Full notes
Full Wizard Warfare update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
Wizard Warfare changes
We have released a patch containing the following features, improvements and bug fixes.
Change List:
Feature - Auto-exploration
Improvement (AI) - AI selects more contiguous city locations (fewer 'speculative' settlers)
Improvement (AI) - Greater aggression and use of large armies
Improvement (AI) - Deadlock/Stalemate avoidance in late-game
Improvement (UI) - Notification tooltips now show more detail
Improvement (UI) - Additional keyboard shortcuts on notification dialogs
Improvement (UI) - Harbor, Unrest icons shown in city overlay on main map
Improvement (UI) - Battle text shows immune/ignored/resisted damage detail
Improvement (UI) - Battle text show applied/resisted/broken effect detail
Improvement (UI) - Battle text shows ranged reload
Performance - Reduced memory footprint, especially in huge late-game maps
Bugfix - Fixed memory leak affecting huge late-game maps
Bugfix - Fixed race condition which could cause transient phantom/missing armies on main map
Balance - Increased special resource spawn on poor terrain
Balance - Greater chance of prisoners from lairs
Balance - Additional lair/unit variety - elves/dwarves/kobolds
Balance - Removed road-to-water requirement for harbor trade routes
Increased sound effect variety
Various visual improvements and fixes
Please contact us at support@wizardwarfare.com if you have any issues.
Source
Changelog.gg summarizes and formats this update. How we read updates.
