Product Update - Valve
Release Notes for 3/27/2013

[ MISC ]

- If CTs rescue a hostage and win game now plays "Hostage has been rescued" announcement before announcing "Counter-Terrorists Win".
- Hostages now correctly drop to ground when hostage carrier was killed mid-air.
- Menus will now correctly display on various resolution ratios including 5:4 and triple monitor
- Friends panel will now display an invited icon for invited friends.
- Fixed mouse input in demo playback .
- Lobby leader is now highlighted in lobby.
- Various layout changes to Lobby and Scoreboard.
- Map makers can now choose to show a custom loading image in place of the map overview/radar image
  --To do this, place a .jpg image in the same directory as the .bsp (in maps) named _loading.jpg (it needs to be packed manually into the bsp before uploading to the workshop)
- Fixed player viewmodel arms rendering inside out when cl_righthand was set to 0
- Added back player_say game event for server plugins.
Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a bug that caused invisible players in the world
  • Fixed Engineer bots in Mann Vs. Machine building disposable sentries that upgrade into tiny, red, level 3 sentries
  • Added the Ready Steady Pan tournament medal for Season 2
  • Fixed the Festive Axtinguisher, The Disciplinary Action, The Wanga Prick, and The Wrap Assassin sometimes floating in the world after death
  • Removed the promotion restrictions from Croft's Crest, The Fortune Hunter, and The Tomb Wrapper
  • Updated Mvm_Bigrock to fix a hole in the terrain
  • Community requests:
    • Added new inputs for the tf_logic_koth entity: SetRedTimer, SetBlueTimer, AddRedTimer, AddBlueTimer
    • Added a "team" field to the teamplay_flag_event game event to identify which flag the event is for
Client Update - Valve
A new Steam Client update has been released and will be automatically downloaded.

NOTE: if you use one of several popular anti-virus products, you may experience a compatibility issue where Steam continually tries to apply this update but is blocked without any error message. If so, please temporarily disable your anti-virus program's "real-time scanning" feature and restart Steam to finish applying the update. We are working to find a better solution for this incompatibility in future updates.

All platforms:
- Removed an error message that incorrectly blocked offline mode
- Improved handling of uploads for screenshots and saved games
- Improved anti-virus compatibility for future updates (will not take effect until the next update)
- Fixed a client crash when loading extremely large community profiles
- Fixed a UI issue that prevented users from entering very long cd-keys

- Fixed in-game overlay compatibility with DX9-level hardware in DX10-based games
- Improved client startup time
Announcement - Valve
We've reached Day Seven of the Spring Indie Sale and have a new set Featured titles as well as Finalists from this year's Independent Games Festival!

Congratulations and good luck to this year's Finalists at the 2013 IGF Awards!

Click here to browse all Indie games on Sale!

Announcement - Valve
Today's Deal: Save 75% on Mount & Blade Collection!

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

Mar 27, 2013
Product Update - Valve
The War Z has been updated as of March 21st. Updates include:

New Features
• Added Call For Help.
• To use this feature press the ESC key and then click MISSIONS. On the missions menu you will need distress message and some type of reward. Once they have been set click on the "Call" button.
• After a distress call has been placed it will show up on the map. You can put your mouse cursor over the distress call icon to get the details of the distress call.
• You can place a distress call once every hour.
• Distress calls will stay on the map for 10 minutes.
• Added a Personal Lock Box.
• You can obtain the Personal Lock Box via the market place, trading with other players, or found very rarely in the game world.
• Personal Lock Boxes will live for ever. Please note that we do not guarantee that they will remain this way. We need to push the feature to the live servers and evaluate the affects this duration will have. If it negatively impacts gameplay or performance we will give it an expiration timer.
• The Personal Lock Box has 30 slots and is one time use; it will remain on the server that it was placed on.
• To use the Personal Lock Box put it in one of your items quick slots and then press that key to put the Personal Lock Box in your characters hands. Use mouse 1 to then place the lock box. Once the lock box has been placed you can use it with E. When you first use the Personal Lock Box you will create a 4 digit key code that will lock the box. When you use it again it will ask you for that code. Please be warned, there is no way to recover Personal Lock Box passwords. Remember your passwords!
• Added a Nail Gun and Nail Gun ammo. This weapon is a rare weapon.

• Further optimization to the server browser. This should speed up the load times when looking for servers while in the server browser.

• Updated sound library's - This will improve compatibility with some sound cards.
• We removed all of the random ambient sounds that were in the game.

• Spread improved on the following weapons
• M249
• G36
• The spread on 1911 has been adjusted to be more in-line with all of the other hand guns.
• Lowered the attack speed on all melee weapons.

• Lowered animation speed on all melee weapons to coincide with the reduced attack speed.

Bug fixes
• Fixed a bug with the loading bar that would load to 100% then drop back down to 75%.
• Fixed bug with female characters were playing male hurt sounds when they fall
• Fixed some issues with sounds on Sniper Rifles and Shotguns.
• Fixed a bug with items hovering in the air after a player has been killed.
• Fixed a bug with Walker Stalker not working at all. Now, the detection radius is applied to your character while walking. This skill does not function while sprinting.
• Fixed a bug that would not display an icon for the Brass Knuckles while in your Global Inventory.
• Fixed a bug that displayed an XP icon for unlocking characters instead of the Game Dollars icon.
• Fixed a bug with the VSS that would attract zombies at the same distance as a Blaser. It will now have a much smaller aggro radius when fired.

Product Release - Valve
Sniper Ghost Warrior 2: Siberian Strike, all new content for Sniper: Ghost Warrior 2 is Now Available on Steam.

Sniper Ghost Warrior 2 Siberian Strike is set in an isolated Siberian location and will offer a more open world experience for solving missions. Players will not be guided and the only way to find their way through the new location is by using the map.

In the remote abandoned Siberian city of Birsovik, the Russian government established a top secret military installation focused on arms R&D. American intelligence gets word that the facility shifted its focus recently to weapons of mass destruction. A CIA operative, M. Diaz is sent in undercover, posing as lab personnel, to uncover the truth. When he stops sending in reports, a search mission is quickly put together.

The player steps in the shoes of Cole “Sandman” Anderson, a veteran special ops sniper, now in the ranks of Task 121 – a group put together to counter any WMD-hungry warlord’s whim in the Asia – Pacific region. Anderson is ordered to locate Diaz’s GPS signal and assess the situation on the ground, then extract any intelligence he may have found.

Mar 26, 2013
Product Update - Valve
New Features
• Adventure mode is now integrated into survival mode. In a survival mode level, you can find a special portal that will take you to the start of adventure mode. If you die in adventure mode, you will wake up back in your survival level, outside of the portal. From there you can try again (restarting at level 1, of course). Dying in survival mode is still perma-death-fatal, and retrying a survival level will always generate a new one for you. Any existing saves that you might have from previous patches will be interpreted as survival levels - you should be able to teleportate out of them to get access to the new features.
• New front-end screens for dealing with the save slots and the new game flow.
• The adventure levels have been re-done to better match what their final structure will be. They’re still a bit rough around the edges, but you can start to see the overall sweep of the game now. Please see the detailed descriptions at the end of the changelist.

New Craftables
• Healing Salve - Made from crushed spider glands and ash - heals medium wounds
• Lightning Rod - Protects bases against lightning, gives you a few nights of free light when struck.
• Heat Stone - Place it near a fire to warm it up, and then carry it around with you to fend off the bitter frost.
• Earmuffs - Made from rabbits, of course!
• The Piggyback - A fancier, bigger backpack (that slows you down!)TOU

New Creatures
• The Bishop - guards Maxwell’s structures with lightning shots

New Level Features
• Chess biome! In adventure levels, Maxwell's influence has begun creeping into the environment.
• Points of interest and traps - these are small, non-random areas that have good or bad effects.
• Touchstones - these mysterious stones act as one-time-use meat effigies if you touch them. There are a handful generated in each survival level.
• Maxwell’s door - leads to adventure mode.
• Pleasingly-arranged mushroom rings
• One-way wormhole (only in adventure mode currently)
• Pig-head-on-a-stick - someone’s been busy!

• Compressed the XP track. You now earn 20xp per survival mode day at a flat rate, and unlock all the XP-unlockable characters a lot more quickly
• Characters have a bit more health by default. This is to reduce the number of one-shot player deaths, and give you more of a chance to run away from danger.
• The player now has 15 inventory slots
• When you advance through the teleportato in adventure mode, you can only take four items with you. Choose wisely!
• Sanity depletion in the rain is less harsh
• The HUD is a bit smaller, to show more of the game world
• Removed low-level farm plots. We really didn’t need three versions of the same thing.
• Deerclops, lightning and beefalo mating season are configurable through level gen parameters
• Stepping on spider ground will trigger a response from the den
• Tweaked mushroom spawn chances
• Abigail has more health, but enemies will fight back against her

• Many new map icons, including backpacks and Chester!
• Crock-pot fixes: mushrooms count as vegetables, fixed frogglebunwich recipe
• You can no longer carry an extra backpack in your hands as you walk around.
• Werepigs don’t kite. They are too angry for that.
• The death screen buttons should always work now.
• RMB can be used to light things on fire when the torch is equipped (useful at night)
• Added a default start node so that maxwell and wilson not occluded
• Frozen ponds can't be fished anymore.. but you can walk across them.
• MacTusk can miss you with his blowdart
• Spiderhat / Miner hat show remaining fuel
• Treeguards can be set on fire more than once
• Lua console now supports arrow keys
• Fireflies glow more reliably at the right times
• Trap icons don't show up on the map when inside a container
• Chester is immune to ghosts
• Chester has much more health, and resurrects after only one day
• Fix spider jump attack sometimes not actually jumping
• Spider jump attack will not hurt Wilson when it misses
• Birds that are flying away shouldn't re-start their fly-away animations mid-flight
• Rabbits will try to avoid a player between them and their home
• Fix to Abigail/ghost movement stuttering
• Ghosts pathfind, but will go through walls or objects if needed
• Abigail will show up at least every 3 nights
• Abigail will spawn some distance away from Wendy
• Wandering creatures will try to avoid walls and water
• Fleeing creatures will try to avoid running into walls
• Fix apparent duplicate item when dropping item on the ground and then into your backpack before the drop happens
• Fix infinite bees spawning from beebox by repeatedly saving/loading game
• When murdering an entire stack of helpless creatures in your inventory, loot is gained for each individual, not just once
• Waking up sleeping hunting hounds at night will rouse the walruses from their slumber
• Fixed a bug where you could use a sleeping bag or tent during the transition from night to day to skip an entire day.

Level Descriptions:
The adventure levels are still being worked on and refined, but here's an idea of where the are right now and where we want them to be.

Level 1
Near-constant rain and frequent short winters take a toll on your sanity and your fires. You must survive in these more extreme conditions as you hunt for the teleportato pieces. When complete, this level should feel similar to a survival level, but with increased pressure on all your resources.

Level 2
This level is smaller and shorter than the previous level, but it is permanently winter! The aim is to survive the cold without any preparation time. When complete, this level should keep you moving quickly.

Level 3
The level features a resource-rich central island, surrounded by dangerous lands containing each of the teleportato pieces. Right now it's still fairly lush, but eventually the outlying islands should be quite inhospitable!

Level 4
Use the first land to stock up. Once you pass through the dying wormhole, you'll need everything you've got to survive. We're currently still working on the balance between the two lands.

Level 5
This level should put your survival skills to the ultimate test, not only will there be harsh weather and tough monsters, but resources will be extremely scarce. Eventually. Right now it's just been roughed in, but it's still got lots of badguys in it!

Level 6
Maxwell is still devising this level...
Product Update - Valve

The following is a changelog of differences from Fallen Enchantress to Fallen Enchantress: Legendary Heroes. It doesn't include a wide array of performance improvements (Intel was nice enough to come onsite and do some profiling on LH with our developers and turn out some good results); but it should give an indication of the tweaks and additions the game contains.



Swarm- All melee units get a bonus to accuracy and damage for every ally that surrounds the enemy they are attacking.

Fame- Clearing lairs, completing quests and building some improvements gains Fame for your faction.  When enough Fame is earned champions will offer their services to you.  Two champions are always offered and the player can only select one.

Champion level up system.  Champion now have access to a trait tree that they can pick from when they level up.

Produce resources in your cities.  Instead of constructing improvements and training units you can set your cities to produce additional wealth, research, growth or mana.

Huge Map type.  Our biggest map size yet.

Steam Integration- Cloud saves of games, lots of new steam achievements and automatic patching.

City Count Penalty- You now get an Unrest penalty in all of your cities based on the number of cities in your empire (the more cities, the more unrest).  This makes Unrest a bigger issue for larger empires and helps equalize the production and research of large empires vs small empires.

Food Growth Bonus- Cities with access to more unused food get a growth bonus.  This way high Grain cities can not only grow to a larger size, they will get there faster than low grain cities.

Lots of new tactical arenas.  In general enemy armies start a lot closer to each other so the battle can start immediately (and ranged units are in immediate trouble if you don't bring units to defend them).

Added a Production Pace slider to the game setup options.  Player can now modify the research pace and the production pace seperately.

The World Difficulty slider now effects the level of monster in the world.  Set it down to have monsters start out at a lower level than normal, or up to have them start out higher.

Each faction has a special ability

Altarian- Rush ability allows them to use their attack to go again

Ironeer- Guarded Strike ability allows the unit to attack for half damage but puts the unit into a defending stance

Kraxis- Fortify ability increases the Dodge and Accuracy of units in fortified tiles (as it was in FE)

Mancer- Mancer units get +1 Movement and +1 accuracy per level

Pariden- Soul Spark does lightning damage at range, but costs mana

Quendar- Flame Tongue does fire damage to an enemy within 1 tile

Tarth- Double Strike allows the unit to attack twice at -30 to Accuracy

Trog- Berserk ability puts the unit under AI control , but the unit gets to go immediately and gets a bonus to attack and Initiative.  Berserk units can't cast spells.  Berserk doesn’t do damage per round anymore.

Urxen- Urxen units get double the normal swarm bonus

Wraith- Wraith Touch ability drains a small amount of life from an enemy within 1 tiles and gives it to the attacker

Weapon types have special abilities

Axes- Cleave ability allows the attacker to strike up to 3 enemies that are adjacent to him.  Cleave damage can be modified by traits. (axes still backswing)

Spears- Impale ability allows the attacker to strike an enemy and an enemy on the opposite side. (spear still ignore a percentage of armor)

Club/Hammers- Crushing Blow ability does double normal damage, but the attacker loses their next action.  Crushing Blow damage can be modified by traits. (blunt weapons still have a chance to knock victims prone)

Swords/Daggers- Swords and daggers allow the unit to counterattack when attacked (as in FE)

Shields- Any unit with a shield can shield bash an enemy, doing normal damage and knocking them back a tile

Added Crossbow class weapons.  Crossbows are ranged weapons that are slightly slower than normal bows, but they allow a special attack called power shot that allows them to fire through multiple enemies in a straight line (the amount of enemies depends on the type of crossbow)

Spells/Abilities can now be dodgeable (if this tag is set on spells like Throwing Knives, Hurl Boulder and Spit Acid the caster must hit the victim for the effect to take place)

Added support for the Line range type- Spells and abilities can now target a line of tiles at a specified length

Added support for the Adjacent range type- Spells and abilities can now target a selection of units next to the caster but adjacent to each other

Added support for spells that are multiplied by the count of units in the casters stack- This is used by abilities like the Quendar's Flame Tongue ability so group of trained units can use spells.

New Monsters

Banshee- Undead ghost that is immune to physical damage and attacks with the Horrific Wail spell, which damages all enemies

Brood Hunter- These half spider creatures are fast and armed with a longbow.  They are usually found with spiders than immobilize and weaken enemies so they can pick them off at range.

Brood Warden- Armored half spider creatures that are even better defenders to Brood Wardens and can quickly close with their pikes and high movement.

Cindercorpse- Burning undead corpse with the Inner Fire ability (ranged fire attack)

Hergon- Half wild boar, half brick wall.  Hergons have high movement and everytime they attack a unit they knock it back a tile, messing with defense lines and attempts to control the battlefield.

Hergon Sow- A smaller version of the pushy male of her species.

Lich- Powerful undead spellcaster.  As if dark wizards weren't bad enough, they get worse when they die.

Lightbringer- A strong Spirit equipped with an Angelic Longsword and the ability to use Soul Spark and Blinding Light

Skeleton (3 variations)- Skeletons are weak but they often come in large numbers and with dangerous weapons

Wisp- A weak Spirit able to use the Healing Light and Soul Spark abilities

New Champions- All the champions have been redone for Legendary Heroes to make them more unique.  But the following champions are brand new and can be gained through quests or they may offer their services.

Raza the Wild- Wilding Shaman and powerful mage.  He has access to the same Coal Stones ability as his wild kin.

Kasst- Fast Brood Warden warrior with an innate resistance to magic.

Tuatha- Troll hero with innate regeneration and a love for giant weapons.

Huhrus- The Ogre from the FE quest, but now he is a champion so you can equip him and have him learn traits as he levels up.

Gallowman- An undead master of necromancy.

Nen Ratcatcher- A darkling shaman, master of death magic and with his brothers aptitude for Shrink spells.

Ascian- A great cat and former assassin for Lady Umber.

Mausolos- The tomb guardian, a massive stone golem and defender with the ability to cast Death Ward in battle.

New Spells/Abilities

Blinding Light- Surrounding enemies must save or be blinded.  Special ability of the Lightbringer.

Blink- Teleport to any location on the battlefield.  Ability granted by the Flickering Ring.

Break- Assassin attack that does normal damage and removes the targets defense for 3 turns.

Call Lightning- Does lightning damage to all units within the radius.

Channel Lightning- Does the units attack as lightning damage.

Command- Commander ability that allows another unit to take a turn immediately.

Consume Spirit- Special ability of Gallowman, does damage and grants mana if it kills the unit.

Cure Plague- Used to complete a quest.

Death Ward- Tactical version of the strategic spell with a limited duration.  Allows a unit to be reborn if he dies within 5 turns.  This is a special ability of Ancient Grave Elementals and Mausolos.

Eviscerate- Assassin ability to attack an enemy for an automatic critical hit.

Guard- Defender ability to add a unit's defense to up to 3 adjacent allies and it puts the unit in the defensive stance.

Gust of Wind- Blows back up to 3 enemies that are adjacent to the caster.

Healing Light- heals all allies within 1 tile of the caster.  Special ability of Wisps.

Inferno- Tactical version of the strategic spell that surrounds the caster with inferno tiles and damages anyone in them.  Special ability of Fire Elementals.

Inner Fire- Does fire damage at range.  Special ability of Cindercorpses.

Lightning Bolt- Does 10 lightning damage to all enemies in a 5 tile long line.

Lightning Form- Unit transforms into lighting, shooting through 5 tiles and damaging all enemies in those tiles.  Unit ends the action at the end of that line.  Special ability of Ascian and Bragni.

Rain of Arrows- Bow only attack that strikes all enemies within the effected radius.

Raise Skeletal Horde- Summon 9 different skeletons into battle.

Raise Skeleton- Summon a lowly skeleton.  Raise Skeleton has no casting cost.

Rescue- Defender ability to switch places with an ally in tactical combat and take another action.

Riptide- Do damage to up to 3 adjacent enemies.

Shadowshift- Assassin ability to Switch places with an enemy and take another action.

Summon Air Elemental- Summons and Air Elemental, if used in Tactical it knocks back enemies around the elemental.

Summon Crag Spawn- Summons a Crag spawn and dumps stinking mud in all tiles around him, reducing movement of anyone in them.

Summon Delin- Summon Delin, the Pyre of Man for 3 actions.

Summon Grave Elemental- Summons a Grave Elemental, if used in tactical all surrounding allies receive Death Ward for 5 turns.

Summon Ignys- Summons an Ignys.  If used in tactical all surrounding enemies take some fire damage.

Summon Lightbringer- Summons a Lightbringer.  If used in tactical all surrounding enemies must save or be blinded.

Summon Wisp- Summons a Wisp.  If used in tactical all surrounding allies are healed.

Wall of Fire- Added a tactical version of the Wall of Fire spell.  It sets fire to a line of tiles 7 long.

Withstand- Defender ability that makes the unit immune to magic damage for until its next action.

New Traits

Abjuration- Unlocks the Cloak of Thorns, Protection from Cold and Protection from Fire spells

Aeromancy- Unlocks the Gust of Wind, Lightning Bolt and Obscuring Fog spells

Armor Proficiency- Defender ability to carry additional weight

Axeman- Warrior ability to do increased damage with the Cleave ability

Bleed- Assassin ability to have damaged units take damage per turn, traits can modify the amount of damage done by bleeding.

Compassion- Mage ability that increases the amount healed with heal spells

Geomancy- Unlocks the Gift of Iron and Sunder spells

Ghost- ghosts take no damage from physical attacks

Greater Necromancy- Unlocks the Raise Skeletal Horde and Horrific Wail spells

Hydromancy- Unlocks the Gentle Rain, Frozen Bones and Riptide spells

Immune to Swarm- This unit is immune to its enemies swarm bonuses.

Innovation- Commander trait that gives the player an immediate +100 research

Missing Finger- Injury that reduces the amount of accessories this unit can equip

Necromancy- Unlocks the Raise Skeleton spell

Pack Tactics- Monsters with this trait get double the normal swarm bonus (typically this goes to wolves)

Pyromancy- Unlocks the Soulburning and Incinerate City spells

Reap- Unit gains life whenever he damages enemies, traits can modify the amount of life received

Revenge- Unit gets +1 attack each time it is struck in battle

Savant- Mage ability that reduces casting times by 1

Spirit- spirits take half damage from physical attacks

Tinker- Unit can equip an additional accessory

Volcanic Rites- Mage trait which increases the amount of damage from fire spells

Wealth- Commander trait that gives an additional 500 gildar when selected

New Items

Amethyst Collar- Can be used to tame a twisted unit to your control.

Angelic Longsword- Longsword that does additional damage vs Undead.

Bacco's Hammer- A very crude hammer, but it gets better as the wearer levels.

Blessed Hammer- Hammer that does additional damage vs Undead.

Brood Cuirass- A spider curiass that retains some of its makers spell resistance.

Brood Vambrace- A sharpened vambrace that improves the units attack.

Butcher's Axe- Heals the wielders life each time it strikes an enemy.

Crossbow- Ranged weapon with a special attack that fires through up to 3 enemies.

Dagger of the Leech- Heals the wielders life each time it strikes an enemy.

Flickering Ring- Allows the unit to cast blink once per battle.

Guardian Blade- Short sword that does double the normal counterattack damage.

Heavy Crossbow- Ranged weapon with a special attack that fires through up to 5 enemies.

Padded Vest- A very cheap vest, better than nothing, but not by much.

Perfect Crossbow- Enchanted crossbow with increased initiative and attack.

Ring of Ash- Increases fire damage of the wearer's spells.

Ring of Calling- Increases the level of the wearer's summons.

Ring of Restoration- Increases the potency of the wearer's healing spells.

Ruined Chain Shirt- Still being worn by the skeletons of elementals, and starting sovereigns.

New Quests

Random events are more common in Legendary Heroes including several large game effecting events.

Ascian- You discover ancient tomes about Lady Umbers assassin, you can follow the trail, but it's a dangerous path.

Bacco the Beggar- A drunk challenges you to single combat.

The Banshee- A necromancer attempts to save his wife form dying.  But the life his magic gives her is worse than death.

The Mausoleum- A recent storm has opened up a crypt that has been long closed.

Ongr the Unbound- An abomination has been loosed in the world.  Although armies would do well to avoid him, the one that kills him can claim his sword.

The Riddle- Mimbly is back, and he isn't any less insulting.

Night of Haunted Dreams- On the night of Shirayn's resurrection the veil between this world and the next is drawn back and the dead flood into the world.

The Plague- A plague has spread across your empire.  Will you deal with it by finding a spell to sure it, separating the diseased or burning them alive.  Each option offers its own challenges.


Physical attack types (Blunt/Cutting/Pierce) consolidated just to Attack

Removed Influence

Sovereigns all start with a party of Militia and a party of Spearman

XP formula is completely new to not be as influenced by combat rating.  Previously if you beat something that the game thought was tougher than you, then you would get exponentially more xp.  Now that rating modifies the amount of xp (you still get more if you are fighting tougher things), but not are severely.

Governor path changed to the Commander path (it has the prior upgrades for improving your empire as well as upgrades to improve your army)

Stinking Mud converted from a spell to a Crag Spawn ability

Arcane Veil is now a Defender ability

Aura of Grace moved from Air 1 to Air 2

Battle Cry is now a Commander ability

Broken Loyalties now costs gold instead of influence

Burning Hands now has an adjacent range (it can hit 3 adjacent units)

Moved Contagion to the Black Quire tech

Crushing Blow damage can be modified by traits

Most cooldowns moved to 5 turns instead of 3

Flame Wave moved to Fire 5

Moved Mantle of Oceans to Water 3

Switched Noble Legacy to boosting Dodge instead of Hit Points

Reduced the damage from Shadowbolt (the amount of resistance dropped is now based on the casters level instead of the damage)

When an Earth Elemental is summoned in battle he automatically shockwaves all surrounding enemies

When a Fire Elemental is summoned in battle it is surrounded by Inferno tiles

Familiars and Imps gain the Spirit trait

Flying now negates any move modifier from forests, jungles, etc

Counterattacks default to only doing 50% of the casters normal damage

Swordsman traits increase the amount of damage done when counterattacking

Companies reduced to a size of 6 instead of 7.

Adventurer sovereign history gives bonus fame from completing quests.

Tower of Dominion provides Fame and negates the City Count Penalty in the city it is built in.

Adventurers Guild provides 1 fame per season

Almshouse provides 1 fame per season

Amethyst Vault provides 2 crystal per season (instead of 1)

Archivist provides +50% research when the city is producing research

Embassy’s negate the City Count Penalty in the city they are built in

Guild Grocer improves hp by 5% (instead of 10%)

Infirmary gives trained units the endurance trait (instead of +1 growth)

Mining Guild provides +2 metal per season (instead of 1)

Pyre of Anniellum provides +2 fire instead of +1 fire and +3 mana and it unlocks at level 5 (instead of 4)

Tenfall University moved to unlock at level 4(instead of 5)

Reduced the unrest penalty from Slums to 5% (instead of 10%)

Tower of Dominion allows the city to ignore the unrest penalty from the amount of cities in your empire

Warehouse gives +50% gildar when producing wealth

Wood Shield moved from Training to Leatherworking

Spearmen are now trainable from the start of the game

Henchmen now use the best available equipment.

Henchmen cost Fame to train.

Increased the cost of quest maps

Reduced the amount of research given by the lost library form 20 to 15

There are more creatures in almost all of the goodie huts (larger battles are more common now).

Increased the cost per labor to rush from 1 to 1.5.

Berserker weapons berserk the units wielding them (making them uncontroalble in tactical combat and blocking spellcasting)

Added the “None” option to monster lair placement

Lowered the amount of monsters around the starting location.

Apiaries reduce Unrest in your empire.

Pastures improve the hit points of units in your empire.

Ancient temples improve Research for your empire.

Reduced epic tech pacing form x4 to x3.

Relias starts with the Discipline trait instead of the Veteran trait.

Most world achievements grant Fame.

You can't build Stables (and start collecting Horses) unless you have Mounted Warfare.

You can't build Kennels (and start collecting Wargs) unless you have Warg riding.

Sand Golems can use the Crushing Blow ability.

Shadow Wargs can use the Rush ability.

Removed the min turns required to raze cities.

Reduced the Mace, Spear and Battle Axe damage slightly.

Removed casting time from all summons except the largest (death demon and delin).

Moved the summon spells out of the spell ranks and into the Mage tech tree so casters that want to specialize as summoners can spend their trait upgrades doing that.  They will get access to lots of summons, but not to non-summon spells.

Reduced the Monk staff from 7 attack to 6.

Reduced the Crude Club from 6 attack to 5.

Reduced research from Conclave level 2 from 4 to 3.

Hundreds of other changes.


New Battle results screen with animated xp bars that ding when you level up.  This screen also shows any injuries or effects from the battle so that we don't need additional popups.

When you have a unit selected and mouse over another tile it shows you the path the unit would take to that tile as well as how many turns it would take.

The Faction Power window now displays the attitude of that player to you.

Added an Army management screen when multiple armies are on one tile.

Switched the minimap and removed the unnecessary features from it (forests, mountains and chasms) so that the relevant info is more clear.

The Turn button will now glow yellow if the player can end the turn, but has idle cities.

New Bear model and medallion.

New Bear Cub model and Medallion.

Adjusted the stats that show up in the unit info window to more usable ones (set these to be controllable form xml in case modders would like to change the ones displayed).

New Mountains.  New texture, no more environmental creep onto mountains, no more mountaintop snow.

More defined terrain.  Less animation blending makes the terrain of individual tiles easier to see and less muddy.

New lighting with less bloom for more crisp varied colors instead of the washed effect in FE.

All units are larger on the strategic map, so they are easier to see.

Reduced the amount of ground props to make the map more clear and to make game impacting terrain features more recognizable.

New Rivers.  The banks have been removed, the flow speed has been halved and the surrounding vegetation and rocks have been dramatically reduced.

Removed the troop count from the spell selection window (In case you were wondering what those seemingly random numbers were at the bottom of the unit medallions).

New Leather armor designs for Tarth.

New Leather armor designs for Yithril.

Leather armor now supports cloth color (so they are all trimmed in the faction's cloth color).

Added dynamic shadows to units.

Fixed an issue where heavy black outlines would show up around grass and other textures with transparency.

The unit details wnd now plays the music theme of the owner of the subject unit, and doesn't change the music at all if accessed from a tactical battle.

The Kingdom victory screen now shows if some of the victory options are disabled in that game.

New ground decals for the goodie huts and lairs to distinguish them from the environment.

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