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readme.txt
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############################################################
############################################################
# Wyrmsun
############################################################
############################################################
by Andrettin
############################################################
# Introduction
############################################################
Wyrmsun is an open-source RTS game which features elements of mythology, history and fiction.
In the Wyrmsun universe a myriad of inhabited planets exist. Humans dwell on Earth, while dwarves inhabit Nidavellir and elves nourish the world of Alfheim. These peoples struggle to carve a place for themselves with their tools of stone, bronze and iron. And perhaps one day they will meet one another, beyond the stars...
Features:
- Retro-style graphics
- 3 playable civilizations, and a number of non-playable ones
- Scenarios playable on a huge map
- Dozens of units, buildings and technologies
- Personal names and traits for units
- Units can earn experience, being able to upgrade to new unit types or acquire new abilities upon level-up
- Persistent heroes, who carry over their level, abilities and items throughout scenarios
- Possibility to create your own custom persistent heroes
- Normal, magic-enchanted and unique items drop from enemies
- Very moddable game, with a built-in mod editor and Steam Workshop integration
- In-game encyclopedia, allowing players to learn more about the units, buildings and other elements of the game, as well as their historical and mythological sources of inspiration
Wyrmsun's lore is based on history and mythology, and on the lore of other open-source fantasy games, such as Battle for Wesnoth.
Getting Wyrmsun on Steam (http://store.steampowered.com/app/370070) provides you with benefits such as streamlined installation, automatic updates and Steam Workshop integration.
############################################################
# License
############################################################
The Stratagus engine, as well as the code and story elements included in Wyrmsun are distributed under the GPL 2.0 license. For the licenses of the graphics, sounds and music, look in the /graphics/credits.txt, /sounds/credits.txt and /music/credits.txt files.
See the license.txt file for the text of the GPL 2.0. The contents of the CC-BY-SA 3.0 license can be found at: http://creativecommons.org/licenses/by-sa/3.0/
Wyrmsun uses a modified version of the Stratagus engine, and its source code can be found here:
https://github.com/Andrettin/Wyrmgus
Wyrmsun's data repository can be found here:
https://github.com/Andrettin/Wyrmsun
############################################################
# Changelog
############################################################
-----------------------------------------------------------------------
- 5.4.0
-----------------------------------------------------------------------
* Buildings
- Fixed issue which could cause the Smithy building to not update properly when changing the faction from the Brising Clan to Knalga.
- Added Gaulish Town Hall.
- Temples and Universities now display the correct construction animations when building sites are disabled.
- When a building is salvaged, it will now first ungarrison all units inside it before destroying itself (previously those units were lost).
* Events
- Added a few random events creating gnolls and gnoll-spawning buildings, if there are already gnolls in the general area.
- Random events are now only triggered for scenarios.
* Faction
- Reworked the faction tree, so that factions once again have a predefined list of foundable factions which they can become.
- The Alamanni, Chatti, Chauci, Hermunduri, Quadi, Ubii and Varini Tribes are now polities instead.
- Removed the Driftwood faction.
* Map Editor
- Updated the map presentation format for maps saved with the editor (old maps can still be loaded). The map presentation file extension is now ".wmp" instead of ".smp".
- Maps created with the map editor now have the Classic Skirmish map presets by default. To make an existing map have those presets, open it with the editor and re-save it.
* Maps
- Added the "Gallic Fields" (256x256, 3 players) and "Gallic Highlands" custom maps (256x256, 2 players), based on maps from 0 A.D. (which are licensed under an open-source license).
- Removed the Annwn, Ulfdalir and Random Dungeon custom maps.
- The random custom maps now use the Classic Skirmish map settings (i.e. building sites are disabled).
* Miscellaneous
- Fixed crash when loading a saved game from within a game.
* Quests
- Fixed crash which occurred on start for The Wyrm legacy quest.
- Side-quests are now made available through events, rather than buttons in the town hall.
- Decreased the maximum amount of concurrent quests from 4 to 3.
* Scenarios
- The Asa Tribe now starts off with a Chieftain's Hall built in Kiel for the Settlement of Scandinavia scenario.
- Stone Piles are no longer generated near player starting positions for the scenarios set on Earth.
- Increased the size of the Earth scenario map for from 384x384 to 512x512.
- Added predefined territories for the Alexandria, Algiers, Carthage, Cyrene, Rabat and Tripoli settlements for the Earth scenario map.
* Units
- The hero unit recruitment tooltip now displays which trait it has.
- Added the Greedy trait (+10% cost modifier). This trait is only available for hero units.
- Added the Generous trait (-10% cost modifier). This trait is only available for hero units.
- The Ambitious trait now makes the unit have a +5% cost modifier and increases mana by +10 instead of +5, and is only available for hero units.
- Added the Gluttonous trait (+5% cost modifier). This trait is only available for hero units.
- Added "the Cunning", "the Hunter", "the Incautious", "the Ponderous" and "the Thief" epithets for units.
* Upgrades
- Added Holmgang upgrade for the Norse (+20% bonus vs. infantry for sword infantry).
* User Interface
- Reworked how objectives and in-game messages are displayed (e.g. making use of the newer font and more modern interface capabilities).
- Changed the icon of the Found a Faction button.
- Command buttons which lead into and out of submenus can now be used when the game is paused.
-----------------------------------------------------------------------
- 5.3.6
-----------------------------------------------------------------------
* Buildings
- Added Stone Deposit and Stone Quarry (graphics by Jinn). These function similarly to metal deposits and mines, but provide stone instead.
- Neutral faction buildings (like Mercenary Camps) are now only accessible for the owner of the settlement they are located in.
- Neutral faction buildings can now spawn neutral hostile units if the building is located in a non-owned settlement.
- Mercenary Camps are now indestructible.
- Added Tribal Camp building, which is used for the new Minor Tribe faction type. Tribal Camps function in a similar way to Mercenary Camps.
- Fixed issue which caused human players to be able to build structures on resource deposits and building sites on others' territories.
- Farms and Watch Towers now display the correct construction animations when building sites are disabled.
* Characters
- Added Thiodolf, recruitable from the Wolfing Clan.
* Civilizations
- Added more personal names for the Celts and the Suebi.
- Renamed the "Goth" civilization to "Gothic" and the "Teuton" civilization to "Teutonic".
* Events
- Added event in which Thiodolf gives a war-speech in poetry form, providing the Inspired Army modifier temporarily.
- Added Horse-Meat Eating Prohibited event for Mercia, if it has Christianity as its religion. The event provides the Religious Fervor modifier temporarily.
* Factions
- The Suebi Tribe is now a polity instead.
- Added support for the Minor Tribe neutral faction type. Minor tribes function in a similar way to mercenary companies.
- Added the Bearing Clan and Wolfing Clan minor tribes (Gothic), from the 19th century novel The House of the Wolfings. These clans can be spawned on the Earth scenario map if certain conditions are met.
- Added new flags for Suebi factions, displaying a Suebian knot (icons by Jinn).
- Teutonia now has access to the Furor Teutonicus upgrade.
- Mercia now grants a bonus to cavalry instead of infantry.
- The Yngling Tribe now grants a bonus to food supply instead of to archers.
- The Cherusci Tribe is now a polity instead.
* Maps
- The settlements in the Lorraine Plain map are now settlements which are actually in Lorraine.
- Added the Bordeaux, Clermont, Nancy, Vannes and Wurzburg settlement sites for the Earth scenario map, and updated the predefined settlement territories accordingly.
- Added Stone Deposit at Storugns in Gotland, for the Earth scenario map.
- Added many building sites in France, for the Earth scenario map.
- Placed more pre-Indo-European tribes on the Earth scenario map for the Stone/Bronze age.
- The Vosges rock terrain feature is now semi-randomly generated (similar to the Alps).
* Miscellaneous
- Improved the performance of the database parsing.
- Reworked the engine to take advantage of coroutines for asynchronous operations.
* Modifiers
- Added support for players to receive temporary modifiers during the game.
- Added the Inspired Army temporary modifier (+2 damage for organic military units).
- Added the Religious Fervor temporary modifier (+20 mana for priests).
* Quests
- The Gadrauhts, Harjis, Miles, Skutan and Swedish Veterans' Day quests now grant the Inspired Army temporary modifier on completion.
- The Gudja, Gudjan, Haimadala's Stones and The Great Temple quests now grant the Religious Fervor temporary modifier on completion.
* Units
- Increased the charge bonus of Gothic cavalry from 7% to 10%.
- Made it so the Suebi Kregar uses a single-layer image once again (with two variations, one with the Suebi shield and one without), both for the sake of memory efficiency, and because the layered version had some minor graphical issues.
- Added Suebi level 2 and 3 infantry units, the Veteran Kregar and the Truhtin.
- Neutral hostile infantry, ranged units, cavalry and flying riders now randomly move around.
- Added "Wojtek" to the brown bear name generation list.
- The Dwarven Scout now has a bonus against infantry of 25%, instead of +2 damage.
- Workers are now deselected when they enter a mine.
* Upgrades
- Added Lipizzaner Horse upgrade (icon by Jinn) for the Teutonic civilization (researchable at the Stables). This upgrade increases cavalry HP.
- Added Stirrups upgrade (icon by Jinn), for all civilizations which possess cavalry (researchable at the Stables or Yale Pen). This upgrade increases the charge bonus of cavalry.
* User Interface
- Reworked the multiplayer host and client game menus.
- Fixed issue which caused the screen to shake when mousewheel-scrolling to the edge of the map.
- Reworked the game results menu.
- Fixed issue which caused the cursor to not update properly when it should after scrolling the map with the keyboard.
-----------------------------------------------------------------------
- 5.3.5
-----------------------------------------------------------------------
* Buildings
- Farms and towers can now only be built on top of "Minor Building Site" locations.
- Added Troll Farm building. If it is owned by the neutral player, it will spawn Troll Warriors.
- Elven Farms will now spawn Elven Swordsmen if they are owned by the neutral player.
- Fixed the Goblin Mason's Shop animations.
* Difficulties
- Fixed issue with the AI resource gathering bonus under Hard difficulty which actually made it earn less resources than under Normal difficulty.
* Heroes
- Fixed issue which could cause character experience to not be properly applied when loading a saved game.
* Items
- Added Easter Egg item (consumable, heals 5 HP). This item only drops in the game when it is Easter season in the real world.
* Map Editor
- Fixed issue which caused the F10 editor menu to no longer work after exiting and re-entering the map editor.
* Maps
- Minor building sites are now generated on many maps.
- Added many predefined minor building sites for the Earth scenario map.
- Added support for maps to have their own settings which affect game rules (e.g. whether building sites are required for buildings).
- Disabled the building site feature for the Central Park, Little Island, Looking Upwards, No Man's Land, North-South Conflict, Northern Lakes and Time for Decisions custom maps.
- Added the "Hamlets" custom map, based on the map from Battle for Wesnoth of the same name (which is licensed under an open-source license). This map has rules which make gameplay more akin to Wesnoth: buildings are capturable, each player starts only with a barracks (no town hall or workers) and a military unit, farms are capturable and provide copper income per minute, and many neutral farms are pre-placed on the map.
- Added the "Lorraine Plain" custom map (256x256, 2 players), based on the map from 0 A.D. of the same name (which is licensed under an open-source license).
- Fixed a bug which could cause mercenary camps to be generated without a civilization.
* Pathfinding
- Made improvements to pathfinder performance.
* Quests
- Fixed crash which could happen in the final dialogue of the Svegdir's Journey side-quest.
* Scenarios
- Added neutral Elven and Troll Farms in mythical times in Britain and Scandinavia.
* Times of Day
- Added preference to enabe/disable the time of day shading.
* Units
- Unit selection is now shown as a rectangle.
- When the player's own units are selected, the middle parts of the selection rectangle lines will become yellow/orange/red, depending on damage taken.
- Unit HP bars are now only shown if the new "HP Bar" preference is enabled (disabled by default).
-----------------------------------------------------------------------
- 5.3.4
-----------------------------------------------------------------------
* AI
- Minor improvement to the performance of AI force management.
* Encyclopedia
- Added Dynasties encyclopedia category. Dynasty encyclopedia entries have a button for displaying the dynastic character tree for it.
* Factions
- Renamed the Thielung Tribe to Gautalanda, and made it a polity.
* Map Editor
- Fixed crash when hovering over a unit with the mouse in the map editor.
* Pathfinding
- Improved A* node insertion performance.
* Preferences
- Fixed potential freeze issue which could occur if the game were started without a preferences file having been loaded (in such a case e.g. clicking on the "Custom Game" button would freeze the game).
* Scenarios
- Reworked the Thunraz's Servant scenario. It is now called "The Gutasaga", and the overall objectives have been changed as well.
* Units
- Made it so the "Blackbeard", "Goldbeard", "Redbeard", "the Black" and "the Red" epithets can be generated for units with the respective hair colors.
- Fixed issue with doors often not being properly destroyed in dungeon maps (doors would often remain in their last damaged frame, and the attacking unit would keep attacking the door, despite it already having been destroyed).
* Upgrades
- Coinage is now researched at the Market, and requires having either Monarchy or Republic.
-----------------------------------------------------------------------
- 5.3.3
-----------------------------------------------------------------------
* Achievements
- The Paragon, Legend and Demigod achievements can now be acquired by leveling up any character, not just custom heroes.
- The achievement and achievement unlocked dialogs now have a semi-transparent background beneath their text.
- Achievements are now displayed in a tree in the achievements menu.
- Added support for achievements to grant bonus abilities to characters.
- The "The Mightiest Made" achievement now grants one free level of the Toughness ability to Modsognir.
* Dynasties
- Factions can now have dynasty upgrades. Only one dynasty upgrade may be active at a time, and which dynasties are available depends on the faction. Only tribes and monarchies may have a dynasty.
- Added the Yngling dynasty for the Yngling Tribe, Norway, Sweden and Vestfold (+1 food for Farms).
- Added the Skjoldung dynasty for the Skeldung Tribe and Denmark (+2 armor for infantry).
- Added the Habsburg dynasty for Austria, Carinthia, Germany and the Holy Roman Empire (+10 HP for cavalry).
- Added the Hohenstaufen dynasty for Germany, the Holy Roman Empire and Swabia (+2 armor for cavalry).
- Added the Amelung dynasty for Gothia and Ostrogothia (+2 damage for cavalry).
* Heroes
- Some heroes can now only be recruited if their respective dynasty is in power.
* Miscellaneous
- Fixed a game saving issue involving units contained in buildings.
* Units
- Added Minecart sound (used when a Minecart is created) (sound by the Flare team).
- Reworked how the epithet assignment to units work, to allow for more complex conditions.
-----------------------------------------------------------------------
- 5.3.2
-----------------------------------------------------------------------
* Encyclopedia
- Added entry for the "Luxury Resources" game concept.
* Factions
- Fixed issue with polity names in custom games if they hadn't acquired a government type upgrade yet (e.g. East Anglia would be called " of East Anglia").
- Merged the Bavarian, Bernice, Burgundian, Cantware, Danish, Dere, Frankish, Frisian, Geat, Gute, Jutish, Lombard, Mierce, Norwegian, Ostrogothic, Saxon, Swedish, Thuringian, Vandal and Visigothic Tribe factions into their polity counterparts (i.e. Bavaria, Denmark, etc.), and made the latter no longer require Writing.
- Added the Anglia, Avionia, Bastarnia, Batavia, Herulia, Lugia, Marcomannia, Rugia, Semnonia and Teutonia polity factions, replacing their tribal counterparts.
- The Holy Roman Empire now requires Monarchy, and cannot switch to being a Republic.
- The list of foundable factions is now dynamically-generated according to certain rules, instead of being predefined for each faction.
- Added the North Sea Empire faction for the Norse civilization (+1 speed for Longships).
* Items
- Added Helmet (+1 armor) and Knightly Helmet (+2 armor) items.
* Maps
- Building Sites are now generated for the On the Vanaquisl and Westward Migration scenario maps.
- Buildings are now always placed entirely within a settlement's territory on start.
* Pathfinding
- Fixed depot-finding issue for workers which could happen under specific circumstances.
* Units
- Fixed issue with a unit's experience value potentially becoming incorrect if there were other friendly units capable of gaining experience around it.
- Fixed issue which caused tree stumps to only be harvestable by one worker at a time.
- Fixed issue with door death animations which were causing doors to not be destroyed, but to remain in their death animation indefinitely.
* Upgrades
- Added Chevauchée upgrade for the English civilization (researchable at the Barracks). This upgrade makes cavalry units acquire resources when they damage enemy buildings.
- Added Skynborg Yale upgrade for the Dwarven civilization (researchable at the Yale Pen). This upgrade increases cavalry HP.
- Added the Tribe government type upgrade (-10% infantry cost). Tribal factions are locked to this government type, while polities can switch from it to Monarchy or Republic. Players with the Tribe government type will have a name like e.g. "Gute Tribe", even if they are polities.
* User Interface
- Reworked the top bar of the in-game interface.
- A large "Paused" text label is now shown over the map when the game is paused.
-----------------------------------------------------------------------
- 5.3.1
-----------------------------------------------------------------------
* Buildings
- Fixed crash which occurred when placing a building, if the building's center tile were beyond the end of the map.
* Encyclopedia
- Names of characters, buildings and units can now link to the entry of the respective word. For instance, clicking on the link on Thrahila's name will result in the encyclopedia entry for the corresponding Proto-Germanic word being displayed. Word entries provide information such as the language to which the word pertains, as well as its meaning, and other characteristics.
* Items
- The tooltip for an item being hovered over on the map will now display whether it is usable or equippable by the selected unit, if there is a single unit selected.
* Maps
- Added building sites to some of the legacy quest maps.
* Modding
- Added support for uploading mods from the launcher.
* Terrain
- Added updated border graphics.
* Units
- Auras are now only applied if the unit which provides the aura isn't garrisoned in a building/unit.
- Mugging no longer takes resources from the target unit's player.
* User Interface
- The Alt+Q hotkey now correctly only selects the player's army, instead of bringing up the quit to menu dialog as well.
- Reworked the quest completed and quest failed dialogs.
-----------------------------------------------------------------------
- 5.3.0
-----------------------------------------------------------------------
* AI
- The AI will now declare war on a player if it has a quest to own a settlement possessed by that player.
- The AI will now continuously check if it can build a town hall in the desired settlement if it has a quest to own a given settlement.
- The AI will now only build town halls on settlements with territory adjacent to their own. It will still build a town hall on a quest objective settlement, even if it is farther away.
- The AI can now transport workers to other landmasses to build settlements.
- The AI will now (if it is at peace) declare war on one of its neighbors if it has a great military advantage over them (in the Scenario mode).
* Buildings
- Temples and universities can now only be built on top of "Building Site" locations.
- Building sites, mineral deposits and the like now display to which settlement's territory they belong in their tooltip.
* Factions
- Added Norse raven flag icons (by Jinn), and updated some Norse factions to use them as their icons.
* Heroes
- Fixed issue which caused custom heroes items which were saved as equipped to start out unequipped when using them in a game.
* Items
- Added the "Rusty" magic prefix for armor (-1 armor).
* Maps
- Updated Earth map settlement territories so that less settlements have territory on both sides of a major river.
- Added the Baltic Route Network route terrain feature to the Earth map.
* Miscellaneous
- The current year now changes more quickly in earlier eras.
- Added new border graphics (by Jinn).
- Fixed issue with textures not being reset properly when changing the scale mode without restarting.
- Borders being shown on water is now optional (off by default).
- If the preferences file cannot be parsed, then the default values for the preferences are used, instead of the game exiting.
* Quests
- Fixed issue which caused the initial dialogue to not trigger properly for the Mead of Wisdom legacy quest.
- Added side-quests for Denmark and Sweden to conquer areas in Scandinavia and around the Baltic.
- Added side-quests for the Swedish Tribe and Sweden, for certain Swedish real-world festivities (e.g. Gustavus Adolphus Day). These only trigger when it is the corresponding day in the real world.
- Added side-quests for Denmark related to Danish historical serfdom laws.
* Scenarios
- Kobolds now spawn at longer intervals in the Nidavellir scenarios.
* Status Effects
- The duration of harmful status effect is now reduced semi-randomly depending on the levels of the caster and the target (if both are organic units).
* Upgrades
- Added the Monarchy government type upgrade (-25% cavalry cost) (only available for polities) (icon by Brullov).
- Added the Republic government type upgrade (+10% Copper/Silver/Gold processing bonus) (only available for polities) (icon by Brullov).
* User Interface
- Increased the width of the map dropdown for the custom game menu, as some map names were too long for it.
- Items sold at the market now have a colored border if they are magic or unique.
- Reworked the achievement unlocked dialog.
- Reworked the dialog for most dialogues.
-----------------------------------------------------------------------
- 5.2.4
-----------------------------------------------------------------------
* AI
- Improved the performance of AI resource gathering.
* Buildings
- Markets now display how many seconds it will take until their inventory refreshes in their interface.
- Town halls now display how many seconds it will take until their quest/hero pool refreshes in their interface.
* Factions
- Fixed issue which prevented players from founding a faction of the same type as their current one.
* Heroes
- Modsognir and Durin can now only be recruited by the Brising Clan.
* Items
- Removed the "Swift" magic prefix for weapons, as it had the same name as the "Swift" prefix for boots, and the same effect as the "Accurate" prefix for weapons. Persistent items with the affix will now have the "Accurate" prefix instead.
- Added "Freezing" magic prefix for weapons (+2 cold damage). The "Ice" prefix now gives +3 cold damage (previously it was +2), and the "Glacial" prefix now provides +4 cold damage (previously +3).
- Added "of Shock" (+1 lightning damage and "of Electrocution" (+3 lightning damage) magic suffixes for weapons. The "of Lightning" suffix now gives +2 lightning damage (previously it was +1), and the "of the Storm" suffix now provides +4 lightning damage (previously +2).
- The "Storm" magic prefix now gives +4 lightning damage (previously +2), for consistency with the "of the Storm" suffix.
- Added "Lightning" magic prefix for weapons (+2 lightning damage).
- Fixed issue which prevented items from being generated with both a magic prefix and a suffix.
- Fixed crash which could occur when a scroll was used.
- Items from factions which are traded with will now appear in the player's markets.
* Map Editor
- Fixed issue which prevented players from being added to a map with the editor.
* Maps
- Reworked the Alps for the Earth scenario map.
- Added the Aberdeen, Linkoping and Tamworth settlement sites for the Earth scenario map, and updated the predefined settlement territories accordingly.
- Updated the Caverns of Chaincolt Gates and Shorbear Hills submaps for the Nidavellir scenario map.
- Fixed issue which caused the Germanic civilization to not be chosen as a random one for custom game maps.
* Pathfinding
- Improved the performance of the algorithm used by units to find a depot to return resources to.
* Quests
- Added side-quests for gathering copper and building a smithy for the Norse.
* Scenarios
- The current year is now displayed at the top bar for scenarios. An in-game year passes for each real minute. The in-game year has no effect other than limiting some hero recruitment choices.
* Status Effects
- Reworked the status effect code in the game's engine to improve performance and make it simpler to add new status effects in the future.
* Terrain
- Decoration tiles can no longer appear under terrain transition graphics (e.g. a dirt rock appearing under grass).
* Units
- Increased the transport capacity of transport ships from 3 to 4.
- Removed rafts, as they required a substantial amount of special code for them to be maintained in the engine, and they were barely used in the game.
- Melee air units (such as Gryphons) can now be attacked as if they were on land if they are attacking land units.
- Fixed a potential crash related to unit resource-gathering.
- Fixed crash which occurred when right-clicking a unique unit's portrait (e.g. that of the Esel silver deposit) to go to its encyclopedia entry.
* User Interface
- (Re-)Added windowed mode support.
- Reworked the faction choice dialog.
- Fixed the PageDown and PageUp hotkeys not working for command buttons.
-----------------------------------------------------------------------
- 5.2.3
-----------------------------------------------------------------------
* AI
- Fixed issue which caused the AI to potentially declare war on the owner of a hidden ownership unit (such as the Goblin Thief) when attacking it.
* Maps
- Added Naples settlement site to the Earth map, along with predefined territory for it.
- Added the Aemilian Way and Appian Way route terrain features to the Earth map.
- Added the Thames river to the Earth map.
- Fixed an issue which caused a freeze when starting a dungeon map.
- Improved settlement site placement for the Earth map, to prevent them from being adjacent to tiles that are blocked off (leading e.g. to blocked workers).
* Quests
- Fixed an issue which caused the minimap to not be updated properly for shared vision (if applicable) at the start of legacy quests.
* Terrain
- The dry grass and semi-dry grass transition graphics have been updated.
- Added new dry grass and semi-dry grass decoration tiles.
- Fixed issue which caused a crash if two wall tiles were being built at the same time while adjacent to each other.
* Upgrades
- Fixed a crash which could occur when selecting a building which had a button to research an upgrade class if its player had no upgrade for that class.
* User Interface
- Fixed an issue with whitespace scaling for some of the in-game text.
-----------------------------------------------------------------------
- 5.2.2
-----------------------------------------------------------------------
* Miscellaneous
- Added support for the 1.5x scale factor.
- Changing the scale factor no longer requires restarting the game.
- Fixed an issue which could cause saving a game to fail.
* Units
- Fixed a crash related to a unit possessing ethereal vision due to a bonus, like e.g. the unique ship Skidbladnir does.
* User Interface
- Fixed a crash which could occur during a game in the mouse handling code.
-----------------------------------------------------------------------
- 5.2.1
-----------------------------------------------------------------------
* Miscellaneous
- Fixed an issue which caused gathering workers to lose their resource unit assignment when loading a saved game.
* Terrain
- The grass transition graphics have been updated.
- Added new grass decoration tiles.
-----------------------------------------------------------------------
- 5.2.0
-----------------------------------------------------------------------
* Map Editor
- Setting a tile's terrain in the editor will now remove any units on it which are incompatible with the new terrain. Previously, they would be bumped to the nearest valid tile.
- Fixed issue which caused hue-rotated terrain to not show up with the correct color in the map editor's tile selection menu.
* Maps
- Fixed issue which could cause a settlement with no minimap color to be picked for settlement site generation in random maps.
- Removed the obsolete Gardariki, Italy, Southern Baltic and Tanais custom maps.
* Miscellaneous
- Fixed issue which could cause player data to not be cleared properly after a game.
- Fixed visibility issue which could occur when destroying cave walls during a game.
- Reworked how the minimap keeps track of unexplored/fog of war areas, improving performance (specially on larger maps).
- The Steam launcher has been rewritten in C++, with QML being used for the UI. In order to prevent issues if both the launcher and Wyrmsun try to access the file in which persistent achievement data is contained at the same time, the launcher now only checks just before and just after the game runs.
* Pathfinding
- Fixed a pathfinding issue involving land/fly-low units.
* Quests
- Quest completion data is now stored in [AppData]/Wyrmsun/quests.txt, instead of in the game's directory.
- Achievement data is now stored in [AppData]/Wyrmsun/achievements.txt, instead of in the game's directory.
- Fixed crash which occurred when Lua scripts tried to create a new player during a game, which occurred e.g. for the introductory dialogue of the A Bargain is Struck legacy quest.
* Terrain
- Fixed issue which caused forest regeneration to not trigger.
- The cave floor, desert sand and ford transition graphics have been updated.
- Added new cave floor, desert sand and ford decoration tiles.
* User Interface
- Improved the performance of the code which identifies which unit is currently under the cursor.
- Fixed key input issue which could cause command panel buttons without hotkeys to be triggered in a seemingly random fashion.
-----------------------------------------------------------------------
- 5.1.1
-----------------------------------------------------------------------
* Maps
- Fixed a crash when loading the map infos, when starting the Custom Game menu.
- Fixed issue when saving a game for a map which had multiple map layers, resulting in a crash when that game was loaded.
* Miscellaneous
- Fixed issue with getting a player's type (e.g. person, computer) through Lua, which caused problems with triggers.
* Terrain
- The snow transition graphics have been updated.
- Added new snow decoration tiles.
-----------------------------------------------------------------------
- 5.1.0
-----------------------------------------------------------------------
* Maps
- Removed the obsolete Svarinshaug custom map.
- Fixed issue which caused maps in the user map folder to not appear the Custom Game menu.
- Removed the Aquitania custom map.
* Miscellaneous
- Saved games are now stored in [AppData]/Wyrmsun/save, instead of in the game's directory.
* Scenarios
- Fixed issue which caused some of the Western Migration triggers to not work properly.
* Terrain
- The dirt, dry mud, ice and mud transition graphics have been updated.
- Added new dirt and ice decoration tiles.
* Units
- Added Brown Bear, Black Bear and Polar Bear unit types. Brown bears are now generated in the Earth/Europe scenario map.
* User Interface
- Fixed issue which caused dropdowns to gain keyboard focus when clicked.
- Fixed issue which caused text fields to not lose keyboard focus when clicked away from.
- Fixed issue which caused key events to be propagated to buttons even though a text field had focus.
- Reworked the in-game menu to be QML-based.
-----------------------------------------------------------------------
- 5.0.1
-----------------------------------------------------------------------
* Maps
- Updated the territory setup for the Tyrol area for the Earth map (scenario mode).
* Miscellaneous
- Updated the SDL library to SDL2, version 2.0.16.
- Updated the SDL_mixer library to SDL2_mixer, version 2.0.4.
- Fixed issue with the save game functionality.
- Fixed issue with loading a saved game from within a game.
-----------------------------------------------------------------------
- 5.0.0
-----------------------------------------------------------------------
* Buildings
- Town halls, strongholds, mines and hunting lodges no longer leave a destroyed building "corpse".
* Encyclopedia
- Added support for encyclopedia entries having links to each other.
- Updated the literary texts for the encyclopedia, streamlining them (removing footnotes and the "|" character which denoted a caesura/break within a verse).
* Factions
- Fixed the requirements string for the Shadowcharm Clan faction.
- Renamed the "Goth Tribe" to "Gothic Tribe", the "Ostrogoth Tribe" to "Ostrogothic Tribe" and the "Visigoth Tribe" to "Visigothic Tribe".
- Renamed the "Swede Tribe" to "Swedish Tribe".
* Heroes
- It is no longer possible to start a custom game with a custom hero, they must now be recruited as other heroes are.
- Updated the hero symbol icon to use a frame, to make it more visible on the map.
* Items
- Added "Curupira's" magic prefix for weapons (+3 fire damage).
- Added Potion of Mana.
- Made it so the Elixir of Vitality has a purple color (previously it was gray), to make it more distinct from the Elixir of Dexterity (which is black).
* Map Editor
- Fixed crash which occurred when pressing the "OK" button in the player properties dialog.
- Fixed issue which caused solid overlay tiles to not be displayed in the editor.
- Removed the old mod creation tools from the map editor, due to the amount of maintenance they required, as well as their reliance on outdated parts of the engine. A mod creation user interface may come back in some form in the future.
* Miscellaneous
- Removed the No Randomness and No Day/Night Cycle options.
- Fixed crash which occurring when accessing Goblin sound options within a game.
- Removed the faction dropdown from the custom game menu, as a faction prompt already comes when starting the game.
- Removed the tech tree level dropdowns from the custom game menu.
- Persistent data (e.g. hero levels or quest completion) will no longer be altered during a game if a cheat was used.
* Mods
- Removed the mods submenu, as it only supported mods in an old format.
* Quests
- Added a couple of side-quests which only occur on certain days of the week in the real world with the objective of acquiring the upgrade of the corresponding deity, for the Norse and Anglo-Saxon civilizations. For instance, the Norse "Tysdag" quest only occurs on a Tuesday, and has the objective of choosing the Tyr deity.
- Added two side-quests for the Germanic civilization to build smithies.
* Scenarios
- Fixed crash which occurred when starting the Thunraz's Servant scenario.
- Added more predefined settlement territories for the Earth map.
- Added starting caravan for the Goldhoof Clan in the A Home in the Fields of Sand scenario.
- Added the Heimdall's Stones unique building to the new Earth map for the correct start dates.
- The A Home in the Fields of Sand scenario now starts during summer.
- Improved the quality of the projection used for the Earth map.
* Terrain
- Added new dry mud and mud decoration tiles.
- Dry Grass terrain no longer becomes covered in snow during winter.
* Units
- Fixed crash which occurred when a ranged unit was garrisoned inside a caravan while near enemies.
- Increased Spearman damage from 5 to 6.
- Minecarts can now move diagonally, and can move outside of railroads with a large speed penalty (-5).
* Upgrades
- Added Oil Lamp upgrade (+1 sight range for buildings), researchable at the Market.
- Added the Furor Teutonicus upgrade for the Teutonic civilization (+2 Damage for infantry), researchable at the Barracks.
- Added the House-Burning upgrade for the Norse civilization (+20% Bonus vs. Buildings for infantry), researchable at the Barracks.
* User Interface
- Reworked the main menu to be QML-based.
- F11 is now the screenshot hotkey.
- Reworked the game's rendering system, graphical interface and input system to use the Qt Framework.
- The game is now always in borderless fullscreen mode, as the new UI framework supports that. The main purpose of the windowed mode was to allow alt-tabbing seamlessly, which the borderless fullscreen mode also provides. And unlike the old fullscreen functionality, this supports any resolution.
- Reworked the tech tree menu.
- The scenario menu is now depicted as a tree.
- Added a submenu for managing custom heroes, and made it possible to add a description to them.
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- 4.1.4
-----------------------------------------------------------------------
* AI
- Fixed issue which resulted in AI players being able to hire units from any civilization from mercenary camps (no matter the civilization of the mercenary faction itself).
* Maps
- Fixed freeze/crash when starting the Southern Baltic map.
- Fixed issue which caused settlement territories to not be generated on certain custom maps.
* Miscellaneous
- Fixed a potential crash cause when processing triggers.
- Fixed issue which caused certain site positions (e.g. that where the Hlesey revealer should be created for the Thunraz's Servant scenario) to not be saved in a save game.
- Fixed issue which could mistakenly cause under certain circumstances a removed settlement site to be saved (when saving a game) as the settlement head unit for a settlement, instead of the town hall which had been built on top of it.
- The preferences.txt file is now saved in AppData instead of in the Documents folder.
- Improved save/load performance and memory usage for player tile exploration.
- Improved the performance of the database parsing and image scaling.
* Resources
- Added checks to prevent the stored resource quantity from becoming negative.
* Units
- Added Hobgoblin Warrior unit.
-----------------------------------------------------------------------
- 4.1.3
-----------------------------------------------------------------------
* AI
- Fixed issue which made the AI be able to take quests even if it didn't have a town hall.
* Items
- Fixed issue which allowed magic prefixes to be generated as suffixes and vice-versa.
* Interface
- Renamed the "Quests" screen to "Legacy Quests", to better reflect that these are missions in an old format, and which are supposed to be eventually updated to the Scenario mode.
- Fixed interface issues (e.g. incorrect button placement) which occurred after enabling the 2x scaled mode without restarting.
- Added terrain-only minimap mode.
- Added settlement territories (including non-land) minimap mode.
* Map Editor
- Fixed crash which could occur when clicking on the "OK" button in the player properties dialog.
- Fixed the position of the editor tile tooltip in the bottom-left in the 2x scaled mode.
* Multiplayer
- Fixed a potential desync cause due to floating point operations.
* Scenarios
- Fixed crash when picking the option to seek an alliance with the Hersings in the Haimadala's Progeny scenario.
* Units
- When randomly moving, people-averse fauna units will no longer enter a tile with an owner if their current tile is in an unowned one. In effect, this means that e.g. wyrms will not wander into settled areas if they start off in an unsettled one until their starting area itself is settled.
-----------------------------------------------------------------------
- 4.1.2
-----------------------------------------------------------------------
* Buildings
- Fixed the Dwarven Yale Pen being buildable close to a town hall.
- Fixed issue which caused guard tower range to be much larger than it was supposed to be, if the tower was already garrisoned before the upgrade to a guard tower.
* Characters
- The Mboytata unique wyrm is now a firewyrm.
* Maps
- Added Semi-Dry Grass and Dry Grass terrain features to the Earth map.
* Miscellaneous
- The error log in the stderr.txt file is no longer cleared when starting the game, being appended to instead. The file will be reset at start if it has grown beyond 1 MB.
- Fixed issue which caused the game to crash when quitting to the main menu from a mission.
* Sounds
- Fixed issue which caused the sound effects volume slider to have no effect on the actual volume.
* Terrain
- Added Semi-Dry Grass and Dry Grass terrain types.
* Units
- Added Firewyrm unit. Similar to the Wyrm, but it also deals fire damage, and possesses resistance to fire.
- Fixed the level up button being missing for the Dwarven Miner and Brising Miner.
-----------------------------------------------------------------------
- 4.1.1
-----------------------------------------------------------------------
* Items
- Removed Potions of Decay and Potions of Slowness from dungeon maps, replacing them with traps.
* Miscellaneous
- Fixed potential crash on start.
-----------------------------------------------------------------------
- 4.1.0
-----------------------------------------------------------------------
* Graphics
- Instead of being loaded on startup, icons are now loaded on demand in the main menu (e.g. for the encyclopedia), with the remaining ones being loaded when a game is started. This was done in order to improve startup speed.
- Font graphics are now loaded on demand, instead of all of them being loaded on startup.
* Miscellaneous
- Fixed issue which caused the name of the player's current age not to appear after loading a saved game.
- Fixed a potential crash which could occur soon after loading a saved game.
* Sounds
- Reworked the game's audio decoding and output code, as well as that for music support.
- Added death sounds for the Skeleton Warrior.
* Units
- Fixed issue which could result in units autocasting spells they didn't have, e.g. Germanic Gudjans autocasting the Infusion spell.
- When a unit exits a building which has a rally point, it will now be dropped at the adjacent tile closest to the rally point.
- Added Clay Golem unit.
-----------------------------------------------------------------------
- 4.0.5
-----------------------------------------------------------------------
* Buildings
- Fixed the variation conditions for Germanic and Teutonic Docks.
* Miscellaneous
- Fixed a potential crash when exiting a loaded saved game.
* Pathfinding
- Fixed a resource-gathering pathfinding issue which occurred if e.g. wood piles were adjacent to the building to which the resource would be returned, and one of the adjacent wood piles were unreachable.
-----------------------------------------------------------------------
- 4.0.4
-----------------------------------------------------------------------
* Maps
- Fixed issue which caused a crash when starting the Italy custom map.
* Miscellaneous
- Fixed a save game load issue which occurred if a reference was held to a destroyed unit.
- Fixed crash which occurred when right-clicking the portrait of e.g. stone piles.
- Fixed issue which allowed the Anglo-Saxon civilization to be chosen for custom games even if they started at the most basic technological level (the bronze age), even though the Anglo-Saxons are an iron age civilization.
* Pathfinding
- Fixed a pathfinding issue which could cause minecarts to get stuck when looking for a place to return goods to.
* Quests
- Fixed issue which caused the defeat to be triggered for certain quests when a required hero died only after their corpse had completely withered away.
- Added side-quests for producing furniture for the Anglo-Saxon and Norse civilizations, as well as for some Teutonic factions.
* Scenarios
- Added several mini-forts with neutral hostile Gnoll Warriors, randomly-placed on the Earth map in areas where there were historically werehyena myths (i.e. North Africa).
-----------------------------------------------------------------------
- 4.0.3
-----------------------------------------------------------------------
* Miscellaneous
- Fixed issue with saving workers assigned to a resource (resulted in a crash when loading a game).
* Quests
- Fixed issue which caused a defeat on start for the The Tomb of Durahn Eikinskjaldi quest.
* Scenarios
- Fixed issue which caused the Westward Migration introduction trigger to fire for the The Settlement of Scandinavia scenario as well.
- Fixed issue with no speaker being assigned to dialogue messages which should pertain to a Dwarven Miner for the The First Dwarves Scenario.
- Fixed issue in the The First Dwarves scenario which caused other kobold tribes to be at war with you when the Grafvitning Tribe became hostile.
-----------------------------------------------------------------------
- 4.0.2
-----------------------------------------------------------------------
* Characters
- Added "Mboytata" unique wyrm to Nidavellir, based on the fire serpent of the same name from Tupi mythology.
* Items
- Christmas Hats can now drop during the second half of December (in the real world), even if it isn't winter in-game.
* Scenarios
- Fixed an issue which caused some of the triggers for the Westward Migration scenario to not work properly, making it uncompleteable.
* Units
- Added the Skeleton Warrior. This unit can only be placed via the editor or obtained via a cheat for now.
-----------------------------------------------------------------------
- 4.0.1
-----------------------------------------------------------------------
* Miscellaneous
- Fixed a potential crash when starting a map.
-----------------------------------------------------------------------
- 4.0.0
-----------------------------------------------------------------------
* Abilities
- Added the Infusion ability for dwarven Runesmiths, Runemasters and Arcanisters. When used, this ability increases the arcane damage of the target unit by 4.
- Fixed the tooltip of the Barkskin ability to correctly reflect that it increases armor by 4.
- Improved the performance of autocasting.
- The hotkey for Inspire is now "p", as its previous hotkey ("i") was the same as that to open the inventory.
* Ages
- Norse players now require not only the Spatha upgrade, but also Sailing and either Shield Wall or Svinfylking to enter the Viking Age.
* AI
- The AI now goes to the aid of its attacked buildings, rather than only its units.
- The AI now purposefully builds units/buildings to complete its quests.
- The AI now only declares war during scenarios after 20 minutes of playing, so that main quests can proceed more smoothly.
* Buildings
- All Germanic buildings now have snowy variations.
- The Teutonic Mason's Shop now correctly uses its active animations.
- The Germanic Stables graphics now use semi-transparent shadows, as the other buildings do.
- Teuton buildings now have snowy variations.
- Copper, Silver, Gold, Iron, Mithril and Coal Deposits and Mines now have snowy variations.
- The Mercenary Camp, Settlement Site, Yale Cave and Yale Hunting Lodge buildings now have snowy variations.
- Added the Elven Town Hall, Stronghold, Farm and Barracks buildings.
- Added the Latin Dock building.
- The construction of town halls over settlement sites now possesses two additional (generic) construction frames.
- Added notes in the encyclopedia for deposit/mine buildings, describing their conversion rates to copper.
* Characters
- A character's father, mother and children are now delineated in their encyclopedia entry.
* Deities
- A deity's father, mother and children are now delineated in their encyclopedia entry.
* Editor
- Fixed crash which occurred when creating new cave and dungeon maps in the editor.
* Items
- Bows now have specific graphics for when they are on the ground.
- Added meat food item.
* Miscellaneous
- Reduced the time of day color effects, so that the graphics aren't too dark during night.
- Instead of tiles being owned by a player based on an influence range expanding from the player's buildings, tiles are now assigned to a settlement, and when the player builds a hall on the settlement site ownership of all its tiles are gained.
- Added 2x scaling option.
- Removed the "Use OpenGL" option, as OpenGL is now always used for rendering.
- Reworked the random number generator to provide better results.
- Improved the performance of resource gathering pathfinding.
* Modding
- Added instructions (in the game's "documents" subfolder) on how to create a mod in the game's new database format.
* Multiplayer
- Fixed possible source of desyncs related to hiring units at mercenary camps.
* Quests
- Quests can now be accepted in a sub-menu in the town hall interface.
- Added dozens of new side-quests for gathering resources, building structures, researching upgrades and hunting predators. These quests are available for the Anglo-Saxon, Germanic, Gothic, Norse, Suebi and Teutonic civilizations, and provide flavor based on each civilization's language.
- The quest pool is now updated each minute, instead of each half-minute, to give the player a bit more time to pick a quest before the pool changes.
- The Master of Metal quest no longer grants 2 Buras on completion, providing just the copper reward now.
- The House of Seven Fathers quest is now available only for the Norse civilization (previously it was also available for the Germanic civilization).
* Scenarios
- Other kobolds will no longer attack the Grafvitning Tribe, to prevent it from being destroyed too soon in the The First Dwarves scenario.
- The Nidavellir scenarios now take place in a single map layer. The underground portions of the map are now in the same layer as the surface portions, but retain their peculiar characteristics, e.g. cave walls being non-passable by air units and missiles.
- Reduced the size of the Aurvang and Joruvellir map templates.
- The Settlement of Scandinavia scenario now requires the player to build a Chieftain's Hall in Copenhagen instead of Leidre.
- The scenario screen now shows the year in which the scenario starts.
- Moved the start year of the The First Dwarves scenario from 3000 BC to 25000 BC.
- Made it so many Earth scenarios now take place on a new 384x384 map.
* Sounds
- The "work complete" sound now correctly plays when an upgrade has been researched.
- Sounds are now loaded in parallel, decreasing audio loading times.
* Terrain
- Units in underground terrain tiles (cave floor and rockbound cave floor) are now treated as if they are at night for sight range bonus purposes.
- Units in underground terrain tiles are now have the night-time color effect applied on them.
- Terrain feature tooltips now only appear after one second.
- Destroyed rocks and walls now disappear after some time.
* Units
- Dwarven axe infantry units now have +10 HP and -2 evasion.
- Dwarven spear infantry units now have +5 HP and -2 evasion (they already had a free +5 HP bonus before).
- Added Elven Worker unit.
- Dwarven Miners can no longer equip axes.
- Priest units now have a slower attack rate.
- Frogs and crows now have their own icons, and are selectable.
- A unit's type name will now have its civilization prefixed to it if the type's civilization is different than that of its owning player. For example: a goblin "Swordsman" which is recruited as a mercenary by a dwarven player will then be called a "Goblin Swordsman".
* User Interface
- Replaced the main menu background with a new one made by Jinn.
- Removed the "Larger Popup Font" option, as its purpose is largely fulfilled by the 2x scaling option.
- Added "Territories" minimap mode. Press TAB to toggle through the minimap modes.
- Added minimap mode with the territories of each settlement.
- Added support for zooming the minimap for maps with tile size larger than the pixel size of the minimap (e.g. 256x256 maps if the minimap is 128x128). Press Shift-TAB to zoom/unzoom the minimap.
- Simplified the appearance of terrain on the minimap. Each terrain type is now represented by a particular color (with seasonal variations).
- The player's population number can now be seen when hovering the food icon on the top bar. The number is based on the number of organic, non-fauna units the player possesses. The population number is for flavor only, and has no gameplay effect.
- The (human) player's name in the player list is now shown in green.
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- 3.5.4
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* Buildings
- Added snow variations for all dwarven buildings that lacked them.
- Added snow variations for the Brising Smithy, Mead Hall and Bastion.