Author Archives: Lennart Sas

Age of Wonders V1.6 launches, includes new Tutorial

Today we unleash Age of Wonders v1.6! This free update includes an overhaul to Random Maps, which now features greatly enhanced Underground experience. Other improvements include balance and interface fixes, enhanced AI, loading screen tips and a Tutorial for beginning players. V1.6 is available now on Steam and GoG!  

V16_S

Improvements

  • New Optional Tutorial for beginning players added to the start of the Elven Court Campaign.
  • Tooltips for city upgrades will now list applicable income bonuses from Race Governance upgrades and skills (like Arcane Study)
  • Added preview popups to inform the player when they’re about to move their unit over a hazard in tactical combat
  • Cities now have 6 production slots, not 5
  • The AI will now cancel summoning spells if you mind control the summoned unit
  • If you select an engaged archer, and move the archer out of engagement, the system will automatically select the archer’s ranged ability once the unit has stoppped moving.
  • TOW city upgrade pages now show racial variants of units this upgrade unlocks, as well as racial versions of the structures the upgrade leads to.
  • Added sound effect when receiving chat message
  • Added a new page in the ToW for the race governance for each race
  • Helpful tips are now displayed in loading screens
  • Implemented click to continue on the loading screen (people who want to read the tip have enough time to do so, and others can skip it to get to their game fast).
  • Undead and Machine units under the control of more difficult AIs (Lord and above) will now regenerate a small number of hit points each turn on the world map, when the player isn’t watching.
  • Added a color blind option to the graphics tab, which changes the tiles in TC
  • Added a line to the damage preview to show when a unit is getting a ranged bonus from standing on a wall
  • Added links to Grey Guard, Keeper and Shadowborn to the main Specialization tome of wonders page.
  • You can now send message from diplomacy screen even when you have already made a trade this turn
  • Independent heroes will now sometimes cast spells in battle

16_tutorial

The (optional) new tutorial is added to the start of the Elven Court Campaign,  where Sundren joins Werlac to the isle of Aldor to safeguard the royal tombs.

Random Map Generation

  • Each player can now select on which map layer to start during the leader selection phase:
    • Default: Surface Layer for most races. 50% chance for Underground Layer for Dwarves and Goblins
    • Surface: Start on the Surface Layer.
    • Underground: Start on the Underground Layer.
    • Random: Start on either Surface Layer or Underground Layer (50% chance for either).
  • Underground no longer contains independent cities that dislike or hate Subterannean. Exception: If a player chose a race that dislikes or hates Subterannean, then independent cities of the same race can still spawn in a limited area nearby that player.
  • Underground structures and pickups amount and distribution is now more like that of the surface land type map.
  • Underground no longer ‘shrinks’ by adding large amounts of Rock Cavern Walls.
  • Underground now has Dirt Cavern Walls that are more likely to create a useful passage when dug through.
  • Underground underwent various tweaks for improving overlay distribution (i.e. Dense Vegetation, Wetlands, Barrens, etc).
  • Reduced size of underground pocket area that was generated around cave exits (especially noticeable in larger map sizes).
  • Fixed bug in where the ‘Shrine of the Skull Lord’, ‘Trading Post’ and ‘Flowrock Quarry’ structures were sometimes locked in by cavern walls.
  • Fixed bug where structures nearby the edge of the map were sometimes locked in by Cavern Walls.
  • Fixed bug where structures nearby a river were sometimes locked in by Cavern Walls.
  • Fixed bug where the spawn position for dwarves sometimes had too many adjacent Cavern Walls which did not leave space for spawning units.
  • Fixed bug where underground players sometimes spawn very close-by/under another player on the surface.
  • Fixed bug where random generated roads would sometimes lead to nowhere.
  • Geography sliders should have a more significant effect on random generated maps of all map types.
  • Water and lava rivers in random ganerated maps are more likely to be classified as badass.
  • Underground maps are less likely to block corridors with structures (this is to help the AI, and to speed up underground scouting)
  • Increased amount of global pick ups from 20 to 25 on Medium Size Default Settings, for larger maps this scales up accordingly.
  • Increased the difference between ‘few’ and ‘many’ for the amount of resource sites being generated

16_Mapstart

In random maps with underground, players can now choose on which layer their empires will start

Bug Fixes

  • Fixed some issues that were causing the AI to be very passive with how it would try and acquire cities as vassals
  • Fixed Seek Inspiration icon
  • Fixed a rare issue where the interface let you trigger an ability that only affects the casting unit when the ability couldn’t affect the unit.
  • Fixed an issue where units with pass wall could end up stuck on walls when using abilities that targeted corpses.
  • Units can no longer be hit by attacks of opportunity when moving through obstacles (using pass wall or floating)
  • Fixed an issue where phase, pounce and shadow step could take units out of the map
  • Units can no longer pounce onto retreat zones
  • Units can now flee combat by phasing/shadow stepping onto retreat zones
  • Tome of Wonders was updated to reflect correctly that Tigrans hate blight (instead of dislike).
  • Added note that the Item Forge cannot be built in campaigns.
  • Fixed an issue where the ghoul rendering effect wouldn’t work on mounted heroes in the unit panel
  • Added information to descriptions of some abiities and spells to indicate the units they won’t affect (Backstab, Life Steal, Life Drain, Webbing Touch, Greater Webbing Touch, Revitalize, Quick Dash)
  • Fixed an issue where the trespass dialogue would cancel road building
  • Tactical AI will no longer use touch abilities that paralyze a target (Stunning Touch, Webbing Wouch, etc) on units that are already paralyzed
  • Fixed an issue where looping production would allow you to get multiple settlers at half price
  • Fixed an issue that caused the tactical AI to never cast spells
  • Fixed an issue that caused flying units to get stuck when flying through big clumps of units (like Eldirtch horrors) which could make tactical combat get stuck.
  • Invoke Death will now properly reduce the hit points of embarked units
  • Changed Deteriorated description to show it cannot be dispelled.
  • Voluntary Union now affects the time needed for necromancer’s to absorb dead cities
  • Fixed an issue where creating a map in the editor with multiple layers, and then rearranging the order of those layers could cause issues when the map was loaded in game.
  • Fixed a rare bug that meant forts/cities that had been captured by independent players would have walls that remained damaged forever
  • Fixed an issue where spells wouldn’t be canceled when a player was defeated
  • Fixed an issue where units wouldn’t evolve when embarked
  • Fixed an issue where upgrades that had been given to cities in the editor would be re-added to cities each time the game was loaded from a save game (so a user could sell a preplaced city upgrade, and then save/load to get it back for free)
  • When starting with metropolises, necromancer cities will now have Embalmer’s Guilds instead of Store Houses.
  • Fixed an issue where a resurging unit wouldn’t come back to life when its owner’s ally won the battle, but its owner lost all their own units
  • Fixed an issue where Black Plague PFX wouldn’t play when the target was on a different level to the city receiving the population
  • Fixed an issue that could lead to players getting no specializations as a reward for completing the All Knowing Quest
  • Fixed an issue caused by a target unit dying via absorb pain as a unit moved down a path towards it to use an ability on it
  • Cities affected by Seeds Of Distrust will no longer sometimes offer peace/vassalage voluntarily when you first meet them
  • Shrines and Inns will no longer have defenders when placed in the domains of independent structures by the RMG
  • Fixed non-english text for Halfling Military Upgrade 1
  • Independent units (i.e. roaming units and indy/vassal city guards) no longer autodetect stealthed units. Due to a technical limitation, a stealthed unit will be revealed to ALL indy units if stands directly next to ANY indy unit.
  • Unstable Transformation can no longer be cast on leaders
  • Pledge Of Protection can no longer be dispelled (it was possible before to dispel the defence buff, but not the absorb pain link)
  • Fixed an issue where terraforming would cause cloverfields to use the wrong model
  • Fixed an issue that prevented terraforming magic working on forest cells that were being terraformed using the Terraformer skill.
  • Fixed an issue where the web model for webbed units would disappear under the ground
  • The words “Show Proposal” has been converted to translatable text, so it should properly appear in foreign languages once we complete translation
  • Leaders will no longer suffer morale penalties from Dedicated To XXX abilities.
  • Fixed an issue when disembarking juggernauts near forests on coasts
  • Unit flags now disappear the instant a unit dies in tactical combat
  • Fixed issue where the freeze achievement would only be triggered when Throw Iceball was used. Now triggers for other abilities too.
  • When a player takes over a city, negative city spells/debuffs are cancelled if that player isn’t at war with you. (previously spells were cancelled only if that player has an alliance with you)
  • Fixed an issue where a happiness event panel displayed the wrong text in the header.
  • If there aren’t any available skills anymore, research breakthroughs won’t get triggered.
  • Fixed issue where User Content would not show up for some players.
  • Fixed crash when spam clicking done button in leader customization screen
  • Fixed incorrect text on victory screen when opponent razed his throne city
  • Leader colors which are in use are now correctly reset when the leader setup is cancelled
  • fixed age of death causing quests to fail
  • Fixed issue when absorbing a dead city, it would become living again.
  • Added the correct population growth number in the city tooltip
  • Fixed Healing Ability description
  • Demolisher Ability no longer stacks in the Item Forge
  • Armor of Divine Regeneration typo fixed
  • Theocrat Armageddon now has correct English description
  • Fixed an issue where units given as rewards from quests would sometimes spawn in diggable walls if they had tunneling.
  • Fix bug where seasoned achievements was unlock when hero reached level 5
  • Fixed a rare glitch where the system would generate a “This unit needs move orders” event for units with no move points
  • Fixed an issue where the AI wouldn’t cast certain spells, like Summon Banshee
  • Fixed an issue where a unit would be able to charge multiple times per turn, if it used Killing Momentum, Quick Dash or a similar ability
  • Fixed an issue where a unit would be able to attack while guarding, if it used Killing Momentum, Quick Dash or a similar ability after Pounce or Defensive Strike
  • Fixed the icon for auto combat in TC
  • Fixed missing painting tab for subterranean painting in the level editor
  • Fixed unit backgrounds for units which are water based.
  • Fixed checkbox for wait for gpu in the graphics options menu and for the launcher
  • Fixed an issue where the well of souls wouldn’t give population while recharging
  • Fixed an issue where the tooltip for a settler wouldn’t correctly display the city’s minimum population when playing on a different game speed
  • Tweaked tactical AI to make it better at using the Sun Spear ability
  • Fixed an issue where losing a leader or vital campaign hero in battle would cause you to lose the game, even though the unit had resurgence from the Phoenix Warrior spell
  • Fixed an issue where necromancer players with the Phylactery spell couldn’t cast spells in combat whe their leaders were dead
  • Fixed an issue where a heroes would have incorrect buffs/debuffs from city domains when they became archliches
  • Founding a city on a fort now cancels upgrades to that fort and refunds spent gold
  • It’s no longer possible to upgrade a fort while a city is being founded inside it
  • Fixed a rare issue where a cadaver dying on a seal at the same moment new elementals spawned would put those elementals under the control of the cadaver’s owner
  • Fixed a crash in PBEM caused by egg items hatching for any player apart from the first one
  • Fixed an issue where immobilized units wouldn’t use melee attacks while under AI control
  • Fixed an issue where leaders using DLC features would be permanently deleted if the DLC was disabled
  • Fixed an issue where resurrecting a unit on a wall hex wouldn’t give the unit the “Standing on a wall” stat penalty
  • Fixed missing shortcut (Ctrl + X) for disabling/enabling unit banners
  • Fixed issue where the Free City Upgrade and Treasure Pickup Found event windows would get canceled when entering tactical combat. Now they’re displayed again after combat ends.
  • Improved loading tip display time for long loading tips.
  • Chat window doesn’t overlay loading tips in multiplayer loading screens
  • The AI now pays less attention to the size of your armies when considering if it will accept an alliance (this should make it easier to get alliances on higher difficulties, where typically the AI will refuse alliances because it thinks you’re too weak)
  • The AI is now more likely to offer an alliance to a player if its in trouble, even its relation with that player isn’t very good
  • Fixed an issue where changing terrain with Path Of XXX abilities would sometimes leave sections of terrain untouched around the edges of each hex
  • Castle of the Lich King selection sound now respects the ambient volume slider.
  • Reduced the number of instances that can play simultaneously for magic and event audio to prevent sudden peaks in volume.
  • Added missing flying audio for the draconian pikemen
  • Removed code that stopped the Tactical AI using the Horned Gods summon ability if it was too outnumbered
  • Fixed a glitch which allowed units to get charge bonuses after moving two hexes, instead of 3
  • Fixed description of Charge to list 3 hexes, not 4.
  • Fixed issue where meet messages was being shown for player who had been defeated this turn
  • Fixed a crash when campaign save hero script was being used with map specified heroes
  • Added missing drowning and incineration icons, so you now have a nice picture to look at after unequiping your mount at the wrong moment.
  • Fixed an issue where you could cast Inspect Plague on another player’s city without triggering a war declaration
  • Tigran Cities now give quests.
  • Added support for the strategic AI to not cast city growth spells on metropolises
  • Fixed issues where various damage bonuses weren’t affecting damage to obstacles, like walls and gates
  • Fixed an issue where picking up a cartographers tent underground would reveal cities above ground, when below ground cities were closer
  • Fixed an issue where creating a cadaver on a wall wouldn’t apply the wallclimbing penalty
  • Spells/abilities that do not work in water battles, now do not work in lava battles either
  • Stopped enemies in AI Raid and Brigand behavior targeting concealed units (should prevent roaming units sniping concealed scouts. Really this time!)
  • Fixed a crash that occurred when accepting the surrender of an AI player
  • Fixed an issue where a concealed unit wouldn’t be properly revealed on the world map when the terrain it was stood in changed
  • Fixed Flame Tanks spawning for Frostlings in battle start maps (now you’ll get Frost Tanks)
  • Fixed Golems spawning for Halflings in battle start maps (now you’ll get Party Robots)
  • User content does not download automatically (from Steam Workshop) at start up of the Launcher anymore. Instead the an icon becomes visible to indicate an update is available, wherafter a button needs to be clicked to synchronize the local files with the files that are subscribed to on the Steam Workshop.
  • Units that spawn to attack unit beacons now form clumps, rather than being scattered around the city (this prevents an error where half the units spawn on the wrong side of a river/lavaflow and can’t reach the city, breaking the AI).
  • Fixed an issue where boats would always come before heroes in stacks
  • Renamed Lich Aura to Archlich and hid the Archlich ability in the unit panel, so Archlich heroes wouldn’t have 3 separate abilities for the same thing in the unit panel
  • Fixed buff spells being canceled when vassal city is absorbed
  • Fixed spells like Glyphs Of Warding and Hallowed Domain affecting your units when they move through the domain of a vassal belonging to your ally
  • Fixed the Free Unit Helper system still running in local hotseat games
  • Changed (Dread Reaper) Faucheur terrible to Faucheuse in French
  • Fixed an issue where your leader dying would cancel spells being cast even if the player had Phylactery researched
  • Fixed bug in the random map generator where the starting city ‘Town’ had the wrong domain size.
  • Fixed Music FadeIn/FadeOut in load screen
  • Fixed incorrect button placement on end turn confirmation when an army still has movepoints
  • Fixed Item Forge Fire Musket from displaying twice

Balance Changes

  • Lesser Reanimate Dead and Greater Reanimate Dead are now short range (was melee range)
  • Tigrans now no longer like Dense Vegetation (just Barrens).
  • Frostlings now like Fertile Plains (instead of Barrens).
  • Lost Library defenders now have more variety.
  • Added Vampire Spider Baby and Tiger to Call Wild Animal.
  • Added Polar Bear, Dire Panther, Mammoth and Dire Bear to Call Eldritch Animal, removed the Gold Wyvern and increased the chance for Gryphons a bit to compensate.
  • Reduced the rewards from the Hall of the Forefathers a little bit.
  • Frost Dragon now has Inflict Chilling.
  • Gold Dragon now costs 50 gold more and Golden Dragon Inspiration no longer works on Dragons.
  • Root Spears is now strength 12 physical (was 9 physical) and removes all move points (was 50%), leaving the target with a single action point, but unable to move.
  • Root Spears now does 18 damage (was 20)
  • Touch of Faith can now be dispelled.
  • Blinded can now be dispelled, whatever the source of the status effect. (Previously, blind couldn’t be dispelled if it came from flashbang)
  • Juggernaut is now armored (net defense remains the same).
  • Cardinal Culling is now dispellable by Dispel and Cure Disease
  • Shield of Dispassion should no longer affect units belonging to the caster’s allies
  • Necromancer Heroes can now access Corpus Furia and Desecration at level 1 (was 3)
  • Starting for Necromancers is now Corrupt the Source instead of Animate Ruins (you still start with Animate Ruins in map 1 of the campaign).
  • Frostling Apprentices now have Frost Weapons.
  • Corrupt the Source now costs 40 mana to cast (was 60).
  • Mystic Archer’s Bane item is now epic (was legendary)
  • Shining Shield of Reflection item is now legendary (was epic)
  • Hunters now get +1 ranged damage from High Elf Military 1 race governance upgrade as well.
  • Frostling Tier 4 Economic bonus is now actually 100 gold off Frost Castle and 25% off Ice Queen as listed (was 50 gold and 50%)
  • Life Stealing can now stack through 4 tiers, Life Stealing (3-5 hp per hit), Greater Life Stealing (4-8), Life Drain (6-10), Greater Life Drain (8-12)
  • Halflings now build Prototype Party Robots instead of Golems.
  • Tigran Evangelists now cost 150 gold, 30 mana (like other Evangelists)
  • Reduced the chance that Summon Gargantuan Animal summons a tier 4 a bit.
  • Halfling Military 2 now gives +1 ranged damage to scoundrels
  • Reverted changes that made defenders on Normal Mana Nodes tougher
  • Horned God now has Entangling Strike Ability. No longer gets Entangling Touch on gold (we have a new thing planned to replace it, but we ran out of time for this update)
  • Phantasm Warriors no longer have true sight
  • High Elf Initiates now have 33hp (was 30)
  • Draconian Hatchlings now have 33hp (was 30)
  • The Horned God no longer has Inflict Crippling Wounds on Bronze.
  • The Horned God now has Summon Erymanthian Boar on Gold medal.
  • Tigran patron Military now gives 7 HP to Tigran Sun Guards and Sabretooth Chariots
  • Tigran Military 2 Race Governance now gives the Prowler Hurl Net.
  • Halfling Shaman now costs 140 gold and 30 mana (was 130 gold and 30 mana) to compensate for having Minor Bard Skills.
  • Halfling Bards and Martyrs now cost 5 gold more to account for the Slingshot ability.
  • Halfling Scoundrels now cost 55 gold instead of 45 to compensate for Slingshot.
  • Pounce can now be blocked by obstacles like walls and trees
  • Cheetahs now have melee strength 9 (was 10) and 35hp (was 38hp)
  • Prowlers now cost 70g (was 80g)
  • Tigran Berserkers now cost 85g 10m (was 90g 15m) due to pounce nerf.
  • Allowed Elemental Slayer in the item forge
  • Fixed Tigran Mystic level up upgrades to alternate between melee and ranged damage (like other support units have), instead of all ranged damage upgrades,
  • Tigran Shamans no longer have Awaken Spirit
  • Polar Bears and Dire Bears now have 32mp (was 36)
  • Tiger now has resistance 8 (was 9)
  • Dire Panther now has resistance 9 (was 10)
  • Hurl Net is now affected by line of sight penalties (so it will have a lower proc chance if you shoot through a wall)
  • Cardinal Culling is now Grey Guard Master (was Adept)
  • Voluntary Union is now Grey Guard Adept (was Master)
  • Voluntary Union is now Tier 3, 200 knowledge (was Tier 4, 350 knowledge
  • Meditate now works automatically when battle starts, damage bonuses toned down a bit to compensate
  • Berserkers now have Demolisher
  • Draconian Monster Hunter now has Fire Spit instead of Shoot Light Crossbow
  • Monster Hunters now have Elemental Slayer
  • Base hitpoints of Berserker is now 57 (was 52) and base gold cost is now 65 (was 75)
  • Dwarf Economic 1 now gives 4 gold per hex mined, not 8
  • Tunneling now gives 3-5 gold per hex (was 2-5)
  • Tigran Bard now has 7 melee strength like the other bards, instead of 8.
  • The cost to do diplomacy with independent cities now goes up when they’re further from a certain distance from the nearest city you own (3% for every hex over a distance of 20)
  • It now takes 4 turns to release a city as an ally if you do not actually own the city (i.e. it has not been absorbed or migrated), it still takes 2 turns if you do own the city
  • Greater Life Stealing and Greater Life Drain are no longer available in the item forge
  • Freezing Projectiles now correctly affects the undead, tooltip now correctly states that the freeze lasts 1 turn instead of 2
  • Magic Fist now costs 10 mana (was 12)
  • Static Sphere now costs 10 mana (was 15)
  • Sorceror Heroes and Leaders can now learn Thunderstorm at level 13 for 10 points
  • Divine Justicars now works on the undead
  • Cardinal Culling is now tier 5, 600 knowledge (was tier 4, 400)
  • Exalted now get Righteous Zeal on Gold instead of Stunning Touch (+3 fire/shock damage versus heretics)
  • Evangelists now get the “Denounce Heretic” ability on Silver medal (a single target ranged ability that marks a unit in tactical combat as a Heretic)
  • Draconian deity Economic for Necromancers now gives +20 production to cities with Great Temples instead of 200 Happiness.
  • High Elf Horse Archers now cost 120 gold (was 110)
  • Whispers Of The Fallen now costs 10 mana per turn (was 20)
  • Ancestral Spirits now have the Shield ability like their figure suggests.
  • Bone Collector now has 20% spirit resistance (was 40% weakness)
  • Heroes no longer keep bonuses from hero upgrades when they transform using abilities like Werepanther

The Age of Wonders III 2015 Summer Tournament kicks off

Quest_NewsItem_Banner
This is the second Summer Tournament initiated by BloodyBattleBrain, this time using the all the new expansions and updates we’ve added since release. Triumph has made available a couple of prizes for the winners. The rooster filled up quickly with contestants; you can follow the progress here: http://aow3summertournament.weebly.com/

“The Eternal Lords have awoken, and all races issue forth to war. Who shall prevail, and who shall die? Who shall rule supreme? Only one will be Champion!”

To be part of a next tournament; please keep a close watch on our mufti-player forums and Steam Multiplayer Groups and start practicing now!

May the best player win!

v1.555 Patch now Available on GoG and Steam

Hi, today we launch V1.555  the first official patch after the Eternal Lords expansion and V1.5 got released April 14th.  After such a big update, there is bound to be feedback and new ideas.  With your help we were able to turn this in a big update relatively quick after the launch of the new expansion.  The update is available on both GoG and Steam. Thanks for all your comments!

New (Minor) Features for v1.555

  • Added new Seek Inspiration spell that’s unlocked from the start of the new game (you will need to restart your games to get it). Casting the spell resets the research skill book, allowing you to pick different things.
  • Inflict XXX abilities and abilities that debuff melee attackers (Static Shield, Fearsome, etc) now display the strength of the resistance check used to check if the debuff will be applied on the unit panel and in the tome of wonders
  • Most spells now list the resistance strength used to apply debuffs

Fixes

  • Wild Magic Master starting skill now correctly states that it grants 10 casting points per Heart, not 5.
  • Fixed an issue where the AI would cast Desecration in battles against large numbers of undead units, inadvertently buffing the enemy more than it was buffing itself.
  • Fixed a crash caused by clicking on an icon for a spell affecting a city, after the city had been absorbed as a vassal
  • If a non-necromancer surrenders to a necromancer, their throne city will now be occupied after it’s transferred, to the stop the necromancer player having a living city (the same already happens if necromancer players surrender to non-necros)
  • If a city has negative population growth, then that negative value will no longer be shrunk due to the city having its growth constrained
  • Interfaces will no longer list information on what types of terrain units like if the unit is undead.
  • Fixed an issue that meant independent AI would allow you to sometimes repeatedly target the same unit without responding
  • Fixed an issue where the AI would get stuck forever in siege battles because a unit was stood next to an enemy with first strike, and couldn’t act without dying
  • Fixed the tactical AI not using cannons to destroy walls in siege battles
  • Fixed Invoke Death not granting experience for killing targets
  • Fixed an issue where teleporting into a gate would stop it from opening
  • Fixed a missing error message when a player tried to use phase or a similar ability with an embarked unit on a boat
  • Fixed Human Cavalry getting extra medals when produced from cities after getting race upgrade that grants them the Fast Learner ability
  • Elven Court map 3: Nomlik now has Rot to counter the machines (you have to start from map 2 in order to get it).
  • Fixed a crash caused by necromancer players taking over rebelling cities from other players
  • Fixed a crash caused by accepting certain quests in the campaign when loading from a save that was created before the latest patch was released
  • Forge Blast will no longer apply it’s happiness and race happiness penalties twice per cast
  • Cities running the Install Throne operation now produce income
  • Fixed crash when capturing city with scorched earth active
  • Fixed an issue in the tactical AI where it would sometimes be reckless with cavalry when it wasn’t supposed to be
  • Fixed an issue where resurrected heroes wouldn’t become archliches if Harbingers Of Death was researched
  • Spiritual Freedom and Embrace Darkness will no longer appear as rewards in Lost Libraries
  • Domain of the Sun now overrides Goblin Economic race governance 3 as it should.
  • Fixed various issues that caused combat replays to break
  • The All Knowing empire quest will now only give a good aligned specialization to a player if they already have a good aligned one, and don’t have shadowborn. Similar rules added for Neutral and Evil specializations.
  • Altar Of Bound souls will now work with undead units
  • Added a new message to the interface to explain when an ability doesn’t cost action points to be used
  • Undying Army, Desecration, Dark Gift and Gift Of Nekron can no longer be stacked with themselves in combat (e.g. You can no longer cast Desecration 3 times for a +9 resistance bonus)
  • Fixed an issue where the AI would wait for the player to approach when it was the attacker instead of the defender.
  • Fishing now works correctly.
  • If your leader falls in battle, and is then resurrected, you will now be able to cast spells with them again in that battle
  • The “let me know when you are ready to talk” option is disabled for indy cities with disabled interactions.
  • AI will no longer surender when it lost a big battle it was the attacker in
  • Fixed issue where button would say ‘start’ when it it should say ‘next’
  • Fixed issue where AI would take over cities which it was not allowed to (campaign only fix)
  • Fixed issue with race happiness modifier descriptions from spells
  • Hotseat top bar does not show leader names anymore, always lists it as ‘unknown’
  • Fixed scaling of icon for Units Offer to Join event
  • Fixed issue where move order event would not go away when the army had changed owner (campaign only fix)
  • Regenerate is now listed as “Regenerate” in tooltips, instead of +1000 hp regeneration.
  • AI will no longer be attacked by indies when building beacons.
  • AI will no longer declare war on players the moment they queue up their first beacon.
  • Path Of Life will now function correctly
  • Mind Controlling a unit who’s using Absorb Pain (or Pledge Of Protection) will now cancel the Absorb Pain relationship.
  • Human Economic 4 now properly gives 15 production, like the description says (it was giving 10)
  • Loading a save where a unit is stood on a reflecting pool will no longer glitch
  • Fixed an issue that prevented leaders getting skills from Lost Libraries while their hero was in the void
  • Folk Hero now properly gives a discount to city diplomacy costs
  • Suppress Nature will no longer be a starting spell
  • The AI will no longer use spells that damage cities while defending it’s own cities
  • Creating a cadavers from dead ghouls will no longer give you ghouled cadavers
  • Fixed players being able to disband units from the Entering Battle screen
  • Fixed an issue where the tactical AI would never use any of the reanimate undead abilities
  • Fixed Cosmic Happening Crimson Star description & wrong polish string.
  • Multiple small translation fixes

Balance Tweaks

  • Black Lightning is now much more likely to apply Broken Spirit (strength is now 16, instead of 11)
  • Tigran Exalted now costs 160 gold like the other Exalted (was 170 gold)
  • Fixed Tigran Evangelist getting the wrong damage upgrades as it leveled up
  • Frostling Death Bringer now costs 150 gold, like other Death Bringers (was 160 gold)
  • Goblin Reanimator now has an extra +2 blight damage on melee attacks as well as on its ranged attacks
  • Bone Collector now has melee strength 15 (was 14), Killing Momentum (so you can kill something and then eat it in the same turn), Demolisher x 2 (double bonus vs machines and walls) and Reinforced instead of Projectile Resistance.
  • Dark Gift now gives +2 physical damage to ranged attacks that already do physical damage as well as melee attacks (was +2 physical damage to melee attacks only)
  • Draconian Elders can now use Dragon Ancestry on themselves
  • Orc Shock Trooper now gets War Cry on Bronze Medal (was Armor Piercing)
  • Orc Priest now gets Blight Protection on Silver instead of Frost Protection
  • Fairy Charm upgrade in the Sylvan Court now costs 80 gold (was 160)
  • Fangir’s Stone Ward in Giant Dwellings now gives +4 defense, +2 resistance to all units, but doesn’t reduce their move points (was +5 defense, +3 resistance, -16 move points)
  • Tigran Shamans and Mystics are now Immune To Mind Control after they’ve transformed
  • Cause Fear is now on a 2 turn cooldown (was once per battle)
  • Immolating Touch is now on a 1 turn cooldown (was once per battle)
  • Inflict Ghoul Curse will no longer affect dragons
  • Well Of Souls and Lich Aura will now affect creatures Of Magical Origin (but not incorporeal ones)
  • Embrace Darkness, Spiritual Freedom and Scales Of Fortune now affect Machines and Boats
  • Frostling Harpooner now no longer has Fishing as a bronze medal upgrade (he has it by default).
  • Heart structures no longer buff your ally’s units as well as your own
  • Effigy of the Lich king now grants Necromantic Aura
  • Tiger’s Eye Ring now grants Invigorate and Mark Blood Sacrifice, instead of Slip Away.
  • Frost Queen’s Crown now also grants 200% frost resistance
  • Boars now have 44hp (was 40) and Fast Healing
  • Wargs now have Wetlands Walking and First Strike
  • Blight Tusk Boar now have Wetlands Walking
  • Felhorse now has 8 physical attack, 2 fire attack (was 8 physical only)
  • Tigran Prowler is now tier 2 (was 1) has 52 hit points (was 48), cost is 80 gold (was 60).
  • Tigran Military 1 now reduces prowler cost by 20 gold (was 15)
  • Tigran Apprentice now costs 95 gold and 20 mana (was 105 gold and 25 mana)
  • Tigran Economic 1 and Human Economic 1 now both give a 25% discount to settlers (was 15 and 20% respectively)
  • Revive Instinct no longer works on the undead
  • Spiritual Freedom, Scales Of Fortune and Embrace Darkness now remove Dedicated to XXX abilities from creatures in dwellings, and replace them with new ones.
  • Necromancers now get a 35% fixed bonus to race governance XP
  • Frostling Raider now has 9 Defense instead of 10.
  • Frostling White Witch now has Inflict Frostbite on Silver Medal and Freezing Touch instead of Infict Freezing on Gold Medal.
  • Human Civic Guard now has Fast Embark and Volunteer.
  • High Elf Swordsman now has 9 defense instead of 8 (with Armor, this results in 11 defense instead of 10), First Strike on Gold Medal and Inflict Bleeding Wounds is now on Bronze instead of Gold.
  • Draconian Bard now has 7 base physical melee damage like the other Bards.
  • Deathbringers are now Armored, their defense remains unchanged
  • Frostling Monster Hunter now has base 12 DEF like the other Monster Hunters.
  • Improved the buffs granted by the Meditate ability
  • Tigran Economic 5 now gives 20 production instead of 10 knowledge for each laboratory
  • Draconian Economic 5 now gives 200 city happiness, not 100
  • High Elf Economic 3 now gives 7 extra knowledge to Laboratories and Observatories
  • High Elf Economic 4 now gives 8 mana per mana node
  • Archangels are no longer ghoulable (Fallen Angels and Chthonic are)
  • Spiritual Freedom is now tier 2, 140 knowledge same as the equivalent Grey Guard and Shadowbord spells (was tier 4, 400 knowledge)
  • Sorcerer’s Conflux now generates +5 mana/turn.
  • Fixed recruit cost of some Rogue class units
  • Fixed recruit cost of some Warlord units
  • Fixed recruit cost of Halfling, Tigran & Frostling class units (to match title races)
  • Rogue Plague of Brigands tweaked chance to summon Scoundrel, and Warg instead of Assassins (summon strength isn’t changed)
  • Rogue Plague of Brigands added missing Halfling, Tigran & Frostling rogue units to summon set (if requierd DLC is present)
  • Sun Spear is now short range (was medium), does 4 fire/4 physical damage (was 7/7), has no ranged falloff, cooldown 2 turns (was 1 turn)
  • Sun Spear is now a free action, and can be used without spending any action points.
  • Sun Guard now has 48hp (was 45) and resistance 8 (was 7). Cost is now 60g (was 55).
  • Phantasm Warrior now has resistance 9 (was 8)
  • Chaos Rift will no longer summon Wisps or Zephyr birds.
  • Sorcerer’s Conflux now generates +5 mana/turn.
  • Mermaid now costs 70 gold (was 80). Mermaids can now evolve into Sirens.
  • Human Longswordman now has attack 12 (was 11), and Guard Breaker on Gold medal (was Inflict Bleeding Wounds)
  • Big Beetle now has demolisher x2 for a double bonus.
  • Human Military 3 now correctly affects all Cavalry type units (including human heroes and manticore riders).
  • Human Military 2 now only affects Human Cavalry and gives a visible ability in the unit panel (before it was affecting Knights as well)
  • Dread Reaper now has 8 spirit/8 blight/8 frost damage (was 8 physical/4 blight/8 frost)
  • Invoke Death will now work on Elementals
  • Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
  • Goblin Manticore Rider now gets Inflict Weakened
  • Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
  • Inflict Despair is now strength 10 (was 11)
  • Despair now applies -200 morale (was -300)
  • Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
  • Goblin Manticore Rider now gets Inflict Weakened
  • Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
  • Inflict Despair is now strength 10 (was 11)
  • Despair now applies -200 morale (was -300)
  • Juggernaut now has Inflict Immolation on Gold, Free Movement is now on Bronze.
  • Fixed High Elf Mounted Archer not having Shoot Longbow (again)
  • Tigran Martyr now has Inflict Bleeding Wounds
  • Tigran Exalted now has Blood Thirsty
  • Tigran Apprentice now has magic bolts at 5/5 damage (was Fairy Fire at 3/3/3 damage), level ups have been modified to fit
  • Frostling Mounted Archer now has 6 physical/5frost melee damage (was 10 physical)
  • Draconian Death Bringer now has Improved Wall Climbing
  • Orc Martyr now has Throw Javelin instead of Throw Stones
  • Human Martyr now has Spirit Blast instead of Throw Stones, level ups have been modified to fit. Cost is 15 mana (was 10 mana)
  • Draconian Exalted now has Charge like the Charger and Flyer, cost is 170 gold (was 160)
  • Dwarf Exalted now has Shield, base cost is 170 gold (was 160)
  • Orc Bard now has Razor Projectiles
  • Draconian Scoundrel now has Improved Wall Climbing
  • Dwarf Scoundrel now has Armored, for a new defense of 10 (was 9), base cost is 50 (was 45)
  • Dwarf Succubus now has Projectilw Resistance base cost is 175 gold (was 170)
  • Orc Scoundrel now has Throw Javelin, not shoot light crossbow
  • Orc Monster Hunter now has Throw Javelin instead of Shoot Light Crossbow and sprint, cost is 80 gold (was 70)
  • Dwarf Mounted Archer now has Armored, for a new defense of 12 (was 11), no price change (he was already 5 gold too expensive)
  • Goblin Mounted Archer now has Overwhelm, base cost is 105gold (was 100)
  • Orc Phalanx now has War Cry, cost is 145 (was 140)
  • Dwarf Hunter now has Armored, for a new defense of 11 (was 10), base cost is now 80gold (was 75 gold)
  • Halfling Scoundrel now has Slingshot
  • Halfling Hunter now has Monster Slayer
  • Trolls now have Wall Crushing

Graphics Issues

  • Enabled mesh streaming for all units/heroes/accessories
  • Optimized particle spawn-count for low/medium game-settings
  • Skinning- and texture-fixes for frostling units
  • Fixed 3d cities’ shading in unit panel background
  • Several unit scaling adjustments
  • Fixed some leader/mount clipping issues
  • Fine tuned unit scales in unit-panel
  • New skin decorations now work on all halfling classes
  • Great birds don’t disappear anymore on water hexes on world map
  • Fixed PFX flicker on mana-nodes and some other structures
  • Shoot pistol/rifle PFX on spider/beetle hero mount now behaves as expected
  • Fixed road texture-clipping next to deep water coastlines
  • Fixed blinking lights on Heart structures
  • Goblin and dwarf class units’ hands now have proper finger-detail
  • Made all poses available to all races in the leader editor
  • The Arcane Arrows ability now uses the correct fire bow animation, instead of the fault throw something animation.

Enjoy – we’re looking forward to what you think!

The AoW3 Online Database by Tibbles

Forimite Tibbles has created the awesome AoW3DB, the online unit database.   It contains all units in the game, along with full information on their abilities, ranks and race governance upgrades. This way you can plot your strategies without having to boot the game: at work, in the bus, on the toilet, wherever. 😀

Visit it Here: http://aow3db.tumblr.com/index

AoW3DB_Title

Features:

  • individually search for units, they are all seperate posts
  • Racial stats are orange, unique Class/Race combos are purple
  • Units shown as they look in game
  • Search for abilities
  • Race Governance info on every Races page
  • No ads!

AoW3DB_Screen1

To search for units just type a full word thats in the name, for example, “serpent” will show the baby, mature and king of the serpents, as well as the node and feathered serpents.

To search for an ability type the name of the ability with a minus sign in front of it, for example “-inflict stun” shows units with the ability either from the start or in level up.

You can also search for racial class line-ups, for example “Goblin Theocrat” shows all goblin class units, and the Cherub and Shrine of Smiting

If you find an error you can send a message through the link at the bottom of every page. (It’s all manually entered, it’s always possible errors slipped through)

Visit the Database Here: http://aow3db.tumblr.com/index

First post-V1.5 update in Open Beta (On Steam)!

We have been working hard since the release of Eternal Lords, collecting player feedback and looking for the last few bugs that remain in the system. This patch contains many fixes, as well as some new balance tweaks to help iron out some of the issues players have been having with the new content. We’ve also added a couple of quality of life improvements, the new Seek Inspiration spell lets you reset the research book if you can’t find the spell you want to research, and the interface has been updated to display more data on the values used by the system when it applies debuffs.

We’re planning on releasing the patch officially on Steam/GoG next week, if all goes well. If you want to try out the changes early, an Open Beta build of the patch is available on Steam right now for Windows/Mac/Linux!

Please let us know your thoughts!

Seek Inspiration

 

Latest Changes

24th April 2015, version 1.553

  • Most spells now list the resistance strength used to apply debuffs
  • Dread Reaper now has 8 spirit/8 blight/8 frost damage (was 8 physical/4 blight/8 frost)
  • Invoke Death will now work on Elementals
  • Suppress Nature will no longer be a starting spell
  • Tigran Sun Guard now has resistance 8 (was 7) and loses defensive strike, melee damage restored to 10.
  • Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
  • Goblin Manticore Rider now gets Inflict Weakened
  • Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
  • Inflict Despair is now strength 10 (was 11)
  • Despair now applies -200 morale (was -300)
  • The AI will no longer use spells that damage cities while defending it’s own cities
  • Creating a cadavers from dead ghouls will no longer give you ghouled cadavers
  • Fixed players being able to disband units from the Entering Battle screen
  • Juggernaut now has Inflict Immolation on Gold, Free Movement is now on Bronze.
  • Fixed High Elf Mounted Archer not having Shoot Longbow (again)
  • Tigran Martyr now has Inflict Bleeding Wounds
  • Tigran Exalted now has Blood Thirsty
  • Tigran Apprentice now has magic bolts at 5/5 damage (was Fairy Fire at 3/3/3 damage), level ups have been modified to fit
  • Frostling Mounted Archer now has 6 physical/5frost melee damage (was 10 physical)
  • Draconian Death Bringer now has Improved Wall Climbing
  • Orc Martyr now has Throw Javelin instead of Throw Stones
  • Human Martyr now has Spirit Blast instead of Throw Stones, level ups have been modified to fit. Cost is 15 mana (was 10 mana)
  • Draconian Exalted now has Charge like the Charger and Flyer, cost is 170 gold (was 160)
  • Dwarf Exalted now has Shield, base cost is 170 gold (was 160)
  • Orc Bard now has Razor Projectiles
  • Draconian Scoundrel now has Improved Wall Climbing
  • Dwarf Scoundrel now has Armored, for a new defense of 10 (was 9), base cost is 50 (was 45)
  • Dwarf Succubus now has Projectilw Resistance base cost is 175 gold (was 170)
  • Orc Scoundrel now has Throw Javelin, not shoot light crossbow
  • Orc Monster Hunter now has Throw Javelin instead of Shoot Light Crossbow and sprint, cost is 80 gold (was 70)
  • Dwarf Mounted Archer now has Armored, for a new defense of 12 (was 11), no price change (he was already 5 gold too expensive)
  • Goblin Mounted Archer now has Overwhelm, base cost is 105gold (was 100)
  • Orc Phalanx now has War Cry, cost is 145 (was 140)
  • Dwarf Hunter now has Armored, for a new defense of 11 (was 10), base cost is now 80gold (was 75 gold)
  • Halfling Scoundrel now has Slingshot
  • Halfling Hunter now has Monster Slayer

Patch 5.1 Notes

Minor Features

  • Added new Seek Inspiration spell that’s unlocked from the start of the new game (you will need to restart your games to get it). Casting the spell resets the research skill book, allowing you to pick different things.
  • Inflict XXX abilities and abilities that debuff melee attackers (Static Shield, Fearsome, etc) now display the strength of the resistance check used to check if the debuff will be applied on the unit panel and in the tome of wonders
  • Most spells now list the resistance strength used to apply debuffs

Fixes

  • Wild Magic Master starting skill now correctly states that it grants 10 casting points per Heart, not 5.
  • Fixed an issue where the AI would cast Desecration in battles against large numbers of undead units, inadvertently buffing the enemy more than it was buffing itself.
  • Fixed a crash caused by clicking on an icon for a spell affecting a city, after the city had been absorbed as a vassal
  • If a non-necromancer surrenders to a necromancer, their throne city will now be occupied after it’s transferred, to the stop the necromancer player having a living city (the same already happens if necromancer players surrender to non-necros)
  • If a city has negative population growth, then that negative value will no longer be shrunk due to the city having its growth constrained
  • Interfaces will no longer list information on what types of terrain units like if the unit is undead.
  • Fixed an issue that meant independent AI would allow you to sometimes repeatedly target the same unit without responding
  • Fixed an issue where the AI would get stuck forever in siege battles because a unit was stood next to an enemy with first strike, and couldn’t act without dying
  • Fixed the tactical AI not using cannons to destroy walls in siege battles
  • Fixed Invoke Death not granting experience for killing targets
  • Fixed an issue where teleporting into a gate would stop it from opening
  • Fixed a missing error message when a player tried to use phase or a similar ability with an embarked unit on a boat
  • Fixed Human Cavalry getting extra medals when produced from cities after getting race upgrade that grants them the Fast Learner ability
  • Elven Court map 3: Nomlik now has Rot to counter the machines (you have to start from map 2 in order to get it).
  • Fixed a crash caused by necromancer players taking over rebelling cities from other players
  • Fixed a crash caused by accepting certain quests in the campaign when loading from a save that was created before the latest patch was released
  • Forge Blast will no longer apply it’s happiness and race happiness penalties twice per cast
  • Cities running the Install Throne operation now produce income
  • Fixed crash when capturing city with scorched earth active
  • Fixed an issue in the tactical AI where it would sometimes be reckless with cavalry when it wasn’t supposed to be
  • Fixed an issue where resurrected heroes wouldn’t become archliches if Harbingers Of Death was researched
  • Spiritual Freedom and Embrace Darkness will no longer appear as rewards in Lost Libraries
  • Domain of the Sun now overrides Goblin Economic race governance 3 as it should.
  • Fixed various issues that caused combat replays to break
  • The All Knowing empire quest will now only give a good aligned specialization to a player if they already have a good aligned one, and don’t have shadowborn. Similar rules added for Neutral and Evil specializations.
  • Altar Of Bound souls will now work with undead units
  • Added a new message to the interface to explain when an ability doesn’t cost action points to be used
  • Undying Army, Desecration, Dark Gift and Gift Of Nekron can no longer be stacked with themselves in combat (e.g. You can no longer cast Desecration 3 times for a +9 resistance bonus)
  • Fixed an issue where the AI would wait for the player to approach when it was the attacker instead of the defender.
  • Fishing now works correctly.
  • If your leader falls in battle, and is then resurrected, you will now be able to cast spells with them again in that battle
  • The “let me know when you are ready to talk” option is disabled for indy cities with disabled interactions.
  • AI will no longer surender when it lost a big battle it was the attacker in
  • Fixed issue where button would say ‘start’ when it it should say ‘next’
  • Fixed issue where AI would take over cities which it was not allowed to (campaign only fix)
  • Fixed issue with race happiness modifier descriptions from spells
  • Hotseat top bar does not show leader names anymore, always lists it as ‘unknown’
  • Fixed scaling of icon for Units Offer to Join event
  • Fixed issue where move order event would not go away when the army had changed owner (campaign only fix)
  • Regenerate is now listed as “Regenerate” in tooltips, instead of +1000 hp regeneration.
  • Reduced the strength of the indy raider stacks that attack AI cities when they’re building beacons.
  • Path Of Life will now function correctly
  • Mind Controlling a unit who’s using Absorb Pain (or Pledge Of Protection) will now cancel the Absorb Pain relationship.
  • Human Economic 4 now properly gives 15 production, like the description says (it was giving 10)
  • Loading a save where a unit is stood on a reflecting pool will no longer glitch
  • Fixed an issue that prevented leaders getting skills from Lost Libraries while their hero was in the void
  • Folk Hero now properly gives a discount to city diplomacy costs
  • Suppress Nature will no longer be a starting spell
  • The AI will no longer use spells that damage cities while defending it’s own cities
  • Creating a cadavers from dead ghouls will no longer give you ghouled cadavers
  • Fixed players being able to disband units from the Entering Battle screen

Balance Tweaks

  • Black Lightning is now much more likely to apply Broken Spirit (strength is now 16, instead of 11)
  • Tigran Exalted now costs 160 gold like the other Exalted (was 170 gold)
  • Fixed Tigran Evangelist getting the wrong damage upgrades as it leveled up
  • Frostling Death Bringer now costs 150 gold, like other Death Bringers (was 160 gold)
  • Goblin Reanimator now has an extra +2 blight damage on melee attacks as well as on its ranged attacks
  • Bone Collector now has melee strength 15 (was 14), Killing Momentum (so you can kill something and then eat it in the same turn), Demolisher x 2 (double bonus vs machines and walls) and Reinforced instead of Projectile Resistance.
  • Dark Gift now gives +2 physical damage to ranged attacks that already do physical damage as well as melee attacks (was +2 physical damage to melee attacks only)
  • Draconian Elders can now use Dragon Ancestry on themselves
  • Orc Shock Trooper now gets War Cry on Bronze Medal (was Armor Piercing)
  • Orc Priest now gets Blight Protection on Silver instead of Frost Protection
  • Fairy Charm upgrade in the Sylvan Court now costs 80 gold (was 160)
  • Fangir’s Stone Ward in Giant Dwellings now gives +4 defense, +2 resistance to all units, but doesn’t reduce their move points (was +5 defense, +3 resistance, -16 move points)
  • Tigran Shamans and Mystics are now Immune To Mind Control after they’ve transformed
  • Cause Fear is now on a 2 turn cooldown (was once per battle)
  • Immolating Touch is now on a 1 turn cooldown (was once per battle)
  • Inflict Ghoul Curse will no longer affect dragons
  • Well Of Souls and Lich Aura will now affect creatures Of Magical Origin (but not incorporeal ones)
  • Embrace Darkness, Spiritual Freedom and Scales Of Fortune now affect Machines and Boats
  • Dark Ritual now affects enemy cities as well as friendly ones, cost is 50 mana (was 40), tier is 3 (was 2), research cost is 200 (was 120)
  • Frostling Harpooner now no longer has Fishing as a bronze medal upgrade (he has it by default).
  • Heart structures no longer buff your ally’s units as well as your own
  • Effigy of the Lich king now grants Necromantic Aura
  • Tiger’s Eye Ring now grants Invigorate and Mark Blood Sacrifice, instead of Slip Away.
  • Frost Queen’s Crown now also grants 200% frost resistance
  • Boars now have 44hp (was 40) and Fast Healing
  • Wargs now have Wetlands Walking and First Strike
  • Blight Tusk Boar now have Wetlands Walking
  • Felhorse now has 8 physical attack, 2 fire attack (was 8 physical only)
  • Tigran Prowler is now tier 2 (was 1) has 52 hit points (was 48), cost is 80 gold (was 60).
  • Tigran Military 1 now reduces prowler cost by 20 gold (was 15)
  • Tigran Apprentice now costs 95 gold and 20 mana (was 105 gold and 25 mana)
  • Tigran Economic 1 and Human Economic 1 now both give a 25% discount to settlers (was 15 and 20% respectively)
  • Revive Instinct no longer works on the undead
  • Spiritual Freedom, Scales Of Fortune and Embrace Darkness now remove Dedicated to XXX abilities from creatures in dwellings, and replace them with new ones.
  • Necromancers now get a 35% fixed bonus to race governance XP
  • Frostling Raider now has 9 Defense instead of 10.
  • Frostling White Witch now has Inflict Frostbite on Silver Medal and Freezing Touch instead of Infict Freezing on Gold Medal.
  • Human Civic Guard now has Fast Embark and Volunteer.
  • High Elf Swordsman now has 9 defense instead of 8 (with Armor, this results in 11 defense instead of 10), First Strike on Gold Medal and Inflict Bleeding Wounds is now on Bronze instead of Gold.
  • Draconian Bard now has 7 base physical melee damage like the other Bards.
  • Deathbringers are now Armored, their defense remains unchanged
  • Frostling Monster Hunter now has base 12 DEF like the other Monster Hunters.
  • Improved the buffs granted by the Meditate ability
  • Tigran Economic 5 now gives 20 production instead of 10 knowledge for each laboratory
  • Draconian Economic 5 now gives 200 city happiness, not 100
  • High Elf Economic 3 now gives 7 extra knowledge to Laboratories and Observatories
  • High Elf Economic 4 now gives 8 mana per mana node
  • Archangels are no longer ghoulable (Fallen Angels and Chthonic are)
  • Spiritual Freedom is now tier 2, 140 knowledge same as the equivalent Grey Guard and Shadowbord spells (was tier 4, 400 knowledge)
  • Sorcerer’s Conflux now generates +5 mana/turn.
  • Fixed recruit cost of some Rogue class units
  • Fixed recruit cost of some Warlord units
  • Fixed recruit cost of Halfling, Tigran & Frostling class units (to match title races)
  • Rogue Plague of Brigands tweaked chance to summon Scoundrel, and Warg instead of Assassins (summon strength isn’t changed)
  • Rogue Plague of Brigands added missing Halfling, Tigran & Frostling rogue units to summon set (if requierd DLC is present)
  • Sun Spear is now short range (was medium), does 4 fire/4 physical damage (was 7/7), has no ranged falloff, cooldown 2 turns (was 1 turn)
  • Sun Spear is now a free action, and can be used without spending any action points.
  • Sun Guard now has 48hp (was 45) and resistance 8 (was 7). Cost is now 60g (was 55).
  • Phantasm Warrior now has resistance 9 (was 8)
  • Chaos Rift will no longer summon Wisps or Zephyr birds.
  • Sorcerer’s Conflux now generates +5 mana/turn.
  • Mermaid now costs 70 gold (was 80). Mermaids can now evolve into Sirens.
  • Human Longswordman now has attack 12 (was 11), and Guard Breaker on Gold medal (was Inflict Bleeding Wounds)
  • Big Beetle now has demolisher x2 for a double bonus.
  • Human Military 3 now correctly affects all Cavalry type units (including human heroes and manticore riders).
  • Human Military 2 now only affects Human Cavalry and gives a visible ability in the unit panel (before it was affecting Knights as well)
  • Dread Reaper now has 8 spirit/8 blight/8 frost damage (was 8 physical/4 blight/8 frost)
  • Invoke Death will now work on Elementals
  • Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
  • Goblin Manticore Rider now gets Inflict Weakened
  • Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
  • Inflict Despair is now strength 10 (was 11)
  • Despair now applies -200 morale (was -300)
  • Goblin Death Bringer now gets Inflict Weakened at gold, damage is 10 physical, 6 blight (was 13 physical, 3 blight)
  • Goblin Manticore Rider now gets Inflict Weakened
  • Goblin Military 5 now grants units Inflict Weakened instead of Inflict Severely Poisoned
  • Inflict Despair is now strength 10 (was 11)
  • Despair now applies -200 morale (was -300)
  • Juggernaut now has Inflict Immolation on Gold, Free Movement is now on Bronze.
  • Fixed High Elf Mounted Archer not having Shoot Longbow (again)
  • Tigran Martyr now has Inflict Bleeding Wounds
  • Tigran Exalted now has Blood Thirsty
  • Tigran Apprentice now has magic bolts at 5/5 damage (was Fairy Fire at 3/3/3 damage), level ups have been modified to fit
  • Frostling Mounted Archer now has 6 physical/5frost melee damage (was 10 physical)
  • Draconian Death Bringer now has Improved Wall Climbing
  • Orc Martyr now has Throw Javelin instead of Throw Stones
  • Human Martyr now has Spirit Blast instead of Throw Stones, level ups have been modified to fit. Cost is 15 mana (was 10 mana)
  • Draconian Exalted now has Charge like the Charger and Flyer, cost is 170 gold (was 160)
  • Dwarf Exalted now has Shield, base cost is 170 gold (was 160)
  • Orc Bard now has Razor Projectiles
  • Draconian Scoundrel now has Improved Wall Climbing
  • Dwarf Scoundrel now has Armored, for a new defense of 10 (was 9), base cost is 50 (was 45)
  • Dwarf Succubus now has Projectilw Resistance base cost is 175 gold (was 170)
  • Orc Scoundrel now has Throw Javelin, not shoot light crossbow
  • Orc Monster Hunter now has Throw Javelin instead of Shoot Light Crossbow and sprint, cost is 80 gold (was 70)
  • Dwarf Mounted Archer now has Armored, for a new defense of 12 (was 11), no price change (he was already 5 gold too expensive)
  • Goblin Mounted Archer now has Overwhelm, base cost is 105gold (was 100)
  • Orc Phalanx now has War Cry, cost is 145 (was 140)
  • Dwarf Hunter now has Armored, for a new defense of 11 (was 10), base cost is now 80gold (was 75 gold)
  • Halfling Scoundrel now has Slingshot
  • Halfling Hunter now has Monster Slayer

Graphics Issues

  • Enabled mesh streaming for all units/heroes/accessories
  • Optimized particle spawn-count for low/medium game-settings
  • Skinning- and texture-fixes for frostling units
  • Fixed 3d cities’ shading in unit panel background
  • Several unit scaling adjustments
  • Fixed some leader/mount clipping issues
  • Fine tuned unit scales in unit-panel
  • New skin decorations now work on all halfling classes
  • Great birds don’t disappear anymore on water hexes on world map
  • Fixed PFX flicker on mana-nodes and some other structures
  • Shoot pistol/rifle PFX on spider/beetle hero mount now behaves as expected
  • Fixed road texture-clipping next to deep water coastlines
  • Fixed blinking lights on Heart structures
  • Goblin and dwarf class units’ hands now have proper finger-detail
  • Made all poses available to all races in the leader editor
  • The Arcane Arrows ability now uses the correct fire bow animation, instead of the fault throw something animation.

The Day After Update and Plans

With Eternal Lords and V1.5 off to a smooth and flying start (we’re very happy with the initial reactions and chart positions!) , we wanted to share with you our plans for the next couple of updates.

  • Short Term (1-7 days)  We’re fixing any show stopping bugs,  issues like a reported launcher incompatibility problem on certain Mac OSX installs.
  • Mid Term (1-2 weeks) Fix any obvious balance issues and the more obscure bugs
  • Long Term (4-8 weeks) Post launch balance update. After an influx of new users and more mileage on the expansion, we’re analyzing how the all  the V1.5 and Eternal Lords gameflow plays out in both single and multiplayer, and will make changes accordingly.

Please let us know your feedback. V1.5 is not the end!

For now, the team is off for a short celebratory terrace drink on the first warm spring day in the lovely city of Delft, the Netherworld.

Cheers,
–          The Triumph Team

PS: Here are the new Loading Screens illustrations as Wall Papers!

AoW3EL_0_NecromancerIllustration

AoW3EL_0_TigranIllustration

 

Age of Wonders III: Eternal Lords (Win/Mac/Linux) now Available!

Embrace forbidden powers and prepare to reign for eternity, as today Triumph Studios launches the highly anticipated Eternal Lords Expansion!

Eternal Lords is the major, second expansion for Age of Wonders III, marking one year of continuous development since its release. With the introduction of the Tigran and Frostling races and the new Necromancer class, players must adapt to a world on the brink of cataclysmic change. New mechanics include the Race Governance system, which allows players to tailor the features of each race in their empire to meet their strategic needs, and adds new layers of depth to empire development and diplomacy.

The expansion is accompanied by the free V1.5 main game update introducing Vassals, the New Play by Email multiplayer mode, Mac/Linux support, Race Relations, improved AI, and more racial unit diversity.

Get it here on Steam

New Player?  Get the complete discounted Collection (Base Game + all Expansions and DLC)

For GoG users!

Eternal-Lords

 Enjoy!

– Team Triumph

 

 

Age of Wonders III Free Update V1.5 is Live

Welcome to the all-new Age of Wonders 3, as today we release the massive free V1.5 update to accompany the Eternal Lords expansion. V1.5 is the biggest free update since release and allows you to develop new play styles. First we list the major new features, followed by a list of 500+ smaller additions and balance fixes.  Before we go on, we’d like to thank the community for all the help in improving the game further!

V15_big

Major New Features Include

Vassals: As your relations with Independents improve through better race relations and completing quests, you can convince independent towns to serve you as Vassals. Though they retain independence, Vassals have many benefits: they provide you with trade income, grow in population and maintain their own defenders. If they like you enough, Vassals will occasionally give you units for free, and you can demand tribute in the form of resources or units in cases of emergency.

Race Happiness: Relations are now tracked per race, making decisions about who you make war with much more important. Declaring war on an Elven city might give you a quick conquest, but don’t expect your Elven citizens to be happy about it afterwards. Something to take into account, as you can now expand your realm without warfare. In Eternal Lords, Race happiness will be further expanded with the Race Governance system and new victory condition.

Added diversity for Core Races: The Dwarves have doubled down on their defensive character, as well as the defensive strike ability that allows them to attack and guard in the same turn. Dwarven support units, such as Shamans and Apprentices, are now all armored. The keen senses of the High Elves, on the other hand, allows them to respond to attacks that would catch other races off-guard, all their support units now have the Total Awareness ability, meaning they cannot be flanked by attacks from behind. The Draconians have a host of new tricks, with the Charger being able to fly in tactical combat and the Raptor doing melee fire damage. These changes should make your choice of race more important than ever!

Diplomacy AI Improvements: The AI now uses personalities, with them adopting diplomatic, neutral or aggressive playstyles with accompanying alignment and specialization choices. The AI has learned more actions and feels less like a black box. For example there’s a set of new messages giving reasons for declined proposals. Settling near an AI’s domain, trespassing its domain or demanding a tribute are sure ways to provoke a response. Computer opponents now request alliances to take out a very powerful player and also learned new negotiating tricks like counter offering, demands and gifting.

  • Added notify event when other player change their diplomatic state with each other.
  • Improved Diplomacy AI open border requests.
  • Improvements to AI trade analyzing code.
  • Improvements to AI trade offering code.
  • Added various relation modifiers and modified existing.
  • Various improvements to diplomacy interface.
  • Added support for viewing an accepted/declined proposal.

Random Map Generator Overhaul: Features include overall more geography variation, carefully crafted starting areas that fit your race, better structure distribution with higher level pickups now having defenders. For sessions with fixed Teams, maps now have more balanced starting positions. Of course the RMG has been prepared for the many structures Eternal Lords will bring to the table on release.

New Hero Join Interface: You can now turn down heroes you don’t like, and when available, a new hero of another class and race will spawn in the next turn.

Selling Hero Items: Strapped for some quick cash? It is now possible to sell excess items from the hero inventory in return for gold and mana.

Improved Overview Maps: New Map Glyphs and Labels for cities make the Overview map a lot more readable.

PBEM: Last but not least; the new “asynchronous” Multiplayer Mode. In PBEM games, a player takes their turn in their own time and then uploads it to Triumph’s servers. Once it is uploaded, an email is sent to the next player in the game, who may then take their turn. This allows players to play when they like, without needing to set aside a large amount of time with other people to play a game. We expect the PBEM service to stay free, but this is pending bandwidth usage.

Balance – The Classes

Most of these changes were designed to either elevate skills that were considered too weak to be useful, or to reduce the strength of those skills that were considered to be so strong that they were imbalanced.
Also, changes to the game’s economy were putting non-summoing classes at a distinct disadvantage. The cost of maintaining summons has been raised across the board to help counter this.

Archdruid

  • Animistic Knowledge now gives 3 knowledge per structure (was 5), now affects all Treasure Sites (before it only affected a limited subset of them)
  • Animistic Knowledge is now Tier 4, 350 knowledge (was Tier 3, 200 knowledge)
  • Shamans now have Awaken Spirit ability, grants one animal +500 morale and +3 melee damage until the end of combat
  • The three Favored X empire upgrades from the Archdruid are merged into one Favored Enemy (was Favored Giant, Favored Monster and Favored Dragon)
  • Call Ancestral Spirit is now Tier 3, 220 Knowlegde (was Tier 5, 700 knowledge). Casting cost is now 20 (was 25)
  • Call Beast Horde now summons 2-3 animals per turn instead of 1. For the Horde!
  • Insect Plague now reduces city production by 65% (was 25%), maintain cost is now 15 per turn (was 20) Disjunct cost is now 50 (was 70)
  • Poison Domain no longer affects Undead, Machines or Elementals
  • Vengeful Vines now damages city happiness and the casters relation to the city’s race when cast during city sieges, as well as reducing the city’s population by 5%
  • Sun Burst now reduces target city population by 1500, causes a minor city happiness penalty and a major happiness penalty with the race that owns the city.
  • Hunter’s Finesse now gives Razor projectiles instead of Inflict Bleeding Wounds
  • Summon Wild Animal now costs 9 mana per turn (was 6)
  • Summon Eldritch Animal now costs 12 mana per turn (was 9)
  • Summon Gargantuan Animal now costs 28 mana per turn (was 24)
  • Arch Druid Henge now gives +100 population, no longer +100 mana capacity.
  • Arch Druid Megalith now gives +100 mana capacity and +20 mana, no longer +100 population.
  • Thorn Hedge Walls now has a maintain cost of 15 per turn (was 30)
  • Feral Mount now lasts 3 turns when applied by Revive Instinct or Control Animal
  • Archdruid hero upgrade Inflict Bleeding Wounds is now unlocked at level 3 (was level 9)
  • Archdruid heroes can now learn Call Lightning at level 11, for 7 points.
  • Archdruid heroes can now learn Regrowth at level 11, for 10 points.

Dreadnaught

The Dreadnaught has had major changes to its unit lineup to discourage all Musketeer armies and encourage more of a combined arms approach.
We had to demote one of the T3s to T2. We chose the Golem because we felt that gameplay wise it was the best choice, since it can be used as a melee screen for the now weaker musketeers. We understand that in terms of flavour and lore it makes no sense, but in this case the design of how the class played was considered more important.

  • Cannon now costs 130 gold, 20 mana (was 150 gold, 30 mana).
  • Musketeers and Cannons must now reload between shots. Reloading takes one action point, and ends the unit’s turn. Engineer’s rapid reload will also reload a unit.
  • Musketeers now have base defense 11 (was 10)
  • Musketeers now have a base melee attack of 10 (was 9)
  • Fire Musket now does 25 damage (was 30), has a chance to reduce target’s current movepoints (not max movepoints) by 50%. This chance is affected by long range and line of sight penalties.
  • Fire Cannon now does 30 damage (was 25). More Dakka, Waaaaaaaaaaaaaaaaargh.
  • Produce Golem is now Tier 3, 240 knowledge (was Tier 4, 400 knowledge)
  • Golem is now Tier 2, stats and price have been adjusted to match
  • Engineer now has the Maintenance ability, it will heal all Machines in the same stack as it for 3 hitpoints per turn on the world map.
  • Engineers can now throw flash bang grenades, a weaker version of the grenades used in the spell
  • Engineers are now credit to team
  • Flame Tank now has Ram (strength 16) and reinforced
  • Summon Siege Engine now has a chance to summon a Cannon or Flame Tank, as well as a small chance of summoning a Juggernaut. The spell will no longer summon a battering ram.
  • Summon Siege Engine casting cost is 30 (was 32)
  • Choking Fumes now damages city happiness and the caster’s relation to the city’s race when cast during city sieges
  • Destabilized Mana Core now severely damages city happiness and the casters relation to the city’s race when cast during city sieges, as well as reducing the city’s population by 15%. This is aborted if the spell is disjuncted before it detonates (but not if the battle ends with the spell in play).
  • Summon Spy Drone now costs 9 mana per turn (was 6)
  • Forge Blast now reduces target city population by 500, causes a minor city happiness penalty and a major happiness penalty with the race that owns the city
  • Forge Blast can now only be cast on cities
  • Dragon Oil now has a maintain cost of 15 per turn (was 30)
  • The Great Mobilization now correctly grants all machines +2 damage, rather than just +2 melee damage.
  • The Great Mobilization now grants +8 move points to Musketeers and Engineers. This bonus will not stack with Trail Running on Engineers.
  • Dampening Field is now tier 5, 700 knowledge (was tier 6, 1200 knowledge). Casting cost is now 15 mana (was 20 mana)
  • Reduced the chance of Overload stunning the target by 5%

Rogue

  • Rogues now have a new skill called “Dark Pact” which is unlocked by researching Produce Shadow Stalker. Researching this skill buffs all Bards, Succubi, Assassins and Shadow Stalkers to help the Rogue in the late game.
  • Lesser Shadow Stalkers will now only evolve once Produce Shadow Stalker has been researched
  • Age Of Deception now only applies its Empire Happiness penalty to players the caster is at war with.
  • Urban Cover is now Tier 4 (was tier 3), research cost has not been changed
  • Summon Crow now costs 9 mana per turn (was 6)
  • Assassins now have Undead Slayer
  • Rogue Heroes can now learn Undead Slayer at level 1 for 2 skill points
  • Corrupted Killers is now Tier 3, 200 knowledge (was Tier 2, 120 knowledge)
  • Courtesan Ambassadors now give +150 bonus to independent city relations (was 300)
  • Rogue Heroes can now get Free Movement as an upgrade at level 5
  • Human Assassin now costs 100 gold, 20 mana (was 90 gold, 20 mana)
  • The Shrouded Altar (max tier rogue class upgrade) now gives +1 medal to irregulars as well as elementals
  • Rogue heroes can now learn Total Awareness at level 11, for 10 points.

Sorceror

  • Magical Structures now gives 3 mana per structure (was 5), now affects all Treasure Sites (before it only affected a limited subset of them)
  • Orc and Goblin Apprentice now have Bane Fire instead of Fairy Fire.
  • Base cost of Apprentices now 95 gold and 20 mana (was 90 gold, 25 mana)
  • Sorceror Master Illusionist upgrade now requires a hero to be at level 11 (was level 7)
  • Chaos Rift now damages city happiness and the caster’s relation to the city’s race when cast during city sieges
  • Summon Wisp now costs 9 mana per turn (was 6)
  • Summon Node Serpent now costs 22 mana per turn (was 18)
  • Summon Fantastic Creature now costs 16 mana per turn (was 12)
  • Summon Phantasm Warrior now costs 12 mana per turn (was 12)
  • Sorcerer Mana Vault now gives +200 mana capacity (was +100).
  • Sorcerer Wizard’s Academy now also gives summoned creatures in the domain a medal.
  • Lightning Storm now reduces target city population by 1500, causes a minor city happiness penalty and a major happiness penalty with the race that owns the city
  • Dome of Protection now protects stacks stood in the city as well as the city itself from magic.
  • Player can now enchant their own cities through the Dome Of Protection.
  • Chaos Rift now expires after running for 4 rounds
  • Enchanted Walls now has a maintain cost of 15 per turn (was 30)
  • Apprentices now have Floating on gold (was Invisibility)
  • The Dragon Slayer Party hero upgrade now also gives Draconian Slayer, costs 3 points instead of 4

Theocrat

  • Sanctified Sites now gives 40 happiness per structure (was 30) and costs 15 mana per turn to maintain (was 20), now affects all Treasure Sites (before it only affected a limited subset of them)
  • Paid Absolution now has a maintain cost of 10 mana (was 20)
  • Exalted Martyrs is now tier 3, 200 knowledge (was tier 4, 400 knowledge).
  • Exalted that have evolved from Martyrs now have the Absorb Pain ability.
  • Martyrs now have 40hp (was 32)
  • Shrine Of Smiting now has Holy Relic ability, and heals 2HP per turn on the world map for each devout unit in the same stack as it is.
  • Exalted base hit points now 55 (was 50).
  • Produce Exalted now costs 600 knowledge (was 750 knowledge)
  • Hallowed Domain can no longer be a starting skill
  • Armageddon now only affects the players the caster is at war with
  • Summon Cherub now costs 9 mana per turn (was 6)
  • Absorb Pain now causes the unit to Guard after use
  • If anyone can read this, please send help!
  • Wrath Of God now reduces target city population by 1000 if the city is living, or 2000 if the city is dead, causes a minor city happiness penalty and a major happiness penalty with the race that owns the city
  • Evangelists start with Healing
  • Order Of Knights and Order Of Sacred Support now apply their benefits retroactively, rather than only on units produced from cities (except the +1 medal for support units)
  • Absorb Pain can no longer target machines or other units with Absorb Pain.
  • Touch of Faith is now Once Per Battle

Warlord

  • Warlords have a new Scout unit, which can be built from any city and is always researched when the game starts. It is a melee only irregular with swimming.
  • Draconian Manticore Rider now does 20 physical 4 fire damage (was 23 physical), has Inflict Immolation, costs 270g 70m (was 260g, 60m)
  • Dwarven Manticore Rider now has Shield and Defensive Strike, base cost is 280g 70m (was 260g, 60m)
  • Goblin Manticore Rider now does 21 physical 4 blight damage (was 23 physical), has Inflict Severely Poisoned, base cost is 270g 70m (was 260g, 60m)
  • Human Manticore Rider now has Devastating Charge
  • Orc Manticore Rider now has Guard Breaking and War Cry, costs 270g 70m (was 260g, 60m)
  • Halfing Manticore Rider now has Wing Beat, costs 270g 60m (was 260g, 60m)
  • High Elf Manticore Rider now does 18 physical damage, 3 shock damage, (was 23 physical), has Inflict Stun, costs 270g 80m (was 260g, 60m),/li>
  • Warlord heroes can now learn War Cry at level 3 for 2 points

Balance – The Races

A lot of these changes were made to make the races more distinct from each other, rather than because units were too weak/strong. Obviously these changes could be imbalanced, but we’d like to keep the spirit of the changes around to make the races more interesting to play.

Draconians

  • Draconian Crusher, Draconian Berserker and Draconian Assassin now have Improved Wallclimbing (no attack/defense penalty when stood on walls)
  • Draconian Charger now has Lesser Flying, and can fly during tactical combat (but not on the world map)
  • Draconian Charger now has 30 move points (was 28) and costs 55 gold (was 50)
  • Draconian Raptor attack is now 6 physical, 6 fire (was 12 physical)
  • Draconian Succubi now has 10 physical, 3 fire attack (was 11 physical) and 60% Frost Weakness (was 20% frost weakness)
  • Draconian Apprentice now 100 gold, 25 mana (was 100 gold, 35 mana)
  • Draconian Apprentice now has Fire Bolts instead of Fairy Fire
  • Draconian Mounted Archers now have 6 physical, 6 fire melee strength (was 10 physical)
  • Draconian Engineer now has Inflict Immolation, cost is 80 gold, 10 mana (was 70 gold, 10 mana)
  • Draconian Crusader now has Improved Wall Climbing, cost is 75 gold, 10 mana (was 70 gold, 10 mana)

Dwarves

  • Dwarf Axemen, Dwarf Crusaders and Dwarf Phalanxes now have Defensive Strike (Once per battle strike that allows a unit to both attack and guard in the same turn)
  • Dwarf Firstborn and Dwarven Miner now have Shatter Strike (+5 damage versus Frozen, Petrified and Stone Skin units)
  • Dwarf Crusader now costs 82g (was 77)
  • All Dwarfs are now called Urist Mc by the Dev team.
  • Dwarf Phalanx now costs 159g (was 154g)
  • Dwarf Evangelist and Apprentice now have Armored and defense 11 (was 10)
  • Dwarf Shaman now has Armored and defense 13 (was 12)
  • Dwarf Axemen now have Demolisher (+4 damage versus machines and obstacles)
  • Dwarf Miner now has Demolisher on Bronze and Wall Crushing on Gold Medal.
  • Dwarf Monster Hunter gets a Heavy Crossbow, cost is 88 gold, 22 mana (was 77 gold, 22 mana)
  • Dwarf Bard now has Shoot Heavy Crossbow, cost is 99 gold, 11mana (was 88 gold, 11 mana)

Goblins

  • Goblin Big Beetle attack is now 11 physical 6 blight (was 14 physical 3 blight)
  • Goblin Skewer is no more, replaced by the Goblin Butcher (tier 2 pikemen with life stealing)
  • Goblin Shaman now costs 126g, 36m (was 117g, 27m). Has +2 blight damage and inflict noxious vulnerability.
  • Goblin Succubus now has 10 physical, 3 blight attack (was 11 physical), has no fire resistance
  • Goblin Marauders and Big Beetles now have Demolisher (+4 damage versus machines and obstacles)
  • Goblin Mounted Archers now have forestry
  • Goblin Untouchable now has Blight Ranged upgrade on Bronze and Gold (was Melee) and Blight Melee upgrade instead of Physical Melee on Silver.
  • Goblin Untouchable now has Blight Protection on Bronze and Swamp Concealment on Gold Medal.
  • Goblin Engineer now has Inflict Noxious Vulnerability, -2 physical ranged damage, -2 fire ranged damage, +5 blight ranged damage. Cost is 72 gold, 13 (was 63 gold, 9 mana)
  • Goblin Phalanx now has Life Stealing. Cost is 135 gold, 27 mana(was 126 gold, 27 mana)
  • Goblin Warbreed now has Disgusting Stench, cost is 153 gold, 36 mana (was 144 gold, 36 mana)
  • Goblin Crusader now has Demolisher

Halflings

  • Halfling Pony Riders inadvertently received twice the intended amount of melee physical attack upgrades on medal upgrades. This has been corrected.
  • Halfling Pony Rider now has 12 resistance (was 10)
  • Brew Brother melee attack is now 11 (was 7)
  • Halfling Jesters now get Inflict Scorching Heat on their ranged attacks on Gold, because the Explosive Death doesn’t actually do anything if you keep the unit alive.
  • Halfling Bard now has a Slingshot instead of a Light Crossbow.
  • Halfling Monster Hunter now has fireworks instead of a Light Crossbow, costs 80 gold, 25 mana (was 70 gold, 20 mana)
  • Halfling Exalted now have (base) 55 hitpoints (was 60) like the Exalted of other races.
  • Halfling Monster Hunters now have (base) 10 defense (was 11) like the Monster Hunters of other races.
  • They’ve had me trapped down here for weeks, forcing me to write patch notes for them.
  • Halfing manticore rider now gets Fast Healing on Veteran (was a duplicate of inflict crippling wounds)
  • Nourishing Meal can now heal non-incorporeal undead units, but not boost their morale.
  • Halfling Mounted Archer now has resistance 11 (was 9), cost is 100 gold, 30 mana (was 100 gold, 20 mana)
  • Halfling Crusader now gets Backstab on Gold
  • Halfling Assassin now gets Very Lucky on Gold, instead of Inflict Crippling Wounds.

High Elves

  • High Elf cities now have -10% population growth
  • High Elf Storm Sisters now have Total Awareness (Cannot be flanked from behind and can do attacks of opportunity on hexes behind themselves)
  • High Elf Apprentice now has Total Awareness, 40% Blight Weakness (was 20%), costs 100 gold, 20 mana (was 90g, 25m)
  • High Elf Evangelist now has Total Awareness, 40% Blight Weakness (was 20%), costs 155 gold, 30 mana (was 150g, 30m)
  • High Elf Shaman now has Total Awareness, no Blight Protection (was 40%) costs 135 gold, 30 mana (was 130g, 30m)
  • High Elf Succubus now has Total Awareness, no Blight Protection (was 60%)
  • High Elf Union Guard now does 9 physical 2 shock damage (was 11 physical). Costs 60g (was 50g)
  • High Elf Musketeteers now have Forest Concealment, cost is 85 gold, 10 mana (was 80 gold, 10 mana)

Humans

  • Human Knight now has Devastating Charge (extra +4 damage when charging)
  • Human Evangelist now has Spirit Ray, costs 160gold 40mana (was 150g, 30m)
  • Human Mounted Archer have Blessed Arrow, costs 110g (was 100g)
  • Added +5 to the human city production bonus (+10 in total now)
  • Humans no longer dislike Arctic
  • Humans no longer like Water.
  • Human Civic Guard now has First Strike on Gold Medal.
  • Human Warbreed now has Swimming, cost is 170 gold, 40 mana (was 160 gold, 40 mana)
  • Human Exalted now has 8 spirit, 10 physical melee attack (was 3 spirit, 14 physical), cost is 165 gold, 30 mana (was 160 gold, 30 mana)

Orcs

  • Orc Spearman now has Armor Piercing on Gold
  • Orc Spearman, Orc Greatsword, Orc Black Knight, Orc Berserker, Orc Exalted and Orc Impaler now have War Cry (once per battle, self buff that increases melee damage)
  • Orc Shock Trooper now has Guard Breaking (Melee attacks from this unit stop target units from guarding)
  • Orc Exalted now costs 165g (was 160)
  • Orc Berserker now costs 80g (was 75g)
  • Orc Hunter now has melee attack 11 (was 8), Shield, Throw Javelin (strength 15), loses Shoot Bow. Costs 80g (was 75g)
  • Orc Razerbows now have Razor Projectiles instead of Inflict Bleeding Wounds
  • Orc Priest now has Black Bolts (was Poison Bolts)
  • Orc Mounted Archers now have Razor Projectiles
  • Shock Trooper now costs 160 gold 20 mana (was 150 gold 20 mana)
  • Orc Razorbow now has 42hp (was 37) and 9 melee strength (was 8)
  • Orc Engineer now has Razor Projectiles, cost is 75 gold, 10 mana (was 70 gold, 10 mana)
  • Orc Succubus now has war cry, cost is 175 gold, 30 mana (was 170 gold, 30 mana)
  • Orc Shaman now has black bolts instead of poison bolts.

Balance – The Specializations

Air Magic

  • Summon Zephyr Bird is now tier 2, 120 knowledge (was tier 3, 220 knowledge)
  • Zephyr birds now have melee attack 9 (was 7) and Wing Beat.
  • Summon Zephyr Bird now costs 12 mana per turn (was 9)
  • Domain of Winter spells now also influences all friendly units stationed within targeted cities domain.

Creation Magic

  • Condemn Killing is now effective on everybody, not only Devout units. Casting the spell now costs 5 mana.
  • Bane Of The Unnatural now grants +5 Fire damage as well as +5 Spirit
  • Domain of Life spells now also influences all friendly units stationed within targeted cities domain.
  • Cleanse The Lands now properly marks the hexes it will affect as you prepare to cast them
  • Cleanse The Lands can now no longer be cast on locations where it would have no effect

Destruction Magic

  • Storm Magic now Tier 6, 1200 knowledge, gives 50% damage bonus (was Tier 5, 800 knowledge, 20% bonus)
  • Domain of Corruption spells now also influences all friendly units stationed within targeted cities domain.
  • Hasty Plunder is now tier 3, 200 knowledge (was tier 1, 80 knowledge)
  • Killer Instinct is now tier 1, 80 knowlegde (was tier 2, 120 knowledge)

Earth Magic

  • Earthquake now severely damages city happiness and the casters relation to the city’s race when cast during city sieges, as well as reducing the city’s population by 15%
  • Domain of Earth spells now also influences all friendly units stationed within targeted cities domain.

Fire Magic

  • Hellfire now severely damages city happiness and the casters relation to the city’s race when cast during city sieges, as well as reducing the city’s population by 15%
  • Summon Hell Hound now costs 12 mana per turn (was 9)
  • Domain of the Sun spells now also influences all friendly units stationed within targeted cities domain.

Water Magic

  • Rot spell now affects undead units as well as machines, but doesn’t affect incorporeal units
  • Drench The Lands can now convert hexes under roads
  • Drench The Lands now properly marks the hexes it will affect as you prepare to cast them
  • Drench The Lands can now no longer be cast on locations where it would have no effect

Wild Magic

  • Summon Lesser Elemental is now Tier 4, 350 Knowledge (was Tier 3, 220 knowledge)
  • Degenerate now lasts for 3 turns (was until end of battle)
  • I’ve been surviving on a diet of cheese and tulip bulbs
  • Warp Equipment no longer affects support units, but does affect armored units (so armored support units, like the Dwarf Forge Priest, will still be affected)
  • Swap Location no longer affects heroes
  • Warp Equipment now applies a random debuff to attack, or defense or both (was -2 defense, -2 attack)
  • Pandemonium now damages city happiness and the caster’s relation to the city’s race when cast during city sieges
  • Summon Lesser Elemental now costs 15 mana per turn (was 12)

Balance – Items

  • Halflings’ Party Kit: removed +1 ranged physical damage bonus
  • Skilled Adventurer’s Slingshot: removed +1 ranged physical damage bonus, added Control Animal ability
  • Jug of Eternal Joy: item type changed from use to jewel
  • Creeping Jungle Venom: item type changed from use to jewel
  • Horseshoe of Golden Fortune: item type changed from use to jewel
  • Blessed Totem of Health: item type changed from use to jewel
  • Elixir of Ghostly Being: item type changed from use to jewel
  • Elixer of Ghostly Being now gives 40% Physical Resistance (was 60%) and no longer incorrectly says it makes the unit Incorporeal (Pass Wall is still on it).
  • Melody of Oblivious Harmony: item type changed from use to jewel
  • Various other items from the main game and Golden Realms have been rebalanced by altering their effects, values and categorizing them into different tiers. (We forgot to keep notes >_>)

Balance – Everything Else

  • Base movement cost for moving through underground terrain is now 4 (was 6). Cave crawling reduces this to 3 (was 4)
  • Updates to Alignment, Happiness, Relation and Moral modifiers to address community feedback.
  • Casting Point pickup reward increased.
  • Unit upkeep can now be reduced by 75% using volunteer and related abilities (before the limit was 50%)
  • Cities now automatically produce merchandise when in the process of selling upgrades
  • Greater Stoning can now be disjuncted
  • Weakening Breath now properly affects units that have “Weakened”.
  • Repair Machine can now heal builders
  • Added terrain preferences to living dwelling races: Naga’s Hate Arctic, Dislike Volcanic and Like Water and Wetlands. Dragons Dislike Blight and Like Barren. Fairies Hate Blighted, Dislike Volcanic and Like Dense Vegetation. Giants Dislike Blight and Like (Coastal) Mountains. (Undead Archon Revenants still like/dislike nothing.)
  • All spiders now use Improved Wall Climbing instead of Wall Climbing (no penalty when on the wall)
  • Watcher now has defense 12, resistance 11 (was 13/12) and Total Awareness
  • Cause Fear is now strength 11 (was strength 9)
  • Plundering a city now gives 50% more gold and mana.
  • Lesser Earth Elemental now has resistance 8 (was 9). Earth Elemental now was resistance 9 (was 11).
  • All specializations now have a starting skill
  • Units will no longer get XP from using Sprint, Phase, Shadow Step and War Cry
  • Greater Disjunction now adds a flat 25% bonus to the chance of disjunction succeeding (previously it increased the success chance by half it’s current value)
  • Units in Transports now have 21 move points (was 30), Advanced Seafaring have 27 (was 36), Iron Clad transports have 33 (was 40)
  • Frigates, Galleons and Ironclads now have +1 vision range
  • Night Vision no longer stacks with itself.
  • Stone Giants can now hurl boulders with only one action point remaining (previously they needed 3, like trebuchets)
  • Ogres now have 21 melee strength (was 18)
  • Great Immolation now damages city happiness and the casters relation to the city’s race when cast during city sieges, as well as reducing the city’s population by 5%
  • Adding a ranged physical damage bonus to a shield will now activate the physical damage channel on all ranged attacks
  • Blood Boon no longer buffs/heals machine units
  • Phase, Sprint and Slip Away can no longer be used by units in transports
  • No spell or unit ability that destroys dead units or resurrects dead units can be used in water maps
  • Holy Champion now gives bonuses versus Undead, Monster and Dedicated to Evil (was Undead and Devout)
  • Unholy Champion now gives bonuses versus Devout, Fey, Animal and Dedicated to Good (was Devout, Fey, Animal)
  • Chant of Unlife and the Shrine Of Animation now bring back the unit that died as a a ghoul rather than as an Archon.
  • Trolls now have Fearsome on Gold (was Overwhelm), have Killing Momentum on Bronze (was Inflict Bleeding Wounds). Trolls now have Guard Breaker and Demolisher.
  • Ancient Ruins now has Mass Curse battlefield spell instead of Chant of Unlife.
  • Tomb now has Chant of Unlife battlefield spell instead of Mass Curse.
  • Wizards Tower Ruin now has Prismatic Spire battlefield spell.
  • Monoculture now requires 8 cities and gives 3 units
  • Multiculture now requires 5 races and gives 5 units
  • Pentatopia (empire quest) is renamed to Heptatopia and now required seven cities instead of five cities to achieve
  • Inns that have not had their unit lists customized in the level editor will now start off with only tier 1 units and unlock a new tier every 10 rounds. When a new tier is unlocked, the inn’s unit list will be completely refreshed.
  • City defensive upgrades will no longer target enemy units that have managed to get behind the city’s walls/barricades
  • Taunted units will now only attack their enemies, rather than their allies. Taunt is now medium range (was long range), lasts 2 turns (was 3), is strength 11 (was 10)
  • Regrowth is longer available in the item forge
  • Iron Clads are now Tier 4 units, and cost twice as much to maintain. No other stats have been changed.
  • Floaters now spend 6mp per hex moving over mountains (was 4), fliers spend 5mp (was 3)
  • Kraken now has Swallow Whole. Om nom nom nom
  • Archon Titan now has Guard Breaker
  • All Nagas now have Wetlands Walking
  • Seduce is now strength 12 (was 11), is now once per battle (was 3 turn cooldown), lasts until the end of battle (did last 3 turns)
  • Control Animal is now strength 12 (was 11), is now once per battle (was 2 turn cooldown)
  • Control Undead is now once per battle
  • The system now keeps track of how many times a unit has been affected by tactical combat abilities. Once a unit has been affected a certain number of times, it will no longer reward XP when you use abilities on it. It will still give kill XP, however.
  • If a unit flees a battle, it will now lose all the XP it earned during that battle. Sorry Jom.
  • Guerrilla Tactics now only allows a unit to retreat while keeping it’s move points and experience once per world map turn.
  • Killing or retreating a Hero will now automatically cancel any global tactical combat spells they had cast
  • Leader’s now respawn with full movepoints once they return from the void
  • Fixed an issue where you wouldn’t have full casting points at the start of a turn when you researched a new casting point skill
  • Hunter Spider Queen now has 60hp (was 52hp)
  • Stone Giants and Frost Giants now have Demolisher
  • Mermaid now has Dispel Magic ability on Gold Medal.
  • Units with Mariner now have +3mp while embarked.
  • Fairy Fire, Bane Fire, and Rime Fire are now arcing shots (was straight shot)
  • Ships now Inflict Immolation with their ranged attacks when they reach Gold medal.
  • Dread Spider Queen now has Fear Strike on Gold medal (was inflict noxious vulnerability)
  • Lesser Frost Elemental now has Projectile Avoidance, and gains Inflict Chilling on Trooper
  • Frost Elemental now has Projectile Avoidance and Inflict Chilling, and gains Defensive Strike on Veteran
  • Projectile Resistance now protects units against flanking attacks as well as nonflanking ones
  • Mend Magical Being now works on all summoned units, not just those with the Magical Origin tag

Miscellaneous Improvements

  • Unwanted Items can now be sold from the unit panel.
  • Casting Catalyst, Treasure Chest, Production Resource, Knowledge Scroll, Columns of Champions and Sage Tent pickups now have defenders when placed by the random map generator
  • When using a ranged ability, hexes which have a ranged penalty when targeted are now marked with a dotted circle instead of a solid one.
  • Now possible to read the descriptions of player skills in the tome of wonders in the leader editor
  • Many improvements to the leader editor to make it easier to see details on the races and specializations that are on offer
  • If there’s more than 1 hero in an army, then the hero with the most army boosting abilities will go first. Leaders will always lead their own stacks, however.
  • Added code to prevent the AI from placing cities in locations with no resources.
  • Added code to prevent the AI from building cities once it has a certain number more than the human player(s). I.e. AI city spam fix.
  • Trespass modifiers are now applied per unit instead of per stack
  • Added system to the skillbook to prevent low tier skills appearing too late
  • Reduced the skillbook’s random poolsize to make skill picking more predictable
  • Added unit event ‘OnDetected’ which fires when a player sees a concealed unit
  • Added in game option to disable the camera sweep before tactical combat
  • Players can now always migrate/purge cities to the race of their leader, even if they do not have own any cities of that race.
  • Tome of Wonders now includes information on The Void.
  • Removed some weaker spells from the reward lists of Forbidden Sanctums, Sunken Cities and Wizard’s Towers. Added some new skills to same.
  • Fixed issues that were preventing high power spells from appearing as rewards for clearing treasure sites.
  • Improved ranged ability tooltips to indicate what Straight Shot and Arcing Shot actually mean, and to indicate when an ability has no long range or line of sight penalties.
  • Changed the way fleeing guards system works (fixes exploit with splitting and merging stacks)
  • Improvements the information displayed in various tooltips to make them more informative and complete
  • Clicking research not set todo event now opens reasearch book without showing research completed event
  • Added defeated reason when razing your throne while in the void… wow smart!
  • Unavailable unit properties in item forge are now colored red and disabled
  • Changed sorting of all modifiers (sort on value -> name -> duration)
  • All modal windows now have an vignette behind them to make it more clear the map is not clickable while the window is open
  • In campaign battle replays can now be queued when storymessage are already queued. This would mean you would not be able to view the replay of the final battle in a campaign scenario in some cases.
  • Walls of Brigand Camps are no longer immune to frost damage
  • Shrines have been adjusted to be more powerful.
  • Added script to enable/disable city founding on a player by player basis
  • Added support for the tactical AI to use teleportation abilities
  • Tactical AI now treats non-combat units as much lower priority for attacking
  • Added a new game option to render gravestones on the hexes with dead units in tactical combat. Hmmm, wonder what that is for.
  • Added a new popup in tactical combat, mousing over a hex will list the names of all the dead units on the hexes as well as how many turns until undying units come back
  • Greater Animate Dead has been renamed to Chant of Unlife
  • Summon spells can now target forts as well as cities and heroes
  • Damage Protection and Weakness are now merged in the unit panel
  • It’s now possible to select an enemy stack on the world map, and see how far it can move given it’s current move point totals. Trust me, you want to know.
  • Rewards for clearing treasure sites and seals are now determined when the map starts, so you can’t reload and repeat the fight to try for different rewards.
  • Gold from Corpse Looting now shown in the post battle results screen. Show me the money!
  • Strategic AI tweaked to produce fewer cities and produce more varied armies
  • Action Point display in tactical combat tweaked to make it easier to read
  • Random Map Generator now tries to place cities in regions, so cities of similar races are moer grouped up
  • Added Summon Bone Dragon and Summon Obsidian Dragon spells, available as random drops from structures that offer secret spells
  • Added a popup to the sustained spell overview, the popup lists the description of the spell as well as the name of the city the spell is cast on (if appropriate)

Bug Fixes

  • Your basic bug isn’t too smart, but you can blow off a limb… [shoots an bug’s limb off] and it’s still 86 percent combat effective. Here’s a tip: Aim for the nerve stem, and put it down for good.
  • Fixed a bug in simultanious turns where the game would freeze when a player was attacked by independents when he had already ended his turn.
  • Fixed a ‘Error Loading Game’ with multiplayer cloud saves. It is now possible to host multiplayer cloud saves.
  • Fixed a bug in multiplayer where a defeated player was not properly disconnected from the host. This caused an issue where the game of the remaining players would hang when going into manual combat (black Screen).
  • Fixed unit panel saying a unit had gold upkeep, when it had evolved from a summoned unit and actually had a mana upkeep.
  • Dispel Magic can no longer be cast on units it will not affect
  • Overload now properly affects Fire Broadside. Take cover!
  • Fixed broken description string in Stoneskin property
  • Inflict abilities no longer trigger 3 times by the Fireworks ability
  • Cure Disease can now remove debuffs that have been placed by friendly units (e.g. Poison inflicted by a berserked assassin)
  • It is no longer possible to get a critical success when disjuncting something which isn’t a spell.
  • Steal Enchantment no longer works on Overload, Savage Rage, Warped Equipment, Webbed, Deteriorated and Entangled.
  • Independent AI no longer spends skill points of recruitable heroes
  • Fixed bug with quest hints event panel closing when clicking on them from the event list
  • Fixed issue where relation could be in ‘unmet’ state when trespassing through teleporter
  • Fixed large structure icon for city magic event
  • Fixed issue where research interface was not properly update after Tactical Combat
  • Fixed issue where cloud saves would not show up in load game dialog
  • Fixed an issue for steam workshop where reuploading a package would upload a new one instead of overwritting the old one
  • Fixed issue where setting up teams would check for the incorrect flag whether teams were enabled. Resulting in a fixed diplomatic state while everyone was still neutral with each other.
  • Fixed issue where a surrendering AI player would not have their sustained spells cancelled
  • City Districts are no longer selectable when the player has not yet met the city
  • Fixed a bug where Treasure Raiding would cause rewards to offer more gold than would be gained from selling the reward
  • Halfling Campaign: Groshak won’t build ships in very silly places anymore.
  • Move order event is no longer displayed for an army which has a path set it does not have enough move points for, but can still move to an adjacent hex.
  • Fixed issue where move order event was not generated for stack which had a move order confirm event which would not consume all of the stacks move points
  • Fixed issue where ‘Seasoned’ achievement would not always unlock
  • Fixed an issue where the code that detects casting hostile spells on cities would not work properly
  • Age of Magic now finally has the correct description
  • If a stack starts its turn on a visitable structure (like a shrine) when the structure finishes recharging, that structure will automatically trigger on the stack
  • They’re keeping me in a basement, I’m not sure where. There’s a small window, I can see a windmill!
  • Fixed an issue where switching off “Render Army Banners” would make the Guard shield markers go crazy. The markers will now remain hidden when Render Army Banners is off.
  • If a unit ignores line of sight or ranged penalties, this is now properly reflected in the tooltips of their ranged abilities
  • Fixed right clicking with a city selected moving the defenders off the city
  • Battles on sites with Razed cities will no longer run with effects from city defensive structures
  • Fixed an issue which meant the tactical AI didn’t understand how spells/abilities that had resist for half damage worked.
  • Elven Court first campaign map fix: Gamblag won’t attack you with all of his forces in turn 15 anymore (unless you provoke him by flying a crow to his capital maybe).
  • If a structure needs to be entered to be explored, then it’s global spell will now only appear if it’s entered, not if a battle takes place outside of it.
  • Th-th-th-that’s all folks!

Less than 24 Hours until Eternal Lords: BBB Long Play Videos + Interviews

Here are some things to help ease the wait. First an indepth Long Play by Forumite Bloody Battle Brain featuring on the Tigrans.

 

Then a dev interview at Game Watcher (former Strategy Informer) by Nick Horth, discussing the expansion contents, early access, DLC types and future plans

And a Audio Inteview at 4X site eXplorminate by DevilDogFF and Nasarog discussing Age of Wonders play style, the expansion and much more.

See you tomorrow!

 

 

New Video: Tigran & Unity Victory Condition

And here we have the brand new 27+ minute Let’s Play style Video by our very own Tombles. It shows the ferocious Tigran race, the Keeper of the Peace specialization and the Unifier Victory Condition in action.  Enjoy!