Unreleased
Features:
+ Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it)
+ Added the Arcane Monolith spell. This is a Pariden specific ability which allows them to place outposts with a spell
Bugs:
+ Fixed an issue causing the defend abilities to be multiplied by level
+ You no longer have to pick a target when using the Sweep ability
+ Fixed the Slavers quest so that its a farmgirl you rescue
+ Procipinee's staff now correctly gives +6 Dodge
+ Fixed an issue with being able to place the Onyx Throne
+ Fixed the Crone quest
+ Fixed an issue causing quest/event spawned monsters to be dropped on illegal terrain
+ Fixed an issue where the Academy of Revelation boosted the units intelligence
+ Immune to Crits ability now works correctly
+ Fixed an issue that allowed you to flip and entire army if you took contol of the army leader with (with Tame or Silver Tongue)
+ The game will now ask you if you want to cancel a spell with casting time if you left click your target instead of right click (instead fo just canceling it and making me cry)
+ Fixed a tactical combat hang when killing a shrunk unit
+ Attack kill speeds are now set correctly
+ Initiative can never be less than 1 (was causing some infinite turn issues with units with a negative init)
+ HasWages is now correctly written out on custom units (so your designed slaves wont be costing wages after a restart)
+ You cant buy things from a store if you have negative gold anymore
+ Blood Rage and Celerity can be cast multiple times on the same unit
+ Fixed crash bug related to city resource management
+ Fixed lock up bug due to multiple cities looking at the same resource
+ Fixed a hang when a unit with Mantle of Flames (or Candlecloak) and counterattack kills a unit with the Mantle
+ Fixed the T posing units when a unit on a mount blocks
+ Fixed an issue that caused loot not to be displayed on the battle results screen
+ Combat always takes a move action (autoresolve or normal)
+ Fixed an issue causing enchantment effects from shards to not be reset after a reload
+ Fixed the broken animation pose on icons on the save screens for custom sovereigns and designed units
Balance:
+ Reduced Stoneskin and Gift of Iron from 10 +5 defense to 6 + 3
+ Stoneskin and Gift of Iron's defense bonus only applies to Piece and Cutting damage (not blunt)
+ Starting Sovereign hp reduced from 30 to 20
+ Reduced the Acrobat ability from +2 dodge per level to +1 dodge per level (and it now requires dodge 3)
+ Maces reduced to -4 init instead of -5
+ Trolls get a little higher attack and regeneration
+ Metal costs on Pikes, Longsword and Greatswords increased slightly
+ Athican Longsword now correctly has a metal cost
+ Level upgrading exponent increase from ^2.90 to ^2.95 (leveling up slightly slower at higher levels)
+ Merchant reduced to +25% Gildar instead of +1 Gildar per material
+ Evoker traits reduced form +50% spell damage per level to +25%
+ Lethal improved from +1/+2/+4 attack to +2/+3/+4/+5/+6 attack (there are now 5 lethal abilities)
+ Monster hit points increased slightly
+ Some of the lower level monster lairs get additional defenders
+ Workshop reduced to +2 prod per material instead of +3
+ Increased the base food per grain form 15 to 20
+ Removed the wage costs from Pioneers
+ Reduced the power of the Panca archers (reduced form a group of 5 to 3 and they lost impulsive)
+ Reduced the recruit cost of a few 1st level champions who cost more than 150 gildar
+ Rebalanced magic weapons, in general the higher tier weapons (maces, longswords, broadswords) have higher level requirements
+ Capitals start with a pop of 30 instead of 12 (taxes matter more early game with a bigger pop to work with, production is faster)
+ City level 2 happens at pop 60 instead of 40
+ Champions require wages (1 gildar per turn)
+ Champions can be disbanded
+ Free research removed from sovereigns (the increased initial pop covers it)
AI:
+ Monsters more aggressive about going after nearby cities
+ Injured AI units will stay in cities to heal
+ AI strategic spell casting revamped
+ AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them
+ Fixed AI bug where it would not select a proper quantity and thus not build a unit
+ Fixed AI bug where AI armies would get turned into army groups but then disband causing armies to not attack
+ AI will now adjust valuation of strategic spells based on a variety of inputs (rahter than just looking at the unmodified XML)
+ Added additional AI faction-trait "civilized" who are more inclined to build up cities
+ Other types of AI will tend to build more units than city improvements
+ AI will provide more useful feedback in the diplomacy screen as to why they'll accept or reject a particular offer
Cosmetic:
+ Fixed the tooltip on the Attunement ability
+ Fixed the tooltip on the Amarian Blood ability
+ Fixed the description on Shadow Warg
+ Fixed the tooltip on the Growth potion
+ Potion of fire resistance is no longer a solid red blob
+ Champion Adant now correctly displays his recruit cost
+ Fixed an issue where you could see a sovereign in their full gear if you cycled through the diplomacy window
+ Fixed the icons on the Heroes tech
+ Fixed a typo on the Air Elemental scroll
+ New Golem Shield graphic