v1.3 changelog:
GC11b
Mind-controlled units cost more in upkeep:+50% gold / turn (was +25%)
GC30a
All Ziggurats now provide the same rewards: one or two items picked among Legendary and Mythical items, and between 0 and 281 gold in average, depending on the rarity and number of items received: 0 gold if 2 Mythical items are received, 281 gold if 1 Legendary item is received (was between 26.8 and 51.3 gold in the non-Naga Ziggurat and between 300 and 393 in the Naga Ziggurat)
GC50d
True Resurrect costs 40 CP (was 50 CP)
GC61a
Swimming now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex.
Sea Creatures do not take attack of opportunity when moving near other units (like Flyers near walking units).
GC61c
Flying and Floating units get -12 HP/turn (i.e. effectively -6 HP/turn as natural healing is +6 HP/turn) when starting their turn over water. Mariner cancels that malus. Cannot Regenerate units (Machines, Undeads) are excluded.
GC76
Item Rack's item reward rarity depends on the strength of the defenders:
- Very Weak & Weak Defenders: Common items
- Average: Strong items
- Strong and Very Strong: Epic items
(in modding terms, it's split it into 5 different adventure sets)
(was 1 reward set with all items available, and value of items linked to defenders' strength)
GC77
Siege Workshop (was Master' Guild) gives Repair Machine to Builders built in the city.
GC79
Obsidian Armor of the Black Knight gives 40% Blight, Fire, Frost, Shock, Spirit Protection and +2 Defense (was 60% light, Fire, Frost, Shock, Spirit Protection and +3 Defense)
GC80
Frost Wyvern Egg, Fire Wyvern Egg, Cursed Egg are Legendary (was Epic)
GC81
Draconian Diet Dish is Legendary (was Mythical)
GC82
Wooden Walls cost 90 gold (was 100 gold)
GC83
Builder's Hall (was Siege Workshop) unlocks the racial defensive building (e.g. Filth Pit for Goblins)
GC84
Builders have a new ability, Repair Wall: touch ability which heals 25 HP to a wall
GC85
Siege Workshop costs 130 gold (was 150 gold)
AD20a
One with the Elements: 50 CP to disjunct (was 60 CP to disjunct)
AD20c
Sunburst: deals 20 fire damage (was 15 fire damage)
AD20d
Nature's Eyes: 70 CP to cast, 70 CP to disjunct (was 80 CP, 100 CP to disjunct)
AD20e
Thorn Hedge Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)
AD20f
- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)
- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)
- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)
- Wild Growth: tier III, 220 RP, 40 CP to cast (was tier IV, 350 RP, 60 CP)
- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)
Dr33
Mana Fuel Cells: 20 CP to disjunct, 15 upkeep (was 40 CP to disjunct, 20 upkeep)
Dr33b
- Suppress Nature: 60 CP to cast, 60 CP to disjunct (was 100 CP, 120 CP to disjunct) - I also feel the upkeep is too high (40 mana/turn), but since the overall aim is to increase upkeep, I'm not touching it.
- The Great Mobilization: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)
Dr33c
Dragon Oil: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct) - like Thorn Hedge Walls
Ro16c
Bards have Lesser Charm (was Charm)
Ro21
- Poison Mastery: 50 CP to disjunct (was 60 CP to disjunct)
- Treasure Raiding: 15 upkeep, 50 CP to cast, 50 CP to disjunct (was 10 upkeep, 60 CP, 60 CP to disjunct)
- Corpse Looting: 20 upkeep, 60 CP to disjunct (was 15 upkeep, 70 CP to disjunct)
- Incite Revolt: 60 CP to disjunct (was 80 CP to disjunct)
- Guild of Shadow Thieves: 60 CP to disjunct (was 70 CP to disjunct)
- Network of Scrying Eyes: 120 CP to cast, 120 CP to disjunct (was 150 CP, 170 CP to disjunct)
- Night Wish: 350 RP, 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 400 RP, 5 upkeep, 100 CP, 110 CP to disjunct)
- Age of Deception: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)
So03a
Mend Magical Being is once per battle for Apprentices (was 2 turn cooldown in the balance mod and once per battle in the official game)
So11b
Glyphs of Warding: 40 CP to disjunct (was 50 CP to disjunct)
So11c
Dread Omen: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 40 upkeep, 60 CP, 80 CP to disjunct) - a bit more expensive than Dread Siege which has a similar effect minus the -100 pop
So11d
- Dome of Protection: 30 upkeep, 60 CP to cast, 60 CP to disjunct (was 20 upkeep, 100 CP, 120 CP to disjunct)
- Spell of Return: 80 CP to cast (was 100 CP)
- Age of Magic: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)
So11e
Lightning Storm: 7 physical and 13 shock damage (was 5 physical, 10 shock)
So11f
Enchanted Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 140 CP to disjunct) - like Thorn Hedge Walls
So11g
Summoner's Aura: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)
Th08c
Evangelists have Lesser Convert (was Convert; as a reminder, Lesser Convert has strength 8)
Th11a
Paid Absolution - 70 CP and 70 CP to disjunct (80 CP and 90 CP to disjunct)
Th11e
Prayer for the Hurt - 80 CP, 25 upkeep and 80 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)
Th11h
Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (130 RP and 40 CP, 50 CP to disjunct, Fertile Grounds is 120 RP and 40 CP and gives +200 pop instead of +100)
Sanctified Sites - 20 upkeep, 100 CP to disjunct (15, 110 to disjunct)
Armageddon - 100 upkeep, 440 CP to disjunct (80 upkeep, 550 CP to disjunct)
Th11k
Hallowed Domain - 80 CP, 80 CP to disjunct (was 80 CP, 90 to disjunct)
Wa15
- The Draft: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 120 CP, 130 CP to disjunct)
- Conqueror's Feast: 80 upkeep, 120 CP to disjunct (was 40 upkeep, 140 CP to disjunct)
- Hero Slaying: 20 upkeep, 80 CP to cast, 80 CP to disjunct (was 30 upkeep, 100 CP, 110 CP to disjunct)
- Global Assault: 100 upkeep, 440 CP to disjunct (was 80 upkeep, 600 CP, 500 CP to disjunct)
Wa15d
Inspire Loyalty: 30 upkeep, 90 CP to cast, 90 CP to disjunct (was 20 upkeep, 100 CP, 110 CP to disjunct)
Ea01
Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP).
Ea05
Earth Elemental has Regeneration (was Regrowth)
Ea06
Earth Elemental has 60% Fire and Frost Protection (was 100%)
Ai01a
Domain of Winter costs 160 RP and 40 CP (was 180 RP, 60CP).
Ai03a
Arctic Empire costs 310 RP and 60 CP (was 350 RP, 80CP)
Fi01a
Domain of the Sun costs 160 RP and 50 CP (was 180 RP, 70CP)
Fi03a
Tropical Empire costs 310 RP and 60 CP (was 350 RP, 80CP).
Cr01a
Domain of Life costs 160 RP and 40 CP (was 180 RP, 60CP).
Cr03a
Temperate Empire costs 310 RP and 60 CP (was 350 RP, 80CP).
De01a
Domain of Corruption costs 160 RP and 40 CP (was 180 RP, 60CP).
De03a
Blight Empire costs 310 RP and 60 CP (was 350 RP, 80CP).
Wt04
Freeze Water: 25 CP to cast (was 40 CP)
Wt04a
Drench the Land: 40 CP to cast (was 60 CP)
Wi04
Warp Domain: 90 CP to cast (was 100 CP)
Sh03
Entwined by Shadows: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 150 CP (to confirm since it's different from Shield of Dispassion at 100 CP), 150 CP to disjunct)
Sh03a
Seed of Distrust: 10 upkeep (was 5 upkeep)
Sh03b
Embrace Darkness: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
Gr03
Shield of Dispassion: 40 upkeep, 100 CP to disjunct (was 20 upkeep, 150 CP to disjunct)
Gr03a
Scales of Fortune: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
Ke02
- Rally of the Populace: 80 CP to disjunct (was 120 CP to disjunct)
- Keeper's Creed : 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)
Ke02a
Spiritual Freedom: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 30 CP to disjunct)
EDIT: and the bugs to correct:
- apparently the description of Domain of the Sun was wrongly changed and "Volcanic" does not appear in it any more, to correct
- something to check for v1.3:
v1.24: "The upkeep of evolved summons (Serpents and Spiders) is 9/12/28/36 (was 7/7/9/9) for T1/T2/T3/T4."
=> it seems it's instead 22 for evolved Spiders with AD (without any Empire Upgrade)
- Dire Panther Mask's shapeshifting does not make Convert disappear from the hero's abilities so he can still Convert units. Furthermore, it's reset and can be used a 2nd time (after a first try as a hero)
- Clearing an Item Rack with Very Weak defenders sometimes give no reward. This is due to Item Racks getting +50% defenders due to Strong defenders settings but not getting +50% reward value for some unknown reasons. So the multiplier must be reverted back to 0.7 (from 0.47).
- Solar Spire can be added to items in the Arcane Item Forge
- "Convert" skill for Theocrat leaders do not display the resistance properly but instead display {{ResistValue}}, at least when the skill is not chosen (i.e. still in the list of skills you can pick for the Leader) and when Produce Evangelist is not researched (beta branch v1.29)
- is it possible to have Lesser Resurrect out of the .acp file and in one of the mod's xml files? (for localization reasons)
- display bug to fix: Frozen Sphynx still moving
To be dealt with (discuss with core group):
- Fire Strike (Dragon Ancestry), Force Field (from the spell) as well as the buffs from Cosmic Events or Festival (e.g. Festival of Evil) must not stack