0 / I / II)
- Elves
- Halflings
- Rogue
- Leprechaun
- MP ↑32(was 28)
- Level ↓1(was 4)
- + Mighty meek
- Dwarves
- Dwarven Axeman, Crossbowman, Berserker, Engineer, Cleric, Runemaster
- (base/silver/gold) Mountaineering V / V / VI(was II / IV / VI)
- Boar rider, Mole, Steam tank
- (base/silver/gold) Mountaineering III / IV / VI(was II / IV / VI)
- Berserker
- Dmg ↓4(was 6)
- - Willpower
- + Fury
- Syrons
- Summons
- Other
- Wolf, Dragon hatchling, Chaos spawn
1.5.2(September 12, 2011)
Patch
Global
- Battle spells can't be pre-casted on the global map anymore
- Ability masking now affects:
- Attack, Damage, Defense and Resistance
- Immunities, Protections, Weaknesses
- Terrain permissions
- Masked abilities have been made highlighted in ability list
Terrains and movement
- Snow, Ice, Swamp
- Haste
- Reduces MP cost by [1/3] (to as low as 3 MP/hex) (was 1 MP/hex always)
- Mud
- Can't make units slower than 6 MP/hex anymore
Global map sites
- Nodes of own sphere now give ↑22 power(was 20)
Wizard skills
- War mage
- 1-hit spells: +3/+2 (was +3/+3)
- 2-hit spells: +2/+1 (was +2/+2)
- 3-hit spells: +1/+0.45 (was +1/+1)
- Spells targeting the whole battlefield: +2/+0.4 (was depending on hit count)
- Spells with radius 3 or higher: bonus is based on hit count, but is lowered by 1 Dmg
- Chain lightning is now proccessed as a 1-hit spell
Bugs
- Wizard skills customization bug has been fixed
- Pioneer price exploit has been fixed
- Pixie dust no longer ignores Willpower
- Secret glade + mountains bug has been fixed
- Summoner's aura bug has been fixed
- Production resources exploit has been fixed
- Combustion + Trapped bug has been fixed
- Block + Physical spells bug has been fixed
- HP overflow bug has been fixed
- Editor: wizard customize bug has been fixed
- Recursive ability masking crash has been fixed
Random map generator
- Massive wastelands issue has been partially fixed
- Options to disable start in underground / shadow world has been added to the game settings
Abilities
- Pole arm bonus now is increased with levels: +2 Atk, +1 Dmg per level
- Liquid form
- Cancels Fire immunity and Fire protection
- Can't be casted on units with Fire halo or Ignition (and vice versa)
Magic
- Dispel magic now works in combat in the same way as on the global map
- Enchanted weapon's ranged attack bonus is no longer hardcoded
- Chain lightning can't attack units of the caster anymore
- Swarm doesn't inflict damage anymore
Interface
- Game
- It's no longer possible to shoot a ranged attack or cast a direct spell at a target that is immune to it
- Autosave before TC is saved to a separate file
- Miscellaneous description corrections
- Editor
- Setting higher levels of some abilities is allowed:
- Leadership: 1..4
- Marksmanship: 1..20
- Vision: 1..20
- Setting unit level to 0..8 (was 1..4) is allowed
- Units with levels below 1 and above 4 are now available for being put on the map
- Option to disable surrender by default has been added
- Surrender is disabled by default in new maps
- Campaign and combat maps are displayed in the "Open map" dialog now
- Locked campaign maps can be opened now
- Developer menu has been made un-hidden
Default mod
Global map sites
- Wolves have been removed from all the garrisons
Magic
- Enchantments
- Seeker
- Atk/Dmg ↑2/1(was 2/0)
- Mana/Upkeep ↓15/4(was 20/4)
- Combat
- Chain lightning
- Blazing comet
- Combustion
- Swarm
- Deep fissure
- Fireball
- Cosmic spray
- Tremors
- Sacred wrath
- Atk/Dmg ↑15 /↓5(was 14/6)
- HellFire
Units
- Pole arm units
- Level 1 spearmen
- (base/silver/gold) Pole arm III / IV / V
- Halberdier, Night guard, Impaler
- Charger, Butcher
- (base/silver/gold) Pole arm I / II/ III
- Fire halo units
- Draconian shaman
- (gold) - Fire halo
- (gold) + Ignition
- Tigran priest
- (gold) - Fire halo
- (gold) + Ignition
- Titan
- (gold) - Fire halo
- (gold) + Ignition
- Rebuilder racial features
- + Cave crawling, + Night vision
- Draconians
- Dwarves
- Dark elves
- Goblins
- + Cave crawling, + Night vision, + Mountaineering II
- + Forestry
- Miscellanious balancing
- Herbalist
- (gold) + Entangle II(was I)
- Draconian shaman
- Zephyr bird
- Flame cannon
- - Marksmanship
- (base/silver/gold) Flame throwing II / III / IV
- (base/silver/gold) + Fire bolts III / IV / V
- Frost cannon
- - Marksmanship
- HP ↓17(was 20)
- (base/silver/gold) Frost blowing II / III / IV
- (base/silver/gold) + Frost bolts III / IV / V
- Dire penguin
- (base/silver) + Snow wanderer I / II
- uPatch units
- All archers
- Polar bear, Snow troll
- (base/silver) + Snow wanderer I / II
- Northerling axeman, Infantry
- Gladiator
- Halberdier
- Dwarven veteran
- Satyr
- Lizard shaman
- Green dragon
- Ghost dragon
- - Marksmanship
- Black breath I / II / III
- (gold) + Resurgence
1.5.1(May 15, 2011)
Patch
Wizard skills
- Summoner
- Mana bonus ↓10%(was 20%)
- Research bonus ↓10%(was 20%)
- Summon pop up chance mod ↓175%(was 225%)
- Pacifist
Default mod
Wizard skills
- Summoner
- ↑+3 (was +2)
- Research ↑600(was 450)
- Survivalist
- ↓+2(was +3)
- Research ↓500(was 600)
- Peace keeper
Cities
- Mana races bonus
- outpost: ↓5 mana(was 10)
- village: ↓10 mana(was 20)
- town: ↓15 mana(was 30)
- city: ↓20 mana(was 40)
- Wizard tower II
- Research bonus ↓+10(was +15)
Magic
- Mighty meek
- Has been moved to Common (was Cosmos)
Units
- Ranger heroes
- can get Snow wanderer as an upgrade
- Glade runner
- - Mountaineering
- - Cave crawling
- + Free movement
1.5.0(May 2, 2011)
Patch
Global
Spellbook
- Research progress is no longer reset on switching to another spell or skill
- New Cosmos mechanics
- Cosmos spells have been made available for Cosmos wizards only
- New sphere - "Common" - has been added. Spells of this sphere are available for all the wizards regardless of their sphere choice.
- Spell research limits have been changed:
- Specialist wizard can learn all spells of his sphere (was 5 of each level)
- 4 sphere picks allow to learn 6 lv1 spells (was 5)
- Spellbook random manipulation
- The chance of getting a spell now increases depending on how many sphere picks Wizard has for the spell's sphere.
- 0 (Cosmos/Common spells) - x2.0
- 1 - x1.6
- 2 - x2.0
- 3 - x2.91
- 4 - x4.0
- 5 - x4.0
- 6 - x4.0
- Following wizard skills affect chances of getting corresponding classes of spells:
- Enchanter: +200% chance to get enchantments
- Summoner: +125% chance to get summon spells
- War mage: +125% chance to get battle spells
- Unused research convertion rate is lowered to 30% (was 100%)
- Chance of getting level 4 spells has been increased
Terrains and movement
- New slowing down effects of terrains
- Snow: move cost ↑6 MP/hex(was 4)
- Ice: move cost ↑6 MP/hex(was 4)
- Swamp: move cost ↑6 MP/hex(was 4)
- New movement abilities effects
- Following abilities disable movement penalty of swamp (making units spend 4 MP per hex):
- Swimming
- Water walking
- Liquid form
- New ability - Snow wanderer - increases movement speed on snow and ice
- Level 1: 4 MP/hex
- Level 2: 3 MP/hex
- Free movement
- 4 MP/hex on swamp, snow and ice
- Level upgrades for movement abilities
- Forestry II
- 3 MP/hex through vegetations
- Mountaineering II-VI
- Tunneling II-VI
- Haste can't drop movement cost lower than 3 MP/hex
Global map sites
- City garrisons (and therefore starting armies) can contain monastery units
- Nodes give increased bonus to Cosmos wizards (+2 power per matching sphere)
- Mana piles
- Low: 15-25 mana(was 25-50)
- Normal: 25-40 mana(was 50-75)
- High: 40-70(was 100-150)
- Arena training cost is lowered to 2.5 gold/exp(was 5)
Cities
Quests
- Spirits no longer give quests to raze own or neutral structures
- Spirit of Magic
- can offer research points as a reward
- easy: 100 research
- average: 175 research
- hard: 250 research
- has been made the only spirit that offers mana reward
- can't offer gold reward anymore
- Player-spirit relationship impact on quest levels has been changed (relationship level -> quest levels):
- 1 lvl -> 1 (was 1)
- 2 lvl -> 1, 2 (was 1, 2)
- 3 lvl -> 2, 3 (was 1, 2, 3)
- 4 lvl -> 3 (was 1, 2, 3)
- Spell rewards
- easy: lvl 2 spells (was 2, 3)
- average: lvl 3 spells (was 3,4)
- hard: lvl 4 spells (was 4)
- Gold rewards
- easy: 150..199 (was 150..199)
- average: 250..299 (was 250..299)
- hard: 450..499 (was 350..399)
- Mana rewards
- easy: 75-100 (was 150-199)
- average: 125-150 (was 250-299)
- hard: 175-200 (was 350-399)
- Item rewards
- easy: Rare items (was Common, Rare)
- average: Exceptional items (was Rare, Exceptional)
- hard: no items (was no items)
- Hero level reward
- easy: 2 level-ups (was 1)
- average: 3 level-ups (was 1)
- hard: 4 level-ups (was 1)
- Unit rewards indexes has been changed
- easy: 0-9 (was 10-19)
- average: 10-19 (was 20-29)
- hard: 20-29 (was 30-39)
Building outposts
- Build outpost ability creates outpost with starting population of ↑110(was 35)
- Pioneer costs ↓110 population(was 250)
- Gold costs
- Build outpost ability no longer costs gold (was 200)
- First pioneer costs ↓100 gold(was 150)
- Pioneer gold cost is increased by 50 with every pioneer built by the player
- Only towns and cities can build pioneers
Wizard skills
- Summoner: reduces summon upkeep (-1 mana * unit level)
- Enchanter: enchantment cost reduction ↑30%(was 20%)
- Explorer: gives +4 MP to any units (was +20%)
- War mage:
- Works with heroes as well as with wizards now
- Atk/Dmg bonus now depends on shot count of a spell
- 1 hit: +3/+3
- 2 hits: +2/+2
- 3+ hits: +1/+1
- Merchant/Bureaucrat
- Merchant now gives +10% bonus to player's total income
- Bureaucrat now enforces -25% penalty on player's total income
- Conqueror: ↑+75% exp(was +50%)
- Pacifist
- prohibits units to gain exp (was -50% penalty)
- prohibits building Shrine of War
- prohibits training units in Arena
- Technophobe prohibits building Shrine of Order
- Skill picks available for wizard customization = 2 (was 1)
Bugs
- Magic catalyst exploit bug has been fixed
- Daily HP recovery bug has been fixed
- Magical mount bug has been fixed
- Control animal + Willpower bug has been fixed
- Machines are no longer affected by Vertigo and Leadership
- City starting population is no longer random
- Spawn larva + unit extraction bug has been fixed
- Spider's curse + Ignition/Fire halo bug has been fixed
Random map generator
- Underground is now fully diggable
- Starting army critical bug has been fixed
- Slaver bug has been fixed
- Stone wall can no longer be placed in a starting town instead of temple complex
- Windmills are no longer placed on random maps
- Orcs capital can no longer be placed in the underground
Abilities
- New ability - Dig an adit (has replaced Build watch tower ability)
- Allows to build a new gateway from/to the underground
- Unit is not dying after using ability
- Digging an adit wastes all unit MP
- An adit costs 200 gold
- Consuming abilities (Devour, Swallow whole)
- New formula
\( \rm ConsumeChance =
\begin{cases}
\rm 1, & \rm HP \le Level \\
\rm 1 - \left( 1 - 0.05 \times \left( Level - 1 \right) \right) \times \sqrt{ {HP - Level} \over { 25 - Level } }, & \rm Level < HP \le 25 \\
\rm 0, & \rm 25 < 25
\end{cases}
\)
- HP restoration rate is lowered by 1
- Following abilities affect all ranged attacks (were affecting physical only)
- Mighty meek
- (Un)holy champion
- Dragon slaying
- Feral mount
- blocks the effect of Charge
- enforces -2 Atk penalty on unit attacks (both melee and ranged)
- Vertigo
- -2 Atk penalty now works on ranged attacks as well as on melee
- Def penalty has been added to paralyzing abilities
- Auto-morph abilities
- Draconian growth: always turns unit into Slither
- Metamorphosis: always turns unit into Skimmer
- Block
- Def bonus now increases with ability level: +2 Def/level
- ↓+2 Def(was +5)
- Cause fear, Energy drain, Entangle strike
- Support for leveling up has been added: +2 Atk/lvl
Magic
- Dispel magic
- Animate dead capabilities have been expanded:
- Hero -> Death knight
- Undead -> Self
- Dragon -> Bone dragon
- Creature of XL size and level 3-4 -> Bone horror
- Blurred | Spirit -> Spectre
- Mounted | Magical mount -> Death knight
- Healing + Magic/Holy/Death/Fire/Lightning/Frost bolts -> Doom priest
- Female -> Vampire
- Block -> Skeleton warrior
- Archery | Crossbow -> Skeleton archer
- Humanoid -> Zombie
- Mud no longer works on units with water walking and floating
- Tremors attacks only enemy's units
- Liquid form
- + Water concealment
- + Fire weakness
- Fire halo
Interface
- An option to toggle autosave before tactical combat has been added to AoW - MP Evolution settings.exe
- Game displays ability levels correctly
- Skill choice screen has been improved
- Surrender is disabled by default
- 'Multiplayer scenario' has been added to RMG quick settings
- Symbolic link to save folder has been added to default map folder
- Ability levels can be changed in the editor now
- Unit description length limit was removed from the editor (was 1000 characters)
Default mod
Global map sites
- Defenders and recruitable units of some sites have been rebalanced
- Recruitment sites
- Gold structures
- Income structure
- Farm
- Water mill
- Furnace
- Nodes
- Life
- Death
- Fire
- Water
- Earth
- Air
- Production resources
- Watch tower
Cities
- Nomads have got a gold bonus instead of crop fields
- outpost: 8 gold
- village: 16 gold
- town: 24 gold
- city: 24 gold
- Shrine of war
- Wizard tower line buildings
- Wizard tower II
- Research bonus ↑+15(was 0)
- Wizard tower III
- Research bonus ↑+15(was 0)
- Library
- Farcaster
- Monastery
- Mana races bonus
- outpost: ↑10 mana(was 5)
- village: ↑20 mana(was 10)
- town: ↑30 mana(was 15)
- city: ↑40 mana(was 20)
- Research races bonus
- outpost: ↑5 research/ ↓0 mana (was 3/2)
- village: ↑10 research/ ↓0 mana(was 5/5)
- town: ↑15 research/ ↓0 mana (was 8/7)
- city: ↑20 research/ ↓0 mana (was 10/10)
- Redistributuon of the level 3 cannons
- Syrons: - Frost cannon, + Repeater ballista
- Undead: - Cannon, + Repeater ballista
- Shadow Demons: - Flame cannon, + Cannon
- Tower builder has been removed
- Drills
- Tunneling drill
- Atk = 0, Dmg = 0, Def = 8, Res = 8, HP = 10, MP = 28
- Block, Cave crawling, Poison immunity, Tunneling, Walking
- Строится в Master's guild
- Level = 3
- Price = 170 gold
Quests
- Infidels and units/spells/items rewards have been rebalanced
Wizard skills
- Skill costs
Constructor |
+4 |
800 |
Explorer |
+4 |
750 |
Peace keeper |
+3 |
650 |
Expander |
+3 |
600 |
Merchant |
+3 |
600 |
Survivalist |
+3 |
600 |
Scholar |
+2 |
500 |
Summoner |
+2 |
450 |
War mage |
+2 |
450 |
Conqueror |
+2 |
350 |
Ecnhanter |
+2 |
300 |
Casting specialist |
+2 |
200 |
Channeler |
+1 |
250 |
Pacifist |
-1 |
|
Anarchist |
-2 |
|
Decadence |
-3 |
|
Bureaucrat |
-4 |
|
Technophobe |
-6 |
|
- Bureacrat: excludes Merchant
- Decadence: excludes Surivalist
Bugs
- Some tactical maps bugs have been fixed
- City
- On one of the maps defender could place a unit on a hex where it was impossible to attack him
- On one of the map enchanted walls were attacking defending units inside the city walls
- All city maps contained a lot of hexes, that were making defending units lose MP when passing through them on the first round of combat
- Life node
- Sometimes defenders were placed on enchanted wall hexes, therefore receiving damage when the battle starts
- Rogue shack
- On one of the maps defenders often were stuck in the vegetations, where they could not be attacked or get away from
- Dragon peek
- On two maps fire was attacking defenders when the battle starts
- Web/Trap + Fire halo bug has been fixed
- Damnation + Death immunity bug has been partially fixed.
- Resurgence of gold Bone dragon
- Bombard: HotspotY = 30 (was 10)
- Gold/Black dragon spell icons have been separated
- Attack SFX volume of some units has been decreased:
Abilities
- Physical ranged attacks
- lv 1
- Fire crossbow: Atk/Dmg ↓16/6(was 16/7)
- Hurl stones: ↓5/↑6 (was 7/5)
- Throw blades: ↑12/2(was 9/2)
- lv 2
- Hurl boulder: ↑11/15(was 11/13)
- Magical ranged attacks
- Magic bolts: Atk/Dmg ↓8/↑5 (was 10/4)
- Holy bolts: ↑9/4(was 8/4)
- Fire bolts: ↑17/↓6(was 16/7)
- Frost bolts: ↑12/↓4(was 10/7)
- Lightning bolts: ↑9/3(was 8/3)
- Venomous spit: ↑13/8(was 12/8)
- Doom gaze: Range ↑Long(was Medium)
- Breaths
- Limited
- Fire breath: Atk/Dmg ↑18/9(was 15/5)
- Divine breath: ↑18/9(was 15/5)
- Black breath: ↑18/7(was 15/5)
- Cold breath: ↑18/6(was 15/5)
- Gas breath: ↑18/7(was 15/5)
- Pixie dust
- Flame throwing / Frost blowing
- can be used from green movement only
- Frost blowing
- Dominate
- Leveling up has been set up for units with abilities:
- Damaging abilities(+2 Atk and + 1 Dmg / level)
- Whirlwind
- Grasp
- Strangle
- Steam
- Self destruct
- Sabotage
- Ram
- 1-hit ranged attacks
- Fire pistol
- Ballista
- Fire cannon
- Fire bolts
- Frost bolts
- Fire crossbow
- Venomous spit
- Hurl boulder
- Hurl firebomb
- Doom gaze
- Throw spear
- Bombard
- All breath attacks
- Non-damaging (+2 Atk/level)
- Web
- Entangle
- Seduce
- Dominate
- Possess
- Trap
- Control animal
- Turn undead
- Drain will
- Taunt
- Dispel magic
- Steal enchantment
- Cause fear
- Energy drain
- Entangle strike
- Passive
- Block
- Swallow whole
- Devour
- Cause fear
- Energy drain
- Entangle strike
- Grasp: Atk/Dmg = 12/10 (was 18/13)
- Zephyr bird: Grasp I (was -2)
- Eagle rider: Grasp II (was -1)
- Roc rider: Grasp IV (was 1)
- Roc claw: Grasp IV (was 1)
Magic
- Cosmos spells redistribution:
- Left in Cosmos sphere (and therefore available for Cosmos wizards only):
- Cosmic spray
- Cosmos mastery
- Enchanted weapon
- Magic fist
- Magic servant
- Mighty meek
- Power leak
- Moved to Common sphere (and therefore are available for all the wizards regardless of their sphere choice):
- Alter node
- Banish summoned
- Bind summoned
- Call hero
- Disjunction
- Dispel
- Double gravity
- Freedom
- Recall hero
- Summoner's aura
- Shadow lock
- Shadow shift
- Shadow walking
- Valid starting spells list has been changed
- Fire
- Hell hound
- Fury
- Blazing comet
- Water
- Lurker
- Water walking
- Venegeful vapor
- Air
- Zephyr bird
- Haste
- Suffocate
- Earth
- Dire boar
- Stone skin
- Stoning
- Life
- Unicorn
- Bless
- Shooting stars
- Death
- Black spider
- Dark gift
- Death ray
- Cosmos
- Enchanted weapon (as well as starting spells of picked spheres of course)
- Battle spells
- Animate dead
- Mana ↑15(was 10)
- Level ↑3(was 2)
- Tremors
- Double gravity
- Swarm
- Fireball
- High prayer
- Sacred wrath
- Mass confusion
- Turn undead
- Atk/Dmg ↓15/10(was 15/12)
- Vengeful Vapor
- Atk/Dmg ↑19 /↓3(was 15/4)
- Enchantments
- Liquid form
- Mana/Upkeep ↓15/6(was 20/7)
- Research = 120(was 170)
- Water walking/Free movement balancing
- Water walking
- Mana/Upkeep ↓10/3(was 15/4)
- Research = 70(was 80)
- Free movement
- Mana/Upkeep ↑10/4(was 10/2)
- Research = 80(was 70)
- Wind walking
- Mana/Upkeep ↓20/6(was 40/6)
- Concealment
- Mana/Upkeep ↓10/2(was 15/6)
- Research = 50(was 100)
- Static shield
- Global spells
- Cosmos mastery is now available for Cosmos wizards
- Level 4 storms
- Lightning storm: Atk/Dmg = 20/12 (was 20/12)
- Fire storm: ↑20/12(was 18/12), Research ↑250(was 220)
- Ice storm: ↑20/11(was 18/11)
- Divine storm: ↑20/11(was 18/11)
- Death storm: ↑20/9(was 18/8)
- Earth spells redistribution
- Raise terrain: has been enabled
- Level = 3
- Research = 200
- Mana = 100
- Level terrain: has been enabled
- Level = 3
- Research = 200
- Mana = 50
- Earth awareness
- Air spells redistribution
- Tornado
- Watcher
- Level ↓3(was 4)
- Research ↓300(was 400)
- Haste domain
- Domain spells balancing
- Darkland
- Mana/Upkeep ↓100/15(was 100/20)
- Poison domain
- Mana/Upkeep ↑170/25(was 120/25)
- Haste domain
- Mana/Upkeep ↑170/20(was 120/20)
- Fire domain
- Mana/Upkeep ↑170/10(was 120/10)
- Wetland
- Mana/Upkeep ↓80/10(was 150/15)
- Research ↓100(was 250)
- Wildfire: Radius ↑2(was 1)
- Ice age
- Mana/Upkeep ↓100/20(was 150/20)
- Animate ruins
- Anarchy has been returned back
Units
- + Snow wanderer
- frostling heros
- Mammoth rider
- Yeti
- Doom wolf
- + Snow wanderer II
- Snowscraper
- Raider
- Shard thrower
- Wolf raider
- Frost witch
- Frostling shaman
- Frost cannon
- + Forestry II
- all elves, except Scout, Iron maiden and Fairy dragon
- all hobbits except Pioneer and Great eagle
- all dwarves (except Gargoyle)
- (base/silver/gold) Mountaineering II / IV / VI
- Tunneling units
- Mole
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Spiderqueen
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Bug beetle
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Tunneling drill
- (base/silver/gold) Tunneling IV / V / VI
- (silver) + Dig an adit
- Earth elemental
- (base/silver) Tunneling V / VI
- (silver) + Dig an adit
- Physical protection units
- Shade
- Spectre
- Spirit
- Northern glow
- Air elemental
- Water elemental
- (silver) + Magic protection
- Block units
- All level 1 swordsmen
- Knight
- Giant warrior
- All machines with Block
- + Block II
- no Block leveling up
- All heroes with Block
- Special level 1-2 units
- Shredder: MP ↑28(was 24)
- Firecat: MP ↑28(was 24)
- Militia: MP ↑28(was 24)
- Spellbinder: MP ↑28(was 24)
- Snowscraper: MP ↑24(was 21)
- Magic servant: MP ↑28(was 24)
- Black spider: MP ↑28(was 24)
- All priests: MP ↑28(was 24)
- Magic shooters
- + Marksmanship
- Magic servant
- All priests
- (base/silver/gold) Marksmanship I / II / III
- Mystic
- Shadow runner
- Shaman
- Elder
- Level 4 breath units
- Red dragon
- - Marksmanship
- Fire breath II(was I)
- Glutton
- Bone dragon
- Ice dragon
- Phoenix
- Gold dragon
- Black dragon
- Fairy dragon
- + Cause fear II
- Red dragon
- Dread reaper
- Ice dragon
- Chaos lord
- Gold dragon
- Black dragon
- Lord
- Pioneers
- Base
- MP ↑40(was 28)
- Level ↓1(was 2)
- - Rebuild structure
- requires Builders' hall (was Siege workshop)
- + Cave crawling, + Night vision
- Draconians
- Dwarves
- Dark elves
- Goblins
- + Forestry
- Lv1 swordsmen, Knight
- Summons' gold price
- level 1..3: Mana cost * 1
- level 4: Mana cost * 1.5
- Humanoid/Creature classification
- Creatures (were humanoids)
- Spawn*
- Hunter*
- Spiderqueen*
- Humanoids (were creatures)
- Wyvern rider*
- Roc rider*
- Minotaur
- Miscellanious balancing
- Humans
- Knight
- Herbalist
- (silver) - Control animal
- (silver) + Entangle(was at gold)
- Tigrans
- Beholder
- HP ↓17(was 18)
- Def ↓8(was 9)
- (gold) + Magic relay
- Sphinx
- Draconians
- All draconians with Cold weakness
- (base/silver) + Fire protection / + Fire immunity
- Hatchling
- + Swimming
- HP ↓8(was 10)
- Price ↑35 gold(was 25)
- Charger
- Price ↑50 gold(was 35)
- Def ↓6(was 7)
- Flamer
- - Fire breath
- + Flame throwing
- - Fire strike
- (silver) + Fire strike
- (gold) - Fury
- Slither
- Draconian shaman
- Flyer
- - Magic strike
- + Fire strike
- Frostlings
- Mammoth rider
- Doom wolf
- - Cold breath
- + Frost blowing
- - Marksmanship
- Nomads
- Horse archer
- HP ↓12(was 14)
- (base/silver/gold) Marksmanship - / I / II(was - / I / II)
- Elves
- Glade runner
- + Mountaineering
- + Cave crawling
- (silver) + Haste(was at gold)
- (gold) + Grass concealment
- Iron maiden
- Alignment = good (was pure good)
- Fairy dragon
- Halflings
- Sheriff
- Res ↑12(was 10)
- - Marksmanship I
- Fire pistol II(was I)
- - Willpower
- Price ↑130 gold(was 120)
- Dwarves
- Mole
- + Charge(was at gold)
- Price ↓140 gold(was 150)
- Gargoyle
- - Dispel magic
- (silver) + Dispel magic
- (gold) - Physical protection
- Price ↑150 gold(was 120)
- Archons
- Paladin
- High priest
- (gold) - Resurrect
- (gold) + Path of life
- Pegasus rider
- + Magical mount(was at silver)
- Charioteer
- (base/silver/gold) Marksmanship II / III / IV(was I / II / III)
- (silver) - Magical mount
- Price ↓160 gold(was 170)
- Saint
- Syrons
- Prospector
- Spellbinder
- Steal enchantment III(was I)
- Rider
- + Magical mount(was at gold)
- Shadow runner
- Astral sprite
- (silver) + Blessed(was at gold)
- Dark Elves
- Warrior
- Bladedancer
- Price ↓80 gold(was 100)*
- (gold) - Seduce
- (gold) + Extra strike
- Shade
- Def ↓8 (was 10)
- Res ↓8(was 10)
- - Trail of darkness
- (silver) + Underground concealment
- (gold) - Path of decay
- (gold) + Blurred
- Spiderqueen
- (base/silver/gold) Leadership I / II / III(was - / I / II)
- - Death protection
- Web II(was I)
- Succubus
- Incarnate
- Orcs
- Shaman
- MP ↑32(was 28)
- (gold) + Willpower
- Warlord
- (base/silver/gold) Leadership I / II / III(was - / I / II)
- Def ↓12(was 13)
- Doom bats
- Glutton
- Atk ↓16(was 17)
- MP ↑32(was 28)
- - Taunt
- Swallow whole III
- (base/gold) - Death protection, - Death immunity
- (silver/gold) - Leadership
- Goblins
- Undead
- Zombie
- Archer
- (gold) - Regeneration
- (gold) + Resurgence
- Spectre
- Necromancer
- Dread reaper
- Shadow Demons
- Skimmer
- (base/silver/gold) Vision ↓I/ II / III (was II / II / III)
- Price ↓90 gold(was 110)
- Brain
- + Willpower
- Price ↓150 gold(was 170)
- Lord
- Summoned
- Fire
- Efreet
- Atk ↓10(was 11)
- Def ↓8(was 10)
- Res ↓8(was 9)
- HP ↓15(was 16)
- (gold) - Flying
- (gold) + Seeker
- Price ↑80 mana(was 70)
- Phoenix
- + Fire strike (was at silver)
- - Magic strike
- (silver) + Magic strike
- Water
- Water dancer
- + Poison strike
- (silver) + Taunt
- Great wyrm
- Air
- Northern glow
- (gold) - Flying
- (gold) + Blurred
- Air elemental
- Def ↓8(was 10)
- Res ↓10(was 12)
- Earth
- Dire boar
- Earth elemental
- + Underground concealment
- + Night vision
- Basilisk
- + Night vision
- Doom gaze II(was I)
- Life
- Fairy
- HP ↓10(was 11)
- + Pixie dust
- (silver) - Healing
- Death
- Bone dragon
- - Life stealing
- Black breath I (was II)
- Price ↓155 mana(was 170)
- + Poison immunity
- Cosmos
- Magic servant
- Level ↑2(was 1)
- Price ↑60 mana(was 50)
- Secret
- Chaos spawn
- (gold) + Morph (Chaos lord)
- Other units
- Wolf
- (gold) + Morph (Doom wolf)
- Level ↑2(was 1)
- Price ↑50 gold(was 15)
- MP ↑50(was 35)
- Flame/Frost cannon
- Caravan
- Pioneer
- Drill
- - Tunneling
- - Cave crawling
- MP ↑28(was 27)
- Price ↑80 gold(was 50)
- Has been renamed to Wallcrushing drill
- Baloon
Items
- Some items availability have been changed to match quest reward levels
- All shields with Block
- Halfling pipe
- Vine whip
- Ring of nature
- Bone shield
- Roc claw
- Item type = Attack (was Item)
- Chicken shield
- Availability = Exceptional (was Common)
- Drake wand, Dwarven flamer, Golden rod, Dark rod
- - Marksmanship II
- Availability = Exceptional(was Rare / Common)
- Beholder's eye
- - Marksmanship II
- Doom gaze II(was I)
Pre-MPE: MP mod 1.7
Being members of online community, we had multiplayer mods as a starting point for the balance of our MP Evolution patch. The main one was MP mod 1.7 by Frall and Gandalf_DK, and in case you're not familiar with it, here's its change log, to fill the gap between uPatch 1.4 and MPE 1.5.
General
- All wizards
- Atk ↓7(was 8)
- Dmg ↓6(was 8)
- HP ↑30(was 20)
- All buildable lvl 1units
- All archers
- All heroes
- Frostling heroes
- All flyers
- Resurgence has been removed as a hero upgrade.
- All the recruitment structures like the inn, druids circle and circus have been made razeable.
- All races can build 2 new units
- Rebuilder
- available in the Siege workshop
- Def = 8, Res = 8, HP = 15, MP = 28
- Price = 100 gold
- Abilities: Walking, Build roads, Rebuild structure, Poison immunity, Fire weakness, Block, Repair machine
- Tower builder
- available in the Siege workshop
- Def = 6, Res = 6, HP = 15, MP = 32
- Price = 100 gold
- Abilities: Walking, Build roads, Build watchtower, Poison immunity, Fire weakness, Block
- Pioneer
- is now available in the Siege workshop
- - Rebuild structure
- - Build roads
- Changed the city bonuses for research races
- outpost: 3 research / 2 mana (was 5/0)
- village: 5 research / 5 mana (was 10/0)
- town: 8 research / 7 mana (was 15/0)
- city: 10 research / 10 mana (was 20/0)
- War shrine
- Gold penalty ↑-10(was -5)
- Growth penalty ↓0(was -5)
Abilities
- Grasp: Atk/Dmg ↑18/13(was 17/12)
- Ram: Atk ↑16(was 12)
- Venomous spit: Atk/Dmg = 12/8(was 11/10)
- Flame throwing and frost blowing: can be used in red movement
- Possess: Atk ↑18(was 16)
Magic
- Fire
- Anarchy has been removed
- Wildfire
- Blazing comet
- Wildfire
- Mana ↓20(was 30)
- Research ↓120(was 150)
- Skin of oil
- -1 Atk, -1 Dmg, -1 Def, -1 Res(was -2/-2/-1/-1)
- Mass confusion
- Atk ↑7(was 5)
- Mana ↓25(was 30)
- Fire storm
- Mana ↑70(was 60)
- Dmg ↓11(was 14)
- Hellfire
- Water
- Liquid form
- Mana ↓20(was 40)
- Lvl ↓2(was 3)
- Mist cloak
- Radius ↑2(was 1)
- Lvl ↑3(was 2)
- Healing showers
- Great hail
- Spring rains
- Upkeep ↑30(was 20)
- Research ↑250(was 180)
- Air
- Recall hero: has been moved to Cosmos
- Chain lightning
- Wind walking
- Mana ↓40(was 50)
- Upkeep ↓6(was 8)
- Violent storm
- Earth
- Level Terrain has been removed
- Raise Terrain has been removed
- Concealment
- Mana/Upkeep ↓15/6(was 20/10)
- Lvl ↓2(was 3)
- Crash gates
- Lvl ↑3(was 2)
- Mana ↑20(was 10)
- Enchanted roads
- Poison domain
- Life
- Mighty Meek
- has been moved to Cosmos
- Upkeep ↓4(was 5)
- Healing
- Death
- Animate Dead
- Spider’s Curse
- Domain of Darkness
- Animate Ruins
- Dark gift
- Weaken
- Mana ↓10(was 11)
- Research ↑120(was 90)
- Damnation
- Cosmos
- Double Gravity
- Damage type = Holy + Death + Fire + Cold + Poison + Lightning + Magic(was Magic)
- Lvl ↓2(was 3)
- Banish summoned
- Bind summoned
- Mastery spells
- Mana/Upkeep ↑600/60(was 500/50)
- Research ↑1200(was 1000)
- Tower guard
Units
- Humans
- Halberdier
- (silver) + Round attack
- (gold) + Throw spear
- Swordsman
- (gold) + Round attack
- (gold) + Mighty meek
- Crossbowman
- Cavalry
- (silver/gold) + Vision I / II
- Swashbuckler
- (silver) + Sabotage
- (gold) + Seeker
- (gold) - Repair machine
- Monk
- (silver) + Dispel magic
- (gold) + Healing II
- (gold) + Control animal
- Chaplain
- Leadership(base/silver /gold) II / III / IV(was I / II / III)
- Def ↑10(was 9)
- HP ↑17(was 15)
- (silver) + Death protection
- Price ↑100 gold(was 90)
- Air galley
- + Fire crossbow (3/3)
- Marksmanship(base/silver /gold) II / III / IV(was III / IV / V)
- Price ↑340 gold(was 310)
- (gold) + Seeker
- Tigrans
- Hunter
- + Animal
- (silver/gold) + Vision I/ II
- (gold) + Haste
- Shredder
- Fire cat
- Cat master
- Charge: has been moved tosilver(was at gold)
- (gold) + Fire protection
- Prowler
- (silver) + Desert concealment
- (gold) + Fury
- Tigran priest
- (silver) + Control animal
- (gold) + Healing II
- (gold) + Fire halo
- (gold) + Taunt
- Mystic
- Def ↑10(was 9)
- MP ↑32(was 28)
- (gold) + Drain will
- Manticore
- (gold) + Smoky haze
- (gold) + Cause fear
- Beholder
- MP ↑32(was 28)
- (silver) + Cause fear
- (gold) + Seeker
- Sphinx
- Res ↑15(was 16)
- Price ↑340 gold(was 320)
- (silver) + Blurred
- (gold) + Haste
- Draconians
- Hatchling
- Charger
- + Throw spear
- (silver/gold) + Marksmanship I / II
- (silver) + First strike
- Flamer
- (silver) + Ignition
- (gold) + Fury
- Crusher
- Slither
- (silver) + Concealment
- (gold) + Taunt
- Draconian shaman
- (silver) + Control animal
- (gold) + Healing II
- (gold) + Fire halo
- (gold) + Taunt
- Elder
- (gold) - Willpower
- (gold) + Seeker
- Flyer
- Hydra
- (silver) + Willpower
- (gold) + Cause fear
- Red dragon
- Dmg ↓10(was 11)
- - Cold weakness
- Price ↑340 gold(was 300)
- (gold) + Ignition
- Frostlings
- Snow scraper
- (silver) + Cold strike
- (gold) + Seeker
- Raider
- (gold) + Cold strike
- (gold) + Round attack
- Shard thrower
- Wolf rider
- Frost witch
- (silver/gold) + Leadership I / II
- Frostling shaman
- (silver) + Path of frost
- (silver) + Cold strike
- (gold) + Healing II
- (gold) + Dispel magic
- Icedrake
- (silver) + Cold immunity
- (gold) - Cold strike
- Mammoth rider
- (silver) + Magical mount
- (gold) - Wilpower
- (gold) + Fury
- (gold) + Cold strike
- Yeti
- (gold) + Cause fear
- (gold) + Path of frost
- Doom wolf
- Price ↑340 gold(was 310)
- (gold) + Cause fear
- (gold) + Leadership
- Nomads
- Spearman
- Barbarian
- (silver) + Fury
- (gold) - Willpower
- (gold) + Charge
- Horse archer
- Djinn
- (silver) + Vision
- (gold) + Fury
- Elephant rider
- Nomad preacher
- (silver) + Control animal
- (gold) + Healing II
- (gold) + Taunt
- Chieftain
- (silver) + Desert concealment
- (gold) + Fury
- Slaver
- (silver) + Charge
- (gold) + Drain will
- Pit guard
- + Double strike
- Dmg ↓5(was 10)
- Cause fear: has been moved togold(was at base)
- (silver) + Willpower
- (silver) + Trap
- Roc
- Price ↑330 gold(was 320)
- (gold) + Haste
- Elves
- Glade runner
- (silver) + Free movement
- (gold) + Haste
- Swordsman
- (gold) + Round attack
- (gold) + Mighty meek
- Archer
- (gold) + Seeker
- (gold) Marksmanship IV(was III)
- Nymph
- (silver) + Bard's skills
- (gold) + Drain will
- (gold) + Seduce II
- Scout
- (silver) + Vision II
- (gold) + Holy champion
- Elven cleric
- (silver) + Control animal
- (gold) + Healing II
- (gold) + Entangle
- Iron maiden
- Druid
- + Bard's skills
- Path of life: has been moved tosilver (was at gold)
- (gold) + Blessed
- (gold) + Entangle II
- Treeman
- Fairy dragon
- Def ↑13(was 12)
- Price ↑330 gold(was 310)
- (gold) + Holy strike
- Halflings
- Peasant
- Swordsman
- (gold) + Round attack
- (gold) + Mighty meek
- Slinger
- (gold) - Dragon slaying
- (gold) + Seeker
- Rogue
- Price ↓60 gold(was 65)
- (gold) + Seeker
- Pony rider
- (silver/gold) + Vision I / II
- Halfing cleric
- (silver) + Path of life
- (gold) + Healing II
- (gold) + Control animal
- Sheriff
- Great eagle
- (silver) + Blessed
- (gold) - Trap
- (gold) + Grasp lvl 0
- Centaur
- (silver) + Blessed
- (gold) + Seeker
- Leprechaun
- Price ↑310 gold(was 280)
- Holy strike: has been moved togold(was at silver)
- Dwarves
- Axeman
- (silver) + Fury
- (gold) + Taunt
- Berserker
- (silver) + Round attack
- (gold) + Cause fear
- Crossbowman
- Boar rider
- Engineer
- (gold) + Fury
- (gold) + Tunneling
- Dwarven cleric
- (silver) + Taunt
- (gold) + Healing II
- (gold) + Entangle
- Mole
- (silver) + Magical mount
- (gold) + Fury
- Gargoyle
- Atk ↑11(was 9)
- HP ↑16(was 15)
- + Dispel magic
- Price ↓120(was 130)
- (silver/gold) + Vision I / II
- (gold) + Haste
- Steam tank
- Price ↑340 gold(was 320)
- (gold) + Seeker
- Archons
- Militia
- Legionary
- (silver) + Repair machine
- (gold) + First strike
- (gold) + Sabotage
- Archer
- Paladin
- (gold) + Death protection
- Avenger
- High priest
- (silver) + Dispel magic
- (gold) + Healing II
- (gold) + Resurrect
- Pegasus
- (silver) + Blessed
- (gold) + Healing
- Charioteer
- (silver) + Magical mount
- (gold) + Holy champion
- Saint
- Atk ↑10(was 8)
- Def ↑10(was 9)
- HP ↑16(was 14)
- MP ↑32(was 28)
- Price ↓150(was 170)
- (silver) + Blessed
- (gold) + Holy champion
- Titan
- Price ↑340 gold(was 320)
- (gold) + Fire halo
- Syrons
- Prospector
- (silver) + Grass concealment
- (gold) + Invisibility
- Spellbinder
- Lightning catcher
- Rider
- (gold) + Lightning strike
- Changeling
- (base/silver/gold) + Vision I / II / III
- Syron healer
- (silver) + Dispel magic
- (gold) + Healing II
- (gold) + Path of life
- Giant warrior
- Price ↓170(was 180)
- (gold) + Block
- Shadow runner
- (silver) + Concealment
- (gold) + Seeker
- Astral sprite
- (gold) + Blessed
- (gold) + Healing
- Forceship
- Hurl lightning II(was I)
- Price ↑320 gold(was 300)
- (gold) + Haste
- Dark Elves
- Night guard
- (silver) + Throw spear
- (gold) + Dragon slaying
- Warrior
- (silver) + Underground concealment
- (gold) + Round attack
- (gold) + Unholy champion
- Archer
- Executioner
- Poison immunity: has been moved tosilver (was atgold)
- Bladedancer
- (silver) + Underground concealment
- (gold) + Seduce
- Storm priest
- (silver) + Path of decay
- (gold) + Animate corpse
- Spider queen
- + Tunneling
- (gold) + Charge
- (gold) + Dark gift
- Shade
- (gold) + Energy drain
- (gold) + Path of decay
- Succubus
- Def ↑8(was 9)
- HP ↑15(was 13)
- Price ↓130 gold(was 150)
- (silver) + Drain will
- (silver) + Vision I
- (gold) + Cause fear
- (gold) + Unholy champion
- Incarnate
- Price ↑310(was 300)
- (gold) + Physical immunity
- Orcs
- Impaler
- (silver) + Throw spear
- (gold) + Smoky haze
- Swordsman
- (gold) + Round attack
- (gold) + Smoky haze
- Archer
- Heavy cavalry
- (silver) + Poison protection
- (gold) + Unholy champion
- Abomination
- (silver) + Regeneration
- (gold) + Cause fear
- Orc battlemage
- (silver) + Control animal
- (gold) + Healing II
- (gold) + Taunt
- Shaman
- Warlord
- Doom bats
- + Animal
- (silver) + Willpower
- (gold) + Death strike
- Glutton
- + Tunneling
- Price ↑330 gold(was 300)
- (gold) + Cause fear
- Goblins
- Grunt
- (silver) + Throw spear
- (gold) + Taunt
- Swordsman
- (gold) + Round attack
- (gold) + Smoky haze
- Darter
- Wolf rider
- Butcher
- (silver) + Fury
- (gold) - Underground concealment
- (gold) + Poison strike
- Goblin shaman
- (silver) + Dispel magic
- (gold) + Healing II
- (gold) + Taunt
- Big beetle
- Magical mount: has been moved tosilver (was at gold)
- (gold) + Smoky haze
- Wyvern rider
- HP ↑17(was 15)
- (gold) + Gas breath
- Troll
- (gold) + Seeker
- (gold) + Cause fear
- Kharagh
- Price ↑340 gold(was 300)
- (gold) + Round attack
- Undead
- Zombie
- Atk ↓5(was 6)
- Def ↓5(was 6)
- + Smoky haze
- (gold) + Cause fear
- Swordsman
- (gold) - Regeneration
- (gold) + Round attack
- (gold) + Resurgence
- Archer
- Death knight
- Dmg ↑7(was 6)
- (gold) - Regeneration
- (gold) + Resurgence
- Vampire
- Doom priest
- (silver) + Path of decay
- (gold) + Healing II
- (gold) + Animate corpse
- Spectre
- (gold) - Regeneration
- (gold) + Cold strike
- (gold) + Cause fear
- Bone horror
- (gold) - Willpower
- (gold) + Charge
- (gold) + Swallow whole
- Necromancer
- Atk ↑11(was 9)
- Dmg = 8(was 7)
- HP ↑16(was 14)
- (base/silver/gold) Marksmanship II / III / IV(was I / II / III)
- Price ↑120 gold(was 100)
- (silver) + Path of decay
- (gold) + Cause fear
- Dread reaper
- Atk ↑14(was 13)
- + Pass wall
- - Regeneration
- Price ↑330(was 310)
- (silver) - Unholy champion
- (gold) + Animate corpse
- Shadow Demons
- Larva
- (silver) + Underground concealment
- Spawn
- (silver) + Underground concealment
- (gold) + Poison strike
- Bombard
- Stag mount
- (silver) + Death strike
- (gold) + Throw spear
- (gold) + Marksmanship II
- Skimmer
- (silver) + Lightning protection
- (gold) + Death strike
- (gold) + Vision III
- Demon healer
- (silver) + Cause fear
- (gold) + Healing II
- (gold) + Taunt
- Harvester
- MP ↑32(was 28)
- (silver) + Free movement
- (gold) + Poison strike
- Brain
- + Bard's skills
- (gold) + Dominate
- Lord
- HP ↑33(was 30)
- (gold) + Haste
- Summoned
- Fire
- Hell hound
- HP = 12(was 13)
- (silver) + Fury
- (gold) + Flame throwing (3/3)
- Efreet
- Fire elemental
- (silver) +Fury
- (gold) + Fire breath
- (gold) + Marksmanship II
- Phoenix
- HP ↓24(was 26)
- (silver) + Fury
- (gold) + Cause fear
- Water
- Lurker
- MP ↑32(was 28)
- Price ↑40 Mana(was 30)
- + Animal
- + Vision(base/silver /gold) I / II / III
- (gold) + Smoky haze
- Water dancer
- (silver) + Water concealment
- (gold) + Poison strike
- Water elemental
- Atk ↓12 (was 13)
- Dmg ↑10(was 9)
- HP ↑25(was 18)
- Price ↓120 Mana(was 130)
- - Physical protection
- (silver/gold) - Death protection / - Death immunity
- (silver) + Liquid form
- (silver) + Steam
- (gold) + Static shield
- Great wyrm
- - Fire weakness
- (silver) + Poison strike
- (gold) + Cause fear
- (gold) + Steam
- Air
- Zephyr bird
- (silver) + Charge
- (gold) + Haste
- (gold) + Grasp lvl -2
- Northern glow
- Air elemental
- HP ↑18(was 16)
- (silver) + Whirlwind
- Ice dragon
- - Fire weakness
- (silver) + Haste
- (gold) + Lightning strike
- Earth
- Dire boar
- MP ↑40(was 36)
- (silver) + Concealment
- (gold) + Fury
- Minotaur
- (silver) + Poison protection
- (gold) + Fury
- Earth elemental
- (silver) + Regeneration
- (silver) + Free movement
- (silver) + Fire protection
- (gold) + Stone skin
- Basilisk
- (silver) + Stone skin
- (gold) + Seeker
- Life
- Fairy
- + Vision
- (silver) + Healing
- Angel
- (silver) + Blessed
- (gold) + Resurrect
- (gold) + Healing II
- Death
- Black spider
- + Animal
- (base/silver) + Poison protection / + Poison immunity
- (silver) + Venomous spit
- (gold) + Smoly haze
- Bone dragon
- HP ↑20(was 18)
- Price ↑170 Mana(was 160)
- (gold) + Resurgence
- Black angel
- (silver) + Dark gift
- (silver) + Holy protection
- (gold) + Animate corpse
- (gold) + Cause fear
- Cosmos
- Magic servant
- (silver/gold) + Physical protection / + Physical immunity
- Secret
- Dire penguin
- + Snow concealment
- + Fire weakness
- (silver) + Cold strike
- (gold) + Cause fear
- Chaos spawn
- Price ↓50 mana(was 60)
- (silver) + Double strike
- (gold) + Charge
- (gold) + Death strike
- Golden dragon
- + Holy strike
- + Night vision
- (silver) + Blessed
- (gold) + Resurgence
- Black dragon
- + Death strike
- (silver) + Dark gift
- (gold) + Resurgence
- Other units
- Ballista
- Catapult
- (gold) + Hurl firebomb
- (gold) + Hurl boulder
- Cannon
- Repeater ballista
- + Marksmanship: (base/silver/gold) I / II / III
- (gold) + Seeker
- Frost cannon
- (gold) + Seeker
- (gold) + Self destruct
- Flame cannon
- (gold) + Seeker
- (gold) + Self destruct II
- Galley
- (silver) + Fire protection
- (gold) + Seeker
- Dragon hatchling
- Fire breath has been moved tobase (was at silver)
- (silver) + Fire strike
- Wolf
- + Concealment
- Charge has been moved tosilver (was at gold)
- (gold) + Fury
- (gold) + Free movement
Domain borders are disabled by default, but can be enabled by pressing A. Only player's own domain borders will be displayed, ones of the opponents will remain hidden.
Known issue: in a hotseat game, if you don't turn off domain borders before you end your turn, another players will be able to see you domain.