As mentioned previously the forums have been given an overhaul, and in addition to being much nicer to look at and use, they now hold more documentation on game mechanics. There is also a road map for March and a progress report for February.
The additions in this build are focused on AI and miscellaneous game mechanics. The world should be a lot more dynamic and interactive now – with the AI factions actively waging war against each other, marauders and pirates being more aggressive. The minor factions still hole up in their cities and cry for help when the barbarian hordes descend upon them. It will be a good patch day for the minor cities when their AI learns to counter-attack those pesky barbarians.
* Marauding armies not controlled by a faction will now roam around looking for trouble or seek out civilizations to attack, depending on type. Previously they just stood around and fiercely defended their hex. Depending on their type they might not conquer cities they defeat. No more rampaging beasts taking control of cities.
* Nomad raiders now return to the camp and recruit new raiders to replace losses.
* More random character names.
* Units of races with natural armor no longer gain the full effect of equipped armor. E.g. Dragonmen in full plate are no longer effectively invulnerable.
* Cultures will have a greater variety and number of unit types generated.
* City buildings now display exactly which units are unlocked by building them, rather than just the general type. If no units are unlocked, the type will be displayed, since it will combine with other buildings. E.g. a Smithy unlocks Medium Armor and a Training Ground Professional-type units – to unlock a Professional Medium Armor unit, both need to be built.
* Templar class added for followers.
* Followers now need to be in or near an Army to be able to join it or become general.
* Some random events which were occuring too often have been made less likely to occur.
* Cities now accumulate wealth.
* City progression mechanics improved to flow a bit more smoothly and give fewer followers towards the mid-game. The display of city attribute progress should also be more intuitive.
* At game start, fortresses now tend to be controlled by nearby minor cities, if no rival warlord controls them, instead of being strangely unaligned fortresses.
* Orcs and Human Barbarians have a greater chance of having nomad camps.
* Similar messages are collected in the notification bar to reduce spam during periods of high world activity.
Zip with build: https://wizardsandwarlords.net/files/WizardsAndWarlords0934.zip