I don't know if this is related, but many Settlers seem to have the Forester ability when moving along with a stack of Swordsmen, allowing the starting Swordsmen to move ahead through forests for better scouting when surrounded by difficult terrain.
Also I tried casting Holy Weapon on my Settler and it said I couldn't target fantastic units, which was strange.
Confirmed, it seems I forgot to update the unit ID when I moved the troll settler into another unit slot. They were also the culprit behind the "Barbarian Settler" problem. Will be fixed in the next version.
Quote:5.75
-Fixed bug : Noncorporeal units are not recognized by legacy AI stack function as capable of water movement, causing rampaging Guardian Spirits to get stuck if stepping on a water tile.
-5.57 feature “-The AI can now disembark from ships onto tiles that have enemy units and initiate combat, if their stack is significantly more powerful.” should now work.
-On the city screen, the number of queued buildings is displayed.
-On the city screen, stored production remaning after the current building is displayed is completed.
-Fixed 5.74 bug : Ships in the stack cause patrolling units to get autoselected (while staying on patrol)
-Fixed 5.74 bug : Ships in the stack cause unselectable units to get selected (that participated in battle already)
-Reverted insecticide hotkey changes :
Hotkey to close enemy city view now uses Esc again
Alchemy hotkey “O” for Ok now works again.
-The AI will not target sleeping shattered or confused units with healing.
-The AI is now able to recognize up to 200 targets per continent instead of 25 for land based attacks.
-Casting a Spell will always refresh the visible area on the overland map. (relevant when casting Nature's Eye or summoning spells)
-Fixed bug : Trolls produce and start with the wrong type of settler unit
-Fixed 5.73 bug : Raiders spawn on continents with no towns to attack
I just put together a spreadsheet for Item/Artifact creation, here.
I copied the costs and required books from the documentation, I'm assuming they're accurate but if anything is off please let me know.
There were a few interesting things I noticed. Doom is available to Staff but not to Wand. I guess this makes sense because randomly generated wands could have +ToHit and Doom, which would be a waste. True Sight is available to Wand but not to Staff, which I don't understand. Is there a flavor justification, or a balance reason? Also Cloak of Fear is only available to Armor types, not to Misc. Finally Pathfinding is only available to Misc, which is funny because I think it's the most common ability I see on all randomly generated items in my games. But maybe that's my memory bias.
Some item powers aren't allowed on items to make sure the list will fit the screen (even if the player has a lot of books from realms with many item powers available), it's mostly likely for that reason. I don't remember the details anymore.