2.0.0 (January ??, 2013)

Patch

Global

  • Wizard domain borders can be displayed, but only for own wizard

    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.

  • 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
    Now it's possible to specify requirements for any spell - a list of spells that have to be researched before it becomes available in the spellbook.

Cities

  • Unused production points are carried over to the next item in queue
    If queue is empty or player doesn't have enough money, additional points are lost. Razing, looting, building houses / merchandise / caravan are not affected.
  • Migration exploit prevention
    • Starting city migration lowers race's attitude towards a player
    • Cities are no longer migrated automatically on capturing
  • City garrison
    • May contain machines
    • Created from all units the city can build (special, racial, temple complex, builder's hall, master's guild, shipyard were excluded before)
    • Is no longer limited by 3 units
    • Game detects additional units standing in the city and adjusts garrison size to avoid discarding part of it
  • City rebuilding duration depends on city size:
    • 1 day for outpost
    • 2 days for village
    • 3 days for town
    • 4 days for city
  • Changed pioneer's additional price formula:

    \( \rm Pioneer\ Price\ Penalty = FirstPioneerPenalty \times ( 2^N - 1 ) \)

    N is number of pioneers the player has already built.

    FirstPioneerPenalty is a constant value that be changed in a mod. Set to 150 by default.

  • Changed formula for the price of bying a friendly city

    \( \rm Price = ( Production + Gold + Mana + Research + Growth ) \times 2 + GarrisonPrice + \sum BuildingPrice \)

  • Air's Hall of enchantment gives units Seeker (was Haste)
  • Hall of the doomed casts Weaken (was Animate dead)

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
    Inflicting Feral mount is still unlimited, but once you successfully use this ability to enslave an animal, it becomes used and unavailable until the new day starts.
  • 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
      The game determines hit of every status independently, using Atk from ability settings + ability level bonus against target's Res.
  • Build roads
    • price ↓5 gold/hex(was 10 gold/hex)
  • Added level support to Mighty meek

    New Mighty meek mechanics consists of 2 parts:

    1. Mighty meek I works exactly like it has worked before: it increases Atk/Dmg by 1 for each level of difference between target and attacker.
    2. In addition to that, every next Mighty meek level virtually lowers unit's level by 1 for Atk/dmg calculations.

    For example, if we give Mighty Meek III to a level 4 unit, this unit will act as a level 2 in battle, despite having experience limits and upkeep of a regular level 4 unit.

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
      This change prevents losing crops after reloading the game.
  • 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
    This fixes crash when the spell is used in fast combat.

Bug fixes

  • Fixed crash on rebuild structure event
  • Fixed updating wizard's alignment
    There was a set of bugs when the game didn't update wizard's alignment, which usually manifested as aligned raceless units having bad morals and deserting without any apparent reason.
  • 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.
    For example, unit could miss the Dark Gift upgrade, if this spell had already been casted on it by the wizard. Now this case is resolved by automatically removing conflicting enchantment and replacing it by the permanent ability upgrade.
  • 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
    Starting army now consists only of city's garrison, wizard and a random hero.

New mod settings

  • Global
    • Production saving rate
    • Unused research conversion rate
    • City garrison gold limits
    • Level 0 upkeep / Upkeep gold per level
      These two constants effectively determine upkeep for all unit levels.
  • 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
    • Secret glade radius
  • 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
      New stand-alone mod editor is coming to replace them.
  • Installer no longer overwrites Allow UG start / Allow SW start settings if they already exist

Default mod

Global

  • Level 0 upkeep ↑4 (was 3)
  • Min hit chance ↓5% (was 10%)
  • Max hit chance ↑95% (was 90%)
  • Following units have been excluded from city garrisons:
    • All machines
    • Glade runner
    • Prospector
    • Nymph
    • Vampire
    • Succubus
    • Saint
    • Chaplain

Wizard skills

  • Summoner, Enchanter and War Mage exclude each other

Abilities

  • Haste is masked by Transport now
  • Stone skin is now masked by Flying
    Prevents flyers from getting Stone skin from Earth's Hall of enchantment
  • Pixie dust
    • Atk ↓2(was 12)
      Having turned Pixie dust into a multi-hit ability, we lowered Attack value of a separate hit.

Spell dependencies

  • Fire
    • Efreet:
      • Hell hound
      • Fury
      • Fire halo
    • Fire elemental:
      • Efreet
      • Wildfire
    • Phoenix:
      • Fire elemental
      • Fireball
    • Fire storm
      • Fireball
      • Wildfire
  • Water
    • Water dancer:
      • Lurker
      • Water walking
      • Geyser
    • Water elemental:
      • Liquid form
      • Water dancer
    • Wyrm
      • Static shield
      • Water elemental
    • Ice storm
      • Mist cloak
      • Great hail
  • Earth
    • Minotaur
      • Dire boar
      • Stone skin
      • Free movement
    • Earth elemental
      • Minotaur
      • Concealment
    • Basilisk
      • Earth elemental
      • Raise terrain
  • Air
    • Northern glow
      • Zephyr bird
      • Haste
      • Wind ward
    • Air elemental
      • Northern glow
      • Wind walking
    • Ice dragon
      • Air elemental
      • Ice age
    • Lightning storm
      • Violent storm
      • Chain lightning
    • Tornado
      • Winds of fury
      • Violent storm
      • Wind ward
  • Life
    • Fairy
      • Unicorn
      • Bless
      • Sacred woods
    • Angel
      • Fairy
      • Healing
      • Holy champion
      • High prayer
      • Sacred wrath
    • Divine storm
      • Sacred woods
      • Sacred wrath
  • Death
    • Bone dragon
      • Black spider
      • Dark gift
      • Corpus furia
      • Unholy champion
      • Animate dead
    • Black angel
      • Bone dragon
      • Animate hero
    • Death storm
      • Evil woods
      • Darkland

Spells

  • Unholy darkness
    • Research ↑150 (was 100)
  • Vengeful vapor
    • Atk/Dmg ↓12/2 (was 19/3)

Units

  • Pioneers
    • - Transport
  • Humans
    • Halberdier
      • MP ↑28(was 24)
      • Price ↑30 (was 20)
    • Infantry
      • MP ↑28(was 24)
    • Crossbowman
      • MP ↑28(was 24)
      • Price ↑35 (was 30)
    • Swashbuckler
      • HP ↑15 (was 13)
    • Herbalist
      • Price ↓90 (was 120)
    • Knight
      • Atk ↑15 (was 14)
      • Price ↓140 (was 150)
    • Chaplain
      • Def ↓9 (was 10)
      • Price ↓90 (was 100)
    • Air galley
      • - Shoot javelin (3/3)
      • - Shoot javelin (3/3)
      • + Fire cannon (3/3)
  • Tigrans
    • Fire cat
      • HP ↓10 (was 12)
      • Price ↑35 (was 30)
    • Manticore
      • Atk ↑13 (was 12)
      • HP ↑18 (was 17)
    • Beholder
      • Price ↓140 (was 150)
    • Sphinx
      • Drain will I / II / III (was - / I / II)
  • Draconians
    • Dragon hatchling
      • - Poison immunity
    • Flamer
      • Def ↓5 (was 6)
    • Hydra
      • Price ↓160 (was 170)
  • Frostlings
    • Snowscraper
      • MP ↑24(was 21)
      • Price ↑35 (was 20)
    • Raider
      • HP ↓12 (was 13)
      • MP ↑24(was 21)
      • Price ↑30 (was 25)
    • Shard thrower
      • HP ↓8 (was 9)
      • MP ↑24(was 21)
      • Price ↑35 (was 30)
    • Icedrake rider
      • HP ↑17(was 15)
  • Nomads
    • Nomad spearman
      • MP ↑32 (was 28)
      • Price ↑25 (was 20)
    • Barbarian
      • Def ↓4 (was 6)
      • Res ↓5 (was 7)
      • MP ↑32 (was 28)
      • Price ↑35 (was 30)
    • Horse archer
      • Def ↓5 (was 6)
      • Res ↓5 (was 6)
      • Price ↓40 (was 50)
  • Elves
    • Swordsman
      • MP ↑28(was 24)
    • Longbowman
      • MP ↑28(was 24)
    • Nymph
      • HP ↓13 (was 14)
      • Price ↑65 (was 50)
    • Fairy dragon
      • Pixie dust III / IV / V (was V / VI / VII)
  • Halflings
    • Peasant
      • MP ↑24(was 21)
    • Slinger
      • MP ↑24(was 21)
    • Swordsman
      • Price ↓15 (was 20)
      • MP ↑24 (was 21)
      • + Concealment
    • Pony rider
      • (base) + Concealment(was at silver)
    • Rogue
      • Atk ↑9 (was 8)
      • Dmg ↓5 (was 6)
      • Price ↓50 (was 60)
    • Halfling cleric
      • Dmg ↓4 (was 5)
      • Price ↓50 (was 60)
    • Eagle rider
      • HP ↑15(was 14)
      • Price ↓90 (was 110)
    • Sheriff
      • Price ↓120 (was 130)
    • Centaur
      • Price ↓120 (was 140)
    • Leprechaun
      • Mighty meek IV (was I)
      • Level ↑4 (was 1)
      • Price ↓280 (was 310)
      Leprechaun retained his lvl-1-mighty-meek battle features, but now has upkeep/experience values of a regular level 4 unit.
  • Dwarves
    • Axeman
      • HP ↑15 (was 14)
      • MP ↑24(was 21)
    • Crossbowman
      • Def ↓5 (was 6)
      • HP ↑12 (was 10)
      • MP ↑24(was 21)
      • Price ↑35 (was 30)
    • Berserker
      • Dmg ↓3 (was 4)
      • Def ↓4 (was 5)
      • Res ↓5 (was 7)
    • Runemaster
      • Price ↓150 (was 175)
  • Archons
    • Militia
      • Atk ↑6 (was 5)
      • Price ↓15 (was 20)
    • Legionary
      • MP ↑28(was 24)
      • Price ↑40 (was 35)
    • Archer
      • Def ↓4 (was 5)
      • MP ↑28(was 24)
  • Syrons
    • Prospector
      • Def ↓5 (was 6)
    • Lightning catcher
      • Def ↓4 (was 6)
      • Res ↓6 (was 8)
      • MP ↑28(was 24)
      • Price ↓35 (was 45)
    • Spelbinder
      • Price ↓25 (was 40)
  • Dark Elves
    • Night guard
      • MP ↑28(was 24)
      • Price ↑30 (was 25)
    • Warrior
      • MP ↑28(was 24)
      • Price ↓30 (was 35)
    • Archer
      • MP ↑28(was 24)
    • Executioner
      • Price ↓65 (was 75)
    • Blade dancer
      • MP ↑32 (was 28)
    • Shade
      • Def ↑10 (was 8)
  • Orcs
    • Impaler
      • Atk ↑7 (was 6)
      • MP ↑32 (was 28)
      • Price ↑40 (was 20)
    • Axeman
      • MP ↑32 (was 28)
      • Price ↑40 (was 30)
    • Archer
      • MP ↑32 (was 28)
      • Price ↑35 (was 25)
    • Warlord
      • Price ↓160 (was 180)
    • Doom bats
      • HP ↑9 (was 8)
      • Price ↓110 (was 140)
    • Glutton
      • Dmg ↓10(was 13)
  • Goblins
    • Grunt
      • HP ↓8 (was 10)
      • MP ↑24(was 21)
    • Swordsman
      • HP ↓10 (was 12)
      • MP ↑24(was 21)
    • Darter
      • Def ↓3 (was 5)
      • MP ↑24(was 21)
      • Price ↓20 (was 25)
  • Undead
    • Zombie
      • Atk ↑6 (was 5)
      • MP ↑24(was 21)
    • Swordsman
      • Atk ↑7 (was 6)
      • MP ↑28(was 24)
      • Price ↑30 (was 20)
    • Archer
      • MP ↑28(was 24)
      • Price ↑30 (was 25)
    • Vampire
      • Price ↓65 (was 70)
  • Shadow demons
    • Larva
      • Atk ↓4 (was 5)
      • Dmg ↓4 (was 5)
      • Res ↓5 (was 6)
      • HP ↓7 (was 10)
      • Price ↑35 (was 30)
    • Spawn
      • MP ↑32 (was 28)
      • Price ↑30 (was 20)
    • Bombard
      • Def ↓5 (was 6)
  • Summoned
    • Fairy
      • + True seeing
      • Pixie dust I / I / II (was I / II / III)
  • Others
    • Wallcrushing machine
      • + Tunneling IV / V
      • has been renamed back to Drill
    • Tunneling drill has been removed
    • Gold dragon
      • Resurgence received at gold now works
        Gold dragon had the wrong type of Resurgence at gold, the one that doesn't work as an upgrade.

Heroes

  • All Halfling heroes
    • + Forestry

Items

  • Pixie dust item
    • Pixie dust II (was IV)

1.5.4 (May 2 — November 24, 2011)split

Patch

Global

  • Domain borders are no longer displayed

    Displaying domain borders had only a negative impact on both gameplay and game logic. Now when they are not visible, heroes (and wizards) can finally use concealment abilities; also scouts can no longer get information on heroes and wizards by seeing the domain from far away.

    Messages are still displayed when unit enters or leaves domain (makes sense that creatures can feel presense of wizard's magic field, even if it can't be seen).
  • Bying unit costs more than producing it in a city
    • level 1: x1.25
    • level 2: x1.5
    • level 3: x1.5
    • level 4: x2.0
    This change compencates the fact that units in recruitment sites and friendly patrols don't require time to be built and are not limited to the races of player's cities. Therefore, hiring units was way more effective than producing them, which we considered as a big balance flaw.
  • Battle spells can't be pre-casted on the global map anymore
  • Magic catalyst gives 250 research (was 150)
  • New exp gaining formula

    \( \rm Exp = Level \times 5 \times (1 + MedalLevel/2) \)

    Level - level of killed unit
    MedalLevel - victim unit level (0 for base, 1 for silver, 2 for gold)

    Killing leveled up units is somewhat harder, and therefore should be rewarded more generous.
  • Ranged attacks distance penalty
    • New formula

      \( \rm DistancePenalty = -10 \times (Distance-1) \times { 2 \over { Atk + MaxRange } }\)

      Distance - number of hexes between the shooter and the target
      Atk - Attack value of the ranged ability
      MaxRange - Maximum range of attack in hexes
    • Mounted/Hero range penalty is ignored when DistancePenalty is calculated

    First change has been made to differentiate attacks with the same range, but different Atk value - for instance, Hurl bouldrer and Fire pistol. Now more accurate attacks suffer less distance penalty.

    Second change has improved shooting abilities of heroes and mounted units. Reduced shooting range is an adequate penalty for being too fast, but reduced range value was also used in DistancePenalty calculation and was lowering the attack value severely. Now mounted shooters still have their range cut down, but it doesn't affect the DistancePenalty.
  • Ability masking now affects:
    • Attack, Damage, Defense and Resistance
    • Immunities, Protections, Weaknesses
    • Terrain permissions
  • Masked abilities have been made highlighted in ability list

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)

    Formerly it was impossible to get more than 5 spells of each level of particular sphere, which lead to Fire, Death and Earth wizards not having all the spells they should have (some spells of level 2 and 3 were randomly thrown away). This problem is solved now.

    Also, Cosmos wizards with 4 sphere picks can get 6 spells of this sphere instead of 5 - it has no use in standart resources, but follows the logic of cosmos research restrictions and can be used in custom mods.
  • 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
      First, this change makes Cosmos/Common spells appear less often, which improves spheres specialization. And second, sphere pick balance of Cosmos wizards now has impact on probabilities of getting spells of particular spheres. For example, Fire x4 / Death x2 wizard will have twice more chances to get a Fire starting spell than a Death starting spell.
    • 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
    These new features affect all 3 spellbook random points:
    • generating available spell list at the start of a game
    • selecting pre-researched spells wizard starts with
    • selecting the next spell after previous one was researched
  • Unused research convertion rate is lowered to 30% (was 100%)
    Unused research to mana conversion was too powerful, especially in combination with research races. It has been balanced against producing merchandise, which makes the similar thing - converts unused production to gold.
  • Chance of getting level 4 spells has been increased

    Probability of getting level 4 spells didn't match logic of 1-3 level spells - it had probably been lowered for the sake of singleplayer and campaign. As a result of that, level 4 spells appeared in multiplayer very rarely, so we have increased chances to get them a little.

    New weights for spell randomization (1/2/3/4 level): 1000/750/500/250 (were 1000/750/500/150).

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
      Crusader ability was sacrificed to create the Snow wanderer. Of course, Snow wanderer doesn't provide willpower and has been removed from Chapter's house (which gives units Willpower from now on)
    • 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
      • -1 MP/hex per level
      (8 MP/hex for level I; 3 MP/hex for level VI)
    • Tunneling II-VI
      • -1 MP/hex per level
      (8 MP/hex for level I; 3 MP/hex for level 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)
    For example, Fire x4 / Death x2 wizard will get +18 power from a Fire node and +14 power from a Death node.
  • Nodes of own sphere now give ↑22 power(was 20)
    This change levels average power specialists and cosmos wizards get from nodes.
  • Mana piles
    • Low: 15-25 mana(was 25-50)
    • Normal: 25-40 mana(was 50-75)
    • High: 40-70(was 100-150)
    Mana piles size has been reduced to make mana less available to races without mana bonus.
  • Arena training cost is lowered to 2.5 gold/exp(was 5)

Cities

  • Merchandise bonus now depends on production rate, not on gold income:

    \( MerchandiseIncome = 0.2 \times BaseProduction + 0.35 \times RaceProductionBonus \)

    BaseProduction - city production rate without any buildings or bonuses (depends only on city size)
    RaceProductionBonus - racial production bonus

    It makes more sense for merchandise to depend on production, since it's the idle production power which is the source of the merchandise.
  • Nomads can't grow crop fields
  • Secret glade forest radius ↑12 hexes(was 2)

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)
    Formerly spirits could give you easy quests no matter how successfully you accomplish the previous tasks. Now it's way up only - no more backtracking to easy quests after you've pleased spirit to give you average and hard ones.
  • 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)
    Due to error in the game code, unit rewards slots were shifted counter-intuitively.

Building outposts

  • Build outpost ability creates outpost with starting population of ↑110(was 35)
    This value allows outpost to grow into a village in 5 days for ordinary races/wizards, in 4 days for goblins OR expanders, and in 3 days for goblins AND expanders.
  • Pioneer costs ↓110 population(was 250)
    It was incredibly illogically to sacrifice 250 people to create an outpost with only 35 people - now population cost is equal to the population of a new outpost.
  • Gold costs
    • Build outpost ability no longer costs gold (was 200)
    • First pioneer costs ↓100 gold(was 150)
      Allows outpost to pay off in 5 days - exactly the time needed to grow outpost into a village.
    • Pioneer gold cost is increased by 50 with every pioneer built by the player
      Prevents massive outpost building, but still allows compensating a poor generated domain with an outpost or two
  • Only towns and cities can build pioneers
    Prevents building Pioneers in additional villages, therefore making players sacrifice some production turns in one of the main cities.

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%)
    Reducing enchantments upkeep would be a more useful feature for this skill, but unfortunately solution how to do it hasn't been found. So we had no other way to improve enchatner, but to increase its primary bonus.
  • Explorer: gives +4 MP to any units (was +20%)
    Levels explorer bonus for all the units (foremerely fast units have been receiving +2 hex from explorer, which was just too much).
  • 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
      Dmg is rounded randomly before calculating the hit.
  • Merchant/Bureaucrat
    • Merchant now gives +10% bonus to player's total income
    • Bureaucrat now enforces -25% penalty on player's total income
    These skills now affect not only cities, but also all incoming structures and even external gold income (if set up in the map settings).
  • Conqueror: ↑+75% exp(was +50%)
  • Pacifist
    • Exp mod ↓30%(was 50%)
    • prohibits building Shrine of War
    • prohibits training units in Arena
    Pacifist always was the least unpleasant negative skill in the game, and will always be the one, no matter what we do - AoW is a strategy, not an RPG. We have made this bonus more harsh by pushing its idea to the limit and limiting the ways of getting exp that can possibly be limited.
  • Technophobe prohibits building Shrine of Order
    Technophobe + Shrine of Order was too easy way to get a bunch of positive skills and still have a decent production rate, so this combination has been banned.
  • Skill picks available for wizard customization = 2 (was 1)
    Allows more flexible skills balancing

Bugs

  • Magic catalyst exploit bug has been fixed
    It was possible to use casting points reward over and over again by casting expensive spells. We have fixed this issue: if you try to cast expensive spell with the help of catalyst, additional points are spent only once, and at the start of the next day you are back to your base casting power. (Of course, if you are not casting anything or there's some additional points left they are stored as they should be.)
  • Production resources exploit has been fixed
    Just temporary placing building into production queue no longer prevents it to be instantly built by production resources. Only the building that is currently being produced and has some production progress is excluded from the production resources lottery.
  • Daily HP recovery bug has been fixed
    Due to the rounding error, units with max HP <= 14 were regenerating health twice slower than units with max HP >= 15. To avoid this issue, random rounding is used instead of simple rounding: number is rounded randomly up or down, statistically maintaining the mean value (for instance, 1.8 has 80% chance to be rounded to 2 and 20% chance to be rounded to 1). We have also adjusted HP recovery percentage, which is now set to 1/8 of unit's max HP.
  • Rounding error in ranged Atk height bonus calculation has been fixed
    In most cases height bonus was lower than it should have been.
  • Magical mount bug has been fixed
    Magical mount didn't work on units with Mounted, and therefore didn't work if was recieved as a medal upgrade.
  • Control animal + Willpower bug has been fixed
    Willpower no longer protects from Feral mount (but still protects Animal units from being controlled).
  • 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
    Block impact on the physical spells was inconsistent with the game mechanics. We have erased this gap, and now Block affects spells in the same way it affects any other attack.
  • Summoner's aura bug has been fixed
    As a side-effect, Summoner's aura no longer heals summons to the full health when casted.
  • Wizard skills customization bug has been fixed
    It was possible to get abnormal amount of skill points by clicking on a pre-made wizard before starting customization.
  • HP overflow bug has been fixed
  • Recursive ability masking crash has been fixed
    Situations when two abilities were masking each other (directly or through another ability) were leading to a crash on selecting unit that had both abilities. Now conflicting abilities are both masked successfully.
  • 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
    Before this fix it was possible for unit to be (for example) poisoned and immune to poison at the same time.
  • City starting population is no longer random
    Formerely, starting population was chosen randomly from [min*1.00 .. min*1.25] interval, and in some cases it was making a huge difference when player starts with building pioneer.
  • Combustion + Trapped bug has been fixed
    Combustion spell now burns down traps and webs.
  • Spawn larva + unit extraction bug has been fixed
    Units that have already been turned into larvas could be extracted from harvester.
  • Secret glade + mountains bug has been fixed
    Secret glade can no longer grow forest on mountains, decorations, structures and obstacles.
  • Spider's curse + Ignition/Fire halo bug has been fixed
    Units with Ignition/Fire halo are no longer affected by webs on the global map.
  • Undead + Swallow whole bug has been fixed
    Undead ability now prevents units from being poisoned after being swallowed.
  • [Editor] Crops + void bug has been fixed
    There is a very tricky bug in the editor, that could corrupt the map and make it impossible to load if some city's crops were placed on the void. Though we failed to reproduce it, the fix has been applied to make sure that even if the bug occurs again, editor will be able to load the map correctly anyway.

Random map generator

  • Underground is now fully diggable
    Earth is placed in the underground instead of rocks, so Tunneling units can finally dig wherever they want.
  • Starting army critical bug has been fixed

    Everybody who tried to play random maps have seen how horrible starting army disbalance can be. The reason why the bug existed is a bit tricky. Starting army on random map consists of two parts. First part is just an average city garrison. Second part is a fixed army of 5 units: wizard, hero, racial cavalry, archer and outpost unit. And when random garrison contains more than 3 units, there's not enough place for fixed army in a 8 unit stack. In this case part of garrison is overwritten, and due to unit sort order the strongest units are overwritten first.

    Bug has been fixed by changing garrison generation algorythm: now it can contain no more than 3 units with total price not exceeding 180 gold.
  • Slaver bug has been fixed

    Elephant rider and Slaver were switched in the game resources, leading to nomads having Slaver instead of a standart racial cavalry in the fixed part of starting army.

    (Was implemented in 'Our MP' mod)
  • 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
    UG/SW starts are still enabled by default. Note that changing these options require restarting AoW.
  • Massive wastelands issue has been partially fixed
    If one of the players is undead, RMG still can make wasteland the main terrain of the map, but players' domains should be "colored" with friendly terrain no matter what.
  • Windmills are no longer placed on random maps
    Replacing windmills with another incoming structures is the only way to avoid crops problem 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 - target's current HP
      Level - ability level
    • HP restoration rate is lowered by 1
    New consume mechanics increases consume chance (which was ridiculously low formerly) and makes consume chance depend on ability level, which allows more accurate unit balancing and powering up with medals.
  • 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
    • -2 Def
      • Entangle
      • Trapped
      • Webbed
    • -3 Def
      • Paralyzed
      • Stunned
  • 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
    • + Cold weakness
  • 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
    • New formula

      \( \rm DispelChance = { 49.5 \over { ( Mana \times 2 + Upkeep \times 9 ) \times ( 1 + AlreadyDispelled \times 1.85 ) } } \)

      Mana - mana cost of the spell attempting to be dispelled
      Upkeep - upkeep of the spell attempting to be dispelled
      AlreadyDispelled - number of spells that have already been dispelled by this cast of Dispel
    • 75% dispel chance limit has been removed

    First, new mechanics makes Dispel more stable and reliable. The chance to dispel at least one spell is increased, and in the same time dispel chance is lowered with each successfully removed spell.

    Second, Dispel now takes spell upkeep into consideration as well as mana cost - in fact, upkeep has become the most important spell parameter affecting 'dispel resistance'.
  • 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
    Now there are new ways of using this spell, since we have created a way to protect your army from its effect.
  • 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)
      Because Swarmed status inflicts damage only on the start of new round, it actually worked only 2 times instead of 3 if inflicted by Swarm spell. So we increased duration by 1 round in order to give the spell the effect it was designed to have.
  • Enchanted weapon's ranged attack bonus is no longer hardcoded
    Enchanted weapon's ranged attack bonus is now loaded from resources and therefore is equal to the melee bonus.

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
      Multiplayer scenario button sets all options to 'average', except independents (few), enables underground, disables shadow world, and sets magic level to low. Size is M for 2-4 players and L for 5-8.
  • Editor
    • Settings higher ability levels is allowed now
    • Setting unit level to 0..8 (was 1..4) is allowed
      Units with levels higher than 8 can't reach gold medal, so level 8 has been chosen as a reasonable limit.
    • 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
    There are a lot of bugs that have been fixed; here's just the most noteable ones:
    • Angel in the average fortress
    • Steam tank in the average marketplace
    • Watch tower without archers
    • Incarnate at death nodes and magic catalysts
      Could be bought easily.
    • Recruitment sites defenders strength
      Defenders were unreasonably weak compared to the strength of what's possible to get inside recruitment sites.
    • Production resources defenders strength
      Production resources can be too powerfull game-turner to be guarded as weak as they were before.
    Aside from fixing these obvious bugs, strict defenders balancing has an additional meaning for the balance of the maps, especially randomly generated. Considering that mapmakers place equally guarded structures for different players (which RMG is trying to do as well - easy defenders in players' domains, average in the center and hard in the most distant parts of the map), differences in difficulty of taking down the guards and profit it brings (for recruitment sites) can sometimes have pretty big impact on the course of the game.

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
    • Gold penalty ↑0(was -10)
    Shrine of war could almost never be as useful as another shrines, and gold penalty was making building it really unfavourable.
  • Wizard tower line buildings
    • Wizard tower II
      • Research bonus ↑+10(was 0)
    • Wizard tower III
      • Research bonus ↑+15(was 0)
    • Library
      • Price ↓130 gold(was 150)
    • Farcaster
      • Price ↓80 gold(was 120)
    Building wizard towers was the less justified way of developing a city, since it wasn't giving any real bonuses, and domain radius is not that important in the multiplayer games. So we have given wizard towers a research bonus, to make them a real alternative to another development paths.
  • Monastery
    • Mana bonus ↑+10(was +5)
  • 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)
    (Has been implemented in 'Our MP' mod)
  • Redistributuon of the level 3 cannons
    • Syrons: - Frost cannon, + Repeater ballista
    • Undead: - Cannon, + Repeater ballista
    • Shadow Demons: - Flame cannon, + Cannon
    (Has been implemented in 'Our MP' mod)
  • Tower builder has been removed
    Build watch tower ability doesn't exist anymore.
  • Drills
    We have decided to create a separate unit for tunneling purposes, and the old drill do just wallcrushing job.
    • 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
    Units with Fire halo were vulnerable to Web and Trap, even though it's supposed to work as Ignition, which doesn't let webbing or trapping unit. Now Fire halo doesn't let to do it either, and burns down web/trap when being casted on a unit with these statuses.
  • Damnation + Death immunity bug has been partially fixed.
    Dmnation worked on units with Death ummunity, which didn't make a lot of sense. We have been able to remove natural healing ban from death-immune units, but -2 Res is still enforced on them.
  • Resurgence of gold Bone dragon
    All undead units have Resurgence at gold, but the one Bone dragon had didn't work. It works now.
  • Bombard: HotspotY = 30 (was 10)
    Bombard had a very lowe point where shots come from, which was leading to them frequently bumping into invisible 'hills' in front of the unit.
  • Gold/Black dragon spell icons have been separated
    Foremerly Gold and Black dragons were sharing one icon, which was making it impossible to use custom sphere-based spell icons for them.
  • Attack SFX volume of some units has been decreased:
    • Efreet
    • Glutton
    • Djinn
    For some reason attacks of these units were 5 times louder than normal, which was quite painfull for the ears.

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)
      These abilities were too weak for 3 uses per day, especially when being exclusive feature of level 4 units (and a very few level 3 units). So they have been made stronger; also we have balanced them, considering different strength of their side-effects.
    • Pixie dust
      • Atk/Dmg ↓12/3(was 16/5)
      Pixie dust has been weakened so we could give it to Fairy.
    • Flame throwing / Frost blowing
      • can be used from green movement only
    • Frost blowing
      • Atk/Dmg ↓16/3(was 16/4)
      Dmg has been lowered to compensate effect of freezing against burning of the Flame throwing.
  • Dominate
    • Atk ↓10(was 15)
      For Shaman's and Brain's gold upgrade
  • 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

    All buildable and summonable units with listed abilities get them leveled up with every gained medal. It makes special units gain strength in areas they specialize, not just get some irrelevent bonuses (for example, Black spider doesn't really need Atk/Def upgrades at silver, but Web II really makes a lot of sense).

    1-hit ranged attacks are now improved by levels, not Marksmanships. It was made to balance them against 3-hit attacks, which gain much more effective damage from Marksmanship levels.
  • 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)
    Does absolutely nothing with actual Grasp Atk/Dmg values; just corrects level displaying by avoiding negative levels.

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
      All these spells are quite powerfull and share the 'cosmos theme', so they have been made a Cosmos exclusive, to improve this sphere as well as to make Specialist spheres more unique.
    • 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
      These spells are more generic and suitable for all the spheres, so they are still available for every wizard.
  • 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)
    A lot of spells have been removed from valid starting spells list, leaving only the ones listed before. Basically, wizards will for sure get a level 1 summon as a global spell, basic enchantment as a unit spell, and a basic damaging battle spell. No more stuff like Freedom and Holy light at start.
  • Combat spells
    • Double gravity
      • Level ↓1(was 2)
      With 'Common' spells having their occurence chances lowered down, double gravity had became too hard to find. So we have moved it to the 1st level.
    • Cosmic spray
      • Atk ↑20(was 17)
    • Blazing comet
      • Mana ↑10(was 8)
    • Swarm
      • Level ↓2(was 3)
      • Mana ↑13(was 11)
    • Fireball
      • Level ↑3(was 2)
      • Mana ↓17(was 20)
    • Combustion
      • Mana ↑20(was 15)
    • Mass confusion
      • Mana ↑30(was 25)
    • HellFire
      • Atk ↑17(was 16)
    • Vengeful Vapor
      • Atk/Dmg ↑19 /↓3(was 15/4)
      This spell is not about damage, it's about freeze effect. So we have increased its Atk and lowered the Dmg.
    • Chain lightning
      • Atk ↑15(was 14)
    • Deep fissure
      • Mana ↓14(was 15)
    • Tremors
      • Atk/Dmg ↓10/5(was 10/8)
    • High prayer
      • Mana ↓25(was 30)
    • 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
      • Upkeep = 8(was 10)
      (Has been implemented in 'Our MP' mod)
  • Global spells
    • Cosmos mastery is now available for Cosmos wizards
      (Has been implemented in 'Our MP' mod)
    • 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)
      Storms have been balanced considering their side-effects (destroying crop fields and additional statuses targeted units can get).
    • 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
        • Level ↑4(was 3)
      Now when limit of 5 spells per level has gone, these spells removed in MP mod are back.
    • Air spells redistribution
      • Tornado
        • Level ↑4(was 3)
      • Watcher
        • Level ↓3(was 4)
        • Research ↓300(was 400)
      • Haste domain
        • Research ↑400(was 300)
      Availability of these spells was inconsistent with their real power. For instance, Tornado, being one of the most dangerous spells in the game, could easily be got in the spellbook at the start of the game, as a level 3 spell - no other 3rd level spell could beat that. So we switched it with Watcher and also adjusted research values so they would reflect the actual power of the spells.
    • 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
      • Mana ↓90(was 130)
    • 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
      • + Magic protection
    • Spectre
      • + Magic protection
    • Spirit
      • + Magic protection
    • Northern glow
      • + Magic protection
    • Air elemental
      • + Magic protection
    • Water elemental
      • (silver) + Magic protection
    Unique physical protection feature was completelly useless due to easily accessible Enchanted weapon, which allows to ignore physical protection. To prevent this, we have added Magic protection to these units: now only someone with 'real' additional strikes (Holy, Fire etc.) can avoid the protection.
  • Block units
    • All level 1 swordsmen
      • + Block V
    • Knight
      • + Block II
    • Giant warrior
      • + Block
    • All machines with Block
      • + Block II
      • no Block leveling up
    • All heroes with Block
      • + Block II
  • Pole arm units
    • Level 1 spearmen
      • (base/silver/gold) Pole arm III / IV / V
    • Halberdier, Night guard, Impaler
      • -1 Atk, -1 Dmg
      Now have Atk/Dmg a bit lower than swordsmen of the same race.
    • 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)
    We have increased speed of all special units of 1-2 level who differs from standart spearmen/sworsmen/archers. This idea has already been implemented for units of nomads, draconians and shadow demons - we have spread it to another races.
  • Magic shooters
    •  + Marksmanship
      • Magic servant
      • All priests
    • (base/silver/gold) Marksmanship I / II / III
      • Mystic
      • Shadow runner
      • Shaman
    • Elder
      • Magic bolts II(was I)
  • Level 4 breath units
    • Red dragon
      • - Marksmanship
      • Fire breath II(was I)
    • Glutton
      • Gas breath II(was I)
    • Bone dragon
      • Black breath II(was I)
    • Ice dragon
      • Cold breath II(was I)
    • Phoenix
      • Fire breath II(was I)
    • Gold dragon
      • Divine breath II(was I)
    • Black dragon
      • Black breath II(was I)
    • Fairy dragon
      • Pixie dust III(was I)
  • + 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)
      Pioneer has been made faster, so it could pass the minimum distance between two cities in 1 turn and create an outpost the day it was built.
    • + Cave crawling, + Night vision
      • Draconians
      • Dwarves
      • Dark elves
      • Goblins
    • + Forestry
      • Elves
      • Halfings
  • Rebuilder racial features
    • + Cave crawling, + Night vision
      • Draconians
      • Dwarves
      • Dark elves
      • Goblins
    • + Cave crawling, + Night vision, + Mountaineering II
      • Dwarves
    • + Forestry
      • Elves
      • Halfings
  • Lv1 swordsmen, Knight
    • block chance = 100%
      Doesn't allow arrows and bolts to hit units covered by these units.
  • 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
    • - Poison immunity
  • Summons' gold price
    • level 1..3: Mana cost * 1
    • level 4: Mana cost * 1.5
    Gold price of summoned units is set accordingly to the mana cost of their summonning, which makes their prices in recruitment sites consistent with prices of regular units.
  • Humanoid/Creature classification
    • Creatures (were humanoids)
      • Spawn*
      • Hunter*
      • Spiderqueen*
    • Humanoids (were creatures)
      • Wyvern rider*
      • Roc rider*
      • Minotaur
    (* - Has been implemented in 'Our MP' mod)
  • Miscellanious balancing
    • Humans
      • Knight
        • (silver) - Magical mount
      • Herbalist
        • (silver) - Control animal
        • (silver) + Entangle(was at gold)
    • Tigrans
      • Beholder
        • HP ↓17(was 18)
        • Def ↓8(was 9)
        • (gold) + Magic relay
      • Sphinx
        • + Dominate V(was I)
    • 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
        He is not flying, so unlimited breath is not a problem.
      • Slither
        • (gold) - Taunt
      • Draconian shaman
        • + Night vision
        • + Cave crawling
      • Flyer
        • - Magic strike
        • + Fire strike
    • Frostlings
      • Mammoth rider
        • (silver) - Magical mount
      • Doom wolf
        • - Cold breath
        • + Frost blowing
        • - Marksmanship
    • Nomads
      • Horse archer
        • HP ↓12(was 14)
    • Elves
      • Glade runner
        • + Free movement
        • (silver) + Haste(was at gold)
        • (gold) + Grass concealment
      • Nymph
        • MP ↑28(was 24)
      • Iron maiden
        • Alignment = good (was pure good)
        (Has been implemented in 'Our MP' mod)
      • Treeman
        • HP ↑30(was 24)
      • Fairy dragon
        • Pixie dust V(was III)
    • Halflings
      • Rogue
        • + Poison strike
      • 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)
        (Has been implemented in 'Our MP' mod)
    • Archons
      • Paladin
        • (silver) - Magical mount
      • 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
        • Price ↑170 gold(was 150)
    • Syrons
      • Prospector
        • MP ↑32(was 28)
          (Has been implemented in 'Our MP' mod)
      • Spellbinder
        • Steal enchantment III(was I)
      • Rider
        • + Magical mount(was at gold)
      • Changeling
        • + Extra strike
      • Shadow runner
        • Price ↑140 gold(was 120)
      • Astral sprite
        • (silver) + Blessed(was at gold)
    • Dark Elves
      • Warrior
        • MP ↓24(was 28)
        Without any reason was faster than another swordsmen and another level 1 units of the race
      • Bladedancer
        • Price ↓80 gold(was 100)*
        • (gold) - Seduce
        • (gold) + Extra strike
        (* - Has been implemented in 'Our MP' mod)
      • Shade
        • Def ↓8 (was 10)
        • Res ↓8(was 10)
        • - Trail of darkness
        • (silver) + Underground concealment
        • (gold) - Path of decay
        • (gold) + Blurred
        Path of decay and especially Trail of darkness were making it impossible to effectively use Shade, and also didn't correspond its Concealment feature (how is unit supposed to hide if he is always visible because of the Trail of Darkness?). So we have removed this negative abilities and added something more appropriate to the unit.
      • Spiderqueen
        • (base/silver/gold) Leadership I / II / III(was - / I / II)
        • - Death protection
        • Web II(was I)
      • Succubus
        • Seduce II(was I)
      • Incarnate
        • - Strike
        Ability to counter-attack was weakening Incarnate a lot - it was too easy to drain away all MP from it without receiving any noticeable damage.
    • 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
        • Block chance = 0
      • Glutton
        • Atk ↓16(was 17)
        • MP ↑32(was 28)
        • - Taunt
        • Swallow whole III
        • (base/gold) - Death protection, - Death immunity
        • (silver/gold) - Leadership
    • Goblins
      • Big beetle
        • + Charge(was at silver)
      • Troll
        • + Marksmanship
    • Undead
      • Zombie
        • + Night vision
          (Has been implemented in 'Our MP' mod)
      • Archer
        • (gold) - Regeneration
        • (gold) + Resurgence
      • Spectre
        • Res ↓7(was 10)
      • Necromancer
        • Price ↑130 gold(was 120)
      • Dread reaper
        • Energy drain II(was I)
    • 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
        • MP ↑32 (was 28)
        Low MP were probably to compensate Lord's fast movement in the native shadow realm. But since shadow world is never used in online games, we have made him a bit faster.
    • 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
          (Has been implemented in 'Our MP' mod)
        • Great wyrm
          • - Dragon
      • Air
        • Zephyr bird
          • Atk ↓5(was 7)
        • Northern glow
          • (gold) - Flying
          • (gold) + Blurred
        • Air elemental
          • Def ↓8(was 10)
          • Res ↓10(was 12)
        • Ice dragon
          • - Magic strike
      • Earth
        • Dire boar
          • + Night vision
        • 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
        • Level ↑3(was 2)
      • 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
        • + Transport III
        Caravan, able to transport entire city, should also be able to transport some guards.
      • Pioneer
        • + Transport II
        Similar to Caravan.
      • Drill
        • - Tunneling
        • - Cave crawling
        • MP ↑28(was 27)
        • Price ↑80 gold(was 50)
        • Has been renamed to Wallcrushing drill
      • Baloon
        • + Floating
        Prevents hiding on the top of structures in TC.
      • Dire penguin
        • (base/silver) + Snow wanderer I / II
    • uPatch units
      • All archers
        • - Strike
        • (gold) + Seeker
      • Polar bear, Snow troll
        • (base/silver) + Snow wanderer I / II
      • Northerling axeman, Infantry
        • Block V / VI / VII
      • Gladiator
        • Block II / III / IV
      • Halberdier
        • Pole arm III / IV / V
      • Dwarven veteran
        • Leadership I / II / III
      • Satyr
        • Dominate I / II / III
      • Lizard shaman
        • (gold) + Healing II
      • Green dragon
        • Gas breath I / II / III
      • 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
    • + Block II
  • Halfling pipe
    • Res ↑3(was 1)
  • Vine whip
    • Atk ↑3(was 1)
  • Ring of nature
    • + Poison immunity
  • Bone shield
    • Res ↑1(was 0)
  • 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
    • +2 HP
  • All archers
    • - Strike
  • All heroes
    • +1 Atk
    • +1 Def
  • Frostling heroes
    • - Fire weakness
  • All flyers
    • + Floating
      With this change flyers can't hide on top of houses or trees in TC anymore to avoid the effects of double gravity and web/entangling. Flyers can still fly over city walls and ground units can't reach flyers.
  • Resurgence has been removed as a hero upgrade.
    Resurgence as a hero upgrade was bugged. It was possible to resurgence a hero an unlimited number of times instead of only once like other units with resurgence.
  • 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)
    This will weaken research races because research is better than mana. Research can be converted to mana by not researching anything, but mana can't be converted to research.
  • 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
    to improve the flame and frost cannon
  • Possess: Atk ↑18(was 16)

Magic

  • Fire
    • Anarchy has been removed
    • Wildfire
      • Lvl ↑2(was 1)
    • Blazing comet
      • Dmg ↓8(was 9)
    • 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
      • Atk ↓16(was 18)
  • Water
    • Liquid form
      • Mana ↓20(was 40)
      • Lvl ↓2(was 3)
    • Mist cloak
      • Radius ↑2(was 1)
      • Lvl ↑3(was 2)
    • Healing showers
      • Dmg ↓5(was 6)
    • Great hail
      • Research ↑200(was 160)
    • Spring rains
      • Upkeep ↑30(was 20)
      • Research ↑250(was 180)
  • Air
    • Recall hero: has been moved to Cosmos
    • Chain lightning
      • Atk ↑14(was 12)
    • Wind walking
      • Mana ↓40(was 50)
      • Upkeep ↓6(was 8)
    • Violent storm
      • Mana ↑50(was 22)
  • 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
      • Lvl ↑3(was 2)
    • Poison domain
      • Upkeep ↑25(was 20)
  • Life
    • Mighty Meek
      • has been moved to Cosmos
      • Upkeep ↓4(was 5)
    • Healing
      • Mana ↓10(was 11)
  • Death
    • Animate Dead
      • Lvl ↓2(was 4)
    • Spider’s Curse
      • Lvl ↑2(was 1)
    • Domain of Darkness
      • Lvl ↑3(was 2)
    • Animate Ruins
      • Lvl ↑4(was 3)
    • Dark gift
      • Upkeep ↓3(was 4)
    • Weaken
      • Mana ↓10(was 11)
      • Research ↑120(was 90)
    • Damnation
      • Upkeep ↓25(was 30)
  • Cosmos
    • Double Gravity
      • Damage type = Holy + Death + Fire + Cold + Poison + Lightning + Magic(was Magic)
        Now all flyers except the gargoyle are affected by it.
      • Lvl ↓2(was 3)
    • Banish summoned
      • Mana ↑25(was 20)
    • Bind summoned
      • Mana ↑45(was 40)
  • Mastery spells
    • Mana/Upkeep ↑600/60(was 500/50)
    • Research ↑1200(was 1000)
  • Tower guard
    • Atk/Dmg = 18/6(was 14/8)

Units

  • Humans
    • Halberdier
      • (silver) + Round attack
      • (gold) + Throw spear
    • Swordsman
      • (gold) + Round attack
      • (gold) + Mighty meek
    • Crossbowman
      • (gold) + Seeker
    • 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
      • (gold) + Seeker
    • Fire cat
      • (gold) + Seeker
    • 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
      • (silver) + Water walking
    • Charger
      • + Throw spear
      • (silver/gold) + Marksmanship I / II
      • (silver) + First strike
    • Flamer
      • (silver) + Ignition
      • (gold) + Fury
    • Crusher
      • (silver) + Fury
    • Slither
      • (silver) + Concealment
      • (gold) + Taunt
    • Draconian shaman
      • (silver) + Control animal
      • (gold) + Healing II
      • (gold) + Fire halo
      • (gold) + Taunt
    • Elder
      • (gold) - Willpower
      • (gold) + Seeker
    • Flyer
      • (gold) + Haste
    • 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
      • (gold) + Seeker
    • Wolf rider
      • (silver) + Vision
    • 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
      • (gold) + Pole arm
    • Barbarian
      • (silver) + Fury
      • (gold) - Willpower
      • (gold) + Charge
    • Horse archer
      • (gold) + Haste
    • Djinn
      • (silver) + Vision
      • (gold) + Fury
    • Elephant rider
      • (silver) + Fury
    • 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
      • (silver) + Blessed
    • Druid
      • + Bard's skills
      • Path of life: has been moved tosilver (was at gold)
      • (gold) + Blessed
      • (gold) + Entangle II
    • Treeman
      • (silver) + Blessed
    • Fairy dragon
      • Def ↑13(was 12)
      • Price ↑330 gold(was 310)
      • (gold) + Holy strike
  • Halflings
    • Peasant
      • (gold) + Control animal
    • 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
      • (gold) + Holy champion
    • 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
      • (gold) + Seeker
    • Boar rider
      • (gold) + Fury
    • 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
      • (gold) + Healing
    • Legionary
      • (silver) + Repair machine
      • (gold) + First strike
      • (gold) + Sabotage
    • Archer
      • (gold) + Seeker
    • Paladin
      • (gold) + Death protection
    • Avenger
      • (silver) + Blessed
    • 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
      • (gold) + Taunt
    • Lightning catcher
      • (gold) + Static shield
    • 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
      • (gold) + Seeker
    • 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
      • (gold) + Seeker
    • 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
      • (gold) + Dominate
    • Warlord
      • (gold) + Fury
    • 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
      • (gold) + Seeker
    • Wolf rider
      • (gold) + Smoky haze
    • 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
      • (gold) + Seeker
    • Death knight
      • Dmg ↑7(was 6)
      • (gold) - Regeneration
      • (gold) + Resurgence
    • Vampire
      • + Wasteland concealment
    • 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
      • (gold) + Haste
    • 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
        • (gold) + Flying
      • 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
        • (gold) + Flying
      • 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
      • (gold) + Seeker
    • Catapult
      • (gold) + Hurl firebomb
      • (gold) + Hurl boulder
    • Cannon
      • (gold) + Seeker
    • 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