A fast turn-based strategy RPG with real-time combat. Develop your cities and armies, level up your heroes to gain new, powerful spells and skills, and explore the wonders and dangers of the procedurally generated maps as you aim to conquer your enemies before they do the same to you.
[h1]v2.5.1 patch notes[/h1]
[h2]CHANGES[/h2]
[*] The game now shows mod loading progress
[*] The game now boots ~0.2 seconds faster (for a speedy computer)
[*] Wild town has the position of Archmage Tribunal and Archives of Magic flipped in their Rogue Realms town tree
[*] Pyre AI now uses the Infernal Gate the same way the player does
[*] Diplomacy now costs at least 100g
[*] Since steam mods don't have their names included anywhere readable by the game, steam mods can now put a file into the topmost folder (next to Factions, Custom Script folders etc) named "name Whatever.txt". If they do so, the game will use that name as the mod's name
[*] 20 skill trees have been changed
[*] Adjusted down the speed at which units turn redder by Bloodlust and Enrage
[*] Midas Touch hero skill now also works for bodyguard units
[*] With the Scaling strategy applied during combat, units with Leap now have a much higher rate of jumping over walls during sieges
[*] Changed the tooltip for the new Pearl effect to be less confusing
[*] The 10 mysticism spells are now displayed separately in the Lexicon
[*] Spells in Lexicon now display larger icons and the text is more readable
[*] Lexicon has been optimised
[*] Delirium AI now forms a pact with one of the three available deities after buying Idol of the Three
[*] One more tile of FOW can now be revealed on the right and bottom side of the map, so that the edges are now of even width
[*] New Heroes map description updated to be more accurate
[*] Taming skill now guarantees taming at least one beast per battle (if there is a beast)
[*] You can now give movement orders to heroes during combat separately from the tier 1 units of their faction
[*] Diplomacy now automatically uses the cheapest option that would give the same number of units
[*] Diplomacy will no longer offer ALL defeated units for hire, depending on total number of units, the rank of those units, and the diplomacy skill
[*] Stat bonuses from several town[*]specific unit stat boosters now apply additively instead of multiplicatively (i.e. several Blood Cells)
[*] When casting Town Portal, clicking a town moves the view to show the location of that town
[*] Fixed incorrect description of Avatar creating hillkeepers when it actually creates grove guards
[*] The colossus is no longer already constructed when capturing neutral towns with it available
[h2]BUG FIXES[/h2]
[*] Fixed a bug that made Academy not take into consideration the skill level of the pupil in the chosen skill
[*] Engaging an enemy army that is so weak that you get offered to skip the fights accidentally awarded the hero 1 movement point
[*] Fixed a crash relating to using spatial rift on a hero that's camped
[*] Fixed several issues relating to using custom scripts that would trigger other custom scripts, such as, for instance, unequipping artifacts
[*] Maybe fixed a bug related to Ring of Bravery which could not be reproduced
[*] Fixed artifact comparison display showing wrong on low resolutions
[*] Fixed position of town tooltip display on different resolutions
[*] Tooltips of artifacts on the map now display the same way as resource tooltips
[*] Fixed a bug that would sometimes give the enemy AI infinite movement points if it made them able to defend their town, and if they had the ability to town portal to it
[*] Fixed Lament being able to use Idol of Shadows via the new shortcut without having built the building
[*] Evolving units will no longer have them appear twice in the combat summary
[*] Fixed a bug that made Infernal Gates work incorrectly during battles where both sides had an Infernal Gate
[*] Fixed a bug that sometimes made timed unit abilities and skills work incorrectly when there was an Infernal Gate on the battle
[*] Fixed Infernal Gate animations being out of sync with their spawning
[*] Fixed Lieutenant heroes being able to deposit their units using Exploitation
[*] Fixed the AI being able to recruit the full enemy army using Diplomacy instead of part of just a single stack
[*] Lexicon now displays things more appropriately on large monitors
[*] Fixed a bug that prevented custom skills from being loaded from mods
[*] Fixed a bug related to the deprecated node map editor
[*] Fixed a bug that made unit losses not count correctly when combining transformation and hex effects on the same group of units
[*] Cartographer now correctly reveals vision also on the minimap
[*] Cartographer now once again only reveals vision around roads
[*] Fixed a bug relating to using the map editor with heroes with Hoard skill and changing the number of players on the map
[*] Necromancy now always gives the same amount of mana when choosing Drain, instead of depending on the chosen unit
[*] Fixed some issues that could cause fleeing units to not take damage when almost having left the map
[*] Fixed a crash related to regenerating lieutenant army units [*] even when not causing a crash, it would make the units regenerate unevenly
[*] Fixed neutral heroes / hidden beasts being able to defend neutral towns
[*] Undead units will no longer be healed by Aura of Light, Cure and Holy Light
[*] Fixed taverns giving heroes that can already be hired elsewhere
[*] Fixed Marshall Statue very often giving duplicate heroes
[*] Fixed water encounters in base game sometimes including units which couldn't swim :(
[*] Changed map generation to reduce the chance of buildings spawning in front of towns
[*] Fixed being unable to disband Avatars
[*] Fixed Avatars showing the wrong portrait in their hero screen UI
[*] Fixed School of Autopsy giving XP in fractional amounts
[*] Fixed a bug that would sometimes make heroes think they could interact with buildings they couldn't, and couldn't interact with buildings they could