v1.8a

Updated for compatibility with LH 1.8, various fixes and enhancements.

New Stuff

- Updated for compatibility with LH 1.8
- D&W monster lairs now have some different monster configurations as per the default monster lairs
- Added the Tygal mount and Tygal Stable improvement to the Dremorian race
- Added Unending Cycle to the Dremorian Nation; a new religion faction trait that replaces Cleric/Shrines with unique Totem improvements, and provides a unique disciple unit, the Shepherd
- Golem Crafters faction trait allows the faction to train the Crystal Golem (requires Glyph Stones tech)
- Added the Jungle Weaver monster; a forest dwelling spider with a toxic area of effect attack
- Added Prayers 5 ability to the Priest path
- Added Splendor of Recovery (kingdom) and Ritual of Ruin (empire) prayer spells to the Priest path

Fixes

- Fixed a problem with the likelihood values on loot that was causing problems with item drops; loot drops should now be properly randomized
- Vigilant Watch outpost upgrade and the Vigilant Watchtower city improvement now provide +10% initiative for the battle (previous version was incorrectly applying +5 initiative for the battle)
- Fixed a problem with Assassinate spell (from the Master Assassins faction trait) that prevented it being cast on a champion that was in a stack with other units
- Dremorian Spade Staff is now visible
- Fixed the champion Oketta's audio pack
- Fixed a bug with the Control Undead priest prayer that was preventing it from working (also reduced cast time from 1 to 0)
- Silver Circle Acolyte now has a 3rd ability (bug was hiding it)
- Hopefully corrected the confusion with the Hellhound (summons from the Children of Kir-Tion faction trait), it should correctly unlock with the Third Book of the Magi tech
- Gaush Spiked Shield now correctly provides +1 Counterattack (rather than +2)

Balance

- Increased the cost of D&W improvements slightly in line with the increase to default improvements in 1.8
- Horde faction trait now provides +2 army size (increased from +1)
- Trained Golems via the Golem Crafters faction trait now immune to Charm and Tame effects (to bring them in line with the monster Golems)
- Scourge unit (special summons from the Children of Kir-Tion faction trait) now has a ranged attack, removed the Eviscerate ability
- Unholy Vow (Asrillorgue racial ability) has more possible buffs and reduced likelihood of damaging the unit
- Increase damage caused by Arcane Tempest (spell from the Tower of Arcana faction trait)
- Darkling Alliance faction trait no longer provides regular Darklings, units are now all the Darkling Warrior type
- Darklings units (excluding Darkling Shaman) from the Darkling Alliance faction trait have no wages
- Grow Forest spell cost reduced from 20 to 10 mana
- Various tweaks to the casting costs of priest spells
- Removed the cooldown from most disciple unit special abilities
- Divine Inferno priest prayer now ignores enemy units in the target area
- Disciple unit ability training time reduced from 25 to 5 (which should also reduce the wages of disciple units)
- Some buffs to the Blood Angel (and fixed the soundpack)
- Sprites are quite a bit faster
- Tweaks to the AI to (hopefully) make it less likely to train masses of archers, and a bit more likely to go to war particularly mid/late game
- Other minor changes

Other

- Updated the Unitstat Background library (thanks Heavenfall) and ClotheLootFix library (thanks Primal_Savage)
- Modified the in game spellbook background image (it looks a bit grungier)

v1.7c

Major changes including new factions and religion mechanic. Changed the version numbering to align with the FE:LH versions.

New Stuff

- 15 new factions and races
- Lots of new faction traits
- Priest Path, Faith mechanic and Divine/Infernal damage types
- Ranger Path
- 16 new Champions (8 Priest, 8 Ranger)
- Added the Bolas, Smoke Bomb, Tumble, Side Step, Death Mark, Immune to Swarm, Sneak Attack abilities to Assassin Path
- New monsters and goodie huts
- Henchmen can learn spells from the new spell schools
- Backstories added for rest of the champions thanks to davrovana
- AI improvements thanks to DsRaider's AIPlus mod
- Cult of a Hundred Eyes now a religion trait, unlocks Ravenous Harridan, Blood Harridan mounts and Cultist unit and blocks access to horse mounts

Fixes

- Fixed descriptions of new resource types showing "String not found"
- Nature Alter now Kingdom only (was always meant to be)
- Fixed bug that prevented the Oakform ability from working
- ClotheLootFix library from Primal Savage included to prevent strange clothing loot drops
- Other bug fixes

Balance

- Some monsters now cause Divine/Infernal damage (eg. most Demons cause some Infernal damage)
- Some monsters Resist/Immune to Divine and/or Infernal damage (eg. most Golems are immune to Divine & Infernal damage)
- Angel summons removed from Summoner Path (to Priest Path), replaced with new Celestial/Demon summons
- Towns can build Hedge/Wooden walls
- Beast Shrine increased from +3% to +5% hit points for faction
- Reduced the rarity of the monster lairs in D&W so they are now just as likely to show up as the default monster lairs
- Building the Adventure's Guild spawns a nearby quest

v0.5d

New Stuff

- Added background stories for the (most of) new champions
- Included fsemprini's Summoner Path graphics
- Summoning spells that are not stackable now state "Not stackable" at the end of the description.

Fixes

- Fixed COS compatability for a few spells
- Fixed bug where Rootcage particles wouldn't disappear at the end of the spell duration
- Fixed bug with the Divination spell giving champions permanent +5 Initiative
- Added lots of missing particles

Balance

- Shard Bonding ability in the Mage Path now allows shard bond with more than one spell school but cost increased from 25 to 80 mana
- Seraphs Divine Inferno now has cast time 1
- Reworked the Fade spell
- Retaliation spell lasts and extra turn
- Added Slam ability to the Tree-kin Giant
- Buffed the War Golem slightly
- A few other very minor balance tweaks

v0.5c

Fixes

- Fixed bug with Sanctuary where it didn't dispel properly
- Fixed calculation bug with Seraph's Divine Inferno
- Sprite is now Elemental (rather than Men)
- Fixed bug that stopped the Hyleoroi from summoning
- Fixed Angel Summoning 4 Icon
- Fixed typos

Balance

- Replaced L2 Battle spell Arrow Warding with Retaliation
- Replaced L1 Nature spell Nature's Bounty with Bloom (Natures Bounty back to the Sorcery tech)
- Reduced Summon Pool for Seraph Angel & Death Demon from 20 down to 15
- Reduced mana maintenance for summons
- Angel of Retribution's Mace now does +1 tactical regen (in addition to the strategic +1 regen) to be consistant
- Death Demon has Move 3
- Beast 1 now summons Mountain Wolf (same as normal Wolf but has Endurance ability)
- Changed new shards so they have 2 improvement levels and unique bonuses
- Shadow Portal now has units that guard the Shadow Portal (L5 Shadow Spell)
- Changed the L1 Beasts summon from Wolf to a Mountain Wolf (which is just slightly tougher than a vanilla Wolf)
- Included Parrotmath's Maul debuff mod

v0.5b

New Stuff

- 4 New spellbooks (Nature, Shadow, Battle, Beasts) including new monster types and world resources
- 25 New Champions
- Added Angel Summoning IV to the Summoner Path which summons Serpah Angel (Kingdom) or Death Demon (Empire)
- Added monster lairs for Sprites, Treekin Giant, Skewer Wasp, Shadow Demon, Nightwing, Shadow Weaver, Cave Hoarder, Huntsmen, Stone Guardian, Wild Boar, Rogue Hergon.
- Added random items Wolf Ring, Stalker Ring
- Children of Storm Compatability

Balance

- Slight increase in cost for level 5 spellbook summons
- Increased mana cost and summon pool costs for Angels, Dragon, Shrill Lord
- Increased mana maintenance for all summons (most summons are now 1 mana maintenance rather than 0.5)
- Increased summon pool costs for group summons
- Added/modified minimum level requirements for various abilities in the Summoner Path
- Added Channeling IV ability to the Summoner Path
- Archangel slightly buffed (added Lightning Bolt and some extra combat abilities)
- Fallen Angel buffed (added BladeRush, Sweep, new Sidestep ability as well as Strength & Fast)
- Guardian Angel buffed (added Defender2, Revenge, and a new ability - Diamond Aura)
- Shadowbolt damage increased from 6 to 10
- Nature's Bounty no longer available from the Sorcery tech, it is a Nature level 1 spell
- Water Naja no longer poisoness but has a Quick Strike ability
- Summon Delin now lasts 5 turns (rather than 3), reduced cost from 500 to 400 mana

Fixes

- AI should no longer cast spells against targets that are immune (eg. fire damage spells at fire immune targets)
- Champion Briganat sound pack fixed (no longer sounds like a male)
- Archangel graphics fixed

v0.3

New Stuff

- Added monster lairs for Inferno Spider, Cacus Giant, Cyxel, Dire Boar, Crag Lord, Storm Giant. These may appear randomly on the map like other goodie huts though they are less common than most other monster lairs
- Added the Bloodletter demon (Death5 summons)

Balance

- Path of the Summoner now unlocks Counterspell
- Riptide now knocks target units prone unless resisted
- Pull of the Earth moved to Arcane Arsenal ability in the Mage Path (previously unlocked via Third Book of the Magi Tech)
- Archon, Storm Giant, Crag Lord, Cacus Giant, Oceanborn all buffed a bit, and are now the level 5 summons for their element (replacing the Crow Demon etc)
- Death5 summons changed from Death Demon to Bloodletter (new monster type)
- Windwalker now immune to Lightning
- Undine now has a new ranged ability "Leech" which transfers 1 hit point per caster level from enemy unit to the caster unless resisted
- In Summoner Path, each Summoner level ability now is only +1 level to summons (previosuly some were +2). Summon Drake, Summon Shrill Lord and Summon Dragon now take longer to reach and have higher minimum level requirements. Added the Shrill Master ability. Elemental Warlords ability replaced with the Summon Servant ability.
- All the core spellbook summons now have +1 level per shard of their respective type (previously level 1 to 3 summons did not)
- Strategic summons no longer render the caster immobile, instead they have a cooldown.
- Increased AI priority for summons spells across the board, particularly higher level ones to try and get AI to use them a bit more

- Increased
- A few other minor tweaks

Fixes

- Changed/fixed Procipinee's Crown so that is provides +5 Spell Mastery, +5 Spell Resistance and +5% Spell Damage
- Familiar should now be able to cast any summoning spells that the Sovereign can (previously some strategic summons were bugged)

v0.2

Initial Version