Wizards and Warlords
Playing now
1+0 vs. yesterday
1.3%of peak
All-time peak
79Oct 2020
Playing now
1+0 vs. yesterday
All-time peak
79Oct 2020
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Patch 1.0.3.48 A somewhat small update this time, as I took some time off after the rather grueling effort of fixing a very nasty save game bug in the previous update. But still a few very requested features/tweaks that I'm happy to finally have had the time to do. · Wizards with starting Lore levels are now able to gain 10 additional levels in these Lores, making it no longer a penalty in some regards. You s… | — | |
| Game update | Patch 1.0.3.47 Game settings now have a panel for modifying mechanics in the same manner as mods can do. This includes constants related to mana nodes, road building, character hire pool and more. · Mods can still modify mechanics. The order of priority is 'Game Settings' > 'Mods' (by load order) > 'Built-in Defaults'. · Export button available during setting to export currently overridden mechanics to a text… | — | |
| Game update | Patch 1.0.3.35 Map Search now has special keywords which can be used to perform a special search (not sensitive to casing): dungeon, wizard, warlord, major, minor, realm, independent, rebel, rebels. Free text search using these keywords is still possible, with exact matches sorting above the 'special result' and partial matches below. (major and minor refer to factions). · Fixed a bug causing mana nodes and d… | — | |
| Game update | Patch 1.0.3.34 City Leaders now gain XP from city population growth and building construction (up to Level 5 for characters that have none of: Civic, Artisan, Mercantile). · Custom Unit Types now have access to weapon and armor variants (ie culture 'specials'). · Changed the Diplomacy Window display of Dungeon Factions to include more relevant information and to show the Dungeon site name as header. · Faction… | — | |
| Game update | Patch 1.0.3.33 Custom Unit Types: Wizards and Sovereign Warlords can now create custom unit types from a tab panel in the Military Window. This is done by specifying Culture, Mount, Weapons/Armor/Shield, Abilities and Weight. You can also choose Icon and Name for the unit type. The resulting unit will have a cost based on the options chosen. Additional options will be added in subsequent updates, as will some… | — | |
| Game update | Patch 1.0.3.21 Bug fixes and single minor resource site tweak. · Reduced the Food and Furs resource output from Hunter's Lodges by approx. 20% · Fishing Villages built on a Spices hex special will now produce 1 Spice per turn (in addition to the existing resource production) · If a Planar Invasion ends and any armies convert to unaligned marauder armies, any that share a hex will now be merged before this hap… | 8426434 | |
| Game update | Patch 1.0.3.18 Work on custom 'mundane' unit types is still on-going, but here is an interim game update. You'll see some of the work on streamlining equipment mechanics and how they relate to unit types reflected below, but there is a lot of other stuff. In particular, I'm very happy about the custom deity icon/image feature for the mythos editor. I think this new way to add custom graphics without leaving t… | — | |
| Game update | Patch 1.0.3.13 The Mythos Editor has arrived! I am pretty excited about this, as it's the first part of the Editor support for custom world creation. I want to expand this to eventually cover everything the World Generator does, so that players can create and share their own fantasy worlds - from scratch or by modifying something created by the generator. There are still a few issues with the Editor - the UI… | — | |
| Game update | Patch 1.0.3.6 First update of the year! I will try to keep a weekly update cycle, as I think that is the best cadence, but I hope you will forgive if it slips now and then. I'll count this one as a success, even if I didn't get as many things into this update as I would have liked. There are a few bugs still left open and I didn't manage to get any new Editor functionality in. The Allied Race bug turned out… | 7992576 | |
| In-game event | Patch 1.0.3.3 New update to celebrate a new year - happy new year everyone! And thank you so much for a great year. The support and positivity from the player community has been truly amazing. You have provided me with ideas, beta branch testing, bug reports, words of encouragement, constructive criticism and more - I am grateful and I hope that the game will provide you with entertainment and enjoyment for… | — | |
| Game update | Patch 1.0.2.68 Units now have an experience level icon displayed if they are level 1+. The tool tip for this icon will show what benefits the unit has gained from those experience levels. · Unit experience level display also comes with modding support. See the Modding Guide for instructions on how to change the display with custom images and frames. · Improved the unit strength display in most windows to be m… | 7708547 | |
| Game update | Patch 1.0.2.65 Road Construction can now terminate at Resource Sites (farms, mines, etc). For example: You can now build from a City to a Mine. You still cannot build from a Mine to a Farm (but you can link them with an Outpost as road nexus). · Balance tweaks to Death Knights, Lesser Celestial Phoenixes, Maladonisai. · Grid-based battles now have better logic for determining when a unit counts as charging. I… | — | |
| Game update | Patch 1.0.2.60 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 resol… | 7489925 | |
| Game update | Patch 1.0.2.57 The Escape key can now be used to close additional windows, specificially most of the 'OK' info-style message windows. There are a few exceptions, one of which is the 'Missing Mods' info window on loading a game. (These will be given Escape shortcuts in a coming patch). · Battle Window (Grid+Classic): The list of spells in the 'More Spells' dialog is now sorted alphabetically · Battle Window (G… | 7391691 | |
| Game update | Patch 1.0.2.56 Bombs can now be generated as armament for units if the Gunpowder module is enabled. This is a possibility for cultures that have knowledge of Gunpowder or alchemy - and for special miner and sapper unit types. Note that Gunpowder is currently not a full Culture trait, so you'll only see it by inspecting unit types in the Encyclopedia. It will become a full Culture trait in a future update. · A… | — | |
| Game update | Patch 1.0.2.55 Just a small bugfix patch. The regular update patch is expected to be ready within the next couple of days. · Fixed a number of crashes related to battle magic. · Fixed a crash when inspecting Dungeon Expedition history. | 7379567 | |
| Game update | Patch 1.0.2.53 Gunpowder units can now be generated for cultures (chance based on their traits). This is not enabled by default, but can be done so by via a new Module, Gunpowder: Basic. It can thus not be applied retroactively to existing games. A new trait has been added to identify such units for the purpose of modding, and the guide updated accordingly. · Dragon Summoning. A new Spellcraft has been added,… | — | |
| Game update | Patch 1.0.2.51 Unit Transfer Window: You can now create new armies directly from this window. · Unit Transfer Window: You can now rename armies from this window. · The 'Split Army' and 'Transfer Units' actions have been merged into a single action. The new functionality in the Unit Transfer Window makes the dedicated split action redundant. · Mana Nodes now have a different visual appearance on the map when d… | — | |
| Game update | Patch 1.0.2.50 Mods can now change the icons used by 'dynamic' unit types (ie the ones generated for the various cultures of the world). It is possible to specify graphics based on race, unit type template, unit type template traits - as well providing a priority to use when multiple criteria from the mod are fulfilled. In combination with template types and traits this can be used to create a hierarchical 't… | — | |
| Game update | Patch 1.0.2.49 Outpost levels have been removed as a mechanic. You no longer have to upgrade Outposts to Level 3 in order to upgrade them to a Fortress or City. Instead there is a 4 Turn cooldown after the Outpost is built, before these actions become valid. The levels were an annoying busywork after their cost was reduced, and while I do have plans for better Outpost growth mechanics, I have no desire to tor… | — | |
| Game update | Patch 1.0.2.48 Road building will now prefer to follow routes that stay within faction territory. If not possible, neutral territory is preferred to that controlled by other factions. · Greatly optimized tool tip calculations when having a large army selected. This is particularly noticeable when hovering the cursor over ocean hexes. · Fixed a crash bug when attacking and sieging towns/fortresses. · Fixed a p… | — | |
| Game update | Patch 1.0.2.47 Road Building (without spells) is now possible. The action is initiated by selecting a valid site. You can then choose a target site from a list, or switch to selecting it from the map. · Road Building rules constants have been exposed to modding (default in parenthesis): BaseRoadGoldCost (500), BaseRoadBuildTime (4.0), RoadLengthBuildTimeFactor (0.5), RoadDifficultTerrainAdditionalCostFactor (… | — | |
| Game update | Patch 1.0.2.36 Wasn't intending to release this one quite yet, as the Road Building feature isn't ready yet. But the number of bug fixes piling up on the beta branch made the decision for me. Road Building is still slated as the next feature and is progressing well, but it would be silly to hold back bug fixes longer than necessary. Hopefully there will not be enough bugs to warrant a new patch before Road Bu… | — | |
| Game update | Patch 1.0.2.32 Added 3 new Tribal Warlord options for culture: Goblins, (Wild) Elves and Lizardmen. · Added a toggle to (optionally) suppress the variation for the Tribal Warlord culture chosen. · Added a new Elf culture template: Wild Elves. They're more martial and primitive than the magical and harmonious Wood Elf template. Depending on variation settings, both can of course deviate potentially a lot from… | — | |
| Game update | Patch 1.0.2.29 Worker Skill mechanics, including what factors contribute to a character being able train workers skills (and to what levels), are now part of the Encyclopedia. · Additional culture and character traits now impact Worker Skill training mechanics. For example, characters of a culture with the Geomancy trait have +2 max Prospecting skill level teachable. · Worker roles are now properly tracked fo… | — | |
| Game update | Patch 1.0.2.28 New covert operation task for Wizards with Master of Puppets: Suppress Unrest. This allows one or more followers to reduce unrest in a city by succeeding at a Challenge. The amount and duration of suppression depends on the outcome of the Challenge. This operation yields experience and results in a bit of Fatigue. No risk of injury or fatality implemented yet, but it probably will in the future… | — | |
| Game update | Patch 1.0.2.27 Worship and Offering Tasks now give Follower XP contingent on a circumstances (duration, follower class, etc). · Proselytize now gives Divine Favor with the target religion (based inversely on the current size of following at the location). If the action causes a religious shift reducing the following of another religion, Divine Wrath will result. · Proselytize now yields Follower XP on success… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.