Quote:5.27
-In the optional portrait files, the Elven Archer hero's unit sprites have been redrawn to match the character name and portrait.
-You can now see the number of turns needed to complete research, and the amount of Casting Skill gain expected under the RP and SP staff next to the produced RP and SP amounts.
-The amount of casting (instant, overland) skill remaing for the turn is now displayed on the spellbook, next to the X button. (Any ideas how to turn the anti-aliasing off on it? looks horrible...)
-Fixed bug : The weight of the number of garrison units when Neutrals pick their target wasn't doubled even though it was supposed to be a long time ago.
-Fixed bug : When a human player creates an item, the effective cost of the spell will be stored in the “base cost” variable instead of the base cost.
-Removed “feature” : When the base cost of an overland spell is lower then the effective cost, the effective cost is treated as the base cost instead. (cost increasing effects no longer help against Suppress Magic, etc). Both of these changes are to ensure Fairy Ring and Seismic Mastery only triggers when intended.
-Fixed bug : When “Raze Prompt” is off, and razing is done by the “R” button, conquest gold is awarded twice.
-Spell help text now contains realm and rarity (added by Bahgtru, thx)
-At end of combat, all units that are not fantastic as their base type, will refresh their current level, and all such units that are not undead will also gain experience. This shouldn't be different from the previous version, but should simplify the condition, and should fix the problem of undead not refreshing levels, thus keeping heroism effects even when dispelled. As a side effect to this update, units affected by Raise Dead or Mystic Surge now gain EXP from that battle normally.
-Undead normal units will now refresh their level at end of turn (but still won't gain EXP) - this should fix cancelling heroism on them.
Quote:5.27b
-Fixed bug : The number of turns needed to cast spells is inaccurate in the overland spellbook : skill already used up for the turn is still assumed as available, resulting in 1 turn lower result in many cases.
-Fixed bug : The Z button rarely moves the city view to nonexisting town data.
Don't overwrite the save files. I thought none are included anymore.
If you also want to keep the name of your save slots, you need to skip the magic.set file, otherwise you'll see unnamed save slots (but the saved data is still there and can be loaded)
Quote:5.28
-In the optional portrait files, the Necromancer hero's unit sprites have been redrawn to match the character name and portrait.
-Fixed bug : Units on the AI's list of “required to leave walls” sometimes do not leave walls in combat anyway.
-New overextension warning formula for diplomacy.
Players are allowed to have 5 cities plus one more per year elapsed in the game without any effect on Fair land size. This amount increases/decreases by 25% for each level of land size setting. Players exceeding this amount will receive a warning from all other nonallied, contacted wizards, that has a strength of (3+difficulty), plus 20% for each additional city they exceed that amount by.
-Overextension warning chance is now rolled separately for each enemy wizard instead of one roll triggering the warning from all other wizards at the same time.
-AI units with Teleporting or Merging now won't go back to the city after turn 10 if they are chasing a unit with higher movement speed.