- Wizards and Warlords 1.0.5.1b - opt-in beta - 30 August 2026
Wizards and Warlords 1.0.5.1b - opt-in betaAfter a long pause, support for Wizards and Warlords is picking up again. This first release is about getting the foundations back under control: the game has been moved to a current Unity LTS version and an up-to-date Steamworks SDK, and everything that had accumulated in the development branch since the last beta has been reviewed and is going out as an opt-in beta before it replaces the main branch.Nothing here changes how the game plays in a big way. That comes later, once this build has proven itself. I shouldn't overpromise on this, so I won't, but I will try to do my best to fix some of the biggest issues with the game, improve on the core functionality, and even flesh out some of the parts of the game that never got the attention they deserved. That being said, I hope anyone reading this will not have too high expectations - it is an ol…
- Patch 1.0.3.65 - 17 March 2023
Multicast Panel: Toggle added to hide/show invalid targets for the current spell. Multicast Panel: Select All toggle added. Can be combined with the hide invalid option to quickly select all valid targets. Characters: Item descriptions now shown when giving items to characters. World Map: The color used for the 'territory' overlay on the world map can now be changed for each faction by right-clicking in the territory (when the mode is active) or on the faction card in the diplomacy screen. World Map: Automatic color shifting of faction 'territory' overlay color now happens during turn processing. If a faction is found to have a very similar color to an adjacent faction, the game will shift the color to avoid the clash. It will try to select a similar color and when deciding which faction to re-color it will prioritize keeping the color of the player faction and (secondarily) major non-p…
- Patch 1.0.3.62 - 4 March 2023
This update took longer than I expected or wanted, but now it's finally here. I had originally intended for the next update to be a upgrade of the Unity engine version and some pending graphical improvements. However, due to the delay in bringing you this update, I want to put out at least one, maybe two, smaller updates on the heels of this one, before doing anything with even a small risk of delay. There is a decent backlog of QoL improvements and misc. requests that I will want to make sure are done in the not too distant future. I realize the updates have been sparse these last months, but there are things happening that should help me pick up the pace a little. I don't want to over-promise, but hopefully the next few weeks will feature game updates that show what I'm talking about. If things pan out as I hope they will, it should increase my development bandwidth a fair bit. Either…
- Patch 1.0.3.48 - 9 October 2022
A somewhat small update this time, as I took some time off after the rather grueling effort of fixing a very nasty save game bug in the previous update. But still a few very requested features/tweaks that I'm happy to finally have had the time to do. Wizards with starting Lore levels are now able to gain 10 additional levels in these Lores, making it no longer a penalty in some regards. You still gain the benefits from the higher starting level, e.g. research unlocks. You can now change the Unit Icon for Custom Unit types from the Military Window unit list. You can now rename Custom unit types from the Military Window unit list. Encyclopedia now has a section with information on Equipment Trait mechanics. Character information display now includes item-derived bonuses to combat, death avoidance, injury avoidance and magic resistance. These are summed with tooltips breaking the sources.…
- Patch 1.0.3.47 - 6 September 2022
Game settings now have a panel for modifying mechanics in the same manner as mods can do. This includes constants related to mana nodes, road building, character hire pool and more. Mods can still modify mechanics. The order of priority is 'Game Settings' > 'Mods' (by load order) > 'Built-in Defaults'. Export button available during setting to export currently overridden mechanics to a text file, which can then be used in a mod. Additional options for custom units, such as lances for cavalry (not taking up a weapon slot), holy warriors, fleet of foot, berserkers, unyielding, etc. Availability depends on cultural factors. Custom unit types that are not available to lacking city/fortress/tower upgrades are now listed when 'unavailable' is toggled in the recruitment panel. New special culture weapon variant: Hornbogi. New construct/golem material base templates: Copper, Crystal, Gold. Brea…
- Patch 1.0.3.35 - 20 May 2022
Map Search now has special keywords which can be used to perform a special search (not sensitive to casing): dungeon, wizard, warlord, major, minor, realm, independent, rebel, rebels. Free text search using these keywords is still possible, with exact matches sorting above the 'special result' and partial matches below. (major and minor refer to factions). Fixed a bug causing mana nodes and dungeons on the world map to have mutually exclusive visibility. If the node was selected, the dungeon was hidden, and vice versa. Both can now be displayed at the same time, as is the case for mana nodes and other sites. Fixed a bug causing a crash when accessing the Guide while not connected to Steam. An error dialog is now shown and the URL to the guide is copied to the clipboard for easy manual browsing. Fixed a bug causing the same behavior as above, but with planar portals and dungeons. Fixed a…
- Patch 1.0.3.34 - 18 May 2022
City Leaders now gain XP from city population growth and building construction (up to Level 5 for characters that have none of: Civic, Artisan, Mercantile). Custom Unit Types now have access to weapon and armor variants (ie culture 'specials'). Changed the Diplomacy Window display of Dungeon Factions to include more relevant information and to show the Dungeon site name as header. Faction Flags are now shown for major factions in the Diplomacy Window. Outliner now shows City Population next to the type moniker. Outliner now shows if an Outpost is in the process of upgrading to a City or Fortress. Fixed a bug causing the special ability availability logic for Custom Unit Types to use an inverted flag for cavalry status, leading to ability options not being as intended. Fixed a bug causing some special modifiers to damage to not be applied correctly when applied to ranged weapons. Fixed a…
- Patch 1.0.3.33 - 13 May 2022
Custom Unit Types: Wizards and Sovereign Warlords can now create custom unit types from a tab panel in the Military Window. This is done by specifying Culture, Mount, Weapons/Armor/Shield, Abilities and Weight. You can also choose Icon and Name for the unit type. The resulting unit will have a cost based on the options chosen. Additional options will be added in subsequent updates, as will some limitations on how freely this can be used (unlimited access at no cost will likely not remain for all Wizards) - but the latter will be come with a game setting for those players who prefer to be without such restrictions. When conquering a Fortress, leaders of minor faction will now cause an event / prompt similar to the one when conquering a City Conquering a Knightly Order Fortress now has special logic handling the leader (Master / Grandmaster) of the Fortress. When not slain during the assa…
- Patch 1.0.3.21 - 23 March 2022
Bug fixes and single minor resource site tweak. Reduced the Food and Furs resource output from Hunter's Lodges by approx. 20% Fishing Villages built on a Spices hex special will now produce 1 Spice per turn (in addition to the existing resource production) If a Planar Invasion ends and any armies convert to unaligned marauder armies, any that share a hex will now be merged before this happens Deity Groups (if they exist) are now shown in the Encyclopedia when using a custom Mythos When deleting save games, the game will now properly delete any (game save data) sub-folders that become empty Fixed the tooltip for the Spices hex special to be more correct Fixed an AI bug sometimes causing Planar Invasions to stall and just accumulate armies at the Portal Fixed a bug related to site construction duration display Fixed flavor text missing from Details mode on the Deities Panel Fixed flavor t…
- Patch 1.0.3.18 - 19 March 2022
Work on custom 'mundane' unit types is still on-going, but here is an interim game update. You'll see some of the work on streamlining equipment mechanics and how they relate to unit types reflected below, but there is a lot of other stuff. In particular, I'm very happy about the custom deity icon/image feature for the mythos editor. I think this new way to add custom graphics without leaving the editor, thus not requiring manually linking image files with arcane script files, is much more user-friendly. This also ties in perfectly with custom unit types, culture editing and other in-progress features. Note that one of the new Celestial City Buildings, Hall of War, wasn't really supposed to be enabled yet, so it is missing a unit buff that it should have (and which will come in a future patch). But when I saw I had accidentally enabled it, I just kept it in, as it has Unrest reduction a…
- Patch 1.0.3.13 - 7 February 2022
The Mythos Editor has arrived! I am pretty excited about this, as it's the first part of the Editor support for custom world creation. I want to expand this to eventually cover everything the World Generator does, so that players can create and share their own fantasy worlds - from scratch or by modifying something created by the generator. There are still a few issues with the Editor - the UI is a bit rough, you can't specify custom Plane unit rosters, etc. I'm sure there are a few bugs in it, also. The next patch cycle is dedicated to Sovereigns and custom unit mechanics - but I will be giving some 'hypercare' attention to the Mythos Editor, and adding some things I didn't manage to squeeze in for this version (custom deity/plane icons and backgrounds in particular). This update cycle stretched a bit longer than I would have liked, so I will try to avoid large tasks for the next coupl…
- Patch 1.0.3.6 - 9 January 2022
First update of the year! I will try to keep a weekly update cycle, as I think that is the best cadence, but I hope you will forgive if it slips now and then. I'll count this one as a success, even if I didn't get as many things into this update as I would have liked. There are a few bugs still left open and I didn't manage to get any new Editor functionality in. The Allied Race bug turned out to be pretty severe, so I had to rip out most of the old code and write a new version. I'm pretty happy with the new one, though, as it has much more flexibility and potential. But it ate a significant amount of time. Still, I am happy with this first update of the year (and the 1.0.3 version). Next week, I should be able to find some time for a recap of 2021. But as always bugs take priority. Thank you to the many players who contribute feedback, ideas, bug reports, create mods and offer words of…
- Patch 1.0.3.3 - 1 January 2022
New update to celebrate a new year - happy new year everyone! And thank you so much for a great year. The support and positivity from the player community has been truly amazing. You have provided me with ideas, beta branch testing, bug reports, words of encouragement, constructive criticism and more - I am grateful and I hope that the game will provide you with entertainment and enjoyment for years to come. It's been a little bit more than a year since version 1.0.0.1, and a lot has happened since then. I will try to get a post up with a summary of the changes and improvements made, highlighting the major milestones. I will also share my plans and ambitions for the coming months. I look forward to another year of work on this game and I'm excited to see how the game will grow and improve during this time, and interacting with the community, trying to get as many of those awesome ideas…
- Patch 1.0.2.68 - 13 November 2021
Units now have an experience level icon displayed if they are level 1+. The tool tip for this icon will show what benefits the unit has gained from those experience levels. Unit experience level display also comes with modding support. See the Modding Guide for instructions on how to change the display with custom images and frames. Improved the unit strength display in most windows to be more readable, with larger and clearer font. Unit strength display now has a tooltip showing the max strength of the unit - and the default strength of the unit type, if a unit is understrength. Tribal Population Growth: Migration now provides a greater benefit to Population Growth. Tribal Camp: An action has been added which allows allocating Food from faction stores to a particular Camp. This will boost Population Growth and provide a buffer against starvation (through a local Food store increase), b…
- Patch 1.0.2.65 - 21 October 2021
Road Construction can now terminate at Resource Sites (farms, mines, etc). For example: You can now build from a City to a Mine. You still cannot build from a Mine to a Farm (but you can link them with an Outpost as road nexus). Balance tweaks to Death Knights, Lesser Celestial Phoenixes, Maladonisai. Grid-based battles now have better logic for determining when a unit counts as charging. It requires the unit to have moved during the turn, and to have moved from a non-engaged position to the final position. This sounds more complicated than it is - if a unit moved into combat from non-combat (including combat -> non-combat -> combat) it counts, but 'sliding' along an already engaged battle line does not count. Set Defense now gives a Fend bonus against units which charge it. (de facto reduces to-hit). Set Defense now requires immobility to be active during melee resolution. Lances are n…
- Patch 1.0.2.60 - 6 October 2021
Changed the scaling of Marauder/Undead/Monster Armies. In addition to the chosen game setting for the power level of these, there is now a time-based scaling applied during the early game to mid game - depending on game settings. This will remove the risk of unreasonably powerful event armies spawning near a player in the early game - especially when playing with default settings. After resolving a Battle the result dialog now has a button which opens the Battle Report. Previously you had to close the dialog and open the notification icon to see this report. Fortresses can now be upgraded to the next tier. This can only be done if there is no upgrade construction in progress and no hostile armies in the hex. The cost and time scales with the level of the fortress. If hostile armies enter the hex, the upgrade will halt temporarily. Fortresses can now be razed by their owner. The time tak…
- Patch 1.0.2.57 - 20 September 2021
The Escape key can now be used to close additional windows, specificially most of the 'OK' info-style message windows. There are a few exceptions, one of which is the 'Missing Mods' info window on loading a game. (These will be given Escape shortcuts in a coming patch). Battle Window (Grid+Classic): The list of spells in the 'More Spells' dialog is now sorted alphabetically Battle Window (Grid): New Playback Speed option, 'Instant'. This skips all the attack pop-ups during the turn and plays the movement at maximum speed. Attacks are still shown in the log and you can still hover over units between turns to show attacks taken/dealt during the previous turn. Battle Window (Grid): 'Fast' is now the default Playback Speed. Units with bombs now have a +1 Siege Progress modifier. As before only the unit with the highest modifier in an army will contribute with bonus progress. Overview of pos…
- Patch 1.0.2.56 - 19 September 2021
Bombs can now be generated as armament for units if the Gunpowder module is enabled. This is a possibility for cultures that have knowledge of Gunpowder or alchemy - and for special miner and sapper unit types. Note that Gunpowder is currently not a full Culture trait, so you'll only see it by inspecting unit types in the Encyclopedia. It will become a full Culture trait in a future update. Added four Bomb weapons with different stats: Crude Bombs, Bombs, Shrapnel Bombs and Fire Bombs. Unit weapons can now have non-Physical base damage. The first example of this is the Fire Bomb weapon. Increased the chance of Gunpowder weapons being enabled for a culture, when that module is enabled. The chance is still based on technological progress and cultural traits, but more factors are considered and the base chance is slightly higher. I'll continue tweaking carefully if necessary to avoid overs…
- Patch 1.0.2.55 - 17 September 2021
Just a small bugfix patch. The regular update patch is expected to be ready within the next couple of days. Fixed a number of crashes related to battle magic. Fixed a crash when inspecting Dungeon Expedition history.
- Patch 1.0.2.53 - 12 September 2021
Gunpowder units can now be generated for cultures (chance based on their traits). This is not enabled by default, but can be done so by via a new Module, Gunpowder: Basic. It can thus not be applied retroactively to existing games. A new trait has been added to identify such units for the purpose of modding, and the guide updated accordingly. Dragon Summoning. A new Spellcraft has been added, with a progression of research projects to unlock summoning of Dragon units of increasing power. Hero for Hire tooltip now includes details on the Hero, so that the player can make an informed choice on whether to hire or not. Restarting the Tutorial is now possible via a button in the Settings window. This can be used if the tutorial was closed by accident, or if the player wants to show the tutorial and still wants to keep the tutorial disabled by default. Unit Battle Experience: +1 XP for units…