A Valley Without Wind - Valve
* New, fleshed-out citybuilding system that plays on the world map and utilizes NPCs
* New procedurally-modified spells added to crafting framework and as loot
* Vastly better intercontinental level progression
* Added the incinerator for getting rid of inventory clutter
* Added peaceful retirement to select a new character without killing your old one
* Added ghost copies of inventory items for assigning the same item to multiple ability bars at once
* New NPC features including dispatch missions, gifts, and unique attributes by time period
* Reworked enchant system
* New mystery: The Story of Jinsiek and John
* Improved mystery clues seeding
* 100 new rooms
* New underwater buildings
* New unlockables
* New music track
* Improved intro mission
* Improved encyclopedia
* Improved tooltips and help popups
* Multiplayer tweaks and improvements
* Full release notes: http://arcengames.com/mediawiki/index.php?title=AVWW_-_Post-Launch_Series_2_Release_Notes

We also have the following resources that would be of particular interest to players:

* A Strategy Guide For Citybuilding In A Valley Without Wind 1.2: http://christophermpark.blogspot.com/2012/07/strategy-guide-for-citybuilding-in.html
* A Guide To Upgrading To A Valley Without Wind 1.2 From 1.0 Or 1.1: http://christophermpark.blogspot.com/2012/07/guide-to-upgrading-to-valley-without.html
A Valley Without Wind - Valve
Updates to A Valley Without Wind have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

* Over 160 new room maps.
* 15 new regular enemies
* 8 new minibosses
* 16 new "elite" enemies (plus the idea of elites at all)
* 5 classes of infestations (plus the idea of infestations at all)
* A new "craggy highlands" region/biome type.
* 8 new music tracks
* 5 new classes of player enchants
* 3 new player spells
* Substantial rebalancement of most player spells.
* The ability to give "wait here" orders to NPCs in rescue missions.x
* Larger and more intricate continent designs.
* Rebalanced and streamlined strategic flow.
* No more Civilization Progress (CP) in favor of better mechanics.
* One central in-game currency rather than six.
* A new "Opal Guardian Store" in settlements.
* Loot drops from trash mobs, for use at the opal store.
* A better enchant-based system of upgrades in place of upgrade stones.
* New Feet enchant slot, splitting out items from the Legs slot.
* Streamlined character selection/creation process.
* Unique attributes for characters by time period.
* More enchant-like unique attributes for every individual character.
* Heavily revised and rebalanced existing missions to player feedback.
* New Freefall and Boss Delve mission types.
* More rewards from doing secret missions.
* No penalties/drawbacks from doin world map missions.
* More gradual ramp-up in difficulty of the harder mission types.
* New spell scroll that you can find and use to turn yourself into tiny t-rex.
* A "shopping list" system helping you to keep track of your self-set goals.
* Many improvements to the existing planning menu in general.
* Smaller, more fun lieutenant towers filled with infestations.
* Texture pack support.
* Smoother minimap exploration.
* More fun and threatening windstorm mechanics.
* Many new multiplayer admin commands (largely anti-griefing-related).
* Vastly more fun ocean exploration.
* Minor continent-wide bonuses from building settlement structures.
* Longer durations on continent-wide guardian power scroll uses.
* Filtering to the enchants inventory for vastly easier management of many enchants.
* Improved elemental strengths/weaknesses for enemies in general.
* Much better (completely randomized) elemental strengths/weaknesses for bosses).
* 7 new achievements
* And much more: http://arcengames.com/mediawiki/index.php?title=AVWW_-_Post-Launch_Series_1_Release_Notes

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