Choose your difficulty, and size up a ruin before you enter
Standing at the mouth of a ruin, your party now tells you what is actually waiting inside — how many guardians, how many fights, and whether they are strong enough to face them. Plus 20 more changes. Game engine 46 → 53. In-flight games were migrated automatically.
New
- Standing at the mouth of a ruin, your party now tells you what is actually waiting inside — how many guardians, how many fights, and whether they are strong enough to face them.
- A new Opponents panel shows who is driving each seat while a game is running.
- Between your turns, each opponent now tells you what its armies were doing — but only ever about forces and places you can actually see.
- Spells you know but cannot cast now tell you exactly what they are waiting on — how much more mana, how many levels, how far the nearest enemy is — with a tap on your spellbook to read them all in one place.
- A spell your hero can only cast because of an artifact now says which artifact grants it, and names the hero carrying it when that is someone else in the army.
- Saved opponents now carry the personality you gave them instead of a model setting, so an opponent you built keeps playing the way you meant it to.
Balance
- You now pick a difficulty when you start a game, from Squire to Overlord, and the picker tells you exactly what each level gives your opponents — at Captain nobody pays more or less.
- Ruins now come in a real spread of difficulties, from a quick raid to a deep, dangerous delve, instead of nearly all being the easiest kind.
- Computer opponents now size up a ruin before committing to it, and turn back from a dungeon their party cannot survive instead of marching in regardless.
- There is one computer general now, described by how it plays rather than by how hard it is.
Fixed
- A hero's spellbook again lists every spell that hero knows. Spells it has not grown into yet are shown locked with the level they need, instead of disappearing from the panel.
- When a page cannot load your games, generals or keys, it now tells you something went wrong instead of showing an empty list as though you had none.
- A game no longer freezes on the same turn forever when an opponent is knocked out mid-round.
- Armies no longer announce that they cannot enter a ruin every time they simply walk past one, which was crowding battles and captures out of the game log.
- Computer opponents can no longer see what is guarding a ruin they have never explored, so they walk into the same unknown a player does.
- When the game picks your dungeon party for you, it now sends your strongest units and every hero that earns a place — previously it took whoever happened to be first in the stack.
- When a hero dies in a ruin, you are now always told — previously a hero who shared a name with a companion could be lost in silence.
- Computer opponents no longer plan routes through terrain they have never scouted. They must explore to find the way, the same as you.
- Computer opponents explore properly again. They were spending most of their orders trying to march into unmapped territory — which the game refuses — and now they head for the edges of what they know instead.
- Computer opponents no longer waste their turn ordering marches to places they cannot actually reach — across water, through mountains, or simply too far. They now see the real routes their armies can take, which matters most on the larger maps.
- If you play with your own AI provider key, it is now used on every turn your opponent takes — including turns played for you after a forfeit, during vacation, or when you hand your turn to the AI. If your key can't be used, the game says so and the Classic AI plays that turn.
Compatibility
Game engine 46 → 53. In-flight games were migrated automatically.