Human, Dwarf, and Sacred Order get a new hostile spell: Purification, kills 0.50% of Abominations for Afflicted.
Pestilence changes to giving 1% * [Target Peasants] * [Land Ratio] Abominations per tick.
Abomination generation from Pestilence is now also limited by the “Reduced conversions” perk which previously have only lowered traditional conversions.
Abomination extra food consumption increased from 0.125 to 0.15.
Abomination casualty reduction bonus removed.
Spirit -10% max population removed.
Swarm gets -50% damage from Fireballs.
Swarm is immune to Insect Swarm. Both for balancing and lore reasons.
Firewalkers get -50% damage from Fireballs.
Barbarians are assigned a modifier (npc_modifier), which is a random value from 400 to 1000 (skewed towards 1000). This is divided by 1000 to calculate the DPA/OPA of each Barbarian, which means we will have some Barbarians with as little as 40% of the required DPA. Through natural selection, these should end up being small.
Merfolk unit per acre restrictions removed.
Merfolk immune to fireballs and get -50% damage from Lightning Bolts.
Demon soul collection now works on defense. Demons get souls from casualties when defending (regardless of battle outcome).
Demon soul collection limited by “Reduced conversions” perk.
Demon ore unit costs removed. Only platinum, mana, and souls.
Demon lumber costs for construction removed.
Theft caps by stealer’s income removed.
Snow Elf -5% population removed.
Snow Elf gets -50% mana drain.
Snow Elf starts with 1,500 Wild Yetis.
Snow Elf spell cost reduced from 6x to 4x.
Mana and food construction costs tripled, taking them from insignificant to noticeable.
Gameplay Various UI changes. Military and Improvement page overhauled to save space. Some other smaller stuff. Some screenshots below. No land generation for subsequent hits on the same target within 3 hours. Land DP raised from 1.5x to 10x. This will prevent massive OOP farming when someone forgets to train, which can significantly impact a…
General Positive prestige gains for hitting abandoned dominions cut in half. Factions Artillery: Instant return on all units. Gnome: Advancement level requirement for units changed from 8 to 6. Human: Man-at-Arms cost changed from 365 gold, 20 ore to 325 gold, 25 ore. Spearman changed from 0/7 to 0/7.5. Kerranad: Starts with 300,000 gems instead…
Gameplay SPA and WPA now shown on Insight (including Archive). It’s showing the ratios as of that moment (i.e. lowered if spies are out returning from theft/sabotage). Deity power perk from devotion is now multiplicative. All other deity power perks are additive. Draftees can now be housed in Barracks and all other, generic military housing….
General Prestige interest: prestige grows by [Prestige] * ([Net Victories] / 40,000) per tick. In order for prestige interest to work, prestige now stored as a decimal value, but only ever shown and used rounded down (floor([Prestige]). This means that you will continue to earn decimals of prestige but only integers count (599.0 and 599.9…
Gameplay No changes. Factions Firewalker Magma Fragment attrition changed from 2% to 1%. Growth Cyst mana production changed from 0.025 mana/tick to 0.015 mana/tick. Marshling Starts with 1,500 marshlings. Vampires Noble casualty bonus changed from -50% to -25%. Advancements No changes. Buildings Battlement (Snow Elf only): Arbalist housing changed from 10 to 12. Granaries restored….