Changelog 1.0.004

-Reduced max items equippable to 3.

-Increased AI logic on threat rating. It now takes more power to be considered medium, strong, deadly, epic. May increase AI faction army power.

-Fixed an issue where robes were blocking greaves. No more going commando!

-Fixed crash due to no young elementals.

-Final Solution on all scout entries.

-Monster balance pass - no more weak spiders or shrills.

-Reduced Hp on mercenary, hunters increased in power.

Increased initiative on ogres.

-Increased troll attack.

-Increased number of knights from the order of Asok, rebalanced knights.

-Lair balance pass to prevent armies of monsters from starting where you do. Now they start at your expansion areas.

-Increased cost to upgrade grouping types to 200 gildar.

-Generally increased number of units from camps.

-Mill labor cost reduced to 400.

-Slavers District now properly gives the benefits of Mill in addition to bonus and no Growth penalty. Owning slaves does not decrease population count. Amirightthesouth?

-Slavers Bazaar now unlocked from Education and gives +1 Growth.

-Increased labor costs for outpost upgrades.

-Increased Heart of Fire to Fire IV. Made a duplicate Heart of Ice at Water IV.

-Removed move penalty on Flurry.

-Archer now gets +1 Initiative per level, but only +1 Accuracy per level.

-Assassin now gets +2 Initiative per level.

-Shrink no longer stacks.

-Shadow Warg can no longer be upgraded to larger groups.

-Knights of Asok can!

Changelog 1.0.005

-Added loot to caravans. Pirating them is now an economic option

-Aura of Might no longer available from Earth1, needs book of stones

-Warcry is now a proper spell with a cooldown

-Sweep now has a 25% chance to knock prone and doe no damage

-Trolls now get more Hp per turn

-Troll Lairs always give Troll Camp when defeated

-More Troll armies come from Troll Lairs

-More easy lairs near spawn. More challenging lairs in the wilds

-Syndicate Lairs have more armies and respawn faster

-Syndicate lairs upgrade faster

-Mite lairs respawn faster

-Foundry now gives 4 metal

-Shard Temples now give 4 mana

-Resoln now gets accumulative elemental spawns, 3 young, 2 adult, 1 ancient

-Slaves now get 50 free labor for each soldier in the unit. It will take much less time to train them.

-Players now start with 250 Gildar

-Air Dodge now shows up in unit details

-Iron Golems now have Overpower, doing damage per soldier in the unit

Changelog 1.0.006

-Iron Golems now have 2 specializing traits. A fast light version and a heavy damage version

-Heroes now all have mounts and leather armor

-To make up for increased hero cost, Adventurers Guild now reduces hero recruitment costs by 50%.

Changelog 1.0.007

-Sweep boosted to a 33% chance to knock adjacent enemy prone

-Syndicate is less often near starting points

-Added faction specific weapons to custom Sovs as a default

-Shard Temples, such as Fire Temple, now give economic bonuses, 4 mana, 2 elemental shard power

-City Defenders are now capped at leather and spears. There are new improvements in the Warfare Tree that can increase them in numbers and power.

-Few City Defenders from city levels, more from unique defender improvements.

-More Hp for defenders from Grocer, Butcher, Bakery, etc...

-Heroes at level 1-3 in the wild no longer get mounts

-Heroes in the wild now have monster “associates” to protect them.

-Warhammers can now reduce enemy initiative. They are more effective as a smaller group against a larger group.

-Axes and Battleaxes now sunder armor, reducing the total armor of an enemy. They are more effective against larger groups. Armor quality will always have a minimum of 8.

-Warhammers cost less labor.

-Tactical summons set to 50 Mana.

-Daggers now have a base Crit of 10. This means a 10% chance to crit.

-Spell of Making now gives +100 Mana per turn

-Leather no longer in loot tables.

-Chain and Master Chain added to loot tables.

-Greatsword now has maul. That’s right, MAUL. Freaking maul.

-Fr, Werewindle added as a mod contributor. Let’s all thank him for adding some production power and insight to the mod!

Changelog 1.0.008

-Reduced number of mites from lair

-Increased mite danger

-Reduced power of Darkling, Wilding, Bandit Archers

-Custom Sovs reverted to prevent crash

-Outpost improvement, Fortify, now gives +5 Defense to all your units in ZoC

-Outpost improvement, Armory, now gives +3 Attack to all your units in ZoC

-Poison Resistance no longer shown as a stat to make Encumbrance visible in unit design.

-Mastersmith equipment cost reduction reduced to 25% from 50%

-Enslaver equipment cost reduction reduced to 25% from 50%

-Shards less common, but offer massive bonuses from Temples.

-Shard Temples give +4 mana, a unique bonus, +2 shard power.

-Mana Blast does more damage and includes spell damage boosts into calculations.

-Archmage spell damage boost reduced to 25%

-Arcane Bolt rebalanced to include spell damage boost in calculations.

-Sovs now get 10% XP from any battle. (Benefit of telepathic connect to all battles.

-Default training time for units from camps, such as Ogres, reduced to 8 from 10.

-Life III now has an AoE healing spell called Lifeblood

-All healing spells now have a cooldown

-Heal from Life I now does more per life shard and overall.

-Shrink now has a cooldown, and properly reduces attack.

-Disoriented and Sunder Armor fixed to properly apply intended functions. Check Mod Explanations for exact details and weapons it applies to.

-Weapons at lower tiers now weigh less

-Pikes now have a special ability called Pike Wall: 3 damage times the number of enemy soldiers in the unit. It lasts for 3 turns with a 4 turn cooldown. Pikes weigh more, have only 50% armor piercing, cost more.

-Longswords now have a special ability that temporarily increases Dodge by 8.

Changelog 1.0.009

-New traits system for trained units. Check Mod Explanations for the exact details and theory. Basically traits cost no labor and have been improved. Weapons now cost more labor to compensate for some of it. Traits are and will be in future updates, determined by race and faction traits.

-Fire attacks now have a burn after each hit.

-Path of the Archer now has +2 attack per level

-Path of the Barbarian now has +1 attack per level instead of +2 per level.

-Spells have been largely rebalanced and debugged

-Tarth Blood and Faction Traits largely rebalanced. No more ignore all monsters. More moves and forestwalk. Tarth Blood gives a 50% chance to recall out of a battle when under 10% Hp. Their units get 4 traits instead of 3. They have special OP traits.

-Stock AI units updated to new system.

-Monsters balanced to make early ones weaker and later ones more powerful.

-More small changes only visible to those with ineluctable vision.

Changelog 1.0.010

-Monster balance overhaul.

-More spell debugging.

-Monster Lairs set to have a boss army with 0 moves and more meaningful, but less, spawns.

-Sions balanced to no longer be a useless unit. Costs 10 Influence, 50 Gildar. Starts with +100Hp. These units can level like heroes. Enjoy the endgame!

-Fixed Unit Design Traits. Now more show up from race and from faction abilities. Check out Tarth’s new power.

-Warhammer damage increased. Battlehammer increased in kind.

-Added a Flanged Mace for Greathammers faction trait. 20 Blunt attack, -4 initiative, 15 weight, 40 Labor.

Changelog 1.0.011

-Lair Bosses now correctly have 0 moves.

-Iron Golems now have 3 types. You need to try them.

-Tarth traits balanced to be stronger and stack with normal ones.

-Masterscout’s +1 moves still bugged. Vanilla bugs...

-General monster balancing occurred. The early game armies should be more manageable.

Changelog 1.0.012

-Master Scout is once again trying to give you +1 moves. It might not show up in the UI, but try and move when the UI says 0. I added +10% moves.

-Butchermen are no longer deadly wanders with a penchant for city razing. They take longer to gain power and have less massive Hp armies. One of us set them to be a single soldier unit and the other made them into parties without reducing Hp.

-Level 2 Rogues now have a good chance to crit. Add it to a dagger for a good rogue build.

-Sov traits now only give +50% elemental resistance. Taking the vulnerability and the reduction zeroes each other out. More work needed here.

-Poisoned Blade now correctly applies poison damage. Damage crits equal to the unit’s crit chance.

-Workshop = 3PPM, Mason = 33% Construction Discount, Mill = +2PPM. Total of +5PPM and 33% Discount.

-Added Hill Mine. Must be built on a hill. +2PPM.

-Doubled number of heroes. There are 2 of each one now. This should fix that problem with hero sites not having a hero.

-Spells altered in a variety of ways. Tooltips updated.

-Darkling Rider raider armies now more challenging.

-Air Dodge has an Icon now.

-Constitution is +5Hp, -10 Weight Capacity. Mark of Tarth is the same and stacks.

-Hero cost increased.

-Staves fixed. Tried to make them classy spells. Ended up making each enemy only attackable once. You can take the staff out of the trailer park, but you can’t take the trailer park out of the staff.

-Beasts and Greatbeasts differentiated. Beastmaster now gets more moves on first turn.

-Tac Regen deleted until we get the healing spells set up better.

-Staves balanced to upgrade higher with ease.

-Prayer fixed to have a cooldown of 4, not casting time.

-Flurry no longer has an animation. It just gives you 3 immediate actions.

-Weapon level restrictions lowered.

-Summoner traits fixed for Path of the Conjurer.

-Cost to upgrade groups now 75 gildar per unit.

-Monsters you tame no longer can be group upgraded. :P

-Trained units get 25% less Hp.

-Cave bears have less Hp.

-Levels for Fortress are now: Level 2 = +1 unit level, -25% training time; Level 3 = +2 Init; Level 4 = +1 unit level; Level 5 = +10% Fire Resistance.

-Trogs have new traits: Barbaric = +10Hp, -30 Weight Capacity; Steel Savage = +40 Weight Capacity, -5 Init (unlocks with Heavy Armor).

-Krax also has Elite Front Line.

-Disney no longer owns Lucas Arts.

Changelog 1.0.014

-Tag errors fixed.

-Staff damage increased and staff secondary spells removed. They are too buggy right now.

-Spider lairs now send out roaming armies.

-Later game wilding and darkling lairs now have harder bosses. More Hp for their army commanders too.

-Almshouse no longer gives +2 Influence per turn. Reduced to 1.

-Fortress Mining Guild now correctly gives +25% Metal from all metal sources.

-Updated many improvement descriptions.

-Sparse monster setting now called Some. Fewer monsters close by at start.

-Moderate monster setting now called Unmoderate. Same settings.

-Dense monster setting now called Terrifying. Same settings.

-Too much Hp bug is fixed.

-Trog special design traits now show up.

-Gremlin attack on the code has been thwarted by a ragtag band of gymnasts.

-Heal Injury ability now actually works.

Changelog 1.01.015

-Spells increased in power. Secondary effects added to some.

-Monsters and boss monsters have gotten smarter about not being tamed and acting more like a boss.

-Trained spiders have larger fangs and a thicker carapace.

-Catapult damage bug fixed.

-Bugs fixed, created, fixed, created, fixed again.

-Staff mod attempts failed. Let me know if there are bugs from any staves.

Changelog 1.02.016

-Ophie lairs reviewed and determined they make sense as one of the few lairs that are completely stationary.

-All Lair boss armies increased in power. Be afraid... be very afraid.

-Butcher lairs are more balanced. Aparently having one person handle stats and other handle lairs can cause some nasty results. XD

-Earth Elemental Lairs now have dangerous armies to send out.

-Trolls have more party sized units and the final shaman lair is an exercise in futility.

-Elemental armies now upgrade to much more powerful armies of elementals.

-Umberdroths now more powerful.

-Lairs of Namtur are now epic in power.

-Giant spider now has an icon.

-Ice Elemental have more defense

-Many lairs that did not spawn armies now do. Including dragon lairs.

-Midgame lairs no longer spawn near starting locations.

-Several xml tag errors fixed.

-Code checked for upper/lower case issues.

-Fixed fling. (Had infinite duration.

-Fixed Hold. (Missing Movement tag)

-Fixed power of Mana Blast and Arcane Bolt. Arcane Bolt now costs 10 Mana.

-Focus fixed. (SpellMastery is not a stat)

-Fixed many other tag errors.

-Descriptions for Flurry fixed.

-Some other changes to balance made. (I didn’t do them and don’t have a changelog for it. Mostly to do with fire magic and staves).

-Spells that didn’t stack should now stack if they are intended to. (Flame Dart, etc...)

-Mod now compatible with 1.02 and for reason certain models of 1952 blenders.

-Higher Difficulties no longer give the enemy massive levels of Hp. Deal with it.