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

Mar 6, 2026 - 22:41
 1
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 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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