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Age of Wonders 3 announced

Started by Syt, February 07, 2013, 04:10:33 AM

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Tonitrus

Quote from: FunkMonk on April 09, 2014, 09:47:34 AM
Quote from: Tonitrus on April 08, 2014, 04:06:24 PM
Quote from: FunkMonk on April 07, 2014, 04:38:47 PM
Stop stalking me. :ultra:

I can write something up later.  :P

Speaking of stalking...if you're never going to do your Starbase: Orion turns, then quit out of the games.  :ultra:  :P

Shit, I totally forgot about that.  :lol: :blush:

And everyone else quits.  Losers you all are.  :rolleyes:

Darth Wagtaros

Bought it. Any quick hints or tips?
PDH!

The Brain

Flank, and avoid being flanked.
Women want me. Men want to be with me.

garbon

"I've never been quite sure what the point of a eunuch is, if truth be told. It seems to me they're only men with the useful bits cut off."
I drank because I wanted to drown my sorrows, but now the damned things have learned to swim.

garbon

So one thing I miss is how you could attack from multiple sides of a castle. Kind of weird that you surround them but then end up with all troops on the same side?
"I've never been quite sure what the point of a eunuch is, if truth be told. It seems to me they're only men with the useful bits cut off."
I drank because I wanted to drown my sorrows, but now the damned things have learned to swim.

Tonitrus

I got it too...

...and realize I need to upgrade my computer (or actually get a standalone graphics card, instead of the one built on to the mobo).  :mad:

But I might end up just being a stupid, lazy 1%er and buy a Mac Pro.

Alcibiades

Quote from: Tonitrus on April 12, 2014, 05:38:39 PM
I got it too...

...and realize I need to upgrade my computer (or actually get a standalone graphics card, instead of the one built on to the mobo).  :mad:

But I might end up just being a stupid, lazy 1%er and buy a Mac Pro.

:bleeding:
Wait...  What would you know about masculinity, you fucking faggot?  - Overly Autistic Neil


OTOH, if you think that a Jew actually IS poisoning the wells you should call the cops. IMHO.   - The Brain

FunkMonk

#67
I like Adventure mode. You start out with a motley army without a city and go around the map killing things to earn gold and mana until you capture a neutral town or two.

In my current game I'm a Goblin Dreadnought rampaging across the eastern continent. I took over a goblin outpost on a blighted island to the northeast and I've made it my capital city. From my throne city of Zwah I launched an invasion of the eastern continent and evicted the goblins in a town called Bogog. At the same time, I sent an army led by my hero Dwarf Theocrat 'Tyrobur White Metal' ( :lol:) to quell the monstrous horrors plauging the Island of the Giants, Stonbolk. After killing two of these horrors the giants became suitably impressed and granted me two Frost Giants and later agreed to become a part of my empire. Now Tyrobur White Metal ( :lol:) leads an army of giants against the enemies of my nascent goblin empire. To the west they shall sail and in the west where they will find glory.

:cool: :cool: :cool:

http://cloud-4.steampowered.com/ugc/3281179238001239317/95090CC67D93862E0407DA1233C1CFB95D92AAB1/
Person. Woman. Man. Camera. TV.

garbon

I only just realized that most of the races weren't included but could come as DLC if the game sells well enough to warrant them...
"I've never been quite sure what the point of a eunuch is, if truth be told. It seems to me they're only men with the useful bits cut off."
I drank because I wanted to drown my sorrows, but now the damned things have learned to swim.

Eddie Teach

Quote from: garbon on April 09, 2014, 05:59:58 PM
Quote from: The Brain on April 09, 2014, 10:06:44 AM
The game is nice and playable right out of the box (1.00). Sure, if you fags have higher standards than that these days then by all means wait for a sale. :rolleyes:

To be honest, I don't know why I'm hesitant. Maybe because I think I'll waste too much time playing it? :D

Been a while since I bought a game that didn't disappoint.   :sleep:
To sleep, perchance to dream. But in that sleep of death, what dreams may come?

garbon

Quote from: Peter Wiggin on April 13, 2014, 08:15:21 AM
Quote from: garbon on April 09, 2014, 05:59:58 PM
Quote from: The Brain on April 09, 2014, 10:06:44 AM
The game is nice and playable right out of the box (1.00). Sure, if you fags have higher standards than that these days then by all means wait for a sale. :rolleyes:

To be honest, I don't know why I'm hesitant. Maybe because I think I'll waste too much time playing it? :D

Been a while since I bought a game that didn't disappoint.   :sleep:

Ok, Jos.
"I've never been quite sure what the point of a eunuch is, if truth be told. It seems to me they're only men with the useful bits cut off."
I drank because I wanted to drown my sorrows, but now the damned things have learned to swim.

FunkMonk

I just plundered and razed a pleasant little fairy village after murdering buttercup fairies and unicorns with Frost Giants and poison darts. :wub:
Person. Woman. Man. Camera. TV.

Eddie Teach

To sleep, perchance to dream. But in that sleep of death, what dreams may come?

Tonitrus

#73
Quote from: Alcibiades on April 12, 2014, 06:20:59 PM
Quote from: Tonitrus on April 12, 2014, 05:38:39 PM
I got it too...

...and realize I need to upgrade my computer (or actually get a standalone graphics card, instead of the one built on to the mobo).  :mad:

But I might end up just being a stupid, lazy 1%er and buy a Mac Pro.

:bleeding:

I bought a new graphics card last night, and installed it this morning.  Still a little sluggish, though, but playable...I guess my 4-year old AMD is getting on in years.

Spent 8 hours straight on the game today.  :sleep:

Observations so far:

- No crashes, didn't notice any bugs.  This puts it miles ahead of most games on initial release.
- Computer opponent AI seemed really passive/non-aggressive.
- Most neutral/good aligned independent cities (I was playing a good-aligned character) declare war on me upon contact.  :hmm: (maybe taking out all those neutral forces on mines/farms makes them hate you?)
- When I buy a neutral city to join my empire, all their units shouldn't go poof.  :mad:
- Random world builder is much better than I recall in AoW 2, but still slightly flawed (i.e. little mountain-blobs all over the place).
- Extra large map is really extra large.

Syt

http://ageofwonders.com/huge-v1-1-patch-unleashed/

New patch:

QuoteChange Log:                                                                                                             

To prevent Players from rushing to and mass producing T4 units:

Add an additional city upgrades that act as prerequisites for class T3 and T4 unit production.

Also added additional city upgrades for classes without class specific T3 and T4 units that can be build in cities, to maintain cross class balance.

Added new Arch Druid city upgrade "Henge". This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Arch Druid's Dolmen.
Added new Arch Druid city upgrade "Megalith". This city upgrade increases Population by +100. This upgrade requires the Henge.
Added new Dreadnought city upgrade "Blast Furnace" which is needed to produce the Cannon unit. This city upgrade also gives an additional +5 production. This upgrade requires the Dreadnought's Foundry.
Added new Dreadnought city upgrade "Juggernaut Factory" which is needed to produce the Juggernaut unit. This city upgrade also heals garrisoned machine units. This upgrade requires the Blast Furnace.
Added new Rogue city upgrade "Planar Gate" which is needed to produce the Shadow Stalker and Succubus units. This city upgrade generates an additional +5 mana. This upgrade requires the Rogue's Palace.
Added new Rogue city upgrade "Shrouded Altar". Monster units produced at this city gain an additional medal Rank. This upgrade requires the Planar Gate.
Added new Sorcerer city upgrade "Mana Vault". This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Sorcerer's Conflux.
Added new Sorcerer city upgrade "Wizard's Academy". This city upgrade gives an additional +10 Knowledge. This upgrade requires the Mana Vault.
Added new Theocrat city upgrade "Celestial Chamber" which is needed to produce the Exalted units. This city upgrads also gives an additional +100 happiness. This upgrade requires the Theocrat's Conclave.
Added new Theocrat city upgrade "Holy of Holies" which is needed to produce the Shrine of Smiting. Also increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Celestial Chamber.
Added new Warlord city upgrade "Gladiator Pit" which is needed to produce the Blood Phalanx and Warbreed units. This city upgrade also gives an additional +100 happiness. This upgrade requires the Warlord's Command.
Added new Warlord city upgrade "Manticore Lair" which is needed to produce the Manticore Rider unit. This city upgrade also gives an additional +5 Reasearch. This upgrade requires the Gladiator Pit.
Reduce the need to rush for T4.

Reduce AoE bust damage for T4 units and reduce protective abilities to make them easier to counter when used without support.

The Shrine of Smiting now has 20% Fire Weakness.
The Juggernaut's Fire Mortar ability now starts on cool down, Fire Broadside now does 25 physical – was 30 – and Fire Mortar now does 18 physical, 18 fire – was 20 physical, 20 fire.
The Eldridge Horror now has Mind Control Immunity and 60% Spirit Protection, instead of Strong Will.
The Horned God now has 20% Blight Weakness and it's Call Lightning ability starts on cool down, now has cool down of 1 – was 2 – is a Full action – was single action. The damage amount not being displayed in game was also fixed.
To prevent the AI Player from rushing to T4 units:

Changed research priorities to reduce AI rushing up the unit tech-tree.
To extend the duration of the mid game. I.e. the period focused on T2-3 unit production.

Reduce the city growth speed.

Changed population growth for cities to 250 – was 300.
Changed required population for a City to 12000 – was 10000.
Changed starting population for a City to 14000 – was 11000.
Changed rebel spawn population loss for a City to 3500 – was 2750.
Changed rebel spawn population requirement for a City to 7000 – was 5500.
Changed required population for a Metropolis to 22000 – was 18000.
Changed starting population for a Metropolis to 24000 – was 20000.
Changed rebel spawn population loss for a Metropolis to 6000 – was 5000.
Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.
Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.
Reduce city production.

Changed the production value of the Siege Workshop to 10 – was 20.
Changed the production value of the Master Guild to 15 – was 20.
Lower income where needed – focusing on Mana – to prevent surplus mana.

Reduce frequency of occurrence of mana generating structures on RMG maps as a factor of distance from Player's starting positions.
Reduce mass City Founding.

Producing settlers now stagnates city growth, making it more of a choice in the early game.

Changed cost for the Pioneer: Gold cost 200 – was 150 – Population cost 2000 – was 750 – Recruit cost 400 – was 300.
Reduce surplus mana.

Tests in the office showed that play style was a large factor in the reported mana surplus issue. To prevent issues with superfluous mana, while not impacting players with a more exploration, expansion or magic based play style.

Players can now hold a limited amount of mana at once. A player can hold 500 mana, researching a casting point skill or building a great temple will increase mana cap by 100.
To increase the mana spend on spells we've reduced the casting cost of maintained spells – to make them more worthwhile to cast – while increasing the maintenance cost – to make which spells to maintain a more deliberate decision.

Changed the cost of the Arch Druid's 'One with the Elements' to maintenance 10 – was maintenance 6.
Changed the cost of the Arch Druid's 'Fertile Domain' to cast 40, maintenance 20 – was cast 60, maintenance 9.
Changed the cost of the Arch Druid's 'Insect Plague' to cast 60, maintenance 20 – was cast 80, maintenance 9.
Changed the cost of the Arch Druid's 'Poison Domain' to cast 100, maintenance 30 – was cast 140, maintenance 16.
Changed the cost of the Arch Druid's 'Thorn Hedge Walls' to cast 120, maintenance 30 – was cast 180, maintenance 18.
Changed the cost of the Arch Druid's 'Nature's Eyes' to cast 80, maintenance 40 – was cast 120, maintenance 12.
Changed the cost of the Dreadnought's 'Suppress Nature' to cast 100, maintenance 40 – was cast 140, maintenance 16.
Changed the cost of the Dreadnought's 'Dragon Oil' to cast 120, maintenance 30 – was cast 180, maintenance 20.
Changed the cost of the Dreadnought's 'Great Mobilization' to maintenance 80 – was maintenance 64.
Changed the cost of the Rogue's 'Poison Mastery' to cast 50, maintenance 20 – was cast 60, maintenance 8.
Changed the cost of the Rogue's 'Iron Grip' to cast 40, maintenance 20 – was cast 70, maintenance 9.
Changed the cost of the Rogue's Treasure Raiding to cast 60 – was cast 80.
Changed the cost of the Rogue's 'Incite Revolt' to cast 60, maintenance 40 – was cast 100, maintenance 15.
Changed the cost of the Rogue's 'Corpse Looting' to cast 60, maintenance 15 – was cast 100, maintenance 12.
Changed the cost of the Rogue's 'Network of Scrying Eyes' to cast 60, maintenance 20 – was cast 100, maintenance 12.
Changed the cost of the Rogue's 'Spy Network' to cast 150, maintenance 50 – was cast 300, maintenance 36.
Changed the cost of the Rogue's 'Night Wish' to cast 100, maintenance 20 – was cast 180, maintenance 18.
Changed the cost of the Rogue's 'Age of Deception' to maintenance 80 – was maintenance 64.
Changed the cost of the Sorcerer's 'Glyphs of Warding' to cast 40, maintenance 15 – was cast 60, maintenance 5.
Changed the cost of the Sorcerer's 'Dread Omen' to cast 60, maintenance 40 – was cast 90, maintenance 9.
Changed the cost of the Sorcerer's 'Dome of Protection' to cast 100, maintenance 20 – was cast 120, maintenance 12.
Changed the cost of the Sorcerer's 'Enchanted Walls' to cast 120, maintenance 30 – was cast 180, maintenance 18.
Changed the cost of the Sorcerer's 'Summoner's Aura' to cast 100, maintenance 20 – was cast 120, maintenance 12.
Changed the cost of the Sorcerer's 'Age of magic' to maintenance 80 – was maintenance 64.
Changed the cost of the Theocrat's 'Beacon of Faith' to cast 50, maintenance 10 – was cast 90, maintenance 9.
Changed the cost of the Theocrat's 'Paid Absolution' to cast 80, maintenance 20 – was cast 100, maintenance 9.
Changed the cost of the Theocrat's 'Prayer for the Hurt' to cast 100, maintenance 30 – was cast 150, maintenance 15.
Changed the cost of the Theocrat's 'Sanctified Sites' to cast 100, maintenance 30 – was cast 160, maintenance 12.
Changed the cost of the Theocrat's 'Denounce City' to maintenance 20 – was maintenance 16.
Changed the cost of the Theocrat's 'Hallowed Domain' to cast 100, maintenance 20 – was cast 120, maintenance 12.
Changed the cost of the Theocrat's 'Great Purge' to cast 100, maintenance 40 – was cast 300, maintenance 32.
Changed the cost of the Theocrat's 'Armageddon' maintenance 64 – was maintenance 80.
Changed the cost of the Warlord's 'Authority of the Sword' to maintenance 5 – was maintenance 6.
Changed the cost of the Warlord's 'Dread Siege' to cast 60, maintenance 30 – was cast 80, maintenance 9.
Changed the cost of the Warlord's 'Inspire Loyalty' to maintenance 20 – was maintenance 15.
Changed the cost of the Warlord's 'The Draft' to cast 120, maintenance 30 – was cast 160, maintenance 18.
Changed the cost of the Warlord's 'Conqueror's Feast' to cast 120, maintenance 40 – was cast 240, maintenance 24.
Changed the cost of the Warlord's 'Hero Slaying' to maintenance 30 – was maintenance 24.
Changed the cost of the Warlord's 'Global Assault' to maintenance 80 – was maintenance 64.
Changed the cost of the Air Adept's 'Domain of Winter' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Air Master's 'Arctic Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.
Changed the cost of the Earth Adept's 'Domain of Earth' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Fire Adept's 'Domain of the Sun' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Fire Master's 'Tropical Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.
Changed the cost of the Creation Adept's 'Domain of Life' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Creation Master's 'Temperate Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.
Changed the cost of the Destruction Adept's 'Scorched Earth' to cast 40, maintenance 15 – was cast 60, maintenance 9.
Changed the cost of the Destruction Adept's 'Domain of Corruption' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Destruction Master's 'Blight Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.


Reduce the period of unhindered early game expansion in Random Maps

The distance between player start positions now take into account the amount of players with regards to map size. Few players on a large map will result in a significant nearer distance. Likewise, many players on a smaller map will result in a slightly larger distance.
Made Random XL maps more closely follow the setup of other maps

XL map feature distribution now more closely resembles the smaller maps.
Other Balance Fixes

Berserkers: Removed Martial Arts as a level up reward, they now get the Tireless ability
Rogue Infiltration squad Hero Upgrade now filters on Machines
Rust Strike can now be used twice on same unit.
Order of Healing now gives correct Healing Ability
Suppress nature no longer negates the effects of Domain of ... spells
Units can now attack an enemy after using Sprint.
Rogue Assassin now has Wall Climbing, Removed Pass Wall and Sprint Abilities.
Dwarf Hunter base hp 35 – was 40
Yeti now has Regeneration
Befriend Animal Ability now correctly displays its strength in the unit panel
The Explorer's Skill Trail Running move bonus was changed to +8 – was +12
Theocrat Exalted hp set to 50 – was 55 – and no heal ability on levelling.
Sabotage is now a type 'Touch' ability – was Melee
Dwarf first born now has Mind Control Immunity – was Strong Will
Heal Ability now has a Cooldown of 2 – was 1
Throw Curse now has a Cooldown of 1 turn – was 0
Sorcerer Chaos rift now costs 70 – was 50
Shrine of Smiting now has Ram (was Melee Strike)
ArchDruid Summon Beast Horde now summons Blight Tusk Boars, Bleak Wargs, Dread Spider Babies, Hunter Spider Babies, Vampire Spider Babies and Dire Penguins.
Sprint now has a cooldown of 3. Units may now attack after using sprint.
Trebuchet and Giant Hurl Boulder ability now requires 3 action points to use
Graphics
Fixed an issue where the Node Serpent's death animation glitched when hit by 'Huge' attacks, such as the Hellfire spell.
Fixed an issue where some structures – e.g. hasteberries – showed an incorrect state after loading a save game.
New Features

Improved VPN support to local multiplayer.
Added a new advanced game option to give all leaders and heroes Resurgence, this is disabled by default
Campaign: All heroes and leaders will have Resurgence, allowing them to return from the dead if their side wins the battle. This is disabled in "Hard" mode.
Campaign: Implemented named saves when a campaign scenario is won
Added tier level to unit info, allowing preview of the tier level in the city production panel in both the popup and the unit panel.
Added an overlay image for items being couriered
Added keyboard shortcuts for next/previous city. Defaults bindings are ";" and ",".
Interface Fixes

Fixed an interface dead state for the item forge by closing the interface when the city is deselected.
Fixed an interface dead state in the Tome of Wonders after combat was completed.
Fixed a glitch so spell icons now no longer go beyond the bounds of the overview panel.
Fixed a bug where the vision fog area on the mini-map did not match the actual vision fog area on the world map.
Fixed a bug where dwelling icons in the Tome of Wonders were not refreshing.
Added a 'Save Game' and an 'Exit Game' button in the player disconnect window.
Fixed an issue where the damage values in the abilities list would disappear after changing tabs.
Fixed a bug where the icons in the dragon dwelling text in the Tome of Wonders were clipped in-correctly.
Fixed the French tool-tip for "order of sacred support".
Localized the report feedback button.
Fixed an issue where tooltips would remain visible in Tactical Combat
Improved the scrollbar: holding the mouse down on the buttons now keeps scrolling and the scrollbar in the tome of wonders now also support scrolling by clicking on the scrollbar background.
Enabled word cutoff for tabs, fixes an issue in polish where the custom leader tab would have text overflowing
Fixed an issue in the key binding screen where the entire row would receive input.
Fixed an issue that caused problems with the vertical alignment of the text on combo-boxes
Fixed a bug where multiline quest headers would be unreadable due to wrong vertical alignment
Enabled double clicking to confirm in the Lobby screens
Fixed an issue where the icons in the overview panel weren't clipped correctly when opening the overview directly from diplomacy
Fixed the leader death glow – star night sky – in diplomacy
Fixed an issue where the small quest dialogs would use the large dialog hit boxes
Fixed an issue where the events would slide in again after a resize of the screen
Fixed an issue where the decorations on the hero join panel weren't clipped correctly
Added a close button to the "item has arrived" event panel
Translated the close button on the refugee camp event panel
Fixed an issue where replacing selected text was impossible if the text was already at max length
Fixed an issue where the dwelling icon wouldn't render in the Tome of Wonders
Enlarged the textfield of the target text to fix a bug in Russian where the text would be cut off.
Enlarge the textfield of the "Search local" text to fix a bug in Russian where the text would be cut off.
The save and load menu cannot be opened anymore when the new turn panel is opened. This fixed unresponsiveness of the game in this instance.
When the reward from a dwelling opened up and a battle interrupted this screen, the reward was lost. The reward screen now re-opens after the battle has finished.
Fixed an issue with the courier items screen: the hero icons would not show up when sending a second item right after sending the first.
Audio Fixes

Added multichannel (i.e. 5.1) audio support.
Fixed an issue preventing ambient sound from being enabled when leaving the diplomacy screen
Fixed an issue with event sounds being audible for all players.
Changed new turn sound trigger to new turn instead of end turn, allows players to hear when it's their turn in hot seat.
Random Map Fixes

Fixed an issue where water structures were able to be generated on river hexes, thereby blocking ships
Fixed a bug in the 'Land' type maps where the map edges were temperate fertile instead of the intended terrain
Mini-expansion player site which is generated for each player starting position has been moved from ~6 hex to ~8 hex distance from starting location.
Fixed a bug in underground where cave exits were only being generated near player spawn area, and never on a more global level.
Fixed a bug in the 'Land' type random map where Monster Dens and Haunted Boneyards were never being generated.
Fixed a bug in the Underground where too many unit spawning structures were being generated.
Increased chances of Haunted Boneyards being created instead of Brigand Hideouts and Monster Dens
Fixed a clustering issue with unit spawning structures; they should be spaced out more now.
Slightly increased chances of Flow Rock Quarry and Trading Posts being generated at expansion sites, instead of tier 1 structures like gold mines and mana nodes.
Map Specific Fixes

Campaign: Fixed various issues with 'capture' quests.
Campaign: Fixed a crash when retreating heroes and leaders from campaign battles.
Campaign: Fixed the level cap in the campaign maps.
4th Elven Court map: Fixed an issue where Bormac was set loose by AI.
4th Commonwealth map: Prevented a situation where you could kill Carishar without it triggering your victory.
One of the last Commonwealth map: Fixed the 'Help the Dwarves' and 'Slay the Frost Dragon' quests, they did not always trigger correctly.
The last Elven Court maps: Made sure fairies spawned correctly in one of the final Elven Court maps, provided you had done the necessary quest in an earlier scenario.
Taming of the Great Khan: Quests now give the intended rewards.
Elven Resurgence: Removed the defenders from player 2′s heart of blight.
Elven Resurgence: Reduced Player 1′s starting units, to match the strength of the other players.
Elven Resurgence: Increased the gold income for players 3, 5 and 6, , to match the income the other players.
General Fixes

The game doesn't crash anymore when a hatched egg of a dead hero is selected.
The game doesn't crash anymore when a game is loaded which was saved before patch v1.09 in which an egg had just hatched.
The game doesn't crash anymore when an item is sent to a hero who just died.
Changed allied victory so only human players need an alliance to all other players
"Research Not Set" event is now also shown when research pickup is used or when vault of knowledge is cleared
Fixed issue where empire morale would not be used in TC
Fixed issue with throne tooltip showing incorrect owning player
Fixed a bug where seasoned achievement was not properly applied when a unit would gain a level in TC
Fixed treasure raider achievement
Fixed issue where structure's random defender strength was not resolved during activation resulted in out of syncs on user made maps
Fixed issue where quest would not correctly have their rewards set
Fixed hot seat issue where an AI player would not correctly end turn when it had won/lost
Fixed auto combat crash
Fixed bug in AI trade analyzer code
Made cities way more valuable in trades
AI will no longer trade its throne city
AI will not trade accept cities from the other player when at war, because these are to easy to recapture
Fixed issue bug where quests were given when a player was at war with the city
Fixed players being able to build cities and fortress on top of map hazards, such as briar patches and cobwebs
Strategic AI will no longer build a settler if doing so would cause a city to become underpopulated.
Fixed issues where the the AI would wait behind city walls while player killed it with spells and long range weapons
Tactical AI will no longer spam dispel on abilities bestowed by structures on the world map
Fixed issue in classic turns which caused turn order to be handled incorrectly in some cases, when a player is defeated.
The AI will no longer target concealed stacks with damage spells on the strategic map
Fixed camera controls being affected by tactical battle speed up
Fixed certain structures still giving income to cities when occupied by enemy armies
Fixed a crash occurring when an item is traded and the item owner died before the trade was resolved.
Fixed an input control issue to allow 3rd party software to map gamepad button.
Fixed an issue where second player of classic turn MP game would get a new hero every time you load a save file.
Fixed an out of sync issue with the Freeze Water spell.
Fixed a bug where disabling the 'Remember Password' check-box didn't have any effect the next time the launcher was started.
Play as guest check-box is now remembered for the next time that the launcher is started. This also ensures initial settings – e.g. graphics settings – are taken from the Guest profile, preventing players that only played as 'Guest' from having their settings be reverted to default settings..
Fixed minor issue for players with a '.' (dot) character as the final character of their account name.
When the profile data is corrupted then the user will be notified when launching the game.
Fixed a crash for players that are loading corrupted save games.
Player now gets a notification when the connection to the server is lost.
Fixed a mouse clipping issue that sometimes occurs when having multiple monitors.
Fixed issues with camera clipping through floor in tactical maps
Fixed issues with camera bounding area being to small or to large for tactical maps
Fixed various graphical issues in tactical maps
Fixed an issue where units could stand on hexes surrounded by blocking obstacles in tactical battles
Adjusted Line of Sight settings for various objects on tactical maps
Fixed an issue with auto-move which could cause the game to crash on pressing the end turn button.
Fixed an issue with custom hero names not showing up properly in the event that shows up when an egg hatches.
Fixed an exploit where concealed units in a visible stack could be found through the morale tooltip.
The statistic screen now shows data of the last turn – the one that's selected – correctly.
Fixed an issue with the select next hero shortcut: the hero now gets selected instead of the city when the hero is standing on a city.
Fixed a bug with the cycling through the heroes when the player first selects a hero stack with the mouse.
Fixed issue with item bags not being rendered correctly when they spawned on top of mountains, which made it seem as if no reward would spawn.
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

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