Here are the promised fixes for the battle initiation and resolution bugs mentioned in the previous update. There is also a fix for Personal Guard not being assignable properly for non-summoners.
Also, the first iteration of the new Dungeon mechanics is in. When a party of followers explore a dungeon, they will have a chance of getting out with some loot and a chance to get hurt (or killed). The chances depend on the type of dungeon, party composition, dungeon features, follower skills/traits, etc. This not very transparent currently, and the odds and how they were calculated are currently not shown. That will be in the next update.
Loot is generated based on the type of dungeon – a vermin infested pit might yield ichor, chitin and a few gold pieces, the domain of an elemental prince of fire can yield resources of a more arcane nature, a crypt can contain jewelry, but also necrotite and ectoplasm from the undead, etc.
Still working on improving tactical combat, but put that on hold to get these fixes in and make dungeon exploration actually do something. So the next build should feature improved tactical combat and more transparency on dungeon mechanics.
Zip with build: http://wizardsandwarlords.net/files/WizardsAndWarlords0920.zip