Scorpion Update Patch notes - Coming 9/3/2026
Hello everyone! Rise from Ruin and the accompanying Scorpion update are coming in less than a week - next Monday, 9th of March! Read the patch notes to find out what is to come: Move Speed NormalizationAll regular units now share the same number of Move Points on the World Map. This ensures that mixing slower and faster units in a single army no longer reduces the overall travel speed, allowing for higher army diversity and strategy.All units now have 40 Move Points on the World MapAll Scout Units now have 48 Move Points on the World MapAdded Combat Speed, a new stat that indicates how many hexes per turn a unit can move in Combat.Changed the rounding on the Combat Speed to Action Point Calculation. In most cases you will now have more action points when moving the same distance in pre-Scorpion.Associated UpdatesForm “Feline” - Now also has ElusiveForm “Lupine” - Now also has FerociousForm Trait “Athletics”Now only increased Combat SpeedReduced Cost from 2 Points to 1 PointForm Trait “Mount Masters” - Additional Effect: +5 HP to Mounted units.Form Trait “Hardy” - Increased HP from +8 to +10All Non-Flying Exotic Mount Traits - Reduced Cost from 3 to 2Beast Wrangler Ogre contracts for Land Mounts - Reduced Cost from 1000 Gold and 200 Imperium to 700 Gold and 140 ImperiumFloating and Flying units now spend 6 points per hex traveled instead of 5Passive Infusion “Fast Movement” - Reduced Infusion Cost from 2 to 1 Passive Infusion “Very Fast Movement” - Reduced Infusion Cost from 3 to 2 Defense/Resistance UpdateWe’re updating how Defense and Resistance work across all units to bring them back in line with their original design intent. The new system changes how damage reduction is applied, focusing on the source of damage rather than the type of damage dealt. We’re also adding a new Unit Role that deals Magic Damage at Melee range, the Magic Fighter.The Defense stat now reduces all Damage (including Magic Damage) from Abilities that have Melee or Physical Ranged tags The Resistance stat now reduces all Damage (including Physical Damage) from Abilities that have the Magic tag and SpellsIn the case that an attack would be blocked by both Defense and Resistance, the higher value is chosen.Renamed Damage Channel Resistance to Damage Channel ProtectionDamage Channel Protection is added to Defense or Resistance to determine final Damage ReductionAdded Damage Channel Protection: PhysicalRebalanced the stats of the core unit types - Most units have less resistance than defense, with exceptions for battle mages, support units and ranged units which have more resistance than defense.Ability descriptors like Magic and Base now have tooltips that explain what they meanNew Unit Role: Magic FighterUses Melee Range attacks that count as Magical called Magic Strike.Have the Passive “Melee Mage” allowing for Ranged Magic Attacks to be used when engagedUses most Battle Mage Unit Enchantments and the defensive or generic Fighter Unit Enchantments.Following units are now Magic Fighters:Astral SerpentBone WyvernCorrupt SoulFire WyvernFrost WyvernGolden WyvernGremlinIce SpiderIce Spider MatriarchInferno HoundInferno PuppyLesser Snow SpiritMistlingObsidian WyvernPhoenixPlague SerpentSnow Spirit Spirit HawkSpirit WolfStormbringerStormscale SerpentWillthiefWind RagerWyvern FledgelingZealotAssociated UpdatesForm Trait “Vulnerable to Physical” - Changed from -1 Defense to -1 Physical ProtectionForm Trait “Resistant”- Changed from granting +1 Defense and +1 Resistance against Magic attacks, Spells and other effects to granting +1 Resistance.Form Trait “Tough” - Changed from granting +1 Defense and +1 Resistance against Melee attacks to granting +1 DefenseDebuffs “Sundered Resistance” and “Sundered Defense” - No longer inflict Status Resistance ReductionPassive “Reinforced” - No longer grants +3 Resistance against Physical Ranged attacksPassive “Warded” - No longer grants +3 Defense against Magic attacksHero Skill “Warded Armor” No longer grants +3 Resistance and +3 Defense against Magic AttacksNow gives +2 ResistanceWildlife “Umbral” - Replaced inherent +2 Defense with +2 Physical ProtectionUnit Type “Ethereal” - Replaced +2 Defense with +2 Physical ProtectionUnit Enchantment “Shadow Blades” - No longer ignores ResistanceUnit “Magelock”, Unit “Magelock Cannon” and Unit “Dragoon” - No longer apply Breaching Hero Items “Magelock Rifles” and “Sword & Pistol” - No longer apply Breaching Special Province Improvement “Materium Monument: Zenith” and “Materium Monument: Apex” - Replaced +1/+2 Defense with +1/+2 Physical Protection Architect Unit “Guardian” - Incarnate Disruption now grants -1 Physical Protection when Materium is dominant rather than Defense.Experience UpdateAll units now gain XP automatically each turn, even when not fighting. This means your armies will continue to improve simply by existing and participating in your empire. XP gained from battles has been halved which means Units still get rewarded for combat, but fighting is

Hello everyone!
Rise from Ruin and the accompanying Scorpion update are coming in less than a week - next Monday, 9th of March! Read the patch notes to find out what is to come:

Move Speed Normalization
All regular units now share the same number of Move Points on the World Map. This ensures that mixing slower and faster units in a single army no longer reduces the overall travel speed, allowing for higher army diversity and strategy.
All units now have 40 Move Points on the World Map
All Scout Units now have 48 Move Points on the World Map
Added Combat Speed, a new stat that indicates how many hexes per turn a unit can move in Combat.
Changed the rounding on the Combat Speed to Action Point Calculation. In most cases you will now have more action points when moving the same distance in pre-Scorpion.
Associated Updates
Form “Feline” - Now also has Elusive
Form “Lupine” - Now also has Ferocious
Form Trait “Athletics”
Now only increased Combat Speed
Reduced Cost from 2 Points to 1 Point
Form Trait “Mount Masters” - Additional Effect: +5 HP to Mounted units.
Form Trait “Hardy” - Increased HP from +8 to +10
All Non-Flying Exotic Mount Traits - Reduced Cost from 3 to 2
Beast Wrangler Ogre contracts for Land Mounts - Reduced Cost from 1000 Gold and 200 Imperium to 700 Gold and 140 Imperium
Floating and Flying units now spend 6 points per hex traveled instead of 5
Passive Infusion “Fast Movement” - Reduced Infusion Cost from 2 to 1
Passive Infusion “Very Fast Movement” - Reduced Infusion Cost from 3 to 2
Defense/Resistance Update
We’re updating how Defense and Resistance work across all units to bring them back in line with their original design intent. The new system changes how damage reduction is applied, focusing on the source of damage rather than the type of damage dealt. We’re also adding a new Unit Role that deals Magic Damage at Melee range, the Magic Fighter.
The Defense stat now reduces all Damage (including Magic Damage) from Abilities that have Melee or Physical Ranged tags
The Resistance stat now reduces all Damage (including Physical Damage) from Abilities that have the Magic tag and Spells
In the case that an attack would be blocked by both Defense and Resistance, the higher value is chosen.
Renamed Damage Channel Resistance to Damage Channel Protection
Damage Channel Protection is added to Defense or Resistance to determine final Damage Reduction
Added Damage Channel Protection: Physical
Rebalanced the stats of the core unit types - Most units have less resistance than defense, with exceptions for battle mages, support units and ranged units which have more resistance than defense.
Ability descriptors like Magic and Base now have tooltips that explain what they mean
New Unit Role: Magic Fighter
Uses Melee Range attacks that count as Magical called Magic Strike.
Have the Passive “Melee Mage” allowing for Ranged Magic Attacks to be used when engaged
Uses most Battle Mage Unit Enchantments and the defensive or generic Fighter Unit Enchantments.
Following units are now Magic Fighters:
Astral Serpent
Bone Wyvern
Corrupt Soul
Fire Wyvern
Frost Wyvern
Golden Wyvern
Gremlin
Ice Spider
Ice Spider Matriarch
Inferno Hound
Inferno Puppy
Lesser Snow Spirit
Mistling
Obsidian Wyvern
Phoenix
Plague Serpent
Snow Spirit
Spirit Hawk
Spirit Wolf
Stormbringer
Stormscale Serpent
Willthief
Wind Rager
Wyvern Fledgeling
Zealot
Associated Updates
Form Trait “Vulnerable to Physical” - Changed from -1 Defense to -1 Physical Protection
Form Trait “Resistant”- Changed from granting +1 Defense and +1 Resistance against Magic attacks, Spells and other effects to granting +1 Resistance.
Form Trait “Tough” - Changed from granting +1 Defense and +1 Resistance against Melee attacks to granting +1 Defense
Debuffs “Sundered Resistance” and “Sundered Defense” - No longer inflict Status Resistance Reduction
Passive “Reinforced” - No longer grants +3 Resistance against Physical Ranged attacks
Passive “Warded” - No longer grants +3 Defense against Magic attacks
Hero Skill “Warded Armor”
No longer grants +3 Resistance and +3 Defense against Magic Attacks
Now gives +2 Resistance
Wildlife “Umbral” - Replaced inherent +2 Defense with +2 Physical Protection
Unit Type “Ethereal” - Replaced +2 Defense with +2 Physical Protection
Unit Enchantment “Shadow Blades” - No longer ignores Resistance
Unit “Magelock”, Unit “Magelock Cannon” and Unit “Dragoon” - No longer apply Breaching
Hero Items “Magelock Rifles” and “Sword & Pistol” - No longer apply Breaching
Special Province Improvement “Materium Monument: Zenith” and “Materium Monument: Apex” - Replaced +1/+2 Defense with +1/+2 Physical Protection
Architect Unit “Guardian” - Incarnate Disruption now grants -1 Physical Protection when Materium is dominant rather than Defense.
Experience Update
All units now gain XP automatically each turn, even when not fighting. This means your armies will continue to improve simply by existing and participating in your empire. XP gained from battles has been halved which means Units still get rewarded for combat, but fighting is no longer the only reliable way to level up. With this we’re also bringing back Exalted Ranks. Once a unit reaches its final rank, it can continue leveling up indefinitely.
All Experience values have been multiplied by 10
All Experience gained from Combat has been halved
All Units now have a passive Experience gain of 10 XP per Turn
City Structure “Palisade Walls” - Grants an additional 5 XP per Turn to any of your units stationed in the City.
City Structure “Stone Walls” - Grants an additional 15 XP per Turn to any of your units stationed in the City (replaces Palisade Walls bonus).
Added “Endless Unit Ranks” for all non-Hero Units.
Each Exalted Rank will grant the unit an extra +10 Max HP.
These extra levels can be disabled in the Advanced Settings - Game Flow
Associated Updates
Updated various traits and skills to clarify that XP bonuses affect XP earned in combat or passively.
Form Trait “Adaptable”
Increased additional XP from 20% to 30%
Only applies to Combat XP
Society Trait “Devotees of Good”
Increased XP gained from 2 XP per Turn to 10XP
No longer applies to only Racial Units
Society Trait “Experienced Seafarers”
Increased additional XP from 20% to 40
Only applies to Combat XP
Society Trait “Mana Channelers”
Increased additional XP from 20% to 30%
Only applies to Combat XP
Order Empire Skill “Career Soldiers” - Changed from giving +30% XP to +10 XP per Turn.
Chaos Empire Skill “Impressment”
Increased additional XP from 50% to 100%
Only applies to Combat XP
Enchantment “Rapid Evolution Enchantment” - Changed from giving +20% XP to +15 XP per Turn.
Hero Skill “Experienced Leader” - Increased XP gained from 2 XP per Turn to 15XP
City Structure “Crimson Court” - Increased XP gained from 2 XP per Turn to 10XP
World Map Spell “Revels of Carnage”
Increased additional XP from 30% to 100%
No longer affects Heroes
Only applies to Combat XP
Ambition Reward “Trainer”
Reduced additional XP from 50% to 25%
Applies to all XP
Magic Material “Focus Crystals” -
Increased additional XP from 10% to 20%
Only applies to Combat XP
Vision of Destiny “Mark of Astral”
Increased additional XP from 20% to 40%
Only applies to Combat XP
Item Forge Infusion “Army Trainer”
Increased additional XP from 10% to 30%
Only applies to Combat XP
Pantheon
Added 9 Fracturing Themed Pantheon Content
Banner Icons
Molecule
Winds
Ouroboros
Customization Items
Fractured Mage Hat
Fractured Mage Body
Fractured Mage Shoulder/Cape
Item Forge Visualization: Mancatcher Staff
Exotic Mount Trait: Fractured Eagle
Society Trait: Transformation Aesthetics
Added 5 Fracturing Themed DLC Pantheon Content
For owners of Dragon Dawn
Fractured Dragon Head
Fractured Dragon Body
Fractured Dragon Horn
Fractured Dragon Neck/Ornamentation
For owners of Eldritch Realms
Eldritch Sovereign: Fracture Mage Head
New Realm Creation Traits
Added a variety of Low Magic Realm Traits
Geography Trait “Barren Pangea” - This realm consists of a single massive landmass surrounded by uninhabitable Deserts. Mountain/Stalagmite Province Features are Rare.
Misc. Realm Trait “Dissonant Enchantments” - This realm resists Enchantment Magic, requiring significantly more Mana and effort to be cast and maintained.
Misc. Realm Trait “Timelocked Tomes” - This makes tomes be unlocked based on timed cycles rather than skills researched. The pacing is based on the realms research speed setting:
Slowest - Every 24 Turns
Very Slow - Every 18 Turns
Slow - Every 15 Turns
Normal - Every 12 Turns
Fast - Every 9 Turns
Very Fast - Every 6 Turns

Province Transfer Update
Transferring & Capturing Provinces has a new and improved User Flow.
Transferring Provinces now uses the Province Pins. When a City has a Free Population and has adjacent Domain you will see Province Pins above the available Provinces.
Provinces can now be bought from Vassal Cities for a small Imperium Cost.
Capturing Provinces from Enemies now requires the Province to be pillaged. When Pillaged it will show as an available Annexable Province.
Capturing a Province from a Hostile Player will immediately Repair the Province.
Ancient Wonders still need to be Captured and Released before being able to annex it.
Buying or Capturing a Special Province Improvement will allow you to choose any valid base Improvement to replace it. SPI’s cannot be transferred or captured.
Color Picker
Added a Color Picker to Faction Creation, accessed from the Custom Color Option in Swatches or by going to the Custom Tab.
Custom Color can be chosen using the Color Space and Hue slider
Custom Color can be assigned using RGB Sliders
Custom Color can be assigned using Hex Value
The Color Picker is available for the following Customization Items for both Rulers and Faction:
Banner Background
Banner Foreground
Skin Color
Hair Color Root
Hair Color Tip
Armor Color
Metal Accent Color
Metal Color (ES)
Accent Color (ES)
Ear Feather Color (Elysian)

Reduced the Bat Particles in the World Map Sunless Lands Theme
Addressed an behaviour in the Streamed Buffer caching both compressed & uncompressed data, while only one of the two is needed
Tweaks to dlmalloc to reduce memory waste in the Stream Buffer Caching
Potential mitigations for frame pacing/stuttering on 50 Series NVidia GPU’s
Added a Config Setting for users with limited VRAM
Add BUFFER_RAM_STREAM_CACHE_MODE=X in Game.cfg
0: Cache all buffer data in RAM uncompressed (Default) (~5 GB)
1: Cache all buffer data in RAM compressed (~2.8 GB)
2: Don't cache all buffer data in RAM (~1 GB)

Free Cities can no longer cast combat spells when their Lord unit is dead.
Independent units can no longer evolve or gain levels beyond “Legendary” rank
AI now has the ability to capture a province from an enemy if it is pillaged
AI sees more priority in clearing infestations
Combat
Improved logic for ignoring the following units
Subdued units
Mind controlled units that will lose their mind control the next turn
Summoned units that will time out the next turn
Improved logic for avoiding and getting out of hazards

Added Sandstone Mesa Mountains for the Desert Theme
Increased the Visibility of the Danger/Area Marker
Polished Dragon Breath VFX, generic Magical Bolts and Blasts

Architect
Unit Enchantment “Incarnate Mark” - Now affects Mythic Units
Barbarian
Unit Enchantment “Brutal Mark” - Now affects Mythic Units
City Structure “Battle Ritual Site”
Switched from Knowledge to Mana
Now Provides 10 Mana & 5 Draft Income
City Structure “Ancestral Seer Hall”
Switched from Knowledge to Mana
Now Provides 15 Mana & 10 Draft Income
Dark
Cult of Tyranny
City Structure “Overlord's Tower” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
Unit Enchantment “Mark of Tyranny” - Now affects Mythic Units
Cult of Death
City Structure “Soulvault” - Reduced Cost from 750 Production to 450 Production
Unit Enchantment “Mark of the Death Cult” - Now affects Mythic Units
Unit “Death Stalker” - Increased HP from 90 to 100
Feudal
Feudal Monarchy
City Structure “Lord's Manor” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
Feudal Aristocracy
City Structure “Retainer's Estate” - Reduced cost from 280 Gold and 750 Production to 170 Gold and 450 Production
Liege Lord now gives its stat boost to the army rather than battlefield wide.
High
Unit Enchantment “Dormant Enchantment”
Mythics units now get Dormant: Shield of Light (shared with shield units)
Shock units now get Dormant: Shield of Light (shared with shield units)
Fighters units now get Dormant: Guardian (shared with Polearm units)
Skirmisher units now get Dormant: Seeking Arrows (shared with Ranged units)
City Structure “Artisan Workshop” - Increased Production Income from 8 to 10
City Structure “Lightforge” - Increased Draft income from 15 to 20
City Structure “Lightforge” - Increased Gold income from 5 to 10
Industrious
Unit Enchantment “Rune of Industry” - Now affects Mythic, Ranged, Battlemage and Support units.
City Structure “Worker’s Farmstead” - Increased Food Income from 8 to 10
City Structure “Grand Mill” - Increased Food Income from 15 to 20
City Structure “Grand Mill” - Increased Production Income from 5 to 10
City Structure “Bastion's Barricade” - Increased cost from 100 Gold and 250 Production to 170 Gold and 450 Production
Mystic
Unit Enchantment “Scroll of Attunement” - Now affects Mythic Units
Unit Enchantment “Ciphers of Dissonance” - Now affects Mythic Units
Unit Enchantment “Scroll of Astral Connection” - Now affects Mythic Units
City Structure “Evocator’s Abode” - Increased Production Income from 8 to 10
City Structure “Stone Conjurer” - Increased Production Income from 10 to 15
City Structure “Stone Conjurer” - Increased Mana Income from 5 to 10
Oathsworn
Unit Enchantment “Pledge of Harmony” - Now affects Mythic Units
Unit Enchantment “Pledge of Righteousness” - Now affects Mythic Units
Unit Enchantment “Pledge of Strife” - Now affects Mythic Units
City Structure “Training Hall” - Increased Gold Income from 8 to 10
City Structure “Hall of Devotion” - Increased Gold Income from 10 to 15
City Structure “Hall of Devotion” - Increased Draft Income from 5 to 10
Primal
All Primal Quest hero skills changed to now gives all friendly units a full Fury stack at the start of combat but only when in their favored terrain
All Primal Cultures now start with an Earthshape spell as if they had taken an Adaptation
Wolf and Spider have the new Earthshape: Forest
Crow has the Earthshape: Grasslands
Unit Enchantment “Primal Communion” - Now affects Mythic Units
Buff “Rising Fury” - Now triggers the Primal Boon at 3 Stacks
Unit “Protector”
Primal Renewal
No longer uses Primal Fury
Now always heals 30 HP
Now on a 1 turn cooldown
Counts as a Support ability
Unit “Primal Darter”
Disengaging Shot - Now Jumps over obstacles
Unit “Primal Charger”
Now has Fast Combat Speed
Cleaving Charge - Increased gained stacks of Rising Fury from 1 to 2
Unit “Animist”
Spiritual Healing
Now consumes Fury from the caster instead of giving Rising Fury
For each Fury consumed heals an extra 10 Hit Points
At Champion rank each Stack of Fury used also removes 1 Negative Status Effect
Reduced Cooldown from 2 Turns to 1
Summon Primal Animal
No longer needs Fury to be used
Now starts with a 1 turn cooldown
City Structure “Woodcarvers Workshop” - Increased Production income from 8 to 10
City Structure “Stonestele” - Increased Production Income from 10 to 15
City Structure “Stonestele” - Increased Food Income from 5 to 10
Storm Crow
Unit “Primal Crow” Lightning Bolts - Increased Damage from 8 Lightning to 10
Passive “Grasslands Walk” - Increased Movement Cost per hex from 4 to 5
Reaver
Unit Enchantment “Engraving of Focus” - Now affects Mythic Units
City Structure “Mana Forge” - Increased Mana Income from 8 to 10
City Structure “Lodestone Foundry” - Increased Mana Income from 10 to 15
City Structure “Lodestone Foundry” - Increased Production Income from 5 to 10
Unit “Dragoon” - Increased HP from 80 to 90

Nature Empire Skill “Wild Expansion”
Now summons an Animal when a city grows, not when it annexes a new province
Now uses the City Terrain to determine the Spawn Pool of units

Adjusted the difficulty of the Blighted Village Quest.
Renamed "Mark of the Otter" race destiny trait to "Mark of the Wildspeaker", to avoid narrative disconnect when playing primal with a specific spirit animal.

Elder Vampire
Level 4 Signature Skills are now persistent after Ascending
Reworked the way Elder Vampire’s Gift works. Each Level of Vampire’s Gift is a unique Property that doesn’t stack. When multiple Elder Vampires are recruited, Turned Vampire’s only benefit from the highest Level of Elder Vampire’s Gift.
Ranger
Passive “Thorn Shot” - No longer affects adjacent targets in abilities that already have an Area of Effect
Passive “Plague Shot” - No longer affects adjacent targets in abilities that already have an Area of Effect
Active Ability “Scatter Shot” - Reduced Damage from 24 to 21
Adjusted how Special Attacks (and a few other attacks) interact with Damage Bonuses
Ritualist
Rejuvenate hero skill can now remove mind control
Elementalist
Active Ability “Frostwind Evocation” - No longer has a 60% chance to inflict Frozen on Slowed targets instead it has has a 30% chance to inflict Frozen
Passive “Unrelenting Elements” - Increased Damage Bonus from 10% to 20%
Active Ability “Inexorable Cast” - Changed from Once per Battle to a 2 Turn cooldown
Passive “Inexorable Prowess” - No longer bypasses Resistance and now gives Breaching instead.
Active Ability “Ritual of Elements” Is a free action
Passive “Elemental Focus” No longer mentions being engaged in melee (it never actually worked)
Passive “Mastered Focus” - Increased Damage Buff from +20% to +30%
Active Ability “Wildfire”
Increased Range from 4 to 6
Increased Damage from 30 to 45
Active Ability “Sundered Earth”
Increased Range from 4 to 6
Increased Damage from 30 to 45
Active Ability “Withering Blizzard”
Increased Range from 4 to 6
Increased Damage from 10 to 15
Active Ability “Lightning Bolt” - Increased Damage from 20 to 30
Passive “Elemental Mastery” - Replaced Disciple of Earth +X Defense with +4 Physical Protection
Warlock
Passive “Ritualized Focus” - Now only applies to Magic and Debuff abilities
Battlesaint
Active Ability “Smite” - Now a Magic ability

Customization items of the same Faction’s culture and Hero type are prioritized in the picker’s listing, with an exception for voice overrides, color selections, and skin decorations.
Failed quests in the event log now show the name of the quest that failed.
Item Forge
Items and infusions from the Pantheon that have not yet been unlocked are now included in the listings as well.
Improved the visualization of locked items.
All infusions coming from the Pantheon are grouped under a separate heading.
Updated the tooltip of locked items and infusions to include the message that they require to be unlocked from the Pantheon.
City Panel
Updated Border Assets
Added the number of Provinces that the City can have and currently has to.
When annexing a new province the City Panel doesn’t close anymore, allowing you to annex multiple provinces without needing to reopen the City Panel
All Special Province Improvements now show up in the Structures list if no province is annexed
Province Panel
Added duration pins for self-destruct components on Provinces
Province Effects can now show in all Province Panels (Empty Province, Province Improvement, Outpost and City Province).
Province Effects can now display the time until self-destruct (typically when an effect will trigger) in the Province Panels.
The “Counts as X” text bullets of Ancient Wonders now contain a hyperlink to the Improvement they count as.
Economic Overview
Owned sectors now show a pin with the improvement type and a shield of the owner on top
Owned sectors do not wrongly lead the player to believe they are clickable, as they have their button behaviour removed - no pulsing, no hover state, no click state and no tooltip
If no city is selected, all operation pins are grayed out
Added Enabled and Disabled states.
Text & Descriptions
Updated the description of the Wizard Tower/Vampire Castle to clarify that it only affects Summoned units
Updated Special Province Improvement Building Instructions from Can be built on acquired province to Can be built on annexed province
Updated the description of the Ascension Trait: Ascended Warlord to clarify that it only triggers on Enemy Unit slain.

Unlocked Active Ability Slots for Shields
Rebalanced the damage of premade items and starting items so that they correspond to the damage of items from the item forge
Sword and Dagger and Sword and Whip items' melee damage increased from 12 to 14 to compensate for the mount slot disabling
Pistols and Rifles now give the Piercing property to all base attacks that the Hero has, so they affect Ranger special attacks as well
Ranged attacks on dual weapons now get more damage from Giant Rune infusions
Ranged attacks on dual weapons now get better inflicts from infusions that grant inflicts to weapons
Added Item Forge Visualisations
Sword and Throwing Daggers (Shade, Ways of War)
Sword and Throwing Daggers (DeathStalker, Dark Culture)
Active Ability Infusion “Pull Shot”
Changed from Leave One Action to Full Action (Continue)
Increased Range from X to 5
Active Ability Infusion “Overcharge Cast”
No longer available for Wands
Increased Infusion Cost increased from 2 to 4
Active Ability Infusion “Bless” - Now grants a different version of Bless that is Single Action

Added a Comment script action, allowing for a simple form of comments into the scripting system.
Added Search Functionality inside the Scripting Window (Ctrl+f)
Added “Paste & Relink” functionality to ResourceEd. This re-links pasted resources to each other if the original resources linked to each other.
When adding new particles to an FX they now get a default name rather than be left blank.
Resource Browser now also loads conditional RPKs
“Modifier Set” resources can now have their modifier properties revalidated against the “Modifier ID Set” linked via the “Modifier IDs” property by using a new debug tool available for those resources.
Fixed custom predictions that were disabled were not actually getting disabled
Fixed the library resource selector splitter in Resource Ed and Content Ed not updating between tabs when refreshing (F5)

Fixed an Out of Sync that could occur when calculating how many hitpoints a unit has in relation to its maximum hitpoints
Fixed an Out of Sync caused by using an unsafe function to give a unit a permanent property reward
Fixed an Out of Sync that could occur when releasing a City as a vassal, the city didn't properly grab data from the House's Race.
Fixed an Out of Sync that could occur when doing a Race Transformation, units stored in story event data stores were not updated
Fixed an Out of Sync that could occur when applying a Race Transformation that granted Flying/Floating on a unit that was Embarked in a boat
Fixed an Out of Sync that could occur when the Defending Player has units outside the walls to the North-West side of a City under siege
Fixed an Out of Sync that could occur when new independent units spawn while a Cosmic Happening is active
Fixed a rare hotjoin OOS that could happen when a unit had only lost 1hp
Fixed an Out of Sync that could occur when attacking an Infestation that is neutral to you

World Map Spell “Forced Evolution” spell (sometimes rewarded when completing the Vaultsphere Ancient Wonder)
Now only affects Tier 1 and Tier 2 units
Reduced Casting Cost from 80 Mana to 60 Mana.
Unit Enchantment “Wayfinder Enchantment”
No longer increases Scout Movement Speed to Very Fast
Now stops Scouts from dying when Routing
Now reduces the Routing time by 2 Turns
Reduced Casting Costs from 70 Mana/Casting Points to 40 Mana/Casting points

Astral
Tome of Astral Mirror
Unit Enchantment “Mirror Veil” - Reduced Damage reflected from 50% to 30%
Chaos
Tome of the Horde
Combat Spell “Blaze of the Horde”
Reduced Casting Cost from 10 Mana/15 Casting Points to 5 Mana/10 Casting Points
Increased Base Damage from 20 to 25
Combat Spell “Fury of the Horde”
Changed from Battlefield Wide to 2-Hex Radius
Now grants 2 Strengthened to Tier I & Tier II units
Pyromancer: Now has a 30% chance to inflict burn on base attack from 60%. Damage increased from 10 to 12.
Tome of Devastation
New Combat Spell “Flame Volley”
Targets a 1-hex radius
Enemy Units sustain 16 Physical/16 Fire Damage
Enemy Units gain 2 Burning
Hexes are set On Fire
Unit “War Breed” - Power Cleave
Changed from a Full Action to a Single Action
No longer damages Friendly Units
Tome of Chaos Channeling
Minor Race Transformation “Scion of Flame”
Increased Damage inflicted by Vengeful Flames from 2 to 5
Vengeful Flames no longer has a chance to inflict Burning
Unit Enchantment “Flamer Focus” - Moved from Tome of Dragons
Changed from 10 Physical/10 Fire Damage to 20 Fire
No longer inflicts Bleeding
Increased stacks of inflicted Burning from 1 to 2
World Map Spell “Summon Magma Spirit” - Replaced with World Map Spell “Abyssal Flames”
World Map Spell “Abyssal Flames”
Moved from the Tome of the Demon Gate
No longer deals 20 Fire Damage instead it inflicts -2 Fire Protection for 1 World Map Turn
Additional Effect - Summons a Magma Spirit
Reduced Casting Cost from 200 Mana/Casting Points to 150.
Combat Spell “Fan the Inferno” - Additional Effect: Damage now ignores 50% of enemy units' Resistance
Added World Map Spell “Summon Flame Incarnate” - Summon a Non-Fiend Tier V Mythic Unit with Fire & Burning related Abilities.
Tome of the Demon Gate
World Map Spell “Summon Balor” - Moved from Tome of the Chaos Lord
Combat Spell “Sacrificial Slaughter” - Moved from the Tome of Chaos Channeling
Tome of the Chaos Lord
Unit Enchantment “Infernal Focus” - Moved from Tome of Chaos Channeling
Renamed to Demonic Siphon
Now applies to all units of the Fiend, Dragon and Elemental type.
Additional Effect - Now gives +3% chance to crit to Fiends
Materium
Tome of Enchantment
Unit Enchantment “Sundering Blades” - No longer is Guaranteed to inflict Sundered Defense instead it now has a 90% chance to Inflict Sundered Defense (Guaranteed for Single Shot)
Tome of Transmutation
Unit Enchantment “Steel Skin” - Replaced 2 Defense with 2 Physical Protection
Unit “Transmuter” Transmute - Additional Effect: Inflict Sundered Resistance and gains Bolstered Resistance when successful
Tome of the Dreadnaught
Unit Enchantment “Warding Metals”
No longer applies to Shield Units
No longer applies Warded
Now only grants 2 Resistance
Tome of the Golden Realm
Unit “Golden Golem”
Increased Resistance from 6 to 7
Gilded Cleave - Renamed to Golden Cleave
Changed from Single Action to Repeating
No longer inflicts Gilded
When striking Gilded units, the Golem heals 5 Temporary Hit Points and deals an extra 20% damage with this attack.
Strike Gold - Renamed to Gilded Emanation
No longer targets Gilded Units
No longer regains Temporary HP when Gilded units are killed
Now has a 60% chance to inflict Gilded to all enemy units in a 2-hex radius
Now enters Defense Mode after use
Nature
Tome of Beasts
Celestial Griffon and Griffon can now be found and summoned with this spell.
Tome of Evolution
Replaced “Youthful Rejuvenation" with “Slither Hatchlings” as the Starting Skill
Unit Enchantment “Rapid Evolution Enchantment” - Now also affects units that have already evolved
Combat Spell “Youthful Rejuvenation”
Now grants 25 HP healing instead of 18 and only 36 on Evolve units.
Now grants 2x Strengthened to all units rather than only Evolve units.
Now also gives its bonus effect to units that have already evolved.
Tome of Glades
Unit Enchantment “Aspect of the Root”
Reduced Cooldown from 2 Turns to 1
World Map Spell “Create Forest”
Now affects Target and Adjacent Provinces
Can now be used on Enemy Provinces, though it is considered a Hostile Action
Tome of Dragons
Major Race Transformation “Draconian Transformation”
Additional Effect: +10 Max HP
Unit Enchantment “Flamer Focus” - Reworked to “Dragonstrike Focus”
No longer affects to Battlemages
Now affects Polearm, Shield, Fighter, Shock, and Magic Fighter units
Grants Dragonstrike
Once per Battle
Base 20 Elemental Damage
Puts Unit in Defense Mode
Damage is based on Dominant Affinity and Unit Tier.
Unit Unlock “Young Dragon” - Replaced with World Map Spell “Call Young Dragon”
Costs 150 Mana/Casting Points to Cast
Summoned Young Dragons are not Magic Origin and cost Gold Upkeep instead of Mana.
Siege Project “Dragon Attack”
Increased chance to inflict Burning from 90% to 120%
Additional Effect - Increased Fortification Damage from 0 to 5
New Empire Bonus “Dragon Infusion” - Rank Up Non-Racial Dragon Units by exchanging Gold to gain Experience.
Special Province Improvement “Wyvern Eyrie”
Changed from a Research Post to a Mine
Changed from granting 10 Knowledge Income to granting 10 Gold Income
Changed from granting +5 Draft Income per Adjacent farm to granting +5 Gold.
Tome of the Stormborne
Unit “Stormbringer” - Changed from Skirmisher to Magic Fighter
Storm Strikes - Changed from a Melee Ability to a Magic Ability
Storm Strikes - Changed from 8 Physical/8 Lightning Damage to 15 Lightning Damage
Throw Storm Trident - Changed from a Physical Ranged Ability to a Magic Ability
Throw Storm Trident - Changed from 12 Physical/12 Lightning Damage to 24 Lightning Damage
Order
Tome of Zeal
Unit “Zealot” - Changed from Fighter to Magic Fighter
Melee Strike - Changed to Magic Strike
Magic Strike - Changed from 11 Physical/2 Spirit Damage to 13 Spirit Damage
Tome of Discipline
Unit “Monk” - Increased HP from 70 to 80
Tome of Virtue
Combat Spell “Heroic Stand”
Now can only be used on a Unit Once per Battle
Increased Casting Cost from 15 Mana/20 Casting Points to 30 Mana/25 Casting Points
Tome of the Cleansing Flame
World Map Spell “Consecrating Firestorm” - No longer counts as a Sustained Spell for the duration of Consecrating Firestorm.
Tome of Exaltation
World Map Spell “Ascended Warriors” - Can no longer increase Ranks above Legendary
Shadow
Tome of the Blood Rite
Unit “Blood Cultist” Scarlet Plague - Increased Damage from 20 to 24
Tome of the Cold Dark
New Empire Passive “Arctic Farming”
Allows Snow Provinces to build Farms
Farms on Snow Terrain give +5 Food Income if the race has Arctic Adaptation
New Empire Passive “Snow Preference” - Provinces with Snow grant +2 City Stability
Tome of Calamity
Unit Enchantment “Accursed Armor” - Reduced Defense given from +2 to +1
Unit “Calamity Dragon”
Force Mask of Calamity - Now tagged as Debuff instead of Single Shot
Rip Mask of Calamity - Now tagged as Magic, Single Shot
Tome of Crimson Reign
Unit “Blood Exarch”
Reduced Resistance from 7 to 6
Parasitic Cleave - Reduced Damage from 22 to 20

Slightly reduced draft cost of Tier 2 units
Increased Damage of Ranged units by 2
Increased HP of Tier 1 Shock units by 5
Increased HP of Tier 2 and higher Shock Units by 10
Animal Units owned by Players & Free Cities now get Combat Trained
+10 Hit Points
+1 Defense
+1 Resistance
Poison Bolts and Poison Blasts have been renamed to Blight Bolts and Blight Blast
Diseased now applies Weakened and Poisoned to the sufferer at the start of the turn
Siege Units and Tower Units now have Status Immunity: Soulbound. This also prevents them being resurrected as zombies (or animals if you’re a ritualist)
Astral Sea Creatures
Unit “Astral Serpent” - Changed from Fighter to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed from 8 Physical/8 Lightning Damage to 15 Lightning
Unit “Astral Keeper” - Astral Blessing can now target the Caster.
Avians
Unit “Spirit Hawk” - Changed from Fighter to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed from 5 Spirit/3 Physical Damage to 10 Spirit
Unit “Grimbeak Crow”
Now has the Tiny passive
Melee Strike - Increased Damage from 8 to 10
Melee Strike - Increased chance to inflict Blind from 30% to 60%
Unit “Celestial Griffon” - Reduced HP from 70 to 65
Unit “Carrion Bird”
Melee Strike - Increased Damage from 10 to 12
Carrion Feed - Changed from a Leave One Action to a Free Action
Unit “Phoenix”
Changed from a Mythic to a Magic Fighter Unit
Now is an Elemental
Charge Strike - Reworked to Magic Strike
Magic Strike - Changed from 22 Fire/11 Physical Damage to 17 Fire
Overheat - Reduced Damage from 25 to 22
Overheat - Changed from a Single Action to a Full Action
Fiery Rebirth - Increased time to revive from 1 to 2 Turns
Aquatic
Unit “Dire Penguin” - Melee Strike now has Morale Drain
Unit “Kraken Spawn”
Melee Strike - Increased Damage from 12 to 14
Increased Combat Speed increased from 4 to 5
Unit “Deep-Sea Nimu”
Nimu Soothing - Increased Temp HP healed from 20 to 30
Nimu Soothing - Increased granted stacks of Regeneration from 2 to 3
Bears
Unit “Polar Bear”
Melee Strike - Now deals extra damage against units with Bleeding
Swipe - Now has a 90% chance to inflict Bleeding
Unit “Brown Bear”
Reduced HP from 80 to 70
Melee Strike - Now deals extra damage against units with Bleeding
Swipe - Now has a 90% chance to inflict Bleeding
Now evolves into the Dire Bear.
Unit “Dire Bear”
Melee Strike - Now deals extra damage against units with Bleeding
Swipe - Now has a Guaranteed chance to inflict Bleeding
Canines
Unit “Warg” - Melee Strike now has a 60% chance to inflict Bleeding
Unit “Spirit Wolf” - Changed from Fighter to Magic Fighter
Increased HP from 80 to 90
Melee Strike - Changed to Magic Strike
Magic Strike - Changed from 8 Physical/8 Spirit Damage to 15 Spirit Damage
Unit “Sabertooth” - Changed from a Skirmisher to a Fighter
Kept Slippery and Swift
Pouce - Changed from a Physical Ranged Ability to a Melee Ability
Unit “Phase Beast” - Now is a single model unit.
Entwined
Unit “Entwined Scourge”
No longer has the “Entwine” Ability
Poison Bolts - Renamed to Entwining Bolts
Has a 60% chance per hit of inflicting Entwined
Increased Range from 4 to 5
Sap Strength - Changed Full Action to Single Action (Continue)
Thralls that are created by the Entwined effect evolve after combat into Entwined Protectors that can be kept for Mana
Unit “Entwined Protector” - Now has Natural Regeneration
Equine
Unit “Nightmare”
Charge Strike - Increased chance to inflict Burning from 60% to 90%.
Charge Strike - Now now has Demoralizing Charge, giving a 90% chance to reduce morale of the target by 10.
Unit “Unicorn”
Charge Strike - Now dispels 1 Positive Status Effect from the Target
New Ability “Cleansing Touch”
Free Action
Heals 10 Temporary HP and removes 2 Negative Status Effects
3 Turn Cooldown
Fiend
Unit “Inferno Puppy” - Changed from Fighter to Magic Fighter
Melee Strike - Changed to Magic Strike
Magic Strike - Changed from 8 Physical/4 Fire Damage to 11 Fire Damage
Unit “Inferno Hound” - Changed from Fighter to Magic Fighter
Melee Strike - Changed to Magic Strike
Magic Strike - Changed from 10 Physical/6 Fire Damage to 15 Fire Damage
Unit “Gremlin” - Changed from Skirmisher to Magic Fighter
Now has Fast Combat Speed
Melee Strike - Changed to Magic Strike
Magic Strike - Changed from 10 Physical/4 Fire Damage to 13 Fire
Behind You - Changed from Physical Ranged to Magic
Behind You - Changed from 10 Physical/10 Fire Damage to 20 Fire
Unit “Balor” - Inferno Puppies created by the Chaos Brand ability evolve after combat into Inferno Hounds that can be kept for Mana
Fey
Unit “Mistling” - Changed from Skirmisher to Magic Fighter
Now has Fast Combat Speed
Misty Strike - Changed from 26 Physical to 13 Blight/13 Lightning
Fey Trick - Changed from 8 Physical/8 Blight/8 Lightning to 12 Blight/12 Lightning
Horned God - Shepherds of the Wilds
Replaced Fearless with Stalwart
Stalwart reduces Morale Loss by 100%
(Demi) Giants
Unit “Butcher Ogre” - Increased HP from 80 to 90
Unit “Brewer Ogre” - Drink no longer applies Sundered Defense
Unit “Fire Giant”
Increased HP from 140 to 150
Increased Combat Speed from 4 to 5
Heavy Charge Strike - Increased Damage from 11 Physical/11 Fire to 17 Physical/17 Fire
Volcanic Smash
Now does Full Damage to all Enemy Units
Changed from a 90% chance to inflict Burning to inflict 3 stacks of Burning
Conjure Runestone
Fire Runestone - Changed from Tier 1 to Tier 2
Fire Blast - Changed from Single Action to Repeating
Fire Blast - Reduced Damage from 16 to 12
Fire Blast - Additional Effect: Inflict Burning
Fire Runestone is summoned with full action points
Unit “Rock Giant”
Increased HP from 140 to 150
Increased Combat Speed from 4 to 5
Heavy Charge Strike - Increased Damage from 30 Physical to 35
Earthquake Smash - Now does Full Damage to all Enemy Units
Throw Boulder
Increased Damage from 27 to 41
Changed from a 90% chance to inflict Slowed to a 90% chance to inflict Stunned
Additional Effect: Enemy Units are knocked back 1 hex
Unit “Frost Giant”
Increased HP from 140 to 150
Increased Combat Speed from 4 to 5
Heavy Charge Strike - Increased Damage from 11 Physical/11 Frost to 17 Physical/17 Frost
Blizzard Smash - Now does Full Damage to all Enemy Units
Throw Ice Boulder
Increased Damage from 27 to 41
Changed from a 90% chance to inflict Slowed to a 120% chance to inflict Frozen
Unit “Storm Giant”
Increased HP from 140 to 150
Increased Combat Speed from 4 to 5
Heavy Charge Strike - Increased Damage from 11 Physical/11 Lightning to 17 Physical/17 Lightning
Tempestuous Smash - Now does Full Damage to all Enemy Units
Lightning Strike
Reduced Range from 6 to 4
Changed from 90% Accuracy to Cannot miss
Changed from Full Action to Single Action
Additional Effect: Inflicts 3 stacks of Electrified
Insects
Unit “Blood Maggot”
Reduced HP from 60 to 50
No longer benefit from Wizard Tower Summon Ranks and similar effects when spawned from the Blood Parasite effect (this behaviour aligns with Zombies)
Unit “Giant Beetle”
Pestilent Escape - Increased damage from 4/4 to 8 Physical/8 Blight.
Now Evolves into Death Beetle
Unit “Death Beetle” - Changed to T3 unit.
Increased HP from 70 to 90 HP
Melee Strike - Increased Damage from 14 to 16
Melee Strike - Increased chance to inflict Weakened from 30% to 60%
Pestilent Escape - Increased Damage from 5/5 to 8 Physical/8 Blight.
Deathly Exhaust - Increased Damage from 10/10 to 14 Blight/14 Frost
Deathly Exhaust - Increased chance to inflict Weakened from 90% to Guaranteed
Unit “Pyremoth” - Champion Burning Dust changed from inflicting an additional stack of Burning to a 60% chance to inflict Blind
Unit “Caustic Worm”
Now has Pass Through;
Caustic Eruption - Increased Damage from 15 to 18
Loxodonta
Unit “Elephant” - Increased Stomp’s chance to inflict stunned from 60% to 90%
Unit “Mammoth” - Increased Stomp’s chance to inflict stunned from 60% to 90%
Unit “Infernal Juggernaut”
Charge Strike - Increased Damage from 13/13 to 14 Physica/14 Fire.
Infernal Stomp - Increased Damage from 30 to 35.
Spiders
Unit “Dread Spider Hatchling” - Increased Combat Speed from Normal to Fast
Unit “Vampire Spider Hatchling”
Increased Combat Speed from Normal to Fast
Reduced HP from 55 to 50
Unit “Ice Spider” - Changed from Fighter to Magic Fighter
Is now an Elemental
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed from 7 Physical/7 Frost Damage to 13 Frost Damage
Frozen Web - Changed from 8 Physical/8 Frost Damage to 16 Frost Damage
Unit “Vampire Spider Matriarch” - Reduced HP from 95 to 90
Unit “Dread Spider Matriarch” - Reduced HP from 95 to 90
Unit “Ice Spider Matriarch” - Changed from Fighter to Magic Fighter
Is now an Elemental
Reduced HP from 115 to 110
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed from 10 Physical/8 Frost Damage to 17 Frost Damage
Frozen Web - Changed from 12 Physical/12 Frost Damage to 24 Frost Damage
Unit “Hunter Spider Matriarch” - Reduced HP from 115 to 110
Spirits
Unit “Windrager” - Changed from Fighter to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Reduced Damage from 15 to 14
Unit “Lesser Snow Spirit” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed from 8 Physical/4 Frost Damage to 11 Frost Damage
Freezing Burst - Changed from 6 Physical/6 Frost Damage to 11 Frost Damage
Unit “Snow Spirit” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed from 8 Physical/8 Frost Damage to 15 Frost Damage
Freezing Burst - Changed from 8 Physical/8 Frost Damage to 15 Frost Damage
Unit “Lesser Tide Spirit” - Increased HP from 60 to 80
Unit “Tide Spirit” - Increased HP from 90 to 110
Unit “Lesser Stone Spirit”
Reduced Blight Protection from 6 to 4
Added 3 Physical Protection
Unit “Stone Spirit”
Reduced Blight Protection from 6 to 4
Added 3 Physical Protection
Unit “Earth Titan
Reduced Blight Protection from 6 to 4
Added 2 Physical Protection
Unit “Lesser Magma Spirit”
Fire Bolts - Increased Damage from 90 to 10
Fire Bolts - Additional Effect: 30% chance to inflict Burning
Unit “Magma Spirit”
Fire Bolts - Increased Damage from 12 to 14
Fire Bolts - Additional Effect: 30% chance to inflict Burning
Incinerate - Increased Damage from 20 to 25
Incinerate - Increased chance to inflict Burning from 60% to 90%
Unit “Herald of War” - Replaced Warded with +3 Resistance
Suidae
Unit “Goretusk Piglet”
Increased HP from 50 to 60
Charge Strike - Increased chance to inflict Bleeding from 30% to 60%
Unit “Goretusk Matriarch”
Charge Strike - Increased Damage from 21 to 24,
Charge Strike - Increased chance to inflict Bleeding from 60% to Guaranteed
Violent Gorging - Changed from Once per Battle to a 2 turn cooldown.
Reptiles
Unit “Stormscale Serpent” - Changed from Fighter to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 6 Physical/6 Lightning to 13 Lightning
Unit “Plague Serpent” - Changed from Fighter to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 7 Physical/7 Blight to 13 Blight
Unit “Crocodile” - Increased HP from 60 to 65
Unit “Pestilence Crocodile” - Increased Melee Strike Damage from from 4/4/4 to 5 Physical/5 Blight/5 Frost
Umbral Demon
Wildlife “Umbral” - Replaced +2 inherent Defense with +2 Physical Protection
Unit “Willthief” - Changed from Fighter to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 7 Physical/7 Frost to 13 Frost
Wyverns & Dragons
Unit “Wyvern Fledgling” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Reduced Physical Damage from 12 to 11
Unit “Bone Wyvern” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 8 Physical/5 Blight to 13 Blight Damage
Poisonous Burst - Changed Damage from 7 Physical/7 Blight to 20 Blight Damage
Poisonous Burst - Reduced Cooldown from 2 to 1 Turn
Unit “Fire Wyvern” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 9 Physical/6 Fire to 15 Fire Damage
Burning Burst - Changed Damage from 8 Physical/8 Fire to 24 Fire Damage
Burning Burst - Reduced Cooldown from 2 to 1 Turn
Unit “Frost Wyvern” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 9 Physical/6 Frost to 15 Frost Damage
Freezing Burst - Renamed to Hindering Burst
Hindering Burst - Changed Damage from 8 Physical/8 Frost to 24 Frost Damage
Hindering Burst - Changed from a 90% of inflicting Frozen to a Guaranteed Chance to inflict Slowed
Hindering Burst - Reduced Cooldown from 2 to 1 Turn
Unit “Gold Wyvern” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 9 Physical/6 Spirit to 14 Spirit Damage
Distracting Burst - Changed Damage from 8 Physical/8 Spirit to 23 Spirit Damage
Distracting Burst - Reduced Cooldown from 2 to 1 Turn
Unit “Obsidian Wyvern” - Changed from Skirmisher to Magic Fighter
Melee Strike - Renamed to Magic Strike
Magic Strike - Changed Damage from 9 Physical/6 Lightning to 15 Lightning Damage
Electrified Burst - Changed Damage from 8 Physical/8 Lightning to 24 Lightning Damage
Electrified Burst - Reduced Cooldown from 2 to 1 Turn
Unit “Young Fire Dragon” - Changed from Fighter to Mythic
Now has the Passive “Natural Regeneration”
Increased HP from 100 to 135
Tail Swipe - Increased Damage from 26 to 29
Tail Swipe - Unit now Enters Defense Mode after use.
Unit “Young Frost Dragon” - Changed from Fighter to Mythic
Now has the Passive “Natural Regeneration”
Increased HP from 100 to 135
Tail Swipe - Increased Damage from 26 to 29
Tail Swipe - Unit now Enters Defense Mode after use
Unit “Young Golden Dragon” - Changed from Fighter to Mythic
Now has the Passive “Natural Regeneration”
Increased HP from 100 to 135
Tail Swipe - Increased Damage from 26 to 29
Tail Swipe - Unit now Enters Defense Mode after use.
Unit “Young Obsidian Dragon” - Changed from Fighter to Mythic
Now has the Passive “Natural Regeneration”
Increased HP from 100 to 135
Tail Swipe - Increased Damage from 26 to 29
Tail Swipe - Unit now Enters Defense Mode after use.
Unit “Fire Dragon”
Now has the Passive “Natural Regeneration”
Tail Swipe - Unit now Enters Defense Mode after use
Unit “Frost Dragon”
Now has the Passive “Natural Regeneration”
Tail Swipe - Unit now Enters Defense Mode after use
Unit “Golden Dragon”
Now has the Passive “Natural Regeneration”
Tail Swipe - Unit now Enters Defense Mode after use
Unit “Obsidian Dragon”
Now has the Passive “Natural Regeneration”
Tail Swipe - Unit now Enters Defense Mode after use

Building an Outpost now changes the outposts terrain to Sunless
City Structure “Desecration Chambers’
Increased affect Provinces per turn from 1 to 2
Increased Terraforming Range from 1 Province outside of your Domain to 2
Additional Effect: Are boosted by Quarry Province Improvements
Added World Map Spell “Pall of Darkness Ritual’
Terraforms a province to sunless for 3 turns
Unlocked by Vampire Castle Foundation instead of Clairvoyance Ritual
Passive “Vampiric Regeneration” - Additional Effect: Now gives +20 World Map Regeneration, if Regeneration isn’t blocked by Sunlight Weakness.

Certain Hand-crafted regions with specific themes, such as the Sunless and Blessed regions, now only show up in specific Realm Traits, such as Sunless Highlands and Blessed Fields. The only hand-crafted regions that can always show up in a realm are the ones from Giant Kings and the Desert hand-crafted regions from Rise from Ruin.
Added new Misc Trait “Blessed Regions” - Adds several Blessed Regions and the Fountain of Creation Landmark to your Realm
Added new Misc Trait "Sunless Regions” - Adds several Sunless Regions, the Thorn Heart Landmark and Blood Glass Material to your Realm
The Beginner Realm no longer spawns Umbral infestations to make it easier for the player, as both introduce a level of complexity with the fact that they spread a negative terrain with their infestation domain.
Changed the rebuilding of the borders to only trigger on excavating sectors since this is the only terraforming effect that really changes the height of the map. Optimizing all other instances of terraforming.
Improved the generation of the Umbral Abyss when playing without the underground enabled.
The “Capture and Release Ancient Wonder” action no longer removes a unit’s move points. The units are free to move on while the action is running.
It is now possible to use Force March on individual units of a stack
This is done by first selecting the units of the stack by clicking their portraits and then giving a move order by right clicking the map as usual. After confirming the Force March popup only the selected units will receive the effects.

Crashes & Hangs
Fixed a crash that could occur where a Free City was trying to take over a Node that was still being set up.
Fixed a crash that could occur when the auto combat took more than 30 turns
Fixed a crash that could occur due to the Armies in the Army Overview Panel not refreshing.
Fixed an hang that could occur when pressing the “Next City” or “Previous City” button when you have no Cities but do occupy another player’s city
Fixed an issue where the Spell Book could soft lock the game when pressing R3 on a spell that has no location
Fixed a crash that could occur when starting Rued Drevanya without ownership of Giant Kings
Fixed a Combat Visualization Hang when a unit dies by terrain effects after a retaliation attack and triggering Slip Away.
Art
Fixed an issue where some disabled transformations, like Draconic Vitality, would still appear in the Frontend
Fixed an issue where the Cultivator’s Staff was piercing the Chariot Mount
Fixed an issue where Houndmaster Horses did not have a Mane or Barding
Fixed missing barding for Unicorn & Nightmare Mounts when using Hybrid Vampires
Fixed clipping issues on the Archon Prophecy pantheon helmet with Lizardfolk form
Fixed an issue where the "Shade" unit doesn't have its hood when using "Ancient" and "Elysian" forms
Audio
Fixed an issue where assigning a Whispering Stone to your own city did not have a SFX.
Combat
Fixed an issue where regular Battlements (unupgraded) lacked the Battlement tag.
Fixed an issue where a Legend rank Mimic transforming into a unit that could evolve would lose all their ranks - they now go to Champion rank (evolving units can’t be at Legend rank).
Fixed an issue where Mind Control would not be canceled when transformation effects such as Polymorph expired
When a unit had multiple distracted sources on their attacks they would both show up instead of using the highest % chance one. Fixed
Fixed Several Spell Triggers involving Markers
Combat AI
Fixed an issue where Combat AI would use Channeling Ritual and Overcharge abilities when Spellcasting is Disabled.
Fixed AI issues with units created by the Hero Skill “Reincarnate”.
Culture
Fixed an issue where Monarch’s Dominion did not make the upkeep of a unit completely free when Enchantments were applied.
Fixed an issue where the Warbound spawned by the Paragon Quarters were not racial
Events
Fixed Vision Of Destiny - Chaos counting City Founding as Conquering Cities for the Destiny of Chaos Quest
Fixed Vision of Ruins - Chaos counting City Founding as Conquering Cities for the Desolations of War Quest.
Factions
Fixed an issue where Mana Channelers sometimes started with forbidden units
Free Cities
Fixed an issue where the Rally of the Lieges would allow players to recruit units that required a Income Type they don’t have available.
Heroes
Signature Skills
Fixed an issue where Heroes with the “Master of \[affinity]” would not always be able to select Signature Skills of the unlocked Level and Affinity.
Fixed an issue where Souldraining Strikes would apply to Debuff Abilities
Battlesaint
Hid the Cleric Property to lessen crowding of the Unit Panel.
Death Knight
Fixed an issue where Infested Summons would apply to the Caster and not its Summons.
Elementalist
Fixed an issue where Sundering Magic did not apply to Debuff Abilities
Fixed an issue where Withering Magic did not apply to Debuff Abilities
Lesser Evocations now correctly displays the amount of damage they do
Fixed issue that Disciple of Frost would sometimes be able to both freeze and slow a target on the same turn
Amplifying Elements now specifies Base attacks
Warlock
Fixed an issue where Culling Magic did not apply to all types of Attacks and Debuff Abilities
Fixed an issue where Decaying Magic did not apply to Debuff abilities
Culling Magic now specifies max stacks
Blood pact now specifies it reduces damage by 50% as well.
Pact of Eternal Servitude description fix for the damage reduction
Warrior
Fixed an issue where Graceful Charge applied to Retaliation Attacks
Interface
Fixed an issue where Player Slots would default to “No Team” when loading a Custom Realm Template with Teams enabled.
Fixed an issue where Heroes did not show the Banner Color when adding or editing in the Advanced Faction Settings.
Fixed an issue where the selected Hero in the Hero Library would overlap with the Controller Prompts.
Fixed an issue where the Zombie Units created by Curse of the Reaper would not have a Combat Banner.
Fixed an issue where Temporary Hit Points would sometimes be reflected as Normal Hit Points in the Combat Banner.
Fixed an issue where the portraits of dead heroes would not show Race Transformations in the Combat Overview Screen
Fixed an issue where Special Province Improvements would still appear in the Structure Construction List while a City is under Siege.
Fixed an issue where the Monument Special Province Improvement didn’t have the correct Province Icon.
Fixed an issue where the Governor and Empire Progression bonuses would not display correctly in Special Province Improvement building tooltips.
Fixed an issue where the Raze Button in the City Occupied Panel would not always be red.
Fixed an issue where defeated Rulers would appear as targets for War Coordination.
Fixed an issue where the list of applicable Units in Race Transformation tooltips would not always include all valid units
Fixed an issue where the Defeat Reason on the End Game Screen could be incorrect
Fixed an issue where Governor bonuses did not appear in tooltips for annexing Ancient Wonders.
Text & Description
Fixed an issue where some Summon Spells did not have the Wizard Tower requirement
Fixed an issue where the Blood Cultist research description was outdated
Fixed Herbalist missing the 'must be built on an annexed province' string
Item Forge
Fixed how Cosmic Damage scales on Orbs and Staff Weapons
Pantheon
Fixed Hostile Seas not functioning during Combat
Spells
Fixed an issue where Vivisection Ritual was incorrectly dealing Frost damage, now correctly does the 20 Physical Damage.
Fixed an issue where Sustained City Spells that give an Income bonus would not give their Income bonus in the last turn that they are active.
Story Realms
Fixed that factions with Wonder Seeker got a surface wonder revealed on Tharru'Cath, which can lead to breaking the mission flow potentially. (the wonder is returned when reaching the sanctuary city)
Fixed an issue where joining the Deathless God in Rued Drevanya would triggers the wrong ending
Tomes
Tome of Dragons - Fixed an issue where Dragon Attack applied Burning rather than On-Fire onto affected battlement hexes.
Tome of the Crimson Reign - Fixed an issue where Blood Exarch’s Blood Pull could move Units with Cannot be Displaced.
Units
Fixed an issue where Ranged unit attacks when given Demolisher by having Large Target (as in with the Elephant Exotic Mounts) weren't able to destroy walls.
Vampires
Desecration Chambers wasn’t correctly terraforming the surface layer when the city was build on the underground, fixed
Razing/Packing up a Vampire City will now remove any sunless terrain it has placed
World Map
Fixed the uninhabitable provinces of the Barren Ocean clime trait not getting the Sand feature, meaning certain synergies didn’t work with them and Blinding Sandstorms did not apply to them.
Fixed an issue where the Thorn Heart landmark would not provide its Combat Effects to Sunless Provinces in the City Domain.
Fixed the Giant Throne wonder providing its income twice.
Fixed combat on Lava Roads not loading their combat map correctly, resulting in weird visuals.
Fixed the “Build Outpost” action appearing on provinces with the Lost Tomb wonder.
https://store.steampowered.com/app/3976440/Age_of_Wonders_4_Expansion_Pass_3/
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