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 Changes in new version?

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JustMeow
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Join date : 2016-10-20

PostSubject: Changes in new version?   Wed Jan 11, 2017 9:17 am

Hello,

I believe I saw the changes in 8.6 compared to 8.5. But I can't see any changes from 8.6 to 8.7 ;(

May I know a list of changes? Can I see it anywhere? I was also afraid this game wouldnt be updated anymore. I love it so much! So thank you a lot!
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cordeirooo
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Join date : 2014-05-29
Location : Brazil

PostSubject: Re: Changes in new version?   Wed Jan 11, 2017 10:44 am

From the TPC Changelog.txt in your game's directory:


******************************** Patch 0.8.7 *************************************

AI
*Empire AI researches all arrow/melee upgrades, builds all buildings and produces all units now
*Knight Ai researches everything, builds all buildings and produces all units now
*Dwarf Ai researches everything, builds all buildings and produces all units now
*Barbarian Ai researches everything, builds all buildings and produces all units now
*Minotaur Ai researches everything, builds all buildings and produces all units now
*Orc Ai researches everything, builds all buildings and produces all units now
*High Elf AI researches everything, builds all buildings and produces all units now
*Wood Elf AI researches everything, builds all buildings and produces all units now
*Dark Elf AI researches everything, builds all buildings and produces all units now
*Fey AI researches everything, builds all buildings and produces all units now
*Dark Dwarf AI researches everything, builds all buildings and produces all units now
*Daemon AI researches everything, builds all buildings and produces all units now
*Ssrathi AI researches everything, builds all buildings and produces all units now
*Swarm AI researches everything, builds all buildings and produces all units now
*Plaguelord AI researches everything, builds all buildings and produces all units now
*Grand Emperor no longer destroys quest buildings while allied heroes are alive
*Implemented Wall AI
*King(Warlord) and Emperor AI now builds Ramparts
*Grand Emperor AI now builds 2x2 Big Walls
*Chances of having a different hero race than side race is now of 100,50,30,20,10,5,0% for each AI level respectively
*Emperor AI now also destroys shrines and shops
*Grand Emperor AI tower fill quota is now of 50% (was 100)
*Disabled no attack routine if bad weather or enemy titan for Grand Emperor AI
*Chances of taking enemy weaknesses into account when producing units is now of 0,0,0,20,50,80,100 for each AI level respectively
*Emperor AI now has units on fallback attitude as well
*Special retinue units will now have a maximum level of 9 (was 14)
*Undead AI now morphs Gravestones when in danger
*Dark Dwarf AI now summons Wraiths from the Ancestral Halls
*AI will no longer have eyes of oros as special retinue units
*Fixed a bug where AI would be idle
*Grand Emperor AI no longer suicides units when gathering a really big army
*AI no longer destroys neutral starting mines
*AI no longer destroys buildings being converted
*AI now casts Summon Animal, Raise Champion, Elementalism, Call Sage, Call of Oros, Transmute, Morph Resources correctly
*AI no longer cheats when repairing buildings
*AI now casts Black Portal, Circle of Power, Wall of Thorns, Wall of Ice, Summon Guardian
*Battering Rams now see towers as a higher threat (attack priority)
*AI now uses Berserk skill
*AI now uses weather changing skills
*AI now correctly loses resources when casting spells from buildings
*AI no longer takes a builder from the retinue in No Building mode
*Increased overall AI difficulty
*AI heroes may now level up in battle
*AI units on conversion missions no longer ignore enemies along the path
*Vampires and Night Dragons now auto-attack critters if low on health
*Queen Spiders now have a low attack priority against critters

Visual
*Improved the transition of some of the Chasm tiles
*Improved the transition on a few official tiles (namely the Rock Volcano feature and the Marsh to Grass tiles)
*Removed the gravel around the outside of the WBC3 Imperial Castle terrain feature
*Slightly improved the Desert Dune tiles
*Updated the small editor images of the Grass Lake tiles
*Updated the Rock River editor images and improved the transitions of the main tiles
*Updated the Cave tileset
*Widened text length per row in the campaign dialogue screen to 360 px (was 290)
*The first 10 races now have unique or updated RSB icons
*Added a new button “Select Next Idle Converter”
*Morph to Doom Knight now has its own unique icon
*Implemented the new group special ability bar
*Corrected the frame positions for the Minotaur Statue for when it goes inactive
*Fixed issues with the level 5 Doomspire’s shadow not being visible on certain parts of the image
*Fixed the Summoner’s conversion animation where it was cropped at the bottom of the model
*Reworked shop screen to show crown cost and shopkeeper
*Fixed bug where black spots would appear over the control panel on high resolutions
*Custom resolutions now supported in game
*Custom resolutions now supported in menus and the editor
*Windowed mode now supported
*Added a small crowns icon on the Campaign Menu Bar
*Your hero’s crowns are now displayed in battle alongside your resource income
*Army limit display text no longer overlaps its icon
*In game text will display when crowns and perks are modified during battle
*Disabled text display when allied character is under attack
*Temporary units now have a recovery bar displayed for the owner
*Orcs now have access to the primitive walls instead of the evil ones (there is no stat difference between the walls - only a cosmetic difference)
*Added 6 new hero avatars
*Added new victory and defeat screens for Dwarves, Daemons, Knights, Dark Elves, Undead, High Elves
*Added more portraits for Dwarves, Orcs, Ssrathi, Undead, Minotaurs and Dark Dwarves
*Added male portraits for Wood elves, Ssrathi and High elves
*Added female portraits for Barbarians
*Each unit can now display up to 3 afflictions at a time
*Corrected campaign text overlaps
*Added info text in world map dialogues
*Reworked help screen
*Context Box now moved above the control panel
*Context Box now gives information on active spells
*Added new spell effect Resist Ice
*Fixed bug where Graveyard and Statistics buttons would get stuck on highlight
*Dead Hero portrait no longer displays in no hero mode
*Fixed bug where sync chat would override hero portrait during multiplayer
*Wyverns are now green instead of pink. Also fixed yet another deformed frame on their attack animation
*Implemented the new hotkey bar, supporting up to 8 hotkeys
*Realigned journal text to fit the borders of the page
*Increased the size of the campaign-shop “selling items” dialog to accommodate items with large text
*Army limit display box moved to the top right part of the screen
*Fixed bug where magic hero skills were not shown during battle
*Wight and Dread Knight model is now rusted armor (was blue armor)
*Doom Knight model is now black with golden shine (was gold all over)
*Halberdier model is now silver armor (was white armor)
*Banshee model is now desaturated and translucent like the Shadow (was coloured and opaque)
*Wolfrider´s wolf model is now brown (was blue)
*Chaos Dragon model has changed to the Storm Dragon, is black and has bone claws on the tips of its wings and has red dragon breath (was a black Fire Dragon with Dragonliche breath)

Gameplay
*Warcry, Plague Cloud, Drain Mana, Banish, Phantom Steed, Springtime, Foresight, Earthpower, Resist Magic, Stoneskin, Berserker, Fire Breathing, Resist Fire, Cauterize, Soul Flame, Venom Touch, Vampirism, Entangle, Gemberry, Awe, Scare, Freeze Magic, Freeze, Calm, Resist Ice, Major Healing, Group Healing, Psychic Blast, Mind Leech, Defense Lore, Elemental Lore, Chaos Aura, Morph Damage, Morph Speed, Morph Combat no longer affects titans.
*The Daemon Lair now spawns Pit Fiends as well
*Increased Daemon Lair stats: hp 550, view 5, armor vs crushing 2, fire 9, magic 3 (was 250, 8, 4 vs all type of damage)
*New Lair: Carmel Tower. It shoots arrows and spawns Stone Golem, Dwarf Infantry, Hellbore, Hallebardier, Scartauri, Khazrimi guard as boss.
*Lairs will now spawn units of the Lair’s owner
*Undead Lair now has a costs of 50 of each resource (used for pillaging bonuses and repairing if it were to be owned by a player)
*Goblin Lair now costs 200 gold
*Gnoll Lair now costs 200 gold and stone
*Harpy Lair now costs 50 crystal and 150 stone
*Bandit Lair now costs 100 gold, 150 metal and stone
*Spider Lair now costs 100 crystal and stone
*Shop now costs 50 of each resource
*Faerie Lair cost changed to 250 crystal and 100 stone (was 300 crystal)
*Increased the elevation of the Chasm tileset to 3 from 0
*Decreased the elevation of all the Kharn Pak Desert tiles to 0 from 3
*Increased the elevation of the WBC3 Gap of Ar and Hot Spot terrain features to 3 from 0
*Increased the elevation of the WBC3 Imperial Castle terrain feature towers to 6 from 3
*Decreased the elevation of the water within the Grass Lake tiles to 1 from 3
*New Utility: Chaos Gate. Allows arcane research for evil races. Requires a Keep level
*Added a new building: Mystic Tower. Produces units and/or late researches depending on race
*A melee unit’s miss range is now based on their size
*Floating units can now float over lava terrain
*Undead and mechanical units can no longer leave souls behind
*Camel speed is now 3 (was 4, the same as catapults)
*Implemented new game mode: Old Army Limit
*Destroyed mines now count as razed buildings in events, statistics and Raze Fest game mode
*Converting multiple buildings now adds +10 seconds per building to the conversion time
*Handicapping now affects 0 ASP multiplayer battles too
*Handicap no longer applies in No Heroes mode
*Implemented new illness: lethal poison. Works like poison but doesn’t stop when at red HP and can continue onward to kill the unit
*All towers no longer produce food
*When group attacking a unit, units will not move with slowest unit speed
*Titan explosions can no longer hit closer than 4 square radius
*No building mode now still allows production of units and researches
*Reorganized starting units
*Pikeman, Lizard Rider, Rider now deal +20 extra damage vs cavalry units (was x3 for Pikemen)
*Neutral critters now have a small chance of following someone for a short time
*Summon mana now only affects the hero (used to be both hero and armies). Its effects are as follows (in order of powerup level): 125%,150%, 200% (that’s +25%, +50%, +100%)
*All Generals now get +3 to their Command Radius, not just AI ones
*Added new gameplay option Permanent Retinue
*Basilisk now costs 4ASP (was 3)
*Harpy now has 35 Max Mana (was 40)
*Sol Dragon now has 20 Max Mana (was 35)
*Units now regenerate 1 mana per 20 seconds & -0.1s per level (was 1 mana per 3 seconds & -0.1s per level and Daemon units double that)
*Fixed bug where Minotaur Axe Thrower was not berserking properly
*Units now gain xp based on the victim’s xp level (levels 5-9 +1xp, levels 10-14 +2xp , levels 15-20 +3xp)
*Units now gain xp based on the victim’s unit value (+uv xp)
*Implemented the spectate option after defeat/victory
*Cows cost 20 gold and 90 seconds
*Sheep cost 10 Gold and 110 seconds
*Knight’s Quest no longer chooses units from allied or defeated sides
*Flaming Arrows requires level 3 keep (humans and elves)
*Bowmaster requires level 4 keep (along with fletcher and bowyer)
*Trolls can now carry a maximum of 2 sheep/penguins/seals
*Catapults, Bone Catapults and Trebuchets can now carry a maximum of 1 cow/camel
*Chaos Dragon now inflicts chaos with its breath
*Ice Magic renamed to Cryomancy
*Rune Magic renamed to Geomancy
*Hero xp requirements have been tweaked
*Wyverns are now a Monster and a Dragon type unit (doesn’t produce a Dragon Tortured Soul on death)
*Vampirism no longer works on undead or mechanical units
*Eyrie/Nest/Brood level 2 costs for all races change to 100 Gold 100 Stone 35 Seconds
*Eyrie/Nest/Brood level 3 costs for all races change to 650 Gold 650 Stone 120 Seconds
Knights:
*Order of the Lion now gives +10 resistance vs psyche effects (was +2 morale)
*Fletcher building renamed to Archery Range (same name as Fletcher research)
*Knight (Unit) renamed to Knight Errant and now costs 50 Gold 95 Metal 65 Time and is vulnerable to Cold (was 50 Gold 80 Metal 65 Time and vulnerable to All Elemental respectively)
*Archon Awe Strength 8 (was 10)
*Archons, Inquisitors now deal +30 extra damage vs evil (was double)
*Archon now has 20 Max Mana (was 40)
*Inquisitor now has 60 Max Mana (was 50)
Dwarves:
*Dwarves have access to Forge in the college. Requires Citadel level 5
*New siege weapon: Trebuchet. Long ranged Catapult like siege weapon. Replaces Catapult
*Dwarf Lords now deal +40 extra damage vs buildings (was double)
*Dwarf Berserkers now deal +40 extra damage vs cavalry
*Khazrimi Guard now costs 4ASP (was 5)
*Runelord now has 80 Max Mana (was 100)
Undead:
*Morphed units now maintain their old hit point percentage
*New unit: Cultist. Morphed from Wight, morphs into Liche. Can summons Wraiths. Costs 105 Crystal
*Liche King requires level 5 Deathkeep
*Guardian Skull has now Electrical damage (was cold), has 9 Combat (was Cool, 11 Speed (was Cool, 10 View (was Cool
*Dread Knight Chaos Strength 7 Range 3 (was 9, 5)
*Liche can now summon Shadows. Morph cost is 110 Crystal (was 160)
*Wight costs 40 Metal (was 90)
*Dread Knight Costs 55 Metal (was 140 Metal)
*Doom Knight costs 100 Metal (was 130 Metal)
*Guardian Skull now costs 40 Stone (was 100 Crystal)
*Vampire now has Awe (Str 3 Rng 3) instead of Fear (Str 5 Rng 3)
Barbarians:
*War Dogs require Gladiators only
*Barbarians (Unit) renamed to Tribesman
*Barbarians can now repair buildings, but only at a slow rate
*Reavers now deal +100 damage versus Large creatures (was triple)
*Tempest now has 1000HP (was 1400)
*Warlord now has 20 Max Mana (was 30)
Orcs:
*Goblins now cost 0.5 army limit (was 1)
*Orcs (Unit) renamed to Orc Infantry
*Replaced Rune spell research for Contagion spell research
*Trolls are now produced in hovels and require level 3 orchold
*Prison removed from the Orc race and turned into an utility building
*Players can buy basic units from prisons depending on his/her race
*Orcs no longer use Slavehorde
*Orcs can produce Sheep at the Hovel
*Ogres now cause Fear (Strength 3, Range 1)
*Ogre cost increased to 110 Metal 100 Stone (was 100 Metal 90 Stone)
*Giant Fear Range 6 (was Cool
*Kobold Poison Strength 1 (was 6)
*Goblin Disease Strength 2 (was 7)
*Rabies research now gives a disease strength of 3 (was 5)
*Cowards! research now gives orcs +15 extra damage vs missile units and  wolfriders +25 extra damage vs missile units (was double)
*Goblin Shaman now has 60 Max Mana (was 50)
*Goblin Chief now has 40 Max Mana (was 80)
Minotaurs:
*Minotaur (Unit) renamed to Minotaur Brute
*Minotaur King Fear Strength 9 Range 6 (was 5, 5)
*Minotaur Shaman now has 70 Max Mana (was 45)
*Fixed a bug where Minotaurs could pay only 1000 total resources for a Dragon at the brood
*Fixed a bug where Minotaurs had to pay 1600 resources for a Frost Dragon at the Dragon Temple
High Elves:
*Iceguard now deal +10 extra damage vs cavalry units
*Knights of the Bronze/Silver/Gold Dragon researches now give +25 extra damage vs dragons each (was double, triple, quadruple).
*Now get access to Income 4. Researched from Merchant and requires Income 3
*Now get access to Bowmaster. Researched from Shooting Range and requires Fletcher and Bowyer
*Dragon Knight now costs 4ASP (was 3)
*King Lunarion now has 1100HP (was 1500)
*Mystic now has 40 Max Mana (was 50)
*Moonguard now has 35 Max Mana (was 25)
*Manticore now has 35 Max Mana (was 25)
*Ice Maiden now has 35 Max Mana (was 50) and starting Mana 15 (was 25)
*Longbowmen Damage 10 (was 12)
Wood Elves:
*Forestguard now deal +10 extra damage vs cavalry units
*Dryads no longer convert
*Ancient Treants can Convert
*Ancient Treant is the Wood Elf general (swapped with dryad)
*Dryad is produced at the White Tree and requires Rune of Arbos
*Ancient Treants are produced at Haven Level 5
*Treant Fear Strength 6 (was Cool
*Treant now costs 5ASP (was 4)
*Treant now has 20 Max Mana (was 25)
*Ancient Treant Fear Range 6 (was 5)
*Ancient Treant now has 30 Max Mana (was 50)
*Dryads now cause Awe (Strength 3, Range 5)
*Ancient Treant can now cast Summon Oakmen
*Treant requires Rune of Arbos
*Oakman priority increased to 90 for the Wood Elves (was 65)
*New research: Shield of Celune. Gives all Wood Elven units a 50% damage reduction from enemy spells. Researched from Healing Orb and requires a level 5 Haven
*Ancient Treants no longer split on death
*Druid now has 60 Max Mana (was 50)
*Gladewarden Damage 10 (was 12)
Dark Elves:
*Dark Infantry now deal +10 extra damage vs cavalry units
*Spiders and Queen Spiders are now Extraplanar
*Assassin Poison Strength 7 (was 20)
*Blackguard Poison Strength 7 (was 10)
*Queen Spider now uses lethal poison instead of the regular one (Strength 13)
*The Dark Elf side now has a new ability. Whenever they kill a unit, they get a temporary Tortured Soul which generates an amount of resources depending on the power of the unit killed
*Spider Priestesses now require both Rune of Manos & Cielos (was Manos)
*Spider Priestess now has 20 Max Mana (was 50) and starting Mana 15 (was 20)
*Now get access to Bowmaster. Researched from Gallery and requires Fletcher and Bowyer
*Now get access to Binding. Researched from Void and requires a level 4 Dark Tower
*Spider Priestess may now cast Poison Cloud
*Dark Archer Damage 10 (was 12)
Fey:
*Unicorn Awe Strength 6 (was 7)
*Unicorn now costs 5ASP (was 4)
*Unicorn now has 30 Max Mana (was 40)
*Crystal Tower swaps crystal cost with metal
*New research: Celune’s Favor. Removes nighttime combat penalty from all Fey units. Researched from Magic Pool and requires a level 4 Dreamhold
*Leprechaun now costs 3ASP (was 5)
*Banshee now has 20 Max Mana (was 50) and starting Mana 5 (was 20)
*Pixies now costs 60 Gold 25 Crystal 35 Time (was 60 Stone 25 Crystal 35 Time)
*Faerie Dragon is now a Fey unit and a Dragon type unit (doesn’t produce a Dragon Tortured Soul on death)
Dark Dwarves:
*Increased attack speed of Firebombs and Spores by +20
*Can no longer build Catapults but instead can build the new Trebuchet
*Flame Cannons and Hellbores deal 35 damage (was 40)
*Hellbores cost 30 Gold, 70 Metal and 200 Crystal (was 50 metal and 180 crystal)
*Flame Cannons cost 150 Gold and 170 Metal (was 120 Gold and metal)
*Iron Fist now requires a level 2 Furnace (was nothing)
*Shatter renamed to Wreck and now requires a level 3 Furnace (was nothing)
*Engineer now has 50 Max Mana (was 40)
Daemons:
*Salamander Fear Strength 3 Range 1 (was 5, 5)
*Daemons (Unit) renamed to Pit Fiend
*Pit Fiend Chaos Range 6 (was 9)
*Pit Fiends now deal +30 extra damage vs good (was double)
*Pit Fiend now costs 7ASP (was 6)
*Pit Fiend now has 30 Max Mana (was 50)
*Quasit Poison Strength 2 (was 7)
*Nightmare cause Fear (Strength 8, Range 4)
*Nightmares cost increase 150 Metal 150 Crystal (was 125 Metal 125 Crystal)
*Succubus cause Awe (Strength 2, Range 1)
*Succubus cost increase 120 Gold 100 Crystal (was 100 Gold 100 Crystal)
*Brood research renamed to Breed (same name as Brood building)
*Balora now has 1100HP (was 1500HP)
*Nightmare now costs 4ASP (was 3)
*Summoner now has 110 Max Mana (was 100)
Empire:
*White Mage renamed to Sage
*Black Mage renamed to Augur
*Red Mage renamed to Mage
*Blue Mage renamed to Oracle
*Sage now has 45 Max Mana (was 50)
*Augur now has 45 Max Mana (was 50)
*Mage now has 45 Max Mana (was 40)
*Oracle now has 45 Max Mana (was 50)
*Elephant Fear Strength 7 (was 6)
*Halberdier now deals +40 extra damage vs cavalry units and costs 60 Gold 50 Metal 40 Time (was x3 damage vs cavalry units and 40 Gold 70 Metal 40 Time respectively)
*Archer (Unit) renamed to Imperial Archer
*Elephants now deal +30 extra damage vs small units (was double)
*Supply researches now cost Crystal instead of Metal
*Pikeman now costs 30 Gold 25 Time (was 30 Gold 20 Metal 25 Time)
*Palace Guard now gives Pikemen and Halberdiers the ability to ignore up to 5 points of armor
*Royal Guard now gives Pikemen and Halberdiers the ability to ignore up to 10 points of armor
*Imperial Guard now gives Pikemen and Halberdiers the ability to ignore up to 15 points of armor
*Foreign Mercenary I renamed to Foreign Mercenary: Fighter and produces non-spellcaster, non-general units. Costs 60 Gold 60 Crystal Time 45.
*Foreign Mercenary II renamed to Foreign Mercenary: Spellcaster and produces only spellcaster units. Requires Fame I and Palace level 3. Costs 105 Gold 105 Crystal
*Foreign Mercenary III renamed to Foreign Mercenary: General. Requires Fame II and Palace level 5. Costs 230 Gold 230 Crystal Time 170.
*Fame I and II no longer bring discounts to foreign mercenaries (they unlock type I and II respectively)
*Fame III discounts 15% (it was 50%). Requires Fame II and Palace level 5
Plaguelords:
*Replaced Poison spell research for Contagion spell research
*Mutation and Fever researches now affect zombies as well
*Hydra Fear Range 4 (was 5)
*Cryohydra Fear Strength 6 (was 5)
*Pyrohydra Fear Strength 7, Range 6 (was 5, 5)
*Zombie Disease Strength 4 (was 5)
*Ghoul Disease Strength 4 (was 5)
*Slime Disease Strength 5 (was 7)
*Plague Priest now cause Chaos (Strength 8, Range 5)
*Plague Priest now has 30 Max Mana (was 60)
Ssrathi:
*T-Rex can now eat critters to heal, just like minotaurs
*Chameleon Poison Strength 1 (was 6)
*Snakeman Poison Strength 3 (was 7)
*Lizard Rider Poison Strength 3 (was 5)
*Naga now has 20 Max Mana (was 45) and starting Mana 10 (was 20)
*Snakepriest now has 25 Max Mana (was 40) and starting Mana 10 (was 20)
*Triceratops, Pterodactyls and Tyrannosaurus Rexes are now both a Monster and Dragon type unit (doesn’t produce a Dragon Tortured Soul on death)
The Swarm:
*Scartauri Poison Strength 4 (was 15)
*Scorpion Poison Strength 3 (was 10)
*New research: Infestation. Allows all Swarm melee units to ignore up to 15 points of armor. Researched from Queen and requires a level 5 Dunekeep
*Ant renamed to Giant Ant
*Scartauri Priest now has 80 Max Mana (was 100)
*Hive level 2 costs 20 Stone 20 Crystal 10 Seconds
*Hive level 3 costs 25 Stone 25 Crystal 10 Seconds
*Hive level 4 costs 35 Stone 35 Crystal 10 Seconds
*Hive level 5 costs 50 Stone 50 Crystal 20 Seconds
Allies:
*All Souls now have a view of 2 (was 1)
*Fear removed from the Elementals
*Earth Elementals now deal +20 extra damage vs buildings (was quadruple)
*Fire Elementals no longer float on water
*Fire elementals are no longer considered floaters (can’t be attacked by fliers)
*Gront Fear Range 6 (was Cool
*Ancient Giant Fear Range 6 (was Cool
*Dragonfly Poison Strength 2 (was 5)
*Wasp Poison Strength 5 (was 15)
*Harpy Poison Strength 2 (was 5)
*Bat Disease Strength 3 (was 5)
*Battering Rams now deal +260 extra damage vs buildings (was x10)
*Wyverns now have Poison (Str 3) instead of Fear (Str 3, Rng 1)
*Catapults, Bone Catapults now deal +40 extra damage vs buildings (was double)
*Dragonliches, Chaos Dragons now deal +20 extra damage vs good (was double)
*Celestial Dragon now deal +20 extra damage vs evil (was double)
*Floating units can no longer float over lava terrain
Ships:
*Shipyards can now produce ships even further away from water tiles
*Scoutship now has 11 Range (was 6)
*Ferry now has 10 Range (was 5)
*Cruiser now has 11 Range (was 7)
*Elven Galleon now has 12 Range (was 7)
*Warship now has 12 Range (was 7)
*Destroyer now has 14 Range (was Cool

Audio
*Added allied troops, allied heroes and allied buildings under attack system messages
*Added allied characters and allied base under attack system messages
*Added buildings being converted system messages
*The Protectors Soundtrack (TPC OST) - Moved some tracks to the travel/menu section.
*TPC OST - Removed some tracks. Added various new racial themes and sub themes
*Implemented Primitive Soundtracks for TPC OST
*Added various songs to be used in chapters and campaign mini-games and menus
*Implemented 24 SFX tracks for The Protectors modular Soundtrack (12 of them racial)
*TPC OST (modular) updated and reorganized - 7 and a half hours of free and original music
*All in One Soundtrack updated (up to 258 unique Songs - does not include all TPC OST tracks)
*New sound for the faerie dragon
*Improved Birds sounds
*Added new sounds for axes when thrown against buildings
*Trebuchet now has unique speech files
*Cultist now uses Warlords IV Undead Hero voice
*Implemented more victory/defeat buildups (for evil and primitive races)
*(Re)re-equalized some tracks, mostly from WBC3 and Epic ones from TPC OST
*Reorganized system messages frequency
*Fixed a bug in the Swarm modular soundtrack not playing the soft songs first
*Opened the mix for 17 TPC OST tracks
*Casket and Undead Lair received a new sound each
*Chaos Gate has a unique sound
*Added 2 Hero voice sets for High Elves, Wood Elves, Fey, Dark Elves, Undead and Plaguelords
*All Hydras have a new specific attack sound
*Added more spell sounds
*Khazrimi Guards no longer have the Zombie death sound
*Fixed bug where Research Complete system sound would trigger for all players when researching Fountain of Life
*Fixed an audio issue with night crickets sound, causing noises with certain Sfx (~5khz)
*Corrected Night sound pan to zero
*Fixed audio clicks in some speech files
*Reworked some Hero speech files
*Mystic Tower has an unique select sound
*Carmel Tower has an unique select sound
*Fixed an audio issue with all thunders and lightning bolts when played together (2-5Khz)
*Fixed bug where hero avatars would have no or inappropriate voicesets
*Recorded new System Voice. By Sara Mears http://saramears.org/contact-2/
*Replaced bing sound in dialogues
*Scripted some music in chapter dialogues
*Unpredictable Female hero voice set renamed to Flirtatious Female
*Perverse Male hero voice set renamed to Sadistic Male
*Chieftain hero voice set renamed to Anticipative Male
*Lichelord hero voice set renamed to Cold Male
*Monstrosity hero voice set renamed to Fierce Male
*Oracle hero voice set renamed to Righteous Male
*Dark Wizard hero voice set renamed to Sinister Male
*Special character system sounds are now only played in campaign modes
*Neutral units no longer play the selection sound when clicking on them (except critters)
*Added new modular playlist “TPC OST extended” using selected TPC OST and I2 tracks

Story
*Updated Ehlariel terrain map in Chapter 1
*Added human calendar (gregorian) to the world map display
*Added new mercenaries to be used in campaign mode (includes critters)
*Starting Campaign on the Wastes no longer has an allied turtle to uncover the map (uses NIS commands instead)
*The Duernothian Cult (TDC, Custom Chapter) - Fixed Duernoth position."The forage" scenario is now optional and gives army or scenario bonuses depending on choices. Hints updated.
*TDC, Custom Chapter - Mardar is now a Venomancer. Added countdown to victory for the first scenario (so player won’t try to win it as a regular skirmish).
*TDC, Custom Chapter - Scripted music, rebalanced maps. Mardar has got a new avatar and voice. Resolved lose text. Ghuntur is no longer a Liche, but a Giantlord. The Labyrinth map no longer requires blackguards to open the invisible door but chameleons and new learn Skill NIS was applied to allow the user cast blending on them.
*TDC, Custom Chapter - Added 3 optional scenarios, 2 Shops, 2 mercenaries, 2 decisions, 1 more bonus, 1 more custom companion and 1 more ambush depending on player’s choices.
*TDC, Custom Chapter - Greatly improved choices. Updated spawning units from nis commands. Created by Zeto. Developed by Zeto, Joe The Bartender and Patrick the Winekiller.
*Fixed bug in Chapter 1 where Duskshroud would not have his license
*Added Magee’s Custom Campaign (adapted)
*Fixed bug in The Protectors Campaign where Esgaleth would be replaced with Fingers despite choosing otherwise
*Fixed bug where the Cavaliers would not charge in Prologue mission
*Playing campaigns/chapters in hard mode now no longer restricts relative ai difficulty level (was capped to prince)
*Playing campaigns/chapters in normal mode now caps relative ai difficulty level at warlord (was capped to lord)
*Playing campaigns/chapters in easy mode now caps relative ai difficulty level at lord (was capped to knight)
*Having no allies in campaigns/chapters now forces no building mode (and no starvation) to your side, no regular armies to be bought with ASP and no RSB in locations not of your hero’s race. You can however use hired mercenaries and your personal retinue
*Fixed bug where buying xp could result in negative crowns
*Fixed Fallan betrayal map not changing teams properly
*AI no longer hires mercenary groups that contain critters or souls
*Fixed bug where loading a saved game will not have effect on the world map
*Updated chapter heroes presets

Quests
*Fixed bug where a duration time of more than 999 seconds would revert the timer to 0
*Added 3 new quests to the Shrine (making 155 in total)
*Added 3 new quests to the Mausoleum (making 155 in total)
*Added 62 new quests to the Pyramid (making 155 in total)
*Quests rewarding researches no longer trigger the “Research Complete” message
*Implemented the new quest reward - healing potions
*Implemented the new quest reward - mana potions
*Implemented the new quest reward - bonus XP
*Implemented the new quest reward - cast spell
*Implemented the new quest reward - random item
*Implemented the new quest reward - random units
*Implemented the new quest reward - perk changes
*Implemented the new quest reward - crowns
*Implemented the new quest reward - summon/create building
*Implemented the new quest condition limitation - hero only
*Implemented the new quest condition - kill units that emit a specific psyche
*Implemented the new quest condition - kill units of a specific race
*Implemented the new quest condition -  give crowns
*Implemented the new quest option - Bribe. For 50 crowns, the player can extend the duration time by 5 minutes and kick off other players already on that quest. Only specific quests can be bribed though
*Character rewards can now be set to NOT have a name
*Item rewards can now be set to be more than just 1
*Active/ready quest buildings now spawn guardians when under attack
*Quest that would offer units as a reward can now be made to spawn those units for the neutral side if the quest building was destroyed
*Quest that would offer items as a reward can now be made to drop the item if the quest building was destroyed
*Destroying an active quest building now causes that player to be banned from quests for 10 minutes.
*Failing a quest now displays a text dialog, closing the quest’s backstory
*Some quests now offer a penalty for failing them - could be loss of resources, poisoning / diseasing hero, releasing the character or/and units to the neutral side
*Updated nearly every quest in the game to include elements of the new mechanics - see Quest Changelog 0.8.7 for full details
*The building control panel now shows remaining time on active quests too
*The building control panel now shows the tick only if the building has the quest accepted by the player
*Critters/animals now count towards kill conditions that specifically targets them

Editor
*Added 4 new T-intersection Chasm tiles
*Added 2 new spot Rock Coast tiles
*Added 2 new spot Grass-Dirt tiles
*Added 2 new spot Grass-Clay tiles
*Added 4 new diagonal High Grass tiles
*Added 4 new diagonal Snow Coast tiles
*Added 4 new diagonal Snow Cliff tiles
*Added 8 new large Snow Coast verge tiles
*Added a new lone-platform tile to the Stage/Platform tileset
*Implemented new terrain type: Ice - prevents building but units can pass as normal
*Added a new terrain set - Ice (sub-variant of snow using the new Ice terrain type) containing 90 new tiles
*New tile set: Ancient temple (warlords 3 inspiration)
*New features set: King staff and Ancient temple
*Added a new terrain set using Warlords 3 terrain (Sand, Dry Grass and Paving)  
*Added a new terrain set - Snow Hills (sub-variant of snow / mountains) containing 42 new tiles
*Merged many terrain packs with others to group tiles of the same type together
*A large variety of the multi-part tiles from the Kharn Paks have been updated to become single 2x2 tiles. As such, the older multi-parts are now obsolete and marked for deletion. Please make sure these are replaced in your maps in preparation for future versions of the mod, where they’ll eventually be deleted entirely.
*Renamed and reorganised some tiles in their respective groups to be consistent with other groups.
*Enabled diagonal tiles for Smooth
*Fixed bug where under certain circumstances the paving plains tile would get replaced for the single paving tile during the use of Smooth and Variate
*Fixed bug where Smooth would treat the paving feature tiles as paving plain tiles
*Reorganized the army list in the events system
*Reorganized the building list in the events system
*Implemented new event condition Kill Hero
*Implemented new event condition Quest Received
*Buildings Converted event now supports specific target buildings
*Any unit event effects now give random units
*Renamed the Death features group to War
*Added 6 new Snow Misc features - snowy variants of the WBC1 houses and well
*Added 4 new vertical forest features - 2 for Ancient Foliage and 2 for Grass Trees
*Added 9 new debris features to the War group - debris from fallen buildings
*Added 6 new skeletal features to the War group - remains from slain enemies
*Added 3 dead Khazrimi Guard features to the War group
*Renamed the plant features to be easily identified and grouped similar ones together
*Reworked NIS conditions to be more flexible. Documentation updated
*Ambushes can now reward bonuses and variables too
*Implemented the new NIS command <Team>. Documentation updated
*AddFeature NIS command now takes name input instead of numbercode. Documentation updated
*NIS command Crowns can now be used in game battles too. Documentation updated
*Implemented new NIS command ChangeAI. Documentation updated
*Fixed bug where MAP conditions were not working after a NIS variable change
*Implemented the new .MAP side attribute: points
*Fixed a crash in the editor when pressing ‘i’ in the menu when no map was selected
*Added the Mystic portrait for NIS use
*Fixed Move a Hero to a Square event
*Fixed bug where random hero races were not correctly set in MAP files
*Fixed RemoveFeature NIS command
*Fixed bug where previous game data was not cleared upon loading a scenario in the editor
*Item list in the editor is now numbered for easier identification
*Implemented new NIS command Research. Documentation updated
*Fixed bug where item chests could not be placed in shadows

Random Map Generator
---GOMs are small pre-built sections of land that the RMG uses to build a map with---
*Increased GOM per map limit to 200 (was 100)
*Increased GOM per map theme to 200 (was in the range of 40-80 depending on the theme)
*Increased maximum total of GOMs to 1024 (was 512)
*Added 12 new GOMs to the Grass Plains theme
*Added 15 new GOMs to the Grasslands theme
*Added 15 new GOMs to the Snow theme
*Added 10 new GOMs to the Desert theme
*Added 5 new GOMs to the Wetlands theme
*Added 11 new GOMs to the Lava theme
*Added 2 new GOMs to the Outlands theme
*Fixed bug in editor RMG not getting a new seed
*Fixed bug in RMG not creating features at the edges of the map
*RMG now creates the Pyramid quest building only on Outlands and Desert themes
*Fixed bug where a Grassland GOM had the wrong edge data
*Fixed bug where a Snow GOM used the wrong Snow Road tile
*Adjusted the random starting location positioning
*Fixed a bug where the RMG would not recalculate feature blocking when used in the editor
*RMG can now be set to use a maximum of 9 Utilities
*Prison, Mystic Tower and Chaos Gate are used as temples/utilities in random maps
*Reworked placement of utilities and starting mines

Scenario
*Added 7 new scenarios by Kharn: Candescent Rift / Tomb Raider / River of Ice / Etheria Ice Rink / Hikers’ Mountain / Dusty Trails / Cavern Life
*Added 3 new scenarios by Zeto: Road of Life / Ancient Desert /  Ancient Ruins
*Added 2 new scenarios by Extorias: Lost Shelter / Sartek’s Shelter
*Added 4 new skirmish missions: Damnation / Ghunthur / Rituals / K’Malbec
*Added 2 scenarios by Jodwin: Ilmorean Heights / Ephemeral Gardens
*Rock Bottom turned into a skirmish mission named Eldakkar (by Kharn and Zeto)
*Helms Rock: one of the blue sides changed color to light blue
*Updated skirmish missions (by Extorias, Joe the Bartender and Zeto)
*Updated a bunch of maps with the new tiles and features
*Altered some start locations on a bunch of Kharn’s maps to allow for more building room
*Added 4 Scenarios made by Zuzu: Volcanos/ Icy Hills/ Sand of Annan/ Shady Vale
*Fixed Towers positions in some maps, not allowing the AI to destroy them
*Fixed a problem in most maps having towers on the edges of cliffs and making the AI go weird
*Fixed a bug event in the Goblin city map spawning hundreds of critters
*Fixed a bug over the Ghost Lake map locking a race with no reason
*Fixed a bug on Desert Crossing map having unit lairs either destroying or belonging to the passive player (grey)

Hero
*Heroes are no longer immune to psych effects (except Terror, which gets replaced by Fear)
*Fixed Swiftness skill incorrectly giving too much attack speed
*Defiler class now has Contagion Magic skill (was Poison Magic)
*Rune of Life skill now affects Celestial Hatchlings (not Unicorns)
*Double Dealer skill now takes away 100% of expenses (was 10%)
*Thievery now gives +13% chance to steal per point (was +4)
*Thievery skill is no longer capped at 100%. If it goes above, you get extra rolls for greater stolen resource amount
*Thievery now gives between 30 and 60 resources on a successful roll
*Thievery now also subtracts the resources from the affected player
*Contamination skill now affects the Quickness of Disease (was Virulence)
*Crowns are now saved to the hero data instead of per campaign file
*Destroying quest buildings now gives +1 evil perk
*Diplomacy skill now affects 0 ASP battles too
*New hero class Venomancer (Poison Magic, Ritual, Quickening, Energy, Scourge)
*Proficiency bonuses no longer apply to heroes
*Spellcasting proficiency now gives +3% mana regen (was +1%)
*Fixed Knowledge Proficiency
*Heroes over level 50 now give +1% max hit points to units and buildings per hero level -50
*Heroes over level 50 now give +unitlevel% chance to units to resist any harmful spell
*Fixed bug where deleting a hero would not correctly delete all saved info
*Fixed bug where ranged minotaur heroes could not eat critters to heal
*Hiding command in the lobby now hides hero info as well
*Mighty Blow no longer displays as a bonus during battle
*New hero class Blightlord (Contagion Magic, Poison Magic, Ritual, Extend, Scourge)
*New skill Pillaging implemented
*New hero class Rogue (Ferocity, Pillaging, Regeneration, Weaponmaster, Evasion)
*Thief base mana is now 10 (was 5)
*New skill Quickening implemented
*Lichelord now has Quickening as level 5 skill (was Manslayer)
*New skill Marksmanship implemented
*Bard now has Marksmanship as level 15 skill (was Fire Missile)
*Defiler now has Contamination as level 25 skill (was Time Magic)
*Druid now has Occultism as level 25 skill (was Time Magic)
*Necromancer now has Occultism as level 25 skill (was Time Magic)
*Summoner now has Occultism as level 25 skill (was Time Magic)
*New skill Longevity implemented
*Ice Mage now has Longevity as level 25 skill (was Time Magic)
*Illusionist now has Longevity as level 25 skill (was Time Magic)
*New skill Destruction implemented
*Pyromancer now has Destruction as level 25 skill (was Time Magic)
*Ranger now has Marksmanship as level 5 skill (was Fire Missile)
*Runemaster now has Engineer as level 25 skill (was Time Magic)
*Shaman now has Occultism as level 25 skill (was Time Magic)
*New skill Scourge implemented
*Sage now has Longevity as level 25 skill (was Time Magic)
*Ignore Armor hero skill now gives +2 ignore armor/resistance per level (was +3)
*Ignore Armor renamed to Penetration
*Heroes are no longer affected by armor researches
*Forest Rune now gives +5HP to Oakmen and all Treants & Rune of Vivos cost reduction is now 5% per point (was +10HP and +10% per point)
*Fixed bug where Dexterity would not affect conversion time
*Warrior now has Mighty Blow as level 25 skill (was Ignore Armor)
*Fixed Cowardslayer skill
*Ranged hero attacks are now affected by damage affecting skills
*Alchemist, Archmage, Blightlord, Defiler, Druid, Elementalist, Healer, Ice Mage, Illusionist, Lichelord, Necromancer, Priest, Pyromancer, Runemaster, Sage, Shaman, Summoner, Venomancer, Chronomancer now get the Magery perk
*Bard, Ranger, Rogue  now get the Archery perk
*Chieftain, Dragonslayer, Monk now get Throwing perk
*Hero skills level requirements are now 1, 3, 6, 9, 12, 15, 20 (was 1, 5, 10, 15, 20, 25, 30)
*Added new hero mode Multiman: Gain quadruple xp but only available for multiplayer
*New hero class Chronomancer (Chronomancy, Ritual, Energy, Convincing, Longevity)
*Fixed Dragonmaster skill
*Temporary heroes may now level up during battle
*Sage renamed to Grand Oracle
*Knights can no longer choose the gold Fey hero avatar or female High Elf avatar
*Dwarves can no longer choose the red Dark Dwarf hero avatar
*Undead can no longer choose the female Dark Elf hero avatar
*Barbarians can no longer choose the female Wood Elf hero avatar
*High Elves can no longer choose the female Wood Elf hero avatar
*Wood Elves can no longer choose the gold Fey hero avatar or White Wizard hero avatar
*Dark Elves can no longer choose the yellow-brown Undead hero avatar
*Fey can no longer choose the female Dark Elf hero avatar
*Dark Dwarves can no longer choose the gold Dwarven hero avatar
*Empire can no longer choose the female High Elf hero avatar
*Fey can no longer choose 2 Dark Elven portraits (31 and 55)
*Dragonmaster has been renamed to Saurian Overlord and the description has been fixed (it now says it affects Wyverns)
*Dragonslayer now gives +20 damage per point (was +10)

Spells
Healing:
*Invigorate spell now affects undead creatures too
*White Ward no longer affects mechanical units
*Heal Self now heals +10hp per level (was +50)
*Cure now heals +5hp per level (was +10)
*Heal Group now heals +10hp per level (was +50)
*Major Healing now heals 50hp +10hp per level (was 100 + 100 per level)
Illusion:
*Shadowform spell now affects friendly units near the caster as well
*Invisibility spell now affects nearby friendly units as well (except titans and dragons) and lasts 30 seconds +30 per mastery level (was 1 minute)
*Dragonfear now summons dragons producible by the leading race
*New spell Doppleganger added to the Illusion Sphere (replacing Mutate). Creates a copy of your hero
*New spell Fool’s Gold added to the Illusion Sphere (replacing Transform). Gives 500 gold (+100 more per level)
*Shadowform now affects mechanical units too
*Scare and awe spells only affect heroes at level2
Chaos:
*Replaced Morph Tower with Mutate spell
*Replaced Morph Damage with Transform spell
*Transform now transforms into a random unit of higher combat (12 max combat, +2 max combat per level)
*Transform now costs 45 mana (was 30) and affects 6 units +1 per level
*Fixed Morph Resources spell popping up when casted by the AI
*Removed other morph spells
*New spell Morph Any. Randomly increase stats of nearby friendly units or decrease for enemies
*New spell taking the old Chaos Plague name - deals some damage and inflicts a random affliction, including psychological ones
*New spell Whispers of Madness added to the Chaos Sphere (replacing Morph Tower) Randomly changes all units' sides
*New spell Arcana Curse. Randomly casts a level 3 spell from another spell sphere
*New spell Shamanic Call added to the Chaos Sphere. Summons either a Goblin Shaman, a Minotaur Shaman, a Snake Priest or a Warlord
Cryomancy
*Ice Armor renamed to Resist Ice
*New spell Watercall, replaces Calm. Summons a Water Elemental
*Freeze Magic now causes all spellcasts to fail (was stopping mana regen)
*Wall of Ice now works like Circle of Power for Watercall
*New spell Frostblade, replaces Ice Floe. Friendly units gain armor and cold damage
*Renamed Ice Storm to Glaciate. Now also deals critical freeze for 15 seconds
*Freeze Magic replaced with Ice Battle Gear. Gives +100hp to the caster, can go over max
*Swapped Freeze location with Ring of Ice
Poison:
*Rot renamed Proliferation
*New spell Intoxication added to the Poison Sphere (replacing Antidote). Poisons all living newly produced enemy creatures while this spell lasts
*New spell Hand of Lorbriss added to the Poison Sphere (replacing Poison Gate) Lethally poisons all poisoned enemy units on the map
*Call of Kargoth renamed to Call of Aranea
*Call of Aranea now gives +5xp per level to Spiders too
*Spray Poison now deals (was 42 + 12 damage per level)
*Venom Touch now also gives +3 damage (+1 per level)
*Poison Cloud now also gives 5% chance to lethally poison (+5% per level)
Divination:
*Telepathy now gives +5*spell level (was +10 per level) and lasts 3+1 minutes per level (was +1 minute per level) mana cost (was 10)
*Comprehension now lasts 3 +1 minutes per level (was +1 minute per level) mana cost 25 (was 35)
*Call Sage renamed to Call Firstborn. Corrected description
*See Invisible replaced with Mind Leech
*Banish replaced with Calm
*New spell Scry added to the Divination Sphere (replacing Mind Leech). Gives sight of enemies on the map for a period of time
*Mind Leech now costs 15 mana (was 50)
*Call Firstborn now costs 50 mana (was 60)
*Comprehension now also decreases research time by 10% +5% per level
*Defense Lore now affects mechanical units too
*Elemental Lore now affects mechanical units too
*Psychic Blast now costs 45 mana (was 70)
*True Sight replaced with Psychic Blast
*New spell Divine Peace added to the Divination Sphere (replacing Psychic Blast). Bans production of an enemy unit for a period of time
*Mind Leech no longer drains the xp of off heroes
Geomancy
*New spell Shatter added to the Rune Sphere (replacing Dig). Deals damage to mechanical units and buildings
*Resist Magic replaced with Doomstones
*New spell Homeguard added to the Rune Sphere (replacing Doomstones). Makes all friendly buildings fight back
*Stonecall renamed to Earthcall
*Rune Item replaced with Earthcall
*New spell Earthquake added to the Rune Sphere (replacing Earthcall). Deals damage to ground units and buildings
*New spell Minor Earthpower added to the Rune Sphere (replacing Gem of Wisdom). Heals nearby friendly mechanical and undead units
*New spell Major Earthpower added to the Rune Sphere (replacing Earthpower). Heals all friendly mechanical and undead units on the map
*New spell Reconstruction added to the Rune Sphere (replacing Resist Missile). Resurrects mechanical and undead units
Contagion (New Sphere):
*Epidemic: Inflicts disease on enemy buildings within the caster's command radius (+50% range per level). Units produced from them become diseased
*Plague Cloud: Diseases all living enemies within the caster's command radius (+50% range per level)
*Ymorgia’s Touch: Diseased units lose 1 hp per second while this spell lasts (-1 hp, +1 minute per level)
*Antidote: Cures all poison and disease on units in the caster's command radius (+50% range per level)
*Breakdown: Nearby enemy units get their resistance reduced for 1 minute (-10 resistance, +1 minute per level)
*Crippling Touch: Creatures within the caster's command radius gain a Disease attack and +3 damage (+1 per level)
*Decay: Decreases food income for all enemies on the map by -10 for 1 minute (-5 food, +1 minute per level)
*Call of Oros: Summons either an Eye of Oros, a Gazer, a Spore or a Contaminator
*Curse of the K'Oulis: Turns enemy infantry into neutral Ghouls
*Chaos Plague renamed Rot and moved to the new Contagion Sphere
Chronomancy:
*Time Magic spell sphere renamed to Chronomancy
*New spell Weatherlock added (replacing Vigor)
*Wisdom of Age tweaked (replacing Age)
*Overwork tweaked (replacing Life)
*New spell Slow (replacing Foresight)
*New spell Haste (replacing Springtime)
*Foresight tweaked, now gives combat and saves a unit from death once (replacing Decrepify)
*New spell Blink Group added (replacing Wisdom of Age)
*New spell Reset added (replacing Whispers of Time)
*New spell Chronostutter (replacing Overwork)
*Breath of Dying renamed to Disintegrate
*Disintegrate now also deals damage to buildings
Pyromancy:
*New spell Conflagrate added to the Pyromancy Sphere (replacing Berserk) Sets enemy units on fire
*Pillar of Fire now has an AOE effect
*Pillar of Fire renamed to Sunfall
*Armageddon now launches titan fireballs
*Soul Flame replaced with Rites of Dawn
*Fire Elemental renamed to Firecall
Summoning:
*Phantom Steed replaced with Corruption
*New spell Summon Nightmare added to the Summoning Sphere (replacing Eye of Oros)
*Blink now costs 8 mana (was 3)
*Corrected Banish spell description
*Fixed bug where Blink would move units back to their original location
*Corruption mana cost is now 15 (was 28)
*Base Corruption chance is now 30% (was 40%)
Nature:
*Summon Animals now spawns neutral units, but gives sight of all neutral critters on the map for a period of time
*Summon Sprite replaced with Change Weather
*Summon Unicorn replaced with Summon Sprite
*Change Weather replaced with Wall of Thorns
*Call Lightning replaced with Summon Unicorn
*Summon Treant replaced with Call Lightning
*Wall of Thorns replaced with Summon Treant
*Wall of Thorns now causes damage to enemy units next to it
*New Spell Call of the Wild added to the Nature Sphere (replacing Elementalism). Spawns a neutral lair of player’s choice

Spells - Others:
*Freeze Magic and Disjunction now has a global spell-timer display visible by all players
*New spells Building Spawn and Unit Spawn to be used as quest rewards
*Updated Spell descriptions
*New spell Summon Oakmen, used only by Ancient Treants and summons at least 2 Oakmen
*Fixed bug where summon stone golem was not giving extra xp
*Mana Leech replaced with Freeze Magic
*Orc RSB no longer affects dragons and Contaminators
*Spell Strings revisited for most spellcasting units (they may summon more than one unit)
*Fixed bug where global spell timers would not work in multiplayer
*Create Item may now create cursed items as well
*Temporary buildings now display a recovery bar instead of spell timer
*Unit’s Heal Group costs 30 mana (was 40)
*Unit’s Cure costs 16 mana (was 30)
*Unit’s Resist Fire costs 14 mana (was 30)
*Unit’s Ring of Fire costs 44 mana (was 40)
*Unit’s Hand of Ice costs 15 mana (was 20)
*Unit’s Ring of Ice costs 40 mana (was 50)
*Unit’s Call Lightning costs 60 mana (was 40)
*Unit’s Berserker costs 23 mana (was 25)
*Unit’s Chaos Aura costs 8 mana (was 25)
*Unit’s Night/Light costs 10 mana (was 50)
*Unit’s White Ward costs 12 mana (was 25)
*Unit’s Drain Mana costs 20 mana (was 32)
*Multi Target costs 32 mana (was 25)
*Unit’s Entangle costs 16 mana (was 20)
*Unit’s Nightcall costs 32 mana (was 40)
*Unit’s Sunfall costs 70 mana (was 35)
*Unit’s Drain Mana costs 20 mana (was 32)
*Unit’s Raise Zombie costs 16 mana (was 45)
*Unit’s Summon Imp costs 28 mana (was 40)
*Unit’s Daemoncall costs 110 mana (was 100)
*Unit’s Earthpower costs 24 mana (was 40)
*Unit’s Stonecall costs 80 mana (was 100)
*Unit’s Doomstones costs 32 mana (was 40)
*Unit’s Scare costs 20 mana (was 40)
*Unit’s Purify costs 40 mana (was 50)
*Unit’s Plague Cloud costs 12 mana (was 55)
*Unit’s Summon Eye of Oros costs 15 mana (was 30)
*Unit’s Drain Mana costs 20 mana (was 32)
*Unit’s Poison Cloud costs 12 mana (was 25)
*Unit’s Cauterize costs 16 mana (was 30)
*Unit’s Shield costs 15 mana (was 40)
*Unit’s Summon Spiders costs 20 mana (was 45)
*Unit’s Summon Fire Elelmental costs 80 mana (was 100)
*Unit’s Goblin Horde costs 40 mana (was 75)
*Unit’s Freeze costs 28 mana (was 45)
*Unit’s Resist Ice costs 16 mana (was 30)
*Unit’s Summon Blades costs 60 mana (was 45)
*Unit’s Call the Death costs 100 mana (was 45)
*Unit’s Warcry costs 15 mana (was 25)
*Unit’s Vigor costs 20 mana (was 35)
*Unit’s Blink costs 16 mana (was Cool

Items
*Added 15 new item images
*The Frigid Cataclysm set now offers +10 Ice Magic when complete (was +20)
*Item Stash size is now ten times bigger, totalling 120 item slots (was 12)
*Items from the in-game shop now cost crowns instead of resources
*Items from the in-game shop now require room in backpack
*Shops now have a shopkeeper, affecting prices
*Advocate/Traitor perks now affect shop prices
*Charisma now affects shop prices by 1% per point
*Merchant skill now affects shop prices
*Buying items now lowers the shop’s prices by 10% per purchase
*Buying items increases the chances for that shop to sell better items by 10%
*Shops may now sell cursed items as well
*Campaign shops may now sell set and cursed items as well
*Crag Boots now give +3 armor instead of spellcasting chance
*Items now have a separate spell recovery bar
*Fixed bug where items with a negative morale penalty would crash the game
*Hellblade now deals 15 magic damage (was 10 fire) but no longer has the ignore armor trait
*Fixed bug where extra starting points offered by items were not being applied
*Fixed a typo in Skullhelm description
*Ranged weapons have been implemented (bows, crossbows, javelins, slings, throwing axes and magical staves). The strength of these projectiles is based on the new Archery/Magery/Throwing perks whilst the range is dependant on the weapon used
*46 new ranged items
*15 reworked items which have now been made to fire projectiles (13 staves, 2 throwing weapons)
*Fixed items that were not correctly giving thievery skill
*Dread Crown of Galbraxis and Cloak of Aberration Scare cast chance lowered
*All items which cast Heal Self, Heal Group , Major Heal and Life Ward have had their spell cast chances lowered
*Aura Sphere, Dance of the Dead and Manabirth Crystal no longer give % mana regeneration. They now instead use the Energy skill, and their effects have been significantly lowered
*Sun Staff Sunfall spell level decreased to 1 (was 2) and chance lowered to 4%
*Boots of the Potionmaster Summon Golem spell chance reduced to 3% (was 6%)
*Fixed typo on Tome of Knowledge

Misc
*Missed attacks are now displayed as small text above the unit that missed
*Blocked spells are now displayed as small text above the spellcaster
*Added mouse support for campaign dialogues and campaign dialogue choices
*Added mouse support for in-game dialogue choices
*Added secret chat options for multiplayer (ctrl+enter for allies only, shift+enter for enemies only)
*Implemented the dragon name set
*Updated some tips
*Added 6 more tips
*Updated the keymaps with new hotkeys
*Added Quit to Main Menu button on the battle main menu screen
*Added crowns display during battles
*Added credits list
*Added a failsafe dialogue when exiting level up screen with unspent AP
*Updated the tutorial to better show the new quest system
*Added a failsafe dialogue when leaving retinue screen with unspent ASP
*Draconic nameset is now used for daemonic recruits
*Added explanatory notes on hero level up skills panel
*Morphing multiple units without requiring total resources is now possible
*Improved loading speed and reduced lag by compressing and by reorganizing assets
*Increased game graphical cache size, reducing lag during battles
*Your hero’s spell effects are now cached on loading screen, reducing lag during battles
*Tough Starting Towers is now defaulted to true on new installments
*Disabled all CRC checks

Bug fixes
*Kobold Snipers no longer say they have long range
*Scoutships no longer say they attack other fliers
*Slayer Knights no longer say they deal triple damage versus Heroes
*Fixed typo on Stonecall spell description
*Retinue monsters can no longer receive inappropriate names from the automatic naming set
*Fear and Awe now correctly state they reduce attack speed
*The Daemon Lair now correctly states it casts a black bolt, when on player’s side
*Fixed bug where 2 of the High Dirt cliff tiles had the wrong elevation (was 0-3 when it should've been 3-6)
*Fixed bug where a Snow Icy Road corner tile (N-E) had a cell incorrectly tagged as water instead of snow
*Fixed bug where a Grass Lake tile (Exit -W) had a cell incorrectly tagged as water instead of grass
*Fixed bug where a Mountain Lake tile (Top #2) had a cell incorrectly tagged as grass instead of water
*Fixed bug where the text would exceed the more info panel boundaries in the campaign
*Fixed bug where No Walls, No Towers and No Heroes game modes could not be locked in the editor
*Fixed a bug where newly coloured AI sides had wrong “mercenary hired” text
*Fixed a crash in the campaign happening when hiring mercenaries
*Fixed “flickering cursor” bug
*Fixed an immolation bug giving exponential HP to a unit, or group of units
*Fixed bug where Shipyards could be converted while under construction
*Fixed bug where units could “phase out” of the game - where they could no longer be interacted with
*Fixed pathing issues for large units on some tiles
*Fixed a crash when selecting hero speech files upon hero creation
*Fixed vanilla bug where only host could use shops
*Fixed vanilla bug where quests would work independently in multiplayer matches
*Fixed bug where summoning more than 3 firebombs would place them incorrectly
*Fixed a crash when using NIS files and the Dwarf Berserker
*Fixed bug where critters would get stuck
*Fixed bug where Eyrie, Brood and Nest level 3 were buildable in No Dragons mode
*Fixed bug where Ehlana’s Maidens campaign mercenaries would cause a crash
*Fixed bug where multiple Plaguelord buildings shared the same hotkey
*Fixed bug where Critical Cleave would deal 1 damage
*Fixed bug where AI Ice Maidens would not lose the correct amount of mana when casting Freeze
*Fixed unnamed cursed sword in the loading screen bug
*Fixed bug where conversations would be interrupted by other popups
*Fixed famine spell leaving mines with 1 resource bug
*Healing Fountain and Orb of Seeing no longer prevent defeat nor have rally points
*Fixed bug where spell / RSB timers would disappear for all players upon an AI hero casting certain spells / RSBs
*Fixed bug where splash damage would hurt allies
*Fixed bug where damage would set to 100 when going after critters or souls with special units
*«AI: Grand Emperor» name no longer goes out of the selection box (skirmish)
*Fixed a crash happening with AI primitive races
*Fixed a crash related to spell timers
*Fixed a crash related to missiles
*Fixed a crash related to “remove unit” Nis commands
*Fixed a critical multiplayer crash which was happening at the end of battle
*Fixed a crash and typos with some campaign Mercenaries
*Fixed a Prologue crash, due to a corrupted map

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PostSubject: Re: Changes in new version?   Thu Jan 12, 2017 2:55 am

You can also read the changelog online here: http://www.moddb.com/games/the-protectors/features/changelog-087
Quest changelog: http://www.moddb.com/games/the-protectors/features/quest-changelog-087

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PostSubject: Re: Changes in new version?   

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