Another Heroes 3 Mod (AH3M)

Preserved download entry from the legacy site. Files are hosted from the public archive.

Current version2.1j
CategoryMods

Another Heroes 3 Mod, named in loving tribute to AM2R (Another Metroid 2 Remake), is my personal take on one of the greatest strategy games of all time. When I first started working on this little project several years ago, I couldn't have possibly dreamed how far it would eventually come. I've since managed to accomplish every goal that I set forth on a core design level and then some. Future development will focus mostly on the addition of more content (i.e. maps)... or at least that's the plan.

Another Heroes 3 Mod features...

  • Completely re-balanced heroes, skills, units, spells, artifacts, buildings, and map locations
  • New mechanics and abilities which expand directly on existing ones
  • Custom-built maps made with these new design concepts in mind
  • Improved user interface and several quality of life features
  • ...much more!

Many of you have never heard of or played Heroes of Might & Magic 3, but have played Brave New World and are taking me at my word that it's a game worth playing. Others are familiar with H3's pedigree and are interested in seeing what I have done to improve it. The very short answer for anyone familiar with my previous work is that I gave it the "Brave New World" treatment in that I aimed simply to make the game a better version of what it already was by accentuating what worked best and tweaking what didn't. If you want to know more, consult the documentation included with the download or just dive right in.

Available files

Change log

Version 2.1j

 • Fixed an error where right-clicking incorrectly swapped free vs. paid join info for random units

 • Fixed a vanilla bug where Mystics were incorrectly classified as might heroes for magic skill offers

-------------------------------------------------------------------------------------------------------------------------

Version 2.1i

 • Fixed a bad jump that was causing a crash with the Sprite dispel proc

-------------------------------------------------------------------------------------------------------------------------

Version 2.1h

 • Fixed errors with the Inferno/Rampart grails and lucky fountain bonuses being applied incorrectly

 • Dungeon's dominion portal now allows player to summon any owned hero instead of just the nearest

 • Anti-Magic now only removes negative magical statuses on cast instead of both magical and physical

 • Doubled the grail gold bonus from 5,000 to 10,000 gold per day

 • The proper SFX is now played when selling to the artifacts traders

 • Scrolls are now properly valued when selling at artifact traders

 • Dragon Quest - added skill teachers for First Aid and Ballistics near Endor & Bonmalmo

 • Dragon Quest - Catherine now starts with the Stoneskin spell instead of Slow

-------------------------------------------------------------------------------------------------------------------------

Version 2.1g

 • Fixed a crash with Armageddon's Blade dealing damage each turn when equipped by the left hero

 • Fixed a crash with compliant (free join) random units

 • Fixed a bug where inherent elemental damage resistance was being incorrectly applied

 • Fixed a bug where the Familiar SP would sometimes incorrectly apply outside of combat

 • Fixed a bug with unit dispel procs flagging a false resistance positive on targets with no statuses

 • Fixed a bug where heroes could sometimes incorrectly still come equipped with catapults

 • The Dead Man's Boots and Vampire's Cowl now have the correct values instead of being swapped

 • Bull's Eye - corrected poor enemy placement on water tiles

 • War of the Magi - Torrent and Undine can no longer be hired by players 1 and 2

 • Dragon Quest - Catherine no longer starts with Shield and elemental resistance spells

 • Various minor text formatting corrections

-------------------------------------------------------------------------------------------------------------------------

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical snapshots

2.1i

Historical snapshot #775 · updated 2026-04-13 20:18 UTC

Version 2.1i

 • Fixed a bad jump that was causing a crash with the Sprite dispel proc

-------------------------------------------------------------------------------------------------------------------------

Version 2.1h

 • Fixed errors with the Inferno/Rampart grails and lucky fountain bonuses being applied incorrectly

 • Dungeon's dominion portal now allows player to summon any owned hero instead of just the nearest

 • Anti-Magic now only removes negative magical statuses on cast instead of both magical and physical

 • Doubled the grail gold bonus from 5,000 to 10,000 gold per day

 • The proper SFX is now played when selling to the artifacts traders

 • Scrolls are now properly valued when selling at artifact traders

 • Dragon Quest - added skill teachers for First Aid and Ballistics near Endor & Bonmalmo

 • Dragon Quest - Catherine now starts with the Stoneskin spell instead of Slow

-------------------------------------------------------------------------------------------------------------------------

Version 2.1g

 • Fixed a crash with Armageddon's Blade dealing damage each turn when equipped by the left hero

 • Fixed a crash with compliant (free join) random units

 • Fixed a bug where inherent elemental damage resistance was being incorrectly applied

 • Fixed a bug where the Familiar SP would sometimes incorrectly apply outside of combat

 • Fixed a bug with unit dispel procs flagging a false resistance positive on targets with no statuses

 • Fixed a bug where heroes could sometimes incorrectly still come equipped with catapults

 • The Dead Man's Boots and Vampire's Cowl now have the correct values instead of being swapped

 • Bull's Eye - corrected poor enemy placement on water tiles

 • War of the Magi - Torrent and Undine can no longer be hired by players 1 and 2

 • Dragon Quest - Catherine no longer starts with Shield and elemental resistance spells

 • Various minor text formatting corrections

-------------------------------------------------------------------------------------------------------------------------

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1h

Historical snapshot #774 · updated 2026-04-04 22:49 UTC

Version 2.1g

 • Fixed errors with the Inferno/Rampart grails and lucky fountain bonuses being applied incorrectly

 • Dungeon's dominion portal now allows player to summon any owned hero instead of just the nearest

 • Anti-Magic now only removes negative magical statuses on cast instead of both magical and physical

 • Doubled the grail gold bonus from 5,000 to 10,000 gold per day

 • The proper SFX is now played when selling to the artifacts traders

 • Scrolls are now properly valued when selling at artifact traders

 • Dragon Quest - added skill teachers for First Aid and Ballistics near Endor & Bonmalmo

 • Dragon Quest - Catherine now starts with the Stoneskin spell instead of Slow

-------------------------------------------------------------------------------------------------------------------------

Version 2.1g

 • Fixed a crash with Armageddon's Blade dealing damage each turn when equipped by the left hero

 • Fixed a crash with compliant (free join) random units

 • Fixed a bug where inherent elemental damage resistance was being incorrectly applied

 • Fixed a bug where the Familiar SP would sometimes incorrectly apply outside of combat

 • Fixed a bug with unit dispel procs flagging a false resistance positive on targets with no statuses

 • Fixed a bug where heroes could sometimes incorrectly still come equipped with catapults

 • The Dead Man's Boots and Vampire's Cowl now have the correct values instead of being swapped

 • Bull's Eye - corrected poor enemy placement on water tiles

 • War of the Magi - Torrent and Undine can no longer be hired by players 1 and 2

 • Dragon Quest - Catherine no longer starts with Shield and elemental resistance spells

 • Various minor text formatting corrections

-------------------------------------------------------------------------------------------------------------------------

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1h

Historical snapshot #773 · updated 2026-03-01 23:44 UTC

Version 2.1g

 • Fixed errors with the Inferno/Rampart grails and lucky fountain bonuses being applied incorrectly

 • Dungeon's dominion portal now allows player to summon any owned hero instead of just the nearest

 • Anti-Magic now only removes negative magical statuses on cast instead of both magical and physical

 • Doubled the grail gold bonus from 5,000 to 10,000 gold per day

 • The proper SFX is now played when selling to the artifacts traders

 • Scrolls are now properly valued when selling at artifact traders

 • Dragon Quest - added skill teachers for First Aid and Ballistics near Endor & Bonmalmo

 • Dragon Quest - Catherine now starts with the Stoneskin spell instead of Slow

-------------------------------------------------------------------------------------------------------------------------

Version 2.1g

 • Fixed a crash with Armageddon's Blade dealing damage each turn when equipped by the left hero

 • Fixed a crash with compliant (free join) random units

 • Fixed a bug where inherent elemental damage resistance was being incorrectly applied

 • Fixed a bug where the Familiar SP would sometimes incorrectly apply outside of combat

 • Fixed a bug with unit dispel procs flagging a false resistance positive on targets with no statuses

 • Fixed a bug where heroes could sometimes incorrectly still come equipped with catapults

 • The Dead Man's Boots and Vampire's Cowl now have the correct values instead of being swapped

 • Bull's Eye - corrected poor enemy placement on water tiles

 • War of the Magi - Torrent and Undine can no longer be hired by players 1 and 2

 • Dragon Quest - Catherine no longer starts with Shield and elemental resistance spells

 • Various minor text formatting corrections

-------------------------------------------------------------------------------------------------------------------------

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1h

Historical snapshot #772 · updated 2026-03-01 21:20 UTC

Version 2.1g

 • Fixed errors with the Inferno/Rampart grails and lucky fountain bonuses being applied incorrectly

 • Dungeon's dominion portal now allows player to summon any owned hero instead of just the nearest

 • Anti-Magic now only removes negative magical statuses on cast instead of both magical and physical

 • Doubled the grail gold bonus from 5,000 to 10,000 gold per day

 • The proper SFX is now played when selling to the artifacts traders

 • Scrolls are now properly valued when selling at artifact traders

 • Dragon Quest - added skill teachers for First Aid and Ballistics near Endor & Bonmalmo

 • Dragon Quest - Catherine now starts with the Stoneskin spell instead of Slow

-------------------------------------------------------------------------------------------------------------------------

Version 2.1g

 • Fixed a crash with Armageddon's Blade dealing damage each turn when equipped by the left hero

 • Fixed a crash with compliant (free join) random units

 • Fixed a bug where inherent elemental damage resistance was being incorrectly applied

 • Fixed a bug where the Familiar SP would sometimes incorrectly apply outside of combat

 • Fixed a bug with unit dispel procs flagging a false resistance positive on targets with no statuses

 • Fixed a bug where heroes could sometimes incorrectly still come equipped with catapults

 • The Dead Man's Boots and Vampire's Cowl now have the correct values instead of being swapped

 • Bull's Eye - corrected poor enemy placement on water tiles

 • War of the Magi - Torrent and Undine can no longer be hired by players 1 and 2

 • Dragon Quest - Catherine no longer starts with Shield and elemental resistance spells

 • Various minor text formatting corrections

-------------------------------------------------------------------------------------------------------------------------

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1g

Historical snapshot #771 · updated 2026-03-01 21:16 UTC

Version 2.1g

 • Fixed a crash with Armageddon's Blade dealing damage each turn when equipped by the left hero

 • Fixed a crash with compliant (free join) random units

 • Fixed a bug where inherent elemental damage resistance was being incorrectly applied

 • Fixed a bug where the Familiar SP would sometimes incorrectly apply outside of combat

 • Fixed a bug with unit dispel procs flagging a false resistance positive on targets with no statuses

 • Fixed a bug where heroes could sometimes incorrectly still come equipped with catapults

 • The Dead Man's Boots and Vampire's Cowl now have the correct values instead of being swapped

 • Bull's Eye - corrected poor enemy placement on water tiles

 • War of the Magi - Torrent and Undine can no longer be hired by players 1 and 2

 • Dragon Quest - Catherine no longer starts with Shield and elemental resistance spells

 • Various minor text formatting corrections

-------------------------------------------------------------------------------------------------------------------------

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1f

Historical snapshot #770 · updated 2025-12-25 07:41 UTC

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1f

Historical snapshot #762 · updated 2025-09-21 05:50 UTC

Version 2.1f

 • Fixed a rare crash related to the per-turn damage dealt by the poison status

 • Fixed a crash with the additional right-click unit info provided by thief dens

 • Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly

 • Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click

 • The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect

-------------------------------------------------------------------------------------------------------------------------

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1e

Historical snapshot #761 · updated 2025-09-21 05:44 UTC

Version 2.1e

 • Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)

 • Fixed a bug where AI heroes would get "stuck" on Magic Springs

 • The Armageddon's Blade cast now deals the correct damage (100 instead of 50)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1d

Historical snapshot #760 · updated 2025-09-18 19:50 UTC

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

 • Fixed an error in the scoring formula when the game ended on a losing team's turn

 • Fixed a rare crash related to a failed sanity check in the "aura" ability

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1d

Historical snapshot #759 · updated 2025-09-12 00:40 UTC

Version 2.1d

 • Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)

-------------------------------------------------------------------------------------------------------------------------

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1c

Historical snapshot #758 · updated 2025-09-11 23:41 UTC

Version 2.1c

 • Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage

 • Fixed a bug where units dealing water damage were incorrectly hitting weaknesses

 • Fixed a minor visual bug with message boxes for flotsam that contain only wood

-------------------------------------------------------------------------------------------------------------------------

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1b

Historical snapshot #757 · updated 2025-09-08 09:56 UTC

Version 2.1b

 • Fixed a major bug that was causing crashes with units dealing elemental damage

-------------------------------------------------------------------------------------------------------------------------

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1a

Historical snapshot #755 · updated 2025-09-05 20:06 UTC

Version 2.1a

 • Fixed a crash with the Ghost Dragon "wither" proc

 • Fixed a bug where all unit "aura" abilities were not working correctly

 • Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones

 • Fixed a bug where the first aid tent targeting was checking bogus data for the disease status

 • Nomads and Trolls now have the correct background image on right-click when purchasing them

-------------------------------------------------------------------------------------------------------------------------

Version 2.1

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.1

Historical snapshot #754 · updated 2025-08-31 17:56 UTC

 • Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents

 • Reverted to certain skills no longer being able to be learned naturally by certain classes

    Offense        Witches
    Armorer       Battlemages
    Sorcery        Knights/Clerics, Barbarians, & Beastmasters
    Leadership   Alchemists/Wizards & Guardians/Mystics
    First Aid       Sentinels/Hellions & Guardians/Mystics
    Ballistics      Rangers/Druids & Guardians/Mystics
    Diplomacy    Overlords/Warlocks

 • Teachers & Universities/Magic University no longer respect class inability to learn skills

 • Knights now have Diplomacy as a common skill instead of Tactics

 • Fixed a bug where Diplomacy was not being factored into the possibility of a join offer

 • Edgar (Overlord) now starts with Resistance instead of Armorer

 • Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes

 • Raised base damage of Implosion from 100 to 200

 • Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves

 • Added mind immunity (O-Mind) to Evil Eyes/Beholders

 • Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values

 • Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)

 • Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)

 • Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes

 • Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues

    --> Tents/Carts can no longer incorrectly target adjacent enemy units
    --> Tents/Carts can no longer target units that require no healing/are not missing ammo
    --> Ammo Carts can no longer target the Ballista or Catapult
(as both have infinite ammo)
    --> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
    --> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI

 • Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent

 • War machines now have 20 HP + 10x hero lv. instead of 20x hero level

 • Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell

 • Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare

 • Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls

 • Fixed a bug where Inferno's grail building was not functioning properly

 • Changed resource requirements for several buildings

    --> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
    --> Base Monk dwelling no longer requires 2 of ever rare resource
    --> Upg. Horsemen dwelling now requires 5 gems and crystal
    --> Upg. Pegasus dwelling now requires 5 gems and crystal
(instead of 10 crystal)
    --> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
    --> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
    --> Upg. Genie dwelling now requires 5 gems and crystal
    --> Order of Fire now requires 5 sulfur
    --> Base/upg. Efreet dwellings now require mercury instead of sulfur
    --> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal
(just 5 gems)
    --> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
    --> Upg. Harpy dwelling no longer requires Crystal
    --> Base Evil Eye dwelling no longer requires 2 of every rare resource
    --> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems
(in addition to 5 crystal)
    --> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
    --> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
    --> The Dominion Portal now requires 5 of every rare resource (instead of 3)
    --> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
    --> Upg. Roc dwelling now requires 5 crystal
    --> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury
(instead of 10 mercury)
    --> Magic University no longer requires rare resources

 • Defending units in siege battles no longer take damage from their own barricades

 • Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty

 • Right-clicking the experience option for treasure chests now displays hero's experience/next level

 • Right-clicking on owned dwellings now displays the available unit type(s) in addition to population

    --> Golem Forges now properly show population on right click
    --> Golem Factories & Forges are no longer mislabeled on right-click

 • Magic Springs are no longer limited to one use per turn

    --> Magic Springs are no longer mislabeled as Magic Wells in the message box text

 • Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited

 • Updated the description for Adventure Island to better indicate its purpose as a tutorial map

 • Sailing and Water Walk are now banned in War of the Magi except for the green player

 • Swapped the header icons for faction choice and victory condition in the map selection screen

 • Added a sound effect for selecting a map on the map selection screen

 • Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times

 • Cleaned up some irrelevant/unused text in the HD mod configuration file

 • The installer will now abort if the correct version of HD mod is not detected

 • Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)

 • Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)

Historical screenshots:

2.0p

Historical snapshot #753 · updated 2025-08-25 15:23 UTC

2.0p

 • AI players are now correctly able to use the Wisdom skill in combat

 • Correctly applied the Castaway fix from the previous update that was not properly implemented

 • Ammo Carts now have unique cursor icons when targeting instead of sharing the First Aid cursor

-------------------------------------------------------------------------------------------------------------------

2.0o

 • Fixed a crash with Castaways holding artifacts

 • Fixed a bug where native terrain combat bonuses was not being properly applied

 • Fixed a bug where the Fly spell was still ignoring the movement cost penalties for rough terrain

 • The in-game description for the Blackshard of Darkness now shows the correct stats

-------------------------------------------------------------------------------------------------------------------

2.0n

 • Fixed a bug/crash introduced in 2.0k that would corrupt save files with corrupt hero artifact data

 • Fixed an artifact duplication bug introduced in 2.0m in an attempt to fix the above

 • Added extra loose wood and ore to the starting zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

-------------------------------------------------------------------------------------------------------------------

2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

-------------------------------------------------------------------------------------------------------------------

2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

-------------------------------------------------------------------------------------------------------------------

2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

-------------------------------------------------------------------------------------------------------------------

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

-------------------------------------------------------------------------------------------------------------------

2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

-------------------------------------------------------------------------------------------------------------------

2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

-------------------------------------------------------------------------------------------------------------------

2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

-------------------------------------------------------------------------------------------------------------------

2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

-------------------------------------------------------------------------------------------------------------------

2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0o

Historical snapshot #748 · updated 2025-07-04 13:16 UTC

2.0o

 • Fixed a crash with Castaways holding artifacts

 • Fixed a bug where native terrain combat bonuses was not being properly applied

 • Fixed a bug where the Fly spell was still ignoring the movement cost penalties for rough terrain

 • The in-game description for the Blackshard of Darkness now shows the correct stats

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2.0n

 • Fixed a bug/crash introduced in 2.0k that would corrupt save files with corrupt hero artifact data

 • Fixed an artifact duplication bug introduced in 2.0m in an attempt to fix the above

 • Added extra loose wood and ore to the starting zones in Bull's Eye

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2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

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2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

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2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

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2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0o

Historical snapshot #747 · updated 2025-07-01 15:54 UTC

2.0o

 • Fixed a crash with Castaways holding artifacts

 • Fixed a bug where native terrain combat bonuses was not being properly applied

 • The in-game description for the Blackshard of Darkness now shows the correct stats

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2.0n

 • Fixed a bug/crash introduced in 2.0k that would corrupt save files with corrupt hero artifact data

 • Fixed an artifact duplication bug introduced in 2.0m in an attempt to fix the above

 • Added extra loose wood and ore to the starting zones in Bull's Eye

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2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

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2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

-------------------------------------------------------------------------------------------------------------------

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

-------------------------------------------------------------------------------------------------------------------

2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

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2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0o

Historical snapshot #746 · updated 2025-07-01 15:52 UTC

2.0o

 • Fixed a crash with Castaways holding artifacts

 • Fixed a bug where native terrain combat bonuses was not being properly applied

 • The in-game description for the Blackshard of Darkness now shows the correct stats

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2.0n

 • Fixed a bug/crash introduced in 2.0k that would corrupt save files with corrupt hero artifact data

 • Fixed an artifact duplication bug introduced in 2.0m in an attempt to fix the above

 • Added extra loose wood and ore to the starting zones in Bull's Eye

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2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

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2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

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2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

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2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

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2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0n

Historical snapshot #745 · updated 2025-07-01 13:11 UTC

2.0n

 • Fixed a bug/crash introduced in 2.0k that would corrupt save files with corrupt hero artifact data

 • Fixed an artifact duplication bug introduced in 2.0m in an attempt to fix the above

 • Added extra loose wood and ore to the starting zones in Bull's Eye

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2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

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2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

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2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0n

Historical snapshot #744 · updated 2025-06-28 06:00 UTC

2.0n

 • Fixed a bug/crash with the secondary artifact data fix from 2.0m that would corrupt save files

 • Added extra loose wood and ore to the starting zones in Bull's Eye

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2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

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2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

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2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

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2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0n

Historical snapshot #743 · updated 2025-06-27 23:16 UTC

2.0n

 • Fixed a bug/crash with the secondary artifact data fix from 2.0m that would corrupt save files

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2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

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2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

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2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0m

Historical snapshot #742 · updated 2025-06-27 23:10 UTC

2.0m

 • Fixed a possible crash with the ammo cart when using auto combat

 • Fixed a rare crash with corrupt secondary artifact data in SRAM

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2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

-------------------------------------------------------------------------------------------------------------------

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

-------------------------------------------------------------------------------------------------------------------

2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

-------------------------------------------------------------------------------------------------------------------

2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0l

Historical snapshot #741 · updated 2025-06-14 23:09 UTC

2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

-------------------------------------------------------------------------------------------------------------------

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

-------------------------------------------------------------------------------------------------------------------

2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

-------------------------------------------------------------------------------------------------------------------

2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

-------------------------------------------------------------------------------------------------------------------

2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

-------------------------------------------------------------------------------------------------------------------

2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0k

Historical snapshot #740 · updated 2025-06-11 21:42 UTC

2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

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2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0j

Historical snapshot #739 · updated 2025-06-09 04:01 UTC

2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

-------------------------------------------------------------------------------------------------------------------

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

-------------------------------------------------------------------------------------------------------------------

2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

-------------------------------------------------------------------------------------------------------------------

2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

-------------------------------------------------------------------------------------------------------------------

2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0i

Historical snapshot #738 · updated 2025-06-08 15:32 UTC

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0i

Historical snapshot #737 · updated 2025-06-08 03:42 UTC

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

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2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

2.0i

Historical snapshot #736 · updated 2025-06-07 21:22 UTC

2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

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2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

2.0h

Historical snapshot #735 · updated 2025-06-07 21:17 UTC

2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

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2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

2.0g

Historical snapshot #734 · updated 2025-06-07 16:26 UTC

2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

-------------------------------------------------------------------------------------------------------------------

2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

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2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

2.0f

Historical snapshot #733 · updated 2025-06-06 21:02 UTC

2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

-------------------------------------------------------------------------------------------------------------------

2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

2.0f

Historical snapshot #730 · updated 2025-06-05 21:41 UTC

2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

-------------------------------------------------------------------------------------------------------------------

2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

2.0e

Historical snapshot #729 · updated 2025-06-05 21:01 UTC

2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

2.0e

Historical snapshot #728 · updated 2025-06-05 20:57 UTC

2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0e

Historical snapshot #727 · updated 2025-06-05 14:28 UTC

2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

-------------------------------------------------------------------------------------------------------------------

2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

-------------------------------------------------------------------------------------------------------------------

2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0d

Historical snapshot #726 · updated 2025-06-05 14:22 UTC


2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0c

Historical snapshot #725 · updated 2025-06-02 15:38 UTC


2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

-------------------------------------------------------------------------------------------------------------------

2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0b

Historical snapshot #724 · updated 2025-05-27 14:39 UTC

2.0b

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0b

Historical snapshot #723 · updated 2025-05-27 11:32 UTC

2.0b

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0b

Historical snapshot #722 · updated 2025-05-27 11:27 UTC

2.0b

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

-------------------------------------------------------------------------------------------------------------------

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0a

Historical snapshot #721 · updated 2025-05-27 11:24 UTC

2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

-------------------------------------------------------------------------------------------------------------------

2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0

Historical snapshot #720 · updated 2025-05-26 04:46 UTC

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0

Historical snapshot #719 · updated 2025-05-26 00:29 UTC

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk (back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP (as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0

Historical snapshot #718 · updated 2025-05-25 11:21 UTC

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance (replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk (back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP (as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

2.0

Historical snapshot #717 · updated 2025-05-25 07:40 UTC

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance (replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk (back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP (as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder

Historical screenshots:

1.6.4a

Historical snapshot #716 · updated 2025-05-25 06:46 UTC

 • 1.6.4a - Dragon Quest - corrected an error from 1.6.4 where Soretta could not build dwellings beyond lv.1

 • 1.6.4 - Fixed a bug where units with water-elemental attacks were dealing earth damage and vise versa

 • 1.6.4 - Dragon Quest - more balance changes

    --> Nara now learns Clone instead of Resurrection

    --> Cristo now learns Resurrection instead of Purify

    --> moved Catherine's Chain Lightning hut to Surene (behind the red key door)

    --> added a Fire Magic teacher near Endor and moved the Fear scroll next to it

    --> moved the Air Magic teacher near Bazaar closer to Birdsong Tower

    --> moved the external Water and Air Conflux dwellings to be accessible earlier

    --> added a second Cemetery to Aktemto

    --> replaced the external Orc dwelling with a Goblin dwelling

    --> moved the Black Market to Lakanaba and the Peasant dwelling to a more remote location

    --> all Water Avatars defending whirlpools are now less likely to join

    --> Magebane is now gated behind defeating Balzack

    --> moved several obelisks

    --> Stancia is now more difficult to access without the red key

    --> Soretta can no longer build anything except the base dwellings for its 1st-6th lv. units

 • 1.6.3 - Fixed a bug that was causing Rampart's Treasury to not work

 • 1.6.3 - Fixed a bug that was causing health buffs to be applied to units without the First Aid skill

 • 1.6.3 - Dragon Quest - several bugfixes and balance changes

    --> added external Centaur, Orc, and Mind Avatar dwellings

    --> removed the Magic Garden near Kievs (those near Mobaraba and Haville remain)

    --> removed the third Dwarf Cottage at Rosaville

    --> removed the Elf Cabin at Gottside (the one at Elfville remains)

    --> moved the second Mercury Lab to a more obscure location

    --> minor landform changes to ease Water Walking in the northeast portion of the map

    --> changed the spell scroll near dire Palace from Slow to Despair

    --> slightly lowered Keeleon and Gabrielle's starting stats

    --> Stancia's Mage Guild now sells the correct spells

    --> Taloon is now properly identified as the "starting" hero for the artifact bonus

 • 1.6.2d - Dragon Quest - removed a mistakenly-placed obstacle near Branca that was blocking the armor shop

 • 1.6.2c - Dragon Quest - made several more balance changes

    --> added teachers for Mysticism (near Kievs), Sorcery, and Air Magic

    --> Branca's mage guild now sells Sunray and Fate instead of Haste and Shield

    --> Cristo now learns Purify instead of Fate

    --> Counterstrike is now available as a scroll instead of being exclusive to Nara

    --> Nara now learns Harm instead of Counterstrike

    --> added an Earthquake scroll to Aktemto Mines (i.e. the Gunpowder Jar)

    --> added more treasure to the Aktemto Mines and the Bottom of the Old Well

    --> removed the second Wolf Pen (south of Bonmalmo)

    --> removed the third Fly Hive south of Soretta

    --> Burland now starts with a Tavern built

    --> several other minor changes

 • 1.6.2c - Fixed a graphical rendering issue with certain mushroom decorations

 • 1.6.2b - Dragon Quest - the Shrine of Prophecy now correctly sells Water Walk scrolls instead of random

 • 1.6.2b - Dragon Quest - removed several spells being incorrectly sold in various towns

 • 1.6.2b - Shadow Monopoly - moved the southwest desert mapmaker to allow moving past it on either side

 • 1.6.2b - Shadow Monopoly - removed obstacle blocking the western wasteland Crystal Mine ownership flag

 • 1.6.2b - Corrected the in-game description of the Shield spell

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.4

Historical snapshot #689 · updated 2024-11-11 18:13 UTC

 • 1.6.4 - Fixed a bug where units with water-elemental attacks were dealing earth damage and vise versa

 • 1.6.4 - Dragon Quest - more balance changes

    --> Nara now learns Clone instead of Resurrection

    --> Cristo now learns Resurrection instead of Purify

    --> moved Catherine's Chain Lightning hut to Surene (behind the red key door)

    --> added a Fire Magic teacher near Endor and moved the Fear scroll next to it

    --> moved the Air Magic teacher near Bazaar closer to Birdsong Tower

    --> moved the external Water and Air Conflux dwellings to be accessible earlier

    --> added a second Cemetery to Aktemto

    --> replaced the external Orc dwelling with a Goblin dwelling

    --> moved the Black Market to Lakanaba and the Peasant dwelling to a more remote location

    --> all Water Avatars defending whirlpools are now less likely to join

    --> Magebane is now gated behind defeating Balzack

    --> moved several obelisks

    --> Stancia is now more difficult to access without the red key

    --> Soretta can no longer build anything except the base dwellings for its 1st-6th lv. units

 • 1.6.3 - Fixed a bug that was causing Rampart's Treasury to not work

 • 1.6.3 - Fixed a bug that was causing health buffs to be applied to units without the First Aid skill

 • 1.6.3 - Dragon Quest - several bugfixes and balance changes

    --> added external Centaur, Orc, and Mind Avatar dwellings

    --> removed the Magic Garden near Kievs (those near Mobaraba and Haville remain)

    --> removed the third Dwarf Cottage at Rosaville

    --> removed the Elf Cabin at Gottside (the one at Elfville remains)

    --> moved the second Mercury Lab to a more obscure location

    --> minor landform changes to ease Water Walking in the northeast portion of the map

    --> changed the spell scroll near dire Palace from Slow to Despair

    --> slightly lowered Keeleon and Gabrielle's starting stats

    --> Stancia's Mage Guild now sells the correct spells

    --> Taloon is now properly identified as the "starting" hero for the artifact bonus

 • 1.6.2d - Dragon Quest - removed a mistakenly-placed obstacle near Branca that was blocking the armor shop

 • 1.6.2c - Dragon Quest - made several more balance changes

    --> added teachers for Mysticism (near Kievs), Sorcery, and Air Magic

    --> Branca's mage guild now sells Sunray and Fate instead of Haste and Shield

    --> Cristo now learns Purify instead of Fate

    --> Counterstrike is now available as a scroll instead of being exclusive to Nara

    --> Nara now learns Harm instead of Counterstrike

    --> added an Earthquake scroll to Aktemto Mines (i.e. the Gunpowder Jar)

    --> added more treasure to the Aktemto Mines and the Bottom of the Old Well

    --> removed the second Wolf Pen (south of Bonmalmo)

    --> removed the third Fly Hive south of Soretta

    --> Burland now starts with a Tavern built

    --> several other minor changes

 • 1.6.2c - Fixed a graphical rendering issue with certain mushroom decorations

 • 1.6.2b - Dragon Quest - the Shrine of Prophecy now correctly sells Water Walk scrolls instead of random

 • 1.6.2b - Dragon Quest - removed several spells being incorrectly sold in various towns

 • 1.6.2b - Shadow Monopoly - moved the southwest desert mapmaker to allow moving past it on either side

 • 1.6.2b - Shadow Monopoly - removed obstacle blocking the western wasteland Crystal Mine ownership flag

 • 1.6.2b - Corrected the in-game description of the Shield spell

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.4

Historical snapshot #688 · updated 2024-11-09 11:45 UTC

 • 1.6.4 - Fixed a bug where units with water-elemental attacks were dealing earth damage and vise versa

 • 1.6.4 - Dragon Quest - more balance changes

    --> Nara now learns Clone instead of Resurrection

    --> Cristo now learns Resurrection instead of Purify

    --> moved Catherine's Chain Lightning hut to Surene (behind the red key door)

    --> added a Fire Magic teacher near Endor and moved the Fear scroll next to it

    --> moved the Air Magic teacher near Bazaar closer to Birdsong Tower

    --> moved the external Water and Air Conflux dwellings to be accessible earlier

    --> added a second Cemetery to Aktemto

    --> replaced the external Orc dwelling with a Goblin dwelling

    --> moved the Black Market to Lakanaba and the Peasant dwelling to a more remote location

    --> all Water Avatars defending whirlpools are now less likely to join

    --> Magebane is now gated behind defeating Balzack

    --> moved several obelisks

    --> Stancia is now more difficult to access without the red key

    --> Soretta can no longer build anything except the base dwellings for its 1st-6th lv. units

 • 1.6.3 - Fixed a bug that was causing Rampart's Treasury to not work

 • 1.6.3 - Fixed a bug that was causing health buffs to be applied to units without the First Aid skill

 • 1.6.3 - Dragon Quest - several bugfixes and balance changes

    --> added external Centaur, Orc, and Mind Avatar dwellings

    --> removed the Magic Garden near Kievs (those near Mobaraba and Haville remain)

    --> removed the third Dwarf Cottage at Rosaville

    --> removed the Elf Cabin at Gottside (the one at Elfville remains)

    --> moved the second Mercury Lab to a more obscure location

    --> minor landform changes to ease Water Walking in the northeast portion of the map

    --> changed the spell scroll near dire Palace from Slow to Despair

    --> slightly lowered Keeleon and Gabrielle's starting stats

    --> Stancia's Mage Guild now sells the correct spells

    --> Taloon is now properly identified as the "starting" hero for the artifact bonus

 • 1.6.2d - Dragon Quest - removed a mistakenly-placed obstacle near Branca that was blocking the armor shop

 • 1.6.2c - Dragon Quest - made several more balance changes

    --> added teachers for Mysticism (near Kievs), Sorcery, and Air Magic

    --> Branca's mage guild now sells Sunray and Fate instead of Haste and Shield

    --> Cristo now learns Purify instead of Fate

    --> Counterstrike is now available as a scroll instead of being exclusive to Nara

    --> Nara now learns Harm instead of Counterstrike

    --> added an Earthquake scroll to Aktemto Mines (i.e. the Gunpowder Jar)

    --> added more treasure to the Aktemto Mines and the Bottom of the Old Well

    --> removed the second Wolf Pen (south of Bonmalmo)

    --> removed the third Fly Hive south of Soretta

    --> Burland now starts with a Tavern built

    --> several other minor changes

 • 1.6.2c - Fixed a graphical rendering issue with certain mushroom decorations

 • 1.6.2b - Dragon Quest - the Shrine of Prophecy now correctly sells Water Walk scrolls instead of random

 • 1.6.2b - Dragon Quest - removed several spells being incorrectly sold in various towns

 • 1.6.2b - Shadow Monopoly - moved the southwest desert mapmaker to allow moving past it on either side

 • 1.6.2b - Shadow Monopoly - removed obstacle blocking the western wasteland Crystal Mine ownership flag

 • 1.6.2b - Corrected the in-game description of the Shield spell

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.3

Historical snapshot #687 · updated 2024-11-09 11:39 UTC

 • 1.6.3 - Fixed a bug that was causing Rampart's Treasury to not work

 • 1.6.3 - Fixed a bug that was causing health buffs to be applied to units without the First Aid skill

 • 1.6.3 - Dragon Quest - several bugfixes and balance changes

    --> added external Centaur, Orc, and Mind Avatar dwellings

    --> removed the Magic Garden near Kievs (those near Mobaraba and Haville remain)

    --> removed the third Dwarf Cottage at Rosaville

    --> removed the Elf Cabin at Gottside (the one at Elfville remains)

    --> moved the second Mercury Lab to a more obscure location

    --> minor landform changes to ease Water Walking in the northeast portion of the map

    --> changed the spell scroll near dire Palace from Slow to Despair

    --> slightly lowered Keeleon and Gabrielle's starting stats

    --> Stancia's Mage Guild now sells the correct spells

    --> Taloon is now properly identified as the "starting" hero for the artifact bonus

 • 1.6.2d - Dragon Quest - removed a mistakenly-placed obstacle near Branca that was blocking the armor shop

 • 1.6.2c - Dragon Quest - made several more balance changes

    --> added teachers for Mysticism (near Kievs), Sorcery, and Air Magic

    --> Branca's mage guild now sells Sunray and Fate instead of Haste and Shield

    --> Cristo now learns Purify instead of Fate

    --> Counterstrike is now available as a scroll instead of being exclusive to Nara

    --> Nara now learns Harm instead of Counterstrike

    --> added an Earthquake scroll to Aktemto Mines (i.e. the Gunpowder Jar)

    --> added more treasure to the Aktemto Mines and the Bottom of the Old Well

    --> removed the second Wolf Pen (south of Bonmalmo)

    --> removed the third Fly Hive south of Soretta

    --> Burland now starts with a Tavern built

    --> several other minor changes

 • 1.6.2c - Fixed a graphical rendering issue with certain mushroom decorations

 • 1.6.2b - Dragon Quest - the Shrine of Prophecy now correctly sells Water Walk scrolls instead of random

 • 1.6.2b - Dragon Quest - removed several spells being incorrectly sold in various towns

 • 1.6.2b - Shadow Monopoly - moved the southwest desert mapmaker to allow moving past it on either side

 • 1.6.2b - Shadow Monopoly - removed obstacle blocking the western wasteland Crystal Mine ownership flag

 • 1.6.2b - Corrected the in-game description of the Shield spell

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.2d

Historical snapshot #679 · updated 2024-10-27 16:31 UTC

 • 1.6.2d - Dragon Quest - removed a mistakenly-placed obstacle near Branca that was blocking the armor shop

 • 1.6.2c - Dragon Quest - made several more balance changes

    --> added teachers for Mysticism (near Kievs), Sorcery, and Air Magic

    --> Branca's mage guild now sells Sunray and Fate instead of Haste and Shield

    --> Cristo now learns Purify instead of Fate

    --> Counterstrike is now available as a scroll instead of being exclusive to Nara

    --> Nara now learns Harm instead of Counterstrike

    --> added an Earthquake scroll to Aktemto Mines (i.e. the Gunpowder Jar)

    --> added more treasure to the Aktemto Mines and the Bottom of the Old Well

    --> removed the second Wolf Pen (south of Bonmalmo)

    --> removed the third Fly Hive south of Soretta

    --> Burland now starts with a Tavern built

    --> several other minor changes

 • 1.6.2c - Fixed a graphical rendering issue with certain mushroom decorations

 • 1.6.2b - Dragon Quest - the Shrine of Prophecy now correctly sells Water Walk scrolls instead of random

 • 1.6.2b - Dragon Quest - removed several spells being incorrectly sold in various towns

 • 1.6.2b - Shadow Monopoly - moved the southwest desert mapmaker to allow moving past it on either side

 • 1.6.2b - Shadow Monopoly - removed obstacle blocking the western wasteland Crystal Mine ownership flag

 • 1.6.2b - Corrected the in-game description of the Shield spell

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.2c

Historical snapshot #675 · updated 2024-10-25 00:26 UTC

 • 1.6.2c - Dragon Quest - made several more balance changes

    --> added teachers for Mysticism (near Kievs), Sorcery, and Air Magic

    --> Branca's mage guild now sells Sunray and Fate instead of Haste and Shield

    --> Cristo now learns Purify instead of Fate

    --> Counterstrike is now available as a scroll instead of being exclusive to Nara

    --> Nara now learns Harm instead of Counterstrike

    --> added an Earthquake scroll to Aktemto Mines (i.e. the Gunpowder Jar)

    --> added more treasure to the Aktemto Mines and the Bottom of the Old Well

    --> removed the second Wolf Pen (south of Bonmalmo)

    --> removed the third Fly Hive south of Soretta

    --> Burland now starts with a Tavern built

    --> several other minor changes

 • 1.6.2c - Fixed a graphical rendering issue with certain mushroom decorations

 • 1.6.2b - Dragon Quest - the Shrine of Prophecy now correctly sells Water Walk scrolls instead of random

 • 1.6.2b - Dragon Quest - removed several spells being incorrectly sold in various towns

 • 1.6.2b - Shadow Monopoly - moved the southwest desert mapmaker to allow moving past it on either side

 • 1.6.2b - Shadow Monopoly - removed obstacle blocking the western wasteland Crystal Mine ownership flag

 • 1.6.2b - Corrected the in-game description of the Shield spell

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.2b

Historical snapshot #674 · updated 2024-10-24 00:46 UTC

 • 1.6.2b - Dragon Quest - the Shrine of Prophecy now correctly sells Water Walk scrolls instead of random

 • 1.6.2b - Dragon Quest - removed several spells being incorrectly sold in various towns

 • 1.6.2b - Shadow Monopoly - moved the southwest desert mapmaker to allow moving past it on either side

 • 1.6.2b - Shadow Monopoly - removed obstacle blocking the western wasteland Crystal Mine ownership flag

 • 1.6.2b - Corrected the in-game description of the Shield spell

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.2a

Historical snapshot #672 · updated 2024-10-16 11:10 UTC

 • 1.6.2a - Dragon Quest - the Loch Ness shrine now correctly sells Recall scrolls instead of random

 • 1.6.2a - Zerg Rush - removed an obstacle blocking Inferno's crystal mine ownership flag

 • 1.6.2a - Touched up Caitlin's portrait

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.2

Historical snapshot #665 · updated 2024-09-08 17:43 UTC

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.2

Historical snapshot #663 · updated 2024-08-25 08:32 UTC

 • 1.6.2 - Elemental resistance spells now properly reduce damage from enemy shots

 • 1.6.2 - The Reanimate spell can now properly target fully destroyed stacks

 • 1.6.2 - The Ballista now correctly fires two shots at Master Engineering

 • 1.6.2 - Fixed a graphical rendering issue with external Cemeteries

 • 1.6.2 - Fixed an obscure crash when an enemy AI retreated from battle

 • 1.6.2 - Conflux Rising - added a Leprechaun

 • 1.6.2 - Conflux Rising - Necropolis town is now guaranteed to have Reanimate

 • 1.6.2 - Dragon Quest - added an external Cemetery and a Reanimate scroll

 • 1.6.2 - Dragon Quest - reworked the random enemy encounters in the final area

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.1

Historical snapshot #662 · updated 2024-08-25 07:09 UTC

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6.1

Historical snapshot #649 · updated 2024-04-21 00:08 UTC

 • 1.6.1 - Growth week bonuses should now (finally) work properly

 • 1.6.1 - Wizard Eye is now correctly free to cast with master Air Magic

 • 1.6.1 - Fixed a bug where a message box would appear whenever the AI visited an external Blacksmith

 • 1.6.1 - Fixed a bug where garrisoned heroes would not have their mana restored in towns with a Mage Guild

 • 1.6.1 - Fixed a potential crash related to the "Rebirth" ability of Phoenixes and upgraded Skeletons

 • 1.6.1 - Starting heroes in the map editor are now shown with the correct flag color

 • 1.6.1 - Dragon Quest - fixed an impassable roadblock that rendered the map unbeatable (oops)

 • 1.6.1 - Dragon Quest - fixed a bug where Ragnar's units would be reset to default on each week rollover

 • 1.6.1 - Ocean Saga - re-tweaked the units guarding the final town

• War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.6

Historical snapshot #648 · updated 2024-04-20 22:29 UTC

 • War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 

Historical screenshots:

1.5.1

Historical snapshot #647 · updated 2024-04-02 05:21 UTC

 • 1.5.1 - Fixed a crash when AI heroes would re-visit Mr. Bones

 • 1.5.1 - Fixed a bug where Dungeon's Void Portal sold Gold Golems instead of Air Spirits beyond month 1

 • 1.5.1 - The Purify and Dispel spell descriptions now indicate the correct element

 • 1.5.1 - Added the missing ownership flag to external Cemeteries

 • 1.5.1 - Fixed a transparency issue with Galthran's portrait

 • 1.5.1 - Fixed passability issues with map objects in Ocean Saga

 • 1.5.1 - Moved the two-way portal in the cavern section of Lake Orion

 • Added new map: Lake Orion (medium, three players, domination, remake of "Beltway" from Heroes 2)

 • Removed hack allowing defending units to retaliate again if a retaliation killed the attacking stack

 • Reverted Defense damage reduction to 2.5% per point higher than the attacker's Attack value

 • Damage modification for attack and defense now caps at 250% and 25% damage, respectively

 • Reverted expert and master Offense to their vanilla values of 20% and 30%, respectively

 • Simplified the Necromancy formula to a percentage of total slain units, eliminating rounding errors

 • Per above, lowered the effects of expert and master Necromancy to 15% and 20%, respectively

 • Non-physical projectiles fired by units are now classified as elemental rather than just "magical"

 • Per above, damage from elemental projectiles is now lowered by resistance spells instead of Shield

 • Also per above, elemental projectiles now respect elemental resistance/weakness instead of O-Magic

 • Resistance is now used instead of Armorer to reduce damage from Mind and Magic Spirits

 • The external dwelling discount for Diplomacy is now 10% at basic and 30% at expert

 • Fixed a bug where units offering to join a full army would not pull up a menu to make room

 • Fixed incorrect morale/luck GFX for hero display in combat and in Kingdom Overview screen

 • Corrected the description for Tactics specialists (both in-game and in the Printme)

 • Changed secondary starting skills for several heroes (Isis, Mephisto, Beleth, Lilith, Korbac, Alkin)

 • Fortress heroes now have Fire Magic as a rare skill instead of Air Magic

 • Per above, slightly edited the availability of several spells in Fortress's Mage Guild

 • Swapped the elements of Dispel (now an Air spell) and Purify (now a Water spell; thank you, Raics!)

 • Lowered the cost of Stoneskin and Weakness from 8 to 6 (swapped with Heroism and Despair)

 • The effects of the Clairvoyance spell are no longer limited to the hero's current map layer

 • Raised the Attack, Damage, & Health of Energy Spirits and Defense & Health of Magma Spirits

 • Earth Spirits are now weak against water elemental spells and attacks

 • Fixed a bug where the Catapult was incorrectly dealing maximum damage regardless of skill

 • Revised turret damage formula to now scale with the Attack power of the defending hero

 • The status bar hover text now displays the correct damage when aiming turrets

 • The Archery skill no longer increases the damage of the Ballista

 • The Medical Tent now only heals 25 HP instead of 100

 • The Dazzling Ring no longer incorrectly provides 1 gem per day

 • Artifacts which boost skills (excepting the Necromancer artifacts) no longer require the skill

 • Abandoned Mines (previously unused) now act as a creature bank instead of a random actual mine

 • Dwarven Treasuries now contain only gold instead of both ore and gold (which Abandoned Mines now do)

 • Rebalanced the settings for creature banks to narrow the disparity between high and low rolls

 • The Leprechaun map object now allows heroes to forget skills (excepting starting ones)

 • Campfires now contain 4~6 wood and 4~6 ore (instead of 4~6 wood and the same amount of gold * 100)

 • Lean-To's now contain 4~6 wood and 400~600 gold (instead of a random rare resource)

 • Wagons now contain 3~5 of two random resources instead of 4~6 of just one (or maybe an artifact)

 • Gold from Mr. Bones is now a random value (1,000, 1,500, or 2,000 instead of always 2,000)

 • Warrior Tombs now contain either 3,000~5,000 gold (80% chance) or a lv. 2~3 artifact (20% chance)

 • Flotsam contents are now more randomized and may contain a small amount (1~3) of a rare resource

 • Castaways now raise a random stat by 1 (80% chance) with a 20% chance of a lv. 1~2 artifact

 • Pyramids now offer 25,000 gold instead of 10,000 and have less guards (100 Mummies & 40 Gold Golems)

 • Added more of most the above objects as well as magic plains/cursed ground to several maps

 • Added loose resources near mines of their type to most maps that did not already have them

 • Heroes on dry maps who normally have Sailing now instead start with their other major class skill

 • Breakout Island is now classified as an "easy" map (Divided Lands is the only other such map)

 • Removed roads and adjusted improper random unit placement near garrisons in Desert Storm

 • Added more resources to the starting zones in No Man's Land

 • Added Ghost Ships to the water and more external dwellings in Divided Lands

 • Renamed the "subterranean" terrain type to "cavern"

 • Completely recategorized and sorted all objects in the map editor

 • Added red obelisks (previously unused graphic in the original game)

 • Fixed layering and passability issues with several map objects

 • Removed the "default settings" button in the combat options menu

 • The "Show Map Messages" option now properly displays right-click information

 • The above option now properly affects messages from Flotsam and Castaways

 • Improved the behavior of the sorting and display functions in the map selection menu

 • The installer will now remember your colorblind assistance preference

 

Historical screenshots:

1.5.1

Historical snapshot #620 · updated 2023-07-25 21:33 UTC

 • 1.5.1 - Fixed a crash when AI heroes would re-visit Mr. Bones

 • 1.5.1 - Fixed a bug where Dungeon's Void Portal sold Gold Golems instead of Air Spirits beyond month 1

 • 1.5.1 - The Purify and Dispel spell descriptions now indicate the correct element

 • 1.5.1 - Added the missing ownership flag to external Cemeteries

 • 1.5.1 - Fixed a transparency issue with Galthran's portrait

 • 1.5.1 - Fixed passability issues with map objects in Ocean Saga

 • 1.5.1 - Moved the two-way portal in the cavern section of Lake Orion

 • Added new map: Lake Orion (medium, three players, domination, remake of "Beltway" from Heroes 2)

 • Removed hack allowing defending units to retaliate again if a retaliation killed the attacking stack

 • Reverted Defense damage reduction to 2.5% per point higher than the attacker's Attack value

 • Damage modification for attack and defense now caps at 250% and 25% damage, respectively

 • Reverted expert and master Offense to their vanilla values of 20% and 30%, respectively

 • Simplified the Necromancy formula to a percentage of total slain units, eliminating rounding errors

 • Per above, lowered the effects of expert and master Necromancy to 15% and 20%, respectively

 • Non-physical projectiles fired by units are now classified as elemental rather than just "magical"

 • Per above, damage from elemental projectiles is now lowered by resistance spells instead of Shield

 • Also per above, elemental projectiles now respect elemental resistance/weakness instead of O-Magic

 • Resistance is now used instead of Armorer to reduce damage from Mind and Magic Spirits

 • The external dwelling discount for Diplomacy is now 10% at basic and 30% at expert

 • Fixed a bug where units offering to join a full army would not pull up a menu to make room

 • Fixed incorrect morale/luck GFX for hero display in combat and in Kingdom Overview screen

 • Corrected the description for Tactics specialists (both in-game and in the Printme)

 • Changed secondary starting skills for several heroes (Isis, Mephisto, Beleth, Lilith, Korbac, Alkin)

 • Fortress heroes now have Fire Magic as a rare skill instead of Air Magic

 • Per above, slightly edited the availability of several spells in Fortress's Mage Guild

 • Swapped the elements of Dispel (now an Air spell) and Purify (now a Water spell; thank you, Raics!)

 • Lowered the cost of Stoneskin and Weakness from 8 to 6 (swapped with Heroism and Despair)

 • The effects of the Clairvoyance spell are no longer limited to the hero's current map layer

 • Raised the Attack, Damage, & Health of Energy Spirits and Defense & Health of Magma Spirits

 • Earth Spirits are now weak against water elemental spells and attacks

 • Fixed a bug where the Catapult was incorrectly dealing maximum damage regardless of skill

 • Revised turret damage formula to now scale with the Attack power of the defending hero

 • The status bar hover text now displays the correct damage when aiming turrets

 • The Archery skill no longer increases the damage of the Ballista

 • The Medical Tent now only heals 25 HP instead of 100

 • The Dazzling Ring no longer incorrectly provides 1 gem per day

 • Artifacts which boost skills (excepting the Necromancer artifacts) no longer require the skill

 • Abandoned Mines (previously unused) now act as a creature bank instead of a random actual mine

 • Dwarven Treasuries now contain only gold instead of both ore and gold (which Abandoned Mines now do)

 • Rebalanced the settings for creature banks to narrow the disparity between high and low rolls

 • The Leprechaun map object now allows heroes to forget skills (excepting starting ones)

 • Campfires now contain 4~6 wood and 4~6 ore (instead of 4~6 wood and the same amount of gold * 100)

 • Lean-To's now contain 4~6 wood and 400~600 gold (instead of a random rare resource)

 • Wagons now contain 3~5 of two random resources instead of 4~6 of just one (or maybe an artifact)

 • Gold from Mr. Bones is now a random value (1,000, 1,500, or 2,000 instead of always 2,000)

 • Warrior Tombs now contain either 3,000~5,000 gold (80% chance) or a lv. 2~3 artifact (20% chance)

 • Flotsam contents are now more randomized and may contain a small amount (1~3) of a rare resource

 • Castaways now raise a random stat by 1 (80% chance) with a 20% chance of a lv. 1~2 artifact

 • Pyramids now offer 25,000 gold instead of 10,000 and have less guards (100 Mummies & 40 Gold Golems)

 • Added more of most the above objects as well as magic plains/cursed ground to several maps

 • Added loose resources near mines of their type to most maps that did not already have them

 • Heroes on dry maps who normally have Sailing now instead start with their other major class skill

 • Breakout Island is now classified as an "easy" map (Divided Lands is the only other such map)

 • Removed roads and adjusted improper random unit placement near garrisons in Desert Storm

 • Added more resources to the starting zones in No Man's Land

 • Added Ghost Ships to the water and more external dwellings in Divided Lands

 • Renamed the "subterranean" terrain type to "cavern"

 • Completely recategorized and sorted all objects in the map editor

 • Added red obelisks (previously unused graphic in the original game)

 • Fixed layering and passability issues with several map objects

 • Removed the "default settings" button in the combat options menu

 • The "Show Map Messages" option now properly displays right-click information

 • The above option now properly affects messages from Flotsam and Castaways

 • Improved the behavior of the sorting and display functions in the map selection menu

 • The installer will now remember your colorblind assistance preference

 

Historical screenshots:

1.5

Historical snapshot #619 · updated 2023-07-24 00:42 UTC

 • Added new map: Lake Orion (medium, three players, domination, remake of "Beltway" from Heroes 2)

 • Removed hack allowing defending units to retaliate again if a retaliation killed the attacking stack

 • Reverted Defense damage reduction to 2.5% per point higher than the attacker's Attack value

 • Damage modification for attack and defense now caps at 250% and 25% damage, respectively

 • Reverted expert and master Offense to their vanilla values of 20% and 30%, respectively

 • Simplified the Necromancy formula to a percentage of total slain units, eliminating rounding errors

 • Per above, lowered the effects of expert and master Necromancy to 15% and 20%, respectively

 • Non-physical projectiles fired by units are now classified as elemental rather than just "magical"

 • Per above, damage from elemental projectiles is now lowered by resistance spells instead of Shield

 • Also per above, elemental projectiles now respect elemental resistance/weakness instead of O-Magic

 • Resistance is now used instead of Armorer to reduce damage from Mind and Magic Spirits

 • The external dwelling discount for Diplomacy is now 10% at basic and 30% at expert

 • Fixed a bug where units offering to join a full army would not pull up a menu to make room

 • Fixed incorrect morale/luck GFX for hero display in combat and in Kingdom Overview screen

 • Corrected the description for Tactics specialists (both in-game and in the Printme)

 • Changed secondary starting skills for several heroes (Isis, Mephisto, Beleth, Lilith, Korbac, Alkin)

 • Fortress heroes now have Fire Magic as a rare skill instead of Air Magic

 • Per above, slightly edited the availability of several spells in Fortress's Mage Guild

 • Swapped the elements of Dispel (now an Air spell) and Purify (now a Water spell; thank you, Raics!)

 • Lowered the cost of Stoneskin and Weakness from 8 to 6 (swapped with Heroism and Despair)

 • The effects of the Clairvoyance spell are no longer limited to the hero's current map layer

 • Raised the Attack, Damage, & Health of Energy Spirits and Defense & Health of Magma Spirits

 • Earth Spirits are now weak against water elemental spells and attacks

 • Fixed a bug where the Catapult was incorrectly dealing maximum damage regardless of skill

 • Revised turret damage formula to now scale with the Attack power of the defending hero

 • The status bar hover text now displays the correct damage when aiming turrets

 • The Archery skill no longer increases the damage of the Ballista

 • The Medical Tent now only heals 25 HP instead of 100

 • The Dazzling Ring no longer incorrectly provides 1 gem per day

 • Artifacts which boost skills (excepting the Necromancer artifacts) no longer require the skill

 • Abandoned Mines (previously unused) now act as a creature bank instead of a random actual mine

 • Dwarven Treasuries now contain only gold instead of both ore and gold (which Abandoned Mines now do)

 • Rebalanced the settings for creature banks to narrow the disparity between high and low rolls

 • The Leprechaun map object now allows heroes to forget skills (excepting starting ones)

 • Campfires now contain 4~6 wood and 4~6 ore (instead of 4~6 wood and the same amount of gold * 100)

 • Lean-To's now contain 4~6 wood and 400~600 gold (instead of a random rare resource)

 • Wagons now contain 3~5 of two random resources instead of 4~6 of just one (or maybe an artifact)

 • Gold from Mr. Bones is now a random value (1,000, 1,500, or 2,000 instead of always 2,000)

 • Warrior Tombs now contain either 4,000~5,000 gold (80% chance) or a lv. 2~3 artifact (20% chance)

 • Flotsam contents are now more randomized and may contain a small amount (1~3) of a rare resource

 • Castaways now raise a random stat by 1 (80% chance) with a 20% chance of a lv. 1~2 artifact

 • Pyramids now offer 25,000 gold instead of 10,000 and have less guards (100 Mummies & 40 Gold Golems)

 • Added more of most the above objects as well as magic plains/cursed ground to several maps

 • Added loose resources near mines of their type to most maps that did not already have them

 • Heroes on dry maps who normally have Sailing now instead start with their other major class skill

 • Breakout Island is now classified as an "easy" map (Divided Lands is the only other such map)

 • Removed roads and adjusted improper random unit placement near garrisons in Desert Storm

 • Added more resources to the starting zones in No Man's Land

 • Added Ghost Ships to the water and more external dwellings in Divided Lands

 • Renamed the "subterranean" terrain type to "cavern"

 • Completely recategorized and sorted all objects in the map editor

 • Added red obelisks (previously unused graphic in the original game)

 • Fixed layering and passability issues with several map objects

 • Removed the "default settings" button in the combat options menu

 • The "Show Map Messages" option now properly displays right-click information

 • The above option now properly affects messages from Flotsam and Castaways

 • Improved the behavior of the sorting and display functions in the map selection menu

 • The installer will now remember your colorblind assistance preference

 

Historical screenshots:

1.4.2b

Historical snapshot #614 · updated 2023-05-16 02:28 UTC

 • 1.4.2b - Fixed a softlock with the Chain Lightning spell introduced in 1.4.0 update

 • 1.4.2a - Fixed crashes with multi-target spells introduced in 1.4.2 update

 • 1.4.2 - Lethal retaliations no longer consume the defending unit's retaliation(s)

 • 1.4.2 - Fixed crashes with Great Dendroids and Evil Eyes/Beholders/Mummies introduced in previous update

 • 1.4.2 - The Ring of Health now properly grants its health bonus

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - The map menu now only shows the number of human-playable teams on each map instead of total/playable

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4.2b

Historical snapshot #611 · updated 2023-03-01 23:38 UTC

 • 1.4.2a - Fixed a softlock with the Chain Lightning spell introduced in 1.4.0 update

 • 1.4.2a - Fixed crashes with multi-target spells introduced in 1.4.2 update

 • 1.4.2 - Lethal retaliations no longer consume the defending unit's retaliation(s)

 • 1.4.2 - Fixed crashes with Great Dendroids and Evil Eyes/Beholders/Mummies introduced in previous update

 • 1.4.2 - The Ring of Health now properly grants its health bonus

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - The map menu now only shows the number of human-playable teams on each map instead of total/playable

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4.2a

Historical snapshot #610 · updated 2023-03-01 20:39 UTC

 • 1.4.2a - Fixed crashes with multi-target spells introduced in 1.4.2 update

 • 1.4.2 - Lethal retaliations no longer consume the defending unit's retaliation(s)

 • 1.4.2 - Fixed crashes with Great Dendroids and Evil Eyes/Beholders/Mummies introduced in previous update

 • 1.4.2 - The Ring of Health now properly grants its health bonus

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - The map menu now only shows the number of human-playable teams on each map instead of total/playable

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4.2

Historical snapshot #609 · updated 2023-02-28 21:31 UTC

 • 1.4.2 - Lethal retaliations no longer consume the defending unit's retaliation(s)

 • 1.4.2 - Fixed crashes with Great Dendroids and Evil Eyes/Beholders/Mummies introduced in previous update

 • 1.4.2 - The Ring of Health now properly grants its health bonus

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - The map menu now only shows the number of human-playable teams on each map instead of total/playable

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4.1

Historical snapshot #608 · updated 2023-02-28 19:32 UTC

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - The map menu now only shows the number of human-playable teams on each map instead of total/playable

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4.1

Historical snapshot #607 · updated 2023-02-26 21:01 UTC

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - The map menu now only shows the number of human-playable teams on each map instead of total/playable

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • 1.4.1 - Fixed a bug where damage spells could possibly do obscene amounts of damage to neutral units

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4.1

Historical snapshot #606 · updated 2023-02-26 19:36 UTC

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - The map menu now only shows the number of human-playable teams on each map instead of total/playable

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • 1.4.1 - Fixed a bug where damage spells could possibly do obscene amounts of damage to neutral units

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4.1

Historical snapshot #605 · updated 2023-02-26 19:33 UTC

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • 1.4.1 - Fixed a bug where damage spells could possibly do obscene amounts of damage to neutral units

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4

Historical snapshot #604 · updated 2023-02-26 16:11 UTC

 • 1.4.1 - Can now sort skills in the hero screen by alt-clicking them (starting skills cannot be moved)

 • 1.4.1 - Raised player hero movement speed for the three lowest settings ("jump", the fastest, is unchanged)

 • 1.4.1 - Replaced the "video subtitles" option in the config menu with an option to view gridlines on the map

 • 1.4.1 - The "R" key is now a shortcut for "Restart Scenario" instead of viewing allowable warp distance

 • 1.4.1 - Middle click now replays current player's turn rather than pulling up a menu of redundant shortcuts

 • 1.4.1 - Swapped the positions of the "Back" and "Begin/Save/Load" buttons in their respective menus

 • 1.4.1 - Some minor text corrections to #en.ini (HD Mod's config file)

 • 1.4.1 - Scrolls are no longer allowed to be sold at Artifact Traders

 • 1.4.1 - Yog now gives the correct damage bonus to Cyclopses (+7 instead of +5)

 • 1.4.1 - Fixed a bug where damage spells could possibly do obscene amounts of damage to neutral units

 • Added two new maps: Desert Storm (small domination map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.4

Historical snapshot #603 · updated 2023-02-26 16:11 UTC

 • Added two new maps: Desert Storm (small dominaition map) and Dragon Quest (huge quest-style map)

 • Raised combat animation speed for all three settings; the fastest is now ludicrous speed

 • Removed "Make Camp" button; daily mana regeneration for unused movement points is now automatic

 • Reinstated "Wake/Sleep Hero" button, which necessitated rearranging the UI button layout

 • Rewrote experience formula to use AI value instead of being strictly based on unit health

 • Experience bonuses for siege and/or enemy hero battles are now multipliers instead of a flat bonus

 • Adjusted initial values for random unit stacks; removed lower values for ranged units

 • Raised the number of units defending neutral towns and garrisons in most maps

 • Slightly edited the new AI value formula to no longer undervalue ranged units

 • Random unit stack weekly growth formula is now more linear and scales with difficulty setting

 • AI hero level/armies on "quest" maps (Ocean Saga & Dragon Quest) now scale with difficulty setting

 • Units marked as "compliant" in the editor now always join for free instead of charging

 • Defense damage reduction is now an equivalent amount to Attack increase (instead of half)

 • Reduced the ranged attack distance limit for full damage from 10 hexes to 9

 • Resistance now lowers damage (instead of Armorer) from non-physical unit projectiles

 • Resistance now lowers damage from directly offensive spells rather than avoiding them

 • Made it clearer that the Resistance skill also defends against statuses set by enemy units

 • Undertakers and Necromancers now have Resistance as a rare skill instead of Luck

 • Sorcerers are now slightly more likely (05% -> 10%) to gain Attack or Defense on level up

 • Wystan now starts with the correct number of Serpentflies and Gnolls

 • The Medical Tent now properly removes the Fear status with Expert First Aid

 • Fixed bug(s) where a hero's Diplomacy skill was not being properly loaded in some cases

 • Quest givers which teach lv.3+ spells no longer require the Wisdom skill to do so

 • Recall now properly subtracts the full spell point cost when cast instead of just 12 SP

 • Recall is now properly cast at basic level from a scroll on heroes with no Air Magic skill

 • Purify is now a very powerful single-target spell (30x+20/40/80/160) rather than a battlefield nuke

 • Buffed the Fate/Stoneskin/Strength/Weakness spells by two points at all levels (4/6/8 -> 6/8/10)

 • The defense bonus from Stoneskin is now properly removed when the spell wears off or is removed

 • The Berserk spell now doubles a stack's melee damage instead of its attack stat

 • Clarified that the effects of the Weakness spell apply only to melee attacks

 • Corrected the spellcasting AI for Master Genies and Ogre Magi to longer unnecessarily stack spells

 • Fixed a bug where Halberdiers retaliated infinitely when defending while the attacker lost theirs

 • Boars can now retaliate twice while Hobgoblins attack twice instead of retaliating twice

 • Units with natural Resistance (Dwarves, Unicorns, Gold Dragons) now only resist negative statuses

 • Paralysis (War Unicorns & Scorpicores) now has the correct probability of being inflicted

 • Dungeon's Void Portal now accumulates units (changing weekly) which cost resources instead of gold

 • The correct graphics are now shown for the Fly Hive and Gnoll Hut in Fortress's build menu

 • Fixed a duplication bug on the Conflux build menu that was overwriting the new horde building

 • The Ring of Health is now properly classified as a minor artifact instead of treasure-level

 • The Cape of Velocity, Seven League Boots, and Pegasus Boots now have the correct speed bonuses

 • Everstrike now correctly no longer possesses the "ranged attacks are unblockable" property

 • The Holy Alliance now only allows mixing units for the hero holding it instead of all of your heroes

 • Improved the bonuses for the Inferno, Necropolis, and all three "neutral" grail buildings

 • Elemental terrain now provides a large SP discount and is basic level minimum instead of master

 • Magical plains now provide the above-mentioned SP discount for all spells, but no expertise bonus

 • RoE-style (large) external elemental dwellings now sell units for resources instead of gold

 • Halved the growth rates of multi-unit external dwellings (Golem Factories & Elemental Confluxes)

 • Sea Chests now behave like regular treasure chests, allowing gold to be traded for experience

 • Conservatories, Crypts, and Ships now give more gold and are more likely to contain two artifacts

 • Slightly reduced the number of guardians in Shipwrecks and Sulfur Stores per the AI value adjustment

 • Changed the "Sirens" map object to invoke a battle with Harpies with a 2,500 experience reward

 • Pyramids now contain a large number of Mummies and Gold (no Diamond) Golems and a 10,000 gold reward

 • Land-based mapmakers now reveal all non-water tiles in their map layer regardless of terrain

 • Reverted Mercenary Guilds and Artifact Traders to using marketplaces to improve rates

 • Lowered Mercenary Guild rates to no longer provide a profit for selling units

 • Lowered odds of receiving artifacts from Mr. Bones from 25% to 20%

 • Fixed issue(s) with whirlpools working incorrectly or not at all

 • Fixed an instance of AI heroes getting "stuck" on teacher huts

 • Fixed another instance of the "move" button (now Quest Logs) becoming greyed out

 • Catherine and Xeron are no longer incorrectly available to recruit in Dark Alliance

 • Removed an improperly-placed obstacle in the underground layer of Dark Alliance

 • Fixed a Gem Pond ownership flag in Three Kingdoms that was being covered by another object

 • The Inferno heroes in Ocean Saga now have the correct stats and magic skills

 • The Tower town in Ocean Saga is now only partially built up initially

 • Added several anti-magic garrisons to the desert area in Monster Hunters

 • Added Elemental Confluxes (external dwelling) to Old World and The Last Crusade

 • Added mapmakers to Old World (all three types) and Three Kingdoms (water only)

Historical screenshots:

1.3i

Historical snapshot #602 · updated 2023-02-23 22:12 UTC

 • 1.3i - The Archdevil Pain Reflection ability should now work correctly

 • 1.3i - Some changes and fixes

 • 1.3h - Fixed a rare crash on day rollover related to tavern advice

 • 1.3h - Some changes and fixes

 • 1.3g - Fixed a bug where Magic Wells/Springs were not properly functioning on some systems

 • 1.3g - Replaced the Tabard of Celerity with the Cape of Velocity (graphic/name change only)

 • 1.3g - Some changes and fixes

 • 1.3f - Fixed a bug where the Catapult was not loading properly on some machines

 • 1.3f - Removed an improperly-placed obstacle from Divided Lands

 • 1.3f - Some changes and fixes

 • 1.3e - Fixed a crash when using whirlpools with HD+ mode enabled

 • 1.3e - Re-sorted the artifact list in the editor

 • 1.3e - Some changes and fixes

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3h

Historical snapshot #595 · updated 2022-12-14 22:13 UTC

 • 1.3h - Fixed a rare crash on day rollover related to tavern advice

 • 1.3h - Some changes and fixes

 • 1.3g - Fixed a bug where Magic Wells/Springs were not properly functioning on some systems

 • 1.3g - Replaced the Tabard of Celerity with the Cape of Velocity (graphic/name change only)

 • 1.3g - Some changes and fixes

 • 1.3f - Fixed a bug where the Catapult was not loading properly on some machines

 • 1.3f - Removed an improperly-placed obstacle from Divided Lands

 • 1.3f - Some changes and fixes

 • 1.3e - Fixed a crash when using whirlpools with HD+ mode enabled

 • 1.3e - Re-sorted the artifact list in the editor

 • 1.3e - Some changes and fixes

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3f

Historical snapshot #594 · updated 2022-12-13 01:46 UTC

 • 1.3f - Fixed a bug where the Catapult was not loading properly on some machines

 • 1.3f - Removed an improperly-placed obstacle from Divided Lands

 • 1.3f - Some changes and fixes

 • 1.3e - Fixed a crash when using whirlpools with HD+ mode enabled

 • 1.3e - Re-sorted the artifact list in the editor

 • 1.3e - Some changes and fixes

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3f

Historical snapshot #592 · updated 2022-12-10 13:26 UTC

 • 1.3f - Fixed a bug where the Catapult was not loading properly on some machines

 • 1.3f - Removed an improperly-placed obstacle from Divided Lands

 • 1.3f - Some changes and fixes

 • 1.3e - Fixed a crash when using whirlpools with HD+ mode enabled

 • 1.3e - Re-sorted the artifact list in the editor

 • 1.3e - Some changes and fixes

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3e

Historical snapshot #591 · updated 2022-12-10 04:44 UTC

 • 1.3e - Fixed a crash when using whirlpools with HD+ mode enabled

 • 1.3e - Re-sorted the artifact list in the editor

 • 1.3e - Some changes and fixes

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3d

Historical snapshot #590 · updated 2022-12-08 14:46 UTC

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3c

Historical snapshot #589 · updated 2022-12-07 15:47 UTC

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3d

Historical snapshot #588 · updated 2022-12-07 03:33 UTC

 • 1.3d - Fixed a duplication bug on the Fortress build menus that was overwriting the Cage of Endurance

 • 1.3d - Some changes and fixes

 • 1.3c - Fixed a crash when visiting Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3c

Historical snapshot #587 · updated 2022-12-07 03:21 UTC

 • 1.3c - Fixed a crash when visitng Sirens on the map

 • 1.3c - Some changes and fixes

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3b

Historical snapshot #586 · updated 2022-12-06 16:30 UTC

 • 1.3b - Fixed a bug from the previous update that made Rampart towns unable to build a Mage Guild

 • 1.3b - Corrected an issue with the installer file incorrectly detecting the wrong version of HD mod

 • 1.3b - Some changes and fixes

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3a

Historical snapshot #585 · updated 2022-12-03 18:21 UTC

 • 1.3a - Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • 1.3a - Added hotkey annotations to the status bar hover text for interface buttons

 • 1.3a - The installer now defaults "always show hero info" in HD Mod settings to on

 • 1.3a - Corrected an incorrect description in the Printme

 • 1.3a - Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3a

Historical snapshot #584 · updated 2022-12-03 01:02 UTC

 • Fixed a duplication bug on the Rampart and Inferno build menus that was overwriting other buildings

 • Added hotkey annotations to the status bar hover text for interface buttons

 • The installer now defaults "always show hero info" in HD Mod settings to on

 • Corrected an incorrect description in the Printme

 • Some changes and fixes

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.3

Historical snapshot #583 · updated 2022-12-03 01:02 UTC

 • Renamed Chokepoint Island to Breakthrough Island and slightly reworked its premise

 • Added hero specialties for Leadership, Luck, and Tactics (replacing Ballistics specialists)

 • Changed several other hero specialties and secondary skills in support of the above

 • Added new graphical displays for luck and morale bonuses to accommodate their new maximum values

 • Adjusted the odds of several class skills, most notably for Overlords (Scouting is now a major skill)

 • The Scouting skill now increases the combat bonus on native terrain in addition to map view radius

 • Reduced the effect of expert and master-level Scouting from +6/+9 visible tiles to +5/+7

 • Reduced the effect of expert and master-level Archery from 25%/50% damage to 20%/30%

 • Increased the effect of expert-level Learning from 25% to 30%

 • Increased the minimum unit speed for Logistics by 1 per level (5/6/7 -> 6/7/8)

 • Logistics specialists now get +2 minimum unit speed instead of double the skill's effect

 • Slightly adjusted the speed of several units (Centaurs, Elves, Gogs, Fiends, and Swordsmen)

 • Movement points are now based on a hero's fastest unit when beginning their turn in a town

 • The ballista and catapult are now targetable without the Ballistics skill

 • The ballista and catapult now always deal 2x damage at basic Ballistics and 3x at expert

 • Heroes no longer come equipped with a catapult by default (they are now sold by all town Blacksmiths)

 • Per the above, catapults are now shown on the Kingdom Overview screen instead of spellbooks

 • The odds of statuses set by units now vary depending on the number of units in each stack

 • Reduced the physical damage taken by petrified units from 50% to 25%

 • Slightly adjusted the Mage Guild spell odds for Tower, Dungeon, and Fortress towns

 • Dungeon's "Void" Portal now produces random elemental units weekly (no external dwellings needed)

 • Added a second horde building for Conflux (+1 growth to Mind & Magic Spirits)

 • Reduced the resource cost of Conflux's Magic University in response to the above

 • Slightly changed a few build requirements, most notably to the Oblivion Portal (now Order of Fire)

 • The 7th-level Inferno dwelling now correctly requires the 6th-level dwelling to be built

 • Moved the Oblivion Portal to a more visible location on the Inferno town screen

 • Swapped the GFX for Necropolis's Death Converter and Blacksmith (which is now the old Resource Silo)

 • Re-arranged most of the town build menus into a more sensible layout

 • Made some minor touch-ups to Conflux's siege battle background graphic

 • It's no longer possible for the "Artifact" stating bonus to give an Ass of Legion to Conflux heroes

 • The Mystic Eye of Power is now properly set as a minor artifact instead of treasure level

 • The Holy Alliance now only allows mixing of good units (excluding Stronghold/Fortress units)

 • The AI no longer needs to find every obelisk to dig up the grail on Hard (>75%) or Very Hard (>50%)

 • Fixed a bug where clicking the "activate" button with no hero selected would crash the game

 • Fixed an outstanding bug that allowed exiting the level-up screen without choosing a skill

 • Expert First Aid skill now properly allows medical tents to remove the Enslave status

 • Mr. Bones now only has a 1/4 chance of an artifact which is now set when the map first loads

 • Fixed AI heroes getting "stuck" on whirlpools and other possible unexpected teleporter behavior

 • It's no longer possible for Universities in random maps to have "blank" skill slots

 • It's no longer possible for the final game score to be reduced to less than zero

 • Moved all of the "blank" artifacts in the editor to the bottom of the list

 • Some changes and fixes

Historical screenshots:

1.2i

Historical snapshot #582 · updated 2022-12-01 14:48 UTC

 • 1.2i - Fixed a bug that would occasionally crash the game during the AI's turn

 • 1.2i - Heroes with unit specialties now correctly get a Diplomacy bonus for the upgraded versions

 • 1.2i - Artifact Trader and Mercenary Guild rates now improve with more of them instead of Marketplaces

 • 1.2i - Added regeneration to Living Dead (upgraded Zombies)

 • 1.2i - Corrected the description text for Ogre Magi

 • 1.2h - Weekly growth bonuses now apply to both base and upgraded dwellings and are 2x growth instead of +5

 • 1.2h - Growth weeks can no longer incorrectly occur for unaffiliated units or for Conflux units

 • 1.2h - Monthly bonuses now also apply to upgraded dwellings and are 3x growth instead of 2x population

 • 1.2h - Added graphics for the fifth-level castle Mage Guild

 • 1.2h - The Dragonlord Armor should no longer incorrectly block lv.1-4 spells

 • 1.2h - Removed blank artifact entries from the map editor

 • 1.2h - Optimized more code (again, should hopefully be invisible to the player)

 • 1.2g - Magic Elementals now correctly have 75% spell resistance instead of only 50%

 • 1.2g - Paralyze odds are now properly 1/3 (corrected a rounding error)

 • 1.2g - Optimized some more code (should again hopefully be invisible to the player)

 • 1.2g - Fixed a crash from the previous update when loading new maps with HD+ mode enabled

 • 1.2g - Fixed an error in the installer that was failing to check drives other than C:\

 • 1.2f - Fixed a major bug in the previous update that was causing crashes

 • 1.2f - Zerg Rush & Ocean Saga - reverted the change to starting hero positions

 • 1.2f - Added graphics for the fourth-level Stronghold and Fortress Mage Guilds

 • 1.2f - RIP Eddie (2004-2021), you will always be missed <3

 • 1.2e - Siege/garrison battles no longer offer an inherent experience boost

 • 1.2e - Renamed the Teleport spell (Dimension Door) to Warp to avoid confusion with the old Teleport spell

 • 1.2e - The AI is now slightly less likely (30% -> 20%) to use a unit's spellcast abilities each turn

 • 1.2e - The Magician's Hat now has +2 Magic instead of +1 Magic and +1 Knowledge

 • 1.2e - Replaced the Magic Cloak with the Tabard of Celerity (+1 unit speed)

 • 1.2e - Reduced the Pendant of Life's effect to match the Ring of Health, which is now also a minor artifact

 • 1.2e - Removed the rings from the Dragonlord Armor and reworked them as standalone artifacts

 • 1.2e - The minor Holy Alliance artifacts now both boost morale while the Dragon ones now boost luck

 • 1.2e - Per the above, the Dragontooth Necklace now only has +1 Magic and the Dragonbone Greaves +1 Defense

 • 1.2e - The Targe of the Mad Ogre is now +4 defense instead of +3 Defense and +2 Attack

 • 1.2e - The Mystic Orb of Mana is now a ring (formerly Quiet Eye of the Dragon) with +4 Knowledge

 • 1.2e - The Dragonscale Shield and Armor now have +3 Defense and +2 Magic instead of +4 Defense

 • 1.2e - Slightly buffed the Dragontongue Sword, Dragonfang Crown, and Titan's Artifacts

 • 1.2e - The Dragonlord Armor now only heavily boosts Defense/Magic (+13) with less Attack/Knowledge (+5)

 • 1.2e - Re-adjusted the values of all artifacts; relic artifacts in particular are now worth much more

 • 1.2e - Renamed several artifacts (see Printme for details)

 • 1.2e - Optimized a great deal of the artifact code (should hopefully be invisible to the player)

 • 1.2e - Fixed incorrect right-click text for the Holy Alliance and Dragonlord Armor morale/luck bonuses

 • 1.2e - Fixed potential unexpected behavior from Magebane and the Earthquake spell

 • 1.2e - Fixed a bug where buying a spell with a scroll equipped would undo the basic minimum level casting

 • 1.2e - Fixed incorrect battle log text for Timespinner

 • 1.2e - Fixed the keyboard shortcuts that were broken when redesigning the interface buttons

 • 1.2e - The "move hero" button should no longer incorrectly gray out

 • 1.2e - Cursed Ground now correctly gives a +2 native terrain bonus to undead units instead of non-undead

 • 1.2e - Ocean Saga & Zerg Rush - starting heroes now begin inside their starting town instead of next to them

 • 1.2e - Zerg Rush - removed a poorly-placed obstacle in Dungeon's starting zone

 • 1.2e - Added several more directories for the installer to search a HoMM3 installation

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2h

Historical snapshot #580 · updated 2022-11-08 02:22 UTC

 • 1.2h - Weekly growth bonuses now apply to both base and upgraded dwellings and are 2x growth instead of +5

 • 1.2h - Growth weeks can no longer incorrectly occur for unaffiliated units or for Conflux units

 • 1.2h - Monthly bonuses now also apply to upgraded dwellings and are 3x growth instead of 2x population

 • 1.2h - Added graphics for the fifth-level castle Mage Guild

 • 1.2h - The Dragonlord Armor should no longer incorrectly block lv.1-4 spells

 • 1.2h - Removed blank artifact entries from the map editor

 • 1.2h - Optimized more code (again, should hopefully be invisible to the player)

 • 1.2g - Magic Elementals now correctly have 75% spell resistance instead of only 50%

 • 1.2g - Paralyze odds are now properly 1/3 (corrected a rounding error)

 • 1.2g - Optimized some more code (should again hopefully be invisible to the player)

 • 1.2g - Fixed a crash from the previous update when loading new maps with HD+ mode enabled

 • 1.2g - Fixed an error in the installer that was failing to check drives other than C:\

 • 1.2f - Fixed a major bug in the previous update that was causing crashes

 • 1.2f - Zerg Rush & Ocean Saga - reverted the change to starting hero positions

 • 1.2f - Added graphics for the fourth-level Stronghold and Fortress Mage Guilds

 • 1.2f - RIP Eddie (2004-2021), you will always be missed <3

 • 1.2e - Siege/garrison battles no longer offer an inherent experience boost

 • 1.2e - Renamed the Teleport spell (Dimension Door) to Warp to avoid confusion with the old Teleport spell

 • 1.2e - The AI is now slightly less likely (30% -> 20%) to use a unit's spellcast abilities each turn

 • 1.2e - The Magician's Hat now has +2 Magic instead of +1 Magic and +1 Knowledge

 • 1.2e - Replaced the Magic Cloak with the Tabard of Celerity (+1 unit speed)

 • 1.2e - Reduced the Pendant of Life's effect to match the Ring of Health, which is now also a minor artifact

 • 1.2e - Removed the rings from the Dragonlord Armor and reworked them as standalone artifacts

 • 1.2e - The minor Holy Alliance artifacts now both boost morale while the Dragon ones now boost luck

 • 1.2e - Per the above, the Dragontooth Necklace now only has +1 Magic and the Dragonbone Greaves +1 Defense

 • 1.2e - The Targe of the Mad Ogre is now +4 defense instead of +3 Defense and +2 Attack

 • 1.2e - The Mystic Orb of Mana is now a ring (formerly Quiet Eye of the Dragon) with +4 Knowledge

 • 1.2e - The Dragonscale Shield and Armor now have +3 Defense and +2 Magic instead of +4 Defense

 • 1.2e - Slightly buffed the Dragontongue Sword, Dragonfang Crown, and Titan's Artifacts

 • 1.2e - The Dragonlord Armor now only heavily boosts Defense/Magic (+13) with less Attack/Knowledge (+5)

 • 1.2e - Re-adjusted the values of all artifacts; relic artifacts in particular are now worth much more

 • 1.2e - Renamed several artifacts (see Printme for details)

 • 1.2e - Optimized a great deal of the artifact code (should hopefully be invisible to the player)

 • 1.2e - Fixed incorrect right-click text for the Holy Alliance and Dragonlord Armor morale/luck bonuses

 • 1.2e - Fixed potential unexpected behavior from Magebane and the Earthquake spell

 • 1.2e - Fixed a bug where buying a spell with a scroll equipped would undo the basic minimum level casting

 • 1.2e - Fixed incorrect battle log text for Timespinner

 • 1.2e - Fixed the keyboard shortcuts that were broken when redesigning the interface buttons

 • 1.2e - The "move hero" button should no longer incorrectly gray out

 • 1.2e - Cursed Ground now correctly gives a +2 native terrain bonus to undead units instead of non-undead

 • 1.2e - Ocean Saga & Zerg Rush - starting heroes now begin inside their starting town instead of next to them

 • 1.2e - Zerg Rush - removed a poorly-placed obstacle in Dungeon's starting zone

 • 1.2e - Added several more directories for the installer to search a HoMM3 installation

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2g

Historical snapshot #579 · updated 2022-11-06 18:53 UTC

 • 1.2g - Magic Elementals now correctly have 75% spell resistance instead of only 50%

 • 1.2g - Paralyze odds are now properly 1/3 (corrected a rounding error)

 • 1.2g - Optimized some more code (should again hopefully be invisible to the player)

 • 1.2g - Fixed a crash from the previous update when loading new maps with HD+ mode enabled

 • 1.2g - Fixed an error in the installer that was failing to check drives other than C:\

 • 1.2f - Fixed a major bug in the previous update that was causing crashes

 • 1.2f - Zerg Rush & Ocean Saga - reverted the change to starting hero positions

 • 1.2f - Added graphics for the fourth-level Stronghold and Fortress Mage Guilds

 • 1.2f - RIP Eddie (2004-2021), you will always be missed <3

 • 1.2e - Siege/garrison battles no longer offer an inherent experience boost

 • 1.2e - Renamed the Teleport spell (Dimension Door) to Warp to avoid confusion with the old Teleport spell

 • 1.2e - The AI is now slightly less likely (30% -> 20%) to use a unit's spellcast abilities each turn

 • 1.2e - The Magician's Hat now has +2 Magic instead of +1 Magic and +1 Knowledge

 • 1.2e - Replaced the Magic Cloak with the Tabard of Celerity (+1 unit speed)

 • 1.2e - Reduced the Pendant of Life's effect to match the Ring of Health, which is now also a minor artifact

 • 1.2e - Removed the rings from the Dragonlord Armor and reworked them as standalone artifacts

 • 1.2e - The minor Holy Alliance artifacts now both boost morale while the Dragon ones now boost luck

 • 1.2e - Per the above, the Dragontooth Necklace now only has +1 Magic and the Dragonbone Greaves +1 Defense

 • 1.2e - The Targe of the Mad Ogre is now +4 defense instead of +3 Defense and +2 Attack

 • 1.2e - The Mystic Orb of Mana is now a ring (formerly Quiet Eye of the Dragon) with +4 Knowledge

 • 1.2e - The Dragonscale Shield and Armor now have +3 Defense and +2 Magic instead of +4 Defense

 • 1.2e - Slightly buffed the Dragontongue Sword, Dragonfang Crown, and Titan's Artifacts

 • 1.2e - The Dragonlord Armor now only heavily boosts Defense/Magic (+13) with less Attack/Knowledge (+5)

 • 1.2e - Re-adjusted the values of all artifacts; relic artifacts in particular are now worth much more

 • 1.2e - Renamed several artifacts (see Printme for details)

 • 1.2e - Optimized a great deal of the artifact code (should hopefully be invisible to the player)

 • 1.2e - Fixed incorrect right-click text for the Holy Alliance and Dragonlord Armor morale/luck bonuses

 • 1.2e - Fixed potential unexpected behavior from Magebane and the Earthquake spell

 • 1.2e - Fixed a bug where buying a spell with a scroll equipped would undo the basic minimum level casting

 • 1.2e - Fixed incorrect battle log text for Timespinner

 • 1.2e - Fixed the keyboard shortcuts that were broken when redesigning the interface buttons

 • 1.2e - The "move hero" button should no longer incorrectly gray out

 • 1.2e - Cursed Ground now correctly gives a +2 native terrain bonus to undead units instead of non-undead

 • 1.2e - Ocean Saga & Zerg Rush - starting heroes now begin inside their starting town instead of next to them

 • 1.2e - Zerg Rush - removed a poorly-placed obstacle in Dungeon's starting zone

 • 1.2e - Added several more directories for the installer to search a HoMM3 installation

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2g

Historical snapshot #575 · updated 2022-11-01 16:16 UTC

 • 1.2g - Magic Elementals now correctly have 75% spell resistances instead of only 50%

 • 1.2g - Paralyze odds are now properly 1/3 (corrected a rounding error)

 • 1.2g - Optimzied some more code (should again hopefully be invisible to the player)

 • 1.2g - Fixed an error in the installer that was failing to check drives other than C:\

 • 1.2f - Fixed a major bug in the previous update that was causing crashes

 • 1.2f - Zerg Rush & Ocean Saga - reverted the change to starting hero positions

 • 1.2f - Added graphics for the fourth-level Stronghold and Fortress Mage Guilds

 • 1.2f - RIP Eddie (2004-2021), you will always be missed <3

 • 1.2e - Siege/garrison battles no longer offer an inherent experience boost

 • 1.2e - Renamed the Teleport spell (Dimension Door) to Warp to avoid confusion with the old Teleport spell

 • 1.2e - The AI is now slightly less likely (30% -> 20%) to use a unit's spellcast abilities each turn

 • 1.2e - The Magician's Hat now has +2 Magic instead of +1 Magic and +1 Knowledge

 • 1.2e - Replaced the Magic Cloak with the Tabard of Celerity (+1 unit speed)

 • 1.2e - Reduced the Pendant of Life's effect to match the Ring of Health, which is now also a minor artifact

 • 1.2e - Removed the rings from the Dragonlord Armor and reworked them as standalone artifacts

 • 1.2e - The minor Holy Alliance artifacts now both boost morale while the Dragon ones now boost luck

 • 1.2e - Per the above, the Dragontooth Necklace now only has +1 Magic and the Dragonbone Greaves +1 Defense

 • 1.2e - The Targe of the Mad Ogre is now +4 defense instead of +3 Defense and +2 Attack

 • 1.2e - The Mystic Orb of Mana is now a ring (formerly Quiet Eye of the Dragon) with +4 Knowledge

 • 1.2e - The Dragonscale Shield and Armor now have +3 Defense and +2 Magic instead of +4 Defense

 • 1.2e - Slightly buffed the Dragontongue Sword, Dragonfang Crown, and Titan's Artifacts

 • 1.2e - The Dragonlord Armor now only heavily boosts Defense/Magic (+13) with less Attack/Knowledge (+5)

 • 1.2e - Re-adjusted the values of all artifacts; relic artifacts in particular are now worth much more

 • 1.2e - Renamed several artifacts (see Printme for details)

 • 1.2e - Optimized a great deal of the artifact code (should hopefully be invisible to the player)

 • 1.2e - Fixed incorrect right-click text for the Holy Alliance and Dragonlord Armor morale/luck bonuses

 • 1.2e - Fixed potential unexpected behavior from Magebane and the Earthquake spell

 • 1.2e - Fixed a bug where buying a spell with a scroll equipped would undo the basic minimum level casting

 • 1.2e - Fixed incorrect battle log text for Timespinner

 • 1.2e - Fixed the keyboard shortcuts that were broken when redesigning the interface buttons

 • 1.2e - The "move hero" button should no longer incorrectly gray out

 • 1.2e - Cursed Ground now correctly gives a +2 native terrain bonus to undead units instead of non-undead

 • 1.2e - Ocean Saga & Zerg Rush - starting heroes now begin inside their starting town instead of next to them

 • 1.2e - Zerg Rush - removed a poorly-placed obstacle in Dungeon's starting zone

 • 1.2e - Added several more directories for the installer to search a HoMM3 installation

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2f

Historical snapshot #574 · updated 2022-11-01 15:16 UTC

 • 1.2f - Fixed a major bug in the previous update that was causing crashes

 • 1.2f - Zerg Rush & Ocean Saga - reverted the change to starting hero positions

 • 1.2f - Added graphics for the fourth-level Stronghold and Fortress Mage Guilds

 • 1.2f - RIP Eddie (2004-2021), you will always be missed <3

 • 1.2e - Siege/garrison battles no longer offer an inherent experience boost

 • 1.2e - Renamed the Teleport spell (Dimension Door) to Warp to avoid confusion with the old Teleport spell

 • 1.2e - The AI is now slightly less likely (30% -> 20%) to use a unit's spellcast abilities each turn

 • 1.2e - The Magician's Hat now has +2 Magic instead of +1 Magic and +1 Knowledge

 • 1.2e - Replaced the Magic Cloak with the Tabard of Celerity (+1 unit speed)

 • 1.2e - Reduced the Pendant of Life's effect to match the Ring of Health, which is now also a minor artifact

 • 1.2e - Removed the rings from the Dragonlord Armor and reworked them as standalone artifacts

 • 1.2e - The minor Holy Alliance artifacts now both boost morale while the Dragon ones now boost luck

 • 1.2e - Per the above, the Dragontooth Necklace now only has +1 Magic and the Dragonbone Greaves +1 Defense

 • 1.2e - The Targe of the Mad Ogre is now +4 defense instead of +3 Defense and +2 Attack

 • 1.2e - The Mystic Orb of Mana is now a ring (formerly Quiet Eye of the Dragon) with +4 Knowledge

 • 1.2e - The Dragonscale Shield and Armor now have +3 Defense and +2 Magic instead of +4 Defense

 • 1.2e - Slightly buffed the Dragontongue Sword, Dragonfang Crown, and Titan's Artifacts

 • 1.2e - The Dragonlord Armor now only heavily boosts Defense/Magic (+13) with less Attack/Knowledge (+5)

 • 1.2e - Re-adjusted the values of all artifacts; relic artifacts in particular are now worth much more

 • 1.2e - Renamed several artifacts (see Printme for details)

 • 1.2e - Optimized a great deal of the artifact code (should hopefully be invisible to the player)

 • 1.2e - Fixed incorrect right-click text for the Holy Alliance and Dragonlord Armor morale/luck bonuses

 • 1.2e - Fixed potential unexpected behavior from Magebane and the Earthquake spell

 • 1.2e - Fixed a bug where buying a spell with a scroll equipped would undo the basic minimum level casting

 • 1.2e - Fixed incorrect battle log text for Timespinner

 • 1.2e - Fixed the keyboard shortcuts that were broken when redesigning the interface buttons

 • 1.2e - The "move hero" button should no longer incorrectly gray out

 • 1.2e - Cursed Ground now correctly gives a +2 native terrain bonus to undead units instead of non-undead

 • 1.2e - Ocean Saga & Zerg Rush - starting heroes now begin inside their starting town instead of next to them

 • 1.2e - Zerg Rush - removed a poorly-placed obstacle in Dungeon's starting zone

 • 1.2e - Added several more directories for the installer to search a HoMM3 installation

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2e

Historical snapshot #573 · updated 2022-10-31 05:00 UTC

 • 1.2e - Siege/garrison battles no longer offer an inherent experience boost

 • 1.2e - Renamed the Teleport spell (Dimension Door) to Warp to avoid confusion with the old Teleport spell

 • 1.2e - The AI is now slightly less likely (30% -> 20%) to use a unit's spellcast abilities each turn

 • 1.2e - The Magician's Hat now has +2 Magic instead of +1 Magic and +1 Knowledge

 • 1.2e - Replaced the Magic Cloak with the Tabard of Celerity (+1 unit speed)

 • 1.2e - Reduced the Pendant of Life's effect to match the Ring of Health, which is now also a minor artifact

 • 1.2e - Removed the rings from the Dragonlord Armor and reworked them as standalone artifacts

 • 1.2e - The minor Holy Alliance artifacts now both boost morale while the Dragon ones now boost luck

 • 1.2e - Per the above, the Dragontooth Necklace now only has +1 Magic and the Dragonbone Greaves +1 Defense

 • 1.2e - The Targe of the Mad Ogre is now +4 defense instead of +3 Defense and +2 Attack

 • 1.2e - The Mystic Orb of Mana is now a ring (formerly Quiet Eye of the Dragon) with +4 Knowledge

 • 1.2e - The Dragonscale Shield and Armor now have +3 Defense and +2 Magic instead of +4 Defense

 • 1.2e - Slightly buffed the Dragontongue Sword, Dragonfang Crown, and Titan's Artifacts

 • 1.2e - The Dragonlord Armor now only heavily boosts Defense/Magic (+13) with less Attack/Knowledge (+5)

 • 1.2e - Re-adjusted the values of all artifacts; relic artifacts in particular are now worth much more

 • 1.2e - Renamed several artifacts (see Printme for details)

 • 1.2e - Optimized a great deal of the artifact code (should hopefully be invisible to the player)

 • 1.2e - Fixed incorrect right-click text for the Holy Alliance and Dragonlord Armor morale/luck bonuses

 • 1.2e - Fixed potential unexpected behavior from Magebane and the Earthquake spell

 • 1.2e - Fixed a bug where buying a spell with a scroll equipped would undo the basic minimum level casting

 • 1.2e - Fixed incorrect battle log text for Timespinner

 • 1.2e - Fixed the keyboard shortcuts that were broken when redesigning the interface buttons

 • 1.2e - The "move hero" button should no longer incorrectly gray out

 • 1.2e - Cursed Ground now correctly gives a +2 native terrain bonus to undead units instead of non-undead

 • 1.2e - Ocean Saga & Zerg Rush - starting heroes now begin inside their starting town instead of next to them

 • 1.2e - Zerg Rush - removed a poorly-placed obstacle in Dungeon's starting zone

 • 1.2e - Added several more directories for the installer to search a HoMM3 installation

 • 1.2e - RIP Eddie (2004-2021), you will always be missed <3

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2d

Historical snapshot #572 · updated 2022-10-30 09:06 UTC

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2c

Historical snapshot #570 · updated 2022-10-23 04:34 UTC

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2b

Historical snapshot #569 · updated 2022-10-21 02:07 UTC

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2a

Historical snapshot #568 · updated 2022-10-17 19:57 UTC

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2

Historical snapshot #567 · updated 2022-10-16 23:28 UTC

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2

Historical snapshot #566 · updated 2022-10-13 02:51 UTC

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes wheen using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2

Historical snapshot #565 · updated 2022-10-13 00:30 UTC

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes wheen using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2

Historical snapshot #564 · updated 2022-10-12 23:28 UTC

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes wheen using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2

Historical snapshot #563 · updated 2022-10-12 22:09 UTC

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes wheen using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.2

Historical snapshot #562 · updated 2022-10-12 21:31 UTC

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes wheen using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts

Historical screenshots:

1.1p

Historical snapshot #561 · updated 2022-10-12 20:34 UTC

 • 1.1p - Fixed a potential crash when casting the Cure spell

 • 1.1p - Corrected an error in the Clairvoyance formula from the previous update

 • 1.1o - The Clairvoyance spell should no longer crash the game with HD+ mode enabled

 • 1.1o - The installer now defaults "Quick Combat", "Skip Map Messages", and "HD+" mode to disabled

 • 1.1n - Corrected a division error that caused unit specialists to get a Diplomacy bonus for the wrong units

 • 1.1n - Unskilled Dispel now correctly ignores physical statuses

 • 1.1n - Cleaned up some code for the Cure and Dispel changes

 • 1.1m - Buffed the effectiveness of the Summon Elemental spells

 • 1.1m - Increased artifact experience values at Sacrifice Altars

 • 1.1m - Altars of Sacrifice now allow sacrificing artifacts or units regardless of hero alignment

 • 1.1m - Fixed a bug where the Clairvoyance spell occasionally reported incorrect flee/fight results

 • 1.1m - The Last Crusade - added Stables to Romania (near Kiev)

 • 1.1k - Fixed a bug with the Cloak of the Lich King sometimes not working properly against enemy heroes

 • 1.1j - Updated the .dll patch for the current version of HD Mod

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1o2

Historical snapshot #558 · updated 2022-09-26 04:16 UTC

 • 1.1o2 - Corrected an error in the Clairvoyance formula from the previous update

 • 1.1o - The Clairvoyance spell should no longer crash the game with HD+ mode enabled

 • 1.1o - The installer now defaults "Quick Combat", "Skip Map Messages", and "HD+" mode to disabled

 • 1.1n - Corrected a division error that caused unit specialists to get a Diplomacy bonus for the wrong units

 • 1.1n - Unskilled Dispel now correctly ignores physical statuses

 • 1.1n - Cleaned up some code for the Cure and Dispel changes

 • 1.1m - Buffed the effectiveness of the Summon Elemental spells

 • 1.1m - Increased artifact experience values at Sacrifice Altars

 • 1.1m - Altars of Sacrifice now allow sacrificing artifacts or units regardless of hero alignment

 • 1.1m - Fixed a bug where the Clairvoyance spell occasionally reported incorrect flee/fight results

 • 1.1m - The Last Crusade - added Stables to Romania (near Kiev)

 • 1.1k - Fixed a bug with the Cloak of the Lich King sometimes not working properly against enemy heroes

 • 1.1j - Updated the .dll patch for the current version of HD Mod

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1o

Historical snapshot #557 · updated 2022-09-26 03:50 UTC

 • 1.1o - The Clairvoyance spell should no longer crash the game with HD+ mode enabled

 • 1.1o - The installer now defaults "Quick Combat", "Skip Map Messages", and "HD+" mode to disabled

 • 1.1n - Corrected a division error that caused unit specialists to get a Diplomacy bonus for the wrong units

 • 1.1n - Unskilled Dispel now correctly ignores physical statuses

 • 1.1n - Cleaned up some code for the Cure and Dispel changes

 • 1.1m - Buffed the effectiveness of the Summon Elemental spells

 • 1.1m - Increased artifact experience values at Sacrifice Altars

 • 1.1m - Altars of Sacrifice now allow sacrificing artifacts or units regardless of hero alignment

 • 1.1m - Fixed a bug where the Clairvoyance spell occasionally reported incorrect flee/fight results

 • 1.1m - The Last Crusade - added Stables to Romania (near Kiev)

 • 1.1k - Fixed a bug with the Cloak of the Lich King sometimes not working properly against enemy heroes

 • 1.1j - Updated the .dll patch for the current version of HD Mod

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1n

Historical snapshot #556 · updated 2022-09-25 23:16 UTC

 • 1.1n - Corrected a division error that caused unit specialists to get a Diplomacy bonus for the wrong units

 • 1.1n - Unskilled Dispel now correctly ignores physical statuses

 • 1.1n - Cleaned up some code for the Cure and Dispel changes

 • 1.1m - Buffed the effectiveness of the Summon Elemental spells

 • 1.1m - Increased artifact experience values at Sacrifice Altars

 • 1.1m - Altars of Sacrifice now allow sacrificing artifacts or units regardless of hero alignment

 • 1.1m - Fixed a bug where the Clairvoyance spell occasionally reported incorrect flee/fight results

 • 1.1m - The Last Crusade - added Stables to Romania (near Kiev)

 • 1.1k - Fixed a bug with the Cloak of the Lich King sometimes not working properly against enemy heroes

 • 1.1j - Updated the .dll patch for the current version of HD Mod

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1m

Historical snapshot #554 · updated 2022-09-24 10:02 UTC

 • 1.1m - Buffed the effectiveness of the Summon Elemental spells

 • 1.1m - Increased artifact experience values at Sacrifice Altars

 • 1.1m - Altars of Sacrifice now allow sacrificing artifacts or units regardless of hero alignment

 • 1.1m - Fixed a bug where the Clairvoyance spell occasionally reported incorrect flee/fight results

 • 1.1m - The Last Crusade - added Stables to Romania (near Kiev)

 • 1.1k - Fixed a bug with the Cloak of the Lich King sometimes not working properly against enemy heroes

 • 1.1j - Updated the .dll patch for the current version of HD Mod

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1k

Historical snapshot #553 · updated 2022-09-22 00:38 UTC

 • 1.1k - Fixed a bug with the Cloak of the Lich King sometimes not working properly against enemy heroes

 • 1.1j - Updated the .dll patch for the current version of HD Mod

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1j

Historical snapshot #552 · updated 2022-09-21 03:58 UTC

 • 1.1j - Updated the .dll patch for the current version of HD Mod

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1i

Historical snapshot #550 · updated 2022-09-20 19:12 UTC

 • 1.1i - Ocean Saga - buffed all of the major boss fights

 • 1.1i - Fixed a major issue with version 5.3 R16 and higher of HD Mod that made it impossible to buy spells

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1h

Historical snapshot #549 · updated 2022-09-20 09:35 UTC

 • 1.1h - Updated the .dll patch for the current version of HD Mod

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1g

Historical snapshot #548 · updated 2022-09-19 23:00 UTC

 • 1.1g - The Cloak of the Lich King should work properly now

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1f

Historical snapshot #547 · updated 2022-09-19 09:27 UTC

 • 1.1f - Updated the score formula to award points for finding obelisks even if the Grail is not found

 • 1.1f - Reduced the effect of the Necro Amplifier from 10% to 5%

 • 1.1f - The Cloak of the Lich King now only raises Liches from lv.5+ units

 • 1.1f - The Perfect Bow no longer allows ranged attacks to be unblockable by adjacent enemy units

 • 1.1f - The four basic elemental units now receive +3 ATK/DEF/SPD on their home elemental terrain

 • 1.1f - Corrected Yog's Cyclops specialty to +damage (since they are ranged units) instead of +health

 • 1.1f - Trolls and Nomads no longer have the incorrect background on their animated portraits

 • 1.1f - Removed the Tactics explanation popup that appeared at the beginning of every battle

 • 1.1f - Minor help text corrections/updates

 • 1.1f - Updated the .dll patch for the current version of HD Mod

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1e

Historical snapshot #546 · updated 2022-09-19 02:49 UTC

 • 1.1e - The Cure and Dispel spells now heal/remove different types of statuses with greater skill expertise

 • 1.1e - Disease now lowers speed in addition to attack and defense

 • 1.1e - Rebalanced hero starting units

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1d

Historical snapshot #545 · updated 2022-09-16 07:55 UTC

 • 1.1d - Rearranged the main adventure window buttons and replaced several of them (see below)

 • 1.1d - New "Camp" button (replacing "View Puzzle") allows heroes to end their turn and regain some mana

 • 1.1d - Added a button to toggle between windowed and fullscreen modes (replaces "Next Town")

 • 1.1d - Reinstated the "Move Hero" button (replacing "Next Hero")

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1c

Historical snapshot #544 · updated 2022-09-15 07:52 UTC

 • 1.1c - Fixed a bug where the Recall spell would incorrectly report that it had no valid destination

 • 1.1c - Fixed a bug where Teachers would incorrectly assume that heroes already knew their skill

 • 1.1c - Upgraded Cyclopses no longer incorrectly have less speed than the base units

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1b

Historical snapshot #543 · updated 2022-09-14 16:00 UTC

 • 1.1b - Unit specialty bonuses now vary depending on unit type rather than being the same for all units

 • 1.1b - Monks and Zealots now attack without triggering enemy retaliation

 • 1.1b - Mercenary Guilds now have much better rates, allowing you to sell units at a profit

 • 1.1b - Redesigned the hero class information screen (seen when right-clicking on any hero)

 • 1.1b - Updated the .dll patch for the current version of HD Mod (a-fucking-GAIN...)

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1a

Historical snapshot #542 · updated 2022-09-14 03:19 UTC

 • 1.1a - updated the .dll patch for the current version of HD Mod (again)

 ---

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.1

Historical snapshot #541 · updated 2022-09-12 02:44 UTC

 • New map: Ocean Saga

 • Guardians now have Logistics as a major class skill instead of Scouting

 • Fortress and Stronghold class availability is now mostly good/evil (respectively)

 • Fixed a major bug with Necromancy reviving the wrong number of units

 • Krellion, Shiva, and Yog now have the correct specialties

 • Gold and Diamond Golems are now treated as Tower units

 • Trolls now treat Swamp as native terrain

 • Added a new spell which warps a hero to their capital town

 • Town Portal and Teleport movement costs are now percentages of the hero's maximum instead of static

 • Spell scrolls now allow casting at basic expertise regardless of the hero's skill level

 • Spell shrines now sell spell scrolls instead of teaching them for free

 • Pyramids now raise all stats by 1 instead of teaching a random fifth-level spell

 • Whirlpools are now linked by pairs instead of being connected to the entire network

 • Mr. Bones now gives 2,000 gold instead of 1,500

 • Reverted gold cost of boats from external shipyards to 1,000 gold (instead of 2,000)

 • Fixed a bug where AI players would sometimes get "stuck" on Teachers

 • Medical Tents can now heal undamaged units (this allows them to remove status effects)

 • Random unit "upstack" is now dependent on aggression and difficulty instead of deterministic

 • Slightly revised the new scoring formula; grail bonus now varies depending on number of obelisks

 • Chokepoint Island - both secondary towns now start out with forts built

 • Dark Alliance - there is now only one set of two-way portals linking the surface and underground

 • Old World - the prison is now guarded by a 6th-level unit instead of a 7th-level unit

 • The Last Crusade - removed unnecessary external shipyards (near towns which can build Shipyards)

 • World of Ruin - significantly redesigned the underground due to the whirlpool change

 • Several maps - reviewed and adjusted the guardians of neutral (unowned) towns

 • Several maps - added scrolls of Recall (the above-mentioned new spell) and/or Town Portal

 • Moved the "Activate Object" and "Toggle Layer View" UI buttons to the top row

 • The "Activate Object" button can no longer pull up a window for a hero to trade with themself

 • The Dig button statusbar hover text and Quest Logs screen header are now correct

 • The Kingdom Overview screen now has the correct statusbar hover text for artifacts

 • The Pegasus Boots no longer prevent casting Water Walk when equipped

 • Made minor formatting adjustments to various textboxes

 • Updated the .dll patch for the current version of HD Mod

 • Fixed a major issue with version 5.3 R9 and higher of HD Mod that made it impossible to buy spells

Historical screenshots:

1.0f

Historical snapshot #535 · updated 2022-07-31 13:27 UTC

 • The Wisdom skill of defending heroes is now correctly checked instead of always the attacking hero

 • Pantheon (+) now has the correct requirements (Mage Guild III instead of IV)

 • Serpent's Buckler and Targe of the Mad Ogre now have the correct stats

Historical screenshots:

1.0c

Historical snapshot #530 · updated 2022-07-07 21:49 UTC

 • Fixed a bug from the last update that permanently disabled the stack split button in the hero screen

 • Converted the formation and tactics buttons in the hero screen to act as stack-splitting shortcuts

 • Tavern dialogue ("tip of the day") now updates daily instead of weekly

Historical screenshots:

1.0b

Historical snapshot #528 · updated 2022-07-07 10:52 UTC

 • Fixed a rare/obscure crash with the spellbook (that was likely also causing other problems)

 • Moved all "dig for grail" edits into the main patch (only the Oblivion Portal edit now uses the DLL)

 • Replaced the "move hero" and "wake/sleep hero" buttons with "next town" and "activate" buttons

 • Rearranged the main UI buttons (i.e. the ones above) into a more intuitive/user-friendly layout

 • Added an option to disable automatic map scrolling (replaces the slowest setting)

 • The Wizard's Hat no longer has an incorrect value of 0

 • Cleaned up more right-click text

Historical screenshots:

1.0b

Historical snapshot #527 · updated 2022-07-05 22:09 UTC

 • Fixed a rare/obscure crash with the spellbook (that was likely also causing other problems)

 • Replaced the "move hero" and "wake/sleep hero" buttons with "next town" and "activate" buttons

 • Rearranged the main UI buttons (i.e. the ones above) into a more intuitive/user-friendly layout

 • Added an option to disable automatic map scrolling (replaces the slowest setting)

 • The Wizard's Hat no longer has an incorrect value of 0

 • Cleaned up more help text

 • Moved all "dig for grail" edits into the main patch (only the Oblivion Portal edit now uses the DLL)

 

Historical screenshots:

1.0b

Historical snapshot #525 · updated 2022-07-05 04:58 UTC

 • Fixed a rare/obscure crash with the spellbook (that was likely also causing other problems)

 • Replaced the "move hero" and "wake/sleep hero" buttons with "next town" and "activate" buttons

 • Rearranged the main UI buttons (i.e. the ones above) into a more intuitive/user-friendly layout

 • Added an option to disable automatic map scrolling (replaces the slowest setting)

 • The Wizard's Hat no longer has an incorrect value of 0

 • Cleaned up more help text

 • Moved all "dig for grail" edits into the main patch (only the Oblivion Portal edit now uses the DLL)

Historical screenshots:

1.0a

Historical snapshot #524 · updated 2022-07-05 03:14 UTC

 • Fixed a crash when mousing over Watering Holes

 • Human player's team is now randomized when clicking "Begin" from the map selection screen

 • Clicking "Back" from the team & player settings menu now returns to the map selection screen

 • Menu buttons on the main UI are no longer greyed out when not currently applicable

 • Cleaned up some right-click text

Historical screenshots:

0.3.a

Historical snapshot #522 · updated 2022-07-01 05:01 UTC

 • Lowered the upcharge rates for Hill Forts

 • Conflux's native terrain is now sand (with modified siege graphics)

 • Raven no longer starts with an invalid skill on No Man's Land and Chokepoint Island

 • Chokepoint Island - the secondary towns are now guarded as intended

 • Divided Lands - the two Crypts are now on Cursed Ground

 

Historical screenshots:

0.3

Historical snapshot #518 · updated 2022-05-06 01:28 UTC

 • New Map: Monster Hunters

 • Garrisons with heroes in them now properly provide siege walls

 • Fear now lasts the correct number of turns when set by units (Evil Eyes & Mummies)

 • Building the Grail in a non-Inferno town no longer sometimes makes every week Demon week

 • Fixed a bug where Sailing (formerly Navigation) was incorrectly calculating movement point totals

 • Sailing now only reduces boat transition penalties at Basic/Expert level instead of eliminating it

 • Diplomacy now reduces the cost of units from external dwellings instead of surrender costs

 • Diplomacy is now disabled on maps with no external dwellings (Chokepoint Island & No Man's Land)

 • Sympathy now makes random units more likely to join; offers are free only with maximum sympathy

 • Undertakers now have Diplomacy as a common skill instead of Learning

 • The "Artifact" starting bonus will no longer give you inappropriate artifacts for your faction

 • Heroes who retreat or surrender on Sundays are no longer lost on the week rollover

 • Rebalanced creature banks to have fewer guardians and/or better rewards on average

 • Rebalanced the four neutral dragons to be roughly equal; their gold values are now all 10,000

 • 2nd/3rd-level ranged units now appear in smaller numbers as random stacks on the map

 • Lowered Firebird/Phoenix speed from 12 to 11

 • Dimension Door now only costs 100 movement points to cast (instead of 300)

 • Conflux towns now have a more unique appearance in siege battles

 • Renamed War Machine Factory (map object) to Blacksmith Forge

 • External Lighthouses now state the correct movement bonus when flagged (500 instead of 400)

 • The morale bonus from the Castle grail is now reported correctly in the right-click info

 • Several (other) minor typo fixes

 • Several Maps - random neutral towns are now guarded by units of their own type

 • Brave New World - added buoys and starting boats to the underground waterway

 • Brave New World - set units guarding Water Wheels and dwellings to normal aggression

 • Brave New World - the random (neutral) island town is now coastal (i.e. can build a Shipyard)

 • Shadow Monopoly - Water Wheels are now guarded by level 2 units instead of level 1

 • Shadow Monopoly - added external unit dwellings to starting zones

 • The Last Crusade - added Lucid Pools (for Town Portal) underneath Rome and to Iceland

 • The Last Crusade - Bosnia's Shipyard no longer spawns boats in an inaccessible tile

 • The Last Crusade - St. Petersburg now has fewer guards and Warsaw has more

Historical screenshots:

0.2.c

Historical snapshot #517 · updated 2022-05-03 10:09 UTC

 • Re-added the Eagle Eye skill

 • Ballistas no longer act first in combat (this hack was causing problems with overall turn order)

 • Boats are now cheaper to buy from town shipyards than from external ones

 • Chokepoint Island & Shadow Monpoly - Moandor now properly starts with expert-level Tactics

 • No Man's Land - minor cosmetic touch-ups to the Tower & Rampart zones

 • Dark Alliance - moved the overworld quest-giver to a less crowded location

 • Divided Lands - lowered the aggression levels of random 6th-level units to normal

 • Shadow Monopoly - lowered the aggression level of the desert Nomads to "friendly"

 • The Last Crusade - Lisbon is now a costal town (can build Shipyard 7 Lighthouse)

 • The Last Crusade - Copenhagen is now a (coastal) Fortress town instead of Stronghold

 • The Last Crusade - replaced Germany's external shipyard (near Copenhagen) with a Lighthouse

 • The Last Crusade - added an external Lighthouse to Scandinavia

 • The Last Crusade - the shipyard in Africa is no longer guarded

 • The Last Crusade - added more treasure to the Grail area

 • The Last Crusade - Zurich should no longer be defended (the town itself, not the country)

 • Corrected the pop-up dialogue for Fighter Camps (which were still labeled "Mercenary Camp")

 • Updated the Printme to properly reflect the Navigation changes made in the previous update

Historical screenshots:

0.2.b

Historical snapshot #513 · updated 2022-04-01 06:18 UTC

 • Changed the SFX for several spells (Bless, Cure, Strength, Shield, Fate, & Fortune)

 • Slightly reduced the effect of Basic (2500 -> 2250) and Expert (3500 -> 3000) Navigation

 • Reduced the daily gold bonus of the Grail from 5,000 to 2,500

 • Optimized the code for Blacksmiths (should have no actual effect if I did it right)

Historical screenshots:

0.2

Historical snapshot #508 · updated 2022-03-24 21:22 UTC

 • New map: Shadow Monopoly

 • Rebalanced multipliers for scoring according to difficulty level:

    V.Easy... 50% (was 80%)
    Easy..... 75% (was 100%)
    Normal... 100% (was 130%)
    Hard..... 150% (was 160%)
    V.Hard... 200% (unchanged)

 • Dark Alliance & Divided Lands - rebalanced distribution of resources/treasure amongst player zones

 • Dark Alliance - added Cartographers (one for each map layer)

 • Divided Lands - updated map description (this is a VERY treasure-heavy map)

 • Divided Lands - player 4 is now purple instead of orange

 • Old World - removed obelisks from desert zones (they are now only on the mainland)

 • The Last Crusade - difficulty set to "normal" (informative setting only; has no gameplay effect)

 • Several maps - minor aesthetic touch-ups to volcano (AKA "lava") zones

 • Adjusted the brightness/contrast on Tyraxor's portrait to make it more visible

 • Added missing border to Jabarkas's small portrait

 • Fixed broken transparency on Blayze's small portrait

 • Replaced all instances of "creature" in the editor and game interface with "unit"

 • Other minor text/interface updates to the editor

Historical screenshots:

0.1.n

Historical snapshot #506 · updated 2022-03-23 00:20 UTC

 • The Pegasus Boots now function as intended

 • Fixed another bug with battles randomly incorrectly appearing as siege battles

 • Drakon now starts with the correct secondary skill (Leadership instead of Wisdom)

 • Corrected typos in Tower's dwelling list

 • Corrected in-game descriptions for Pendant of Life & Troll's Blood

 • Diplomacy skill now has the correct description at basic level

 • No Man's Land - updated map description to mention that units in garrisons are unremovable

 • Divided Lands & Chokepoint Island - unowned towns no longer come with any unit dwellings

 • Brave New World - the two neutral towns no longer come with forts or unit dwellings

 • Old World - the neutral towns now come with the dwellings of the units set to guard them

Historical screenshots:

0.1.l

Historical snapshot #498 · updated 2022-03-09 00:58 UTC

 • The odds of a "growth" month (will spawn elementals on the map) are now 100%

 • Conflux no longer has native terrain (except during Conflux siege battles)

 • Medical tents now heal the correct amount of HP (100 instead of 25)

 • AI heroes with Horsemen in their army no longer get "stuck" on Stables on the map

 • Wise Trees now always charge 2,000 gold (removed possibility of charging 10 gems or nothing)

 • Altars of Sacrifice now display the correct amount of experience needed for the next level

 • Fixed a visual bug with the Sharpshooter arrow animation

 • Paralyzed units no longer retaliate at all

 • Clarified a piece of tavern advice about dragon attacks

 • Old World - Stronghold player color is now orange (instead of red)

 • The Last Crusade - minor cosmetic edit

Historical screenshots:

0.1.k

Historical snapshot #497 · updated 2022-03-06 16:14 UTC

 • Fixed a rare crash relating to damage from turrets (i.e. Arrow Towers)

 • The upgraded Titan dwelling now correctly requires Mage Guild III instead of IV

 • Cleaned up the formatting of the Ammo Cart description text

 • Dark Alliance - the two quest-givers now have the correct requirements

 • Dark Alliance - the ownership flag for the external Jousting Grounds is now more visible

Historical screenshots:

0.1.j

Historical snapshot #496 · updated 2022-03-03 15:53 UTC

 • Fixed a bug from (some?) previous update that disallowed upgrading Dwarf Cottages

 • The effects of Necro Amplifiers are now correctly no longer cumulative

 • Cleaned up some messy code for Armageddon's Blade, Titan's Thunder, and the Statue of Legion

 • Tweaked several Ranger portraits (Ivan, Elijah, Kyrre, and Jenova) to look less "washed out"

 • Dark Alliance - updated map description

Historical screenshots:

0.1.i

Historical snapshot #495 · updated 2022-03-03 06:05 UTC

 • Updated .dll patch for current version of HD mod

 • Cleaned up some janky code for units setting statuses

 • The editor now properly describes different aggression settings for random units

 • Dark Alliance - removed starting garrisons and strengthened "buffer" units between players

Historical screenshots:

0.1.c

Historical snapshot #482 · updated 2022-01-14 16:28 UTC

• It should now be easier for the installer to locate the player's game directory
• Updated HD_SOD.dll patch to current version of HD Mod (again - this Goddamn thing keeps getting updated for some reason)
• Logistics now brings movement points to a specified minimum rather than acting as a flat bonus with an eventual cap (better for slow units)
• Per the above, the second major class skill for Sentinels is now Pathfinding instead of Logistics
• Also per the above, lowered the speed of Halflings, Rogues, and Troglodytes
• (Base) Troglodytes now correctly have 5 DEF instead of 4
• Corrected Tavern advice regarding external taverns on the map having different heroes
• Divided Lands - Blayze no longer incorrectly starts with only basic Water Magic

Historical screenshots:

0.1.b

Historical snapshot #481 · updated 2022-01-11 17:31 UTC

• Updated Installer for current version of HD mod (HD_SOD.dll file issue; patch did not need update)
• Mummy description now correctly states that they set fear instead of curse
• Undine now has the correct specialty (Ice Bolt instead of Bless)
• Brave New World - Player 6's starting town now has the correct initial buildings
• Last Crusade - no longer possible to find Dragonbone Greaves or Armageddon's Blade as random artifacts
• Minor typo fixes

Historical screenshots:

Screenshots