[list]
[*] Changed the scaling of Marauder/Undead/Monster Armies. In addition to the chosen game setting for the power level of these, there is now a time-based scaling applied during the early game to mid game - depending on game settings. This will remove the risk of unreasonably powerful event armies spawning near a player in the early game - especially when playing with default settings.
[*] After resolving a Battle the result dialog now has a button which opens the Battle Report. Previously you had to close the dialog and open the notification icon to see this report.
[*] Fortresses can now be upgraded to the next tier. This can only be done if there is no upgrade construction in progress and no hostile armies in the hex. The cost and time scales with the level of the fortress. If hostile armies enter the hex, the upgrade will halt temporarily.
[*] Fortresses can now be razed by their owner. The time taken scales with the level of the fortress. If hostile armies enter the hex, the razing will halt temporarily.
[*] Dismissed and deserting workers now enter the hire pool in most cases.
[*] You can now recycle the pool of recruitable characters. Free once per 10 turns, otherwise has a cost. The cost is a fixed amount of Gold and Influence in addition to 50% of total Influence. Cost and cooldown can be modded via mechanics modding using the following keys: CharacterHireRecycleCooldown, CharacterHireRecycleGoldCost, CharacterHireRecycleInfluenceCost, CharacterHireRecycleInfluenceCostFraction.
[*] In-window dialogs for the wizard and tribal recruitment windows, replacing the pop-up dialog. You can close these with escape, clicking on the unit list, or through the X icon.
[*] Spellfire Phoenixes got a small balance pass. Lesser ones nerfed (but lower upkeep), buffed movement for the regular and greater.
[*] Fixed a crash related to the character generator
[*] Fixed a crash related to the Battle Gate spell.
[*] Fixed some road-related rules keys not being loaded correctly for mods
[/list]