New Damage Formula, Updated Matchmaking, Smarter AI Enemies & New Creatures
Greetings, Champions!
The most substantial balance update since Early Access has officially landed on the main branch! We’ve completely overhauled the Attack and Defense damage formula, reworked skills, artifacts, and alternative creature upgrades across all factions, significantly enhanced global map AI logic, and introduced two brand-new neutral units.
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<p>A massive thank you to everyone who participated in the beta test and provided such invaluable insights! Based on your feedback, we have implemented several additional adjustments, marked with the ⭐ icon throughout the notes below.</p>
<h3>🗺️ What about PvE?</h3>
<p>In case you missed <a href="https://store.steampowered.com/news/app/3105440/view/676258795703240871" target="_blank" rel="noopener">our previous patch details</a>, a quick recap: we recently introduced <strong>Alliances</strong>—allowing you to team up with friends against both computer and human opponents—alongside a <strong>fully randomized map generator</strong> tailored specifically for solo and cooperative play. Prior to that, we rolled out the "Broken Alliance" map and the "Prisoners" scenario. Our team is currently hard at work crafting new story-driven campaigns and single-player adventures, with more announcements just around the corner. We sincerely hope PvE enthusiasts appreciate the drastically improved AI in this update; encounters against the computer are about to become infinitely more tactical and engaging!</p>
<h2>Steam Reviews: Every Voice Matters!</h2>
<hr>
<p>Before diving into the full changelog, we’d love to ask you for a quick favor. Please consider leaving us a Steam review! We read them religiously, and they remain one of the vital compasses guiding our development process. Positive reviews also help fellow gamers discover Olden Era. If you haven't shared your thoughts yet, we would deeply appreciate your support!</p>
<h1>Changelog</h1>
<hr>
<p><em>v. 0.82.06</em></p>
<h2>Enhanced Global Map AI Intelligence</h2>
<hr>
<p><strong>New AI tactical capabilities:</strong></p>
<ul>
<li>Primary AI heroes will now strategically retreat from unwinnable engagements and execute recovery strategies to bounce back efficiently.</li>
<li>Computer-controlled opponents now learn high-tier global map spells at Magic Observatories.</li>
<li>AI heroes utilize popular and practical global map traversal spells with greater frequency.</li>
<li>Improved resource distribution ensures smarter town development and army recruitment.</li>
<li>AI heroes equip artifacts more intelligently, factoring in set bonuses, character builds, and army composition.</li>
<li>AI opponents now exclusively select skill progression paths that align with their active roles.</li>
</ul>
<p>Beyond these additions, we’ve fine-tuned the AI's overarching decision-making algorithms for both strategic empire management and localized skirmishes. We’ll share a deeper dive into these improvements in an upcoming developer blog.</p>
<h2>New Neutral Creatures</h2>
<hr>
<p><img src="https://clan.akamai.steamstatic.com/images/45162246/f4299fa2ef080b6024efa65753e7822e108aeab9.gif" alt="New Neutral Creatures" /></p>
<h2>⭐ Matchmaking Improvements</h2>
<hr>
<p>Previously, the matchmaking system occasionally forced players into templates outside their preference, leading to lower satisfaction and occasional early departures. We are introducing a pre-selection system to tailor your multiplayer parameters for a smoother experience.</p>
<blockquote>
<p>⚔️ Additionally, you can now queue for two or three game modes simultaneously. The moment a match is found in one queue, your status in the others will automatically cancel.</p>
</blockquote>
<p>Added preferred template configurations to matchmaking:</p>
<ul>
<li>Players can filter out undesired templates before initiating a search.
<ul>
<li>If both players share at least one preferred template, the match is hosted <strong>on a randomly selected common map</strong>. <em>(For example: Player A chooses Exodus, Mix, and Sprint; Player B picks Mix, Sprint, and Outcast Tournament. The game launches on either Mix or Sprint.)</em></li>
<li>Classic mode rotation: Jebus Cross, Jebus Tournament, Jebus Arena, Universe, Infinity, Sand Clover, and Arcade.</li>
<li>Single Hero mode rotation: Exodus, Mix, Sprint, Outcast Tournament, Harmony, Blitz, and Vendetta.</li>
<li>Rotation updates:
<ul>
<li>Added to Classic mode: Jebus Arena and Sand Clover.</li>
<li>Added to Single Hero mode: Mix and Harmony.</li>
<li>Removed from rotation: Last Fortress and Helltide.</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>Players can now also select preferred game timers:</p>
<ul>
<li>The "Extended Timers" preset adds extra starting time, daily reserves, and combat buffers.
<ul>
<li>Classic mode: +120s starting reserve, +60s daily bonus, +120s weekly bonus, +120s max reserve, +30s neutral battle timer, +10s PvP combat extension.</li>
<li>Single Hero mode: +60s starting reserve, +30s daily bonus, +30s weekly bonus, +60s max reserve, +15s neutral battle timer, +10s PvP combat extension.</li>
</ul>
</li>
</ul>
<p>⚠️ You must keep at least one option checked for both templates and timer settings. Keep in mind: highly restrictive search criteria will naturally increase queue times. ⚠️</p>
<p>Base timer values have also been recalibrated across various competitive leagues.</p>
<h3>Other Quality of Life Changes</h3>
<ul>
<li>⭐ Accelerated black-screen transition speeds when entering or exiting towns and combat instances from the global map.</li>
<li>Adjusted rating point gains and penalties across all competitive divisions:
<ul>
<li>Losses result in a flat 40-point deduction across all tiers.</li>
<li>Iron, Bronze, and Silver victories grant +40 points.</li>
<li>Gold victories grant +35 points.</li>
<li>Platinum victories grant +30 points.</li>
<li>Diamond victories grant +25 points.</li>
<li>Master victories grant +20 points.</li>
</ul>
</li>
<li>Revised available restart limits per division:
<ul>
<li>Iron and Bronze divisions feature 0 restarts.</li>
<li>Master division permits 2 restarts.</li>
<li>All other divisions allow 1 restart.</li>
</ul>
</li>
<li>Tightened the maximum rating matchmaking spread allowed within divisions.</li>
</ul>
<h2>Balance Adjustments</h2>
<hr>
<p>This update introduces profound balance shifts aimed at two core objectives: curbing runaway creature scaling during the late game—which previously degraded tactical depth—and emphasizing distinct identities for alternative unit upgrades. Achieving this required a mix of targeted tweaks and sweeping mechanical overhauls.</p>
<p>Most notably, we have completely redesigned how creature Attack and Defense stats calculate damage output. Read on for a breakdown of the rationale behind these changes.</p>
<blockquote>
<p>We will continue to closely monitor the meta and implement adjustments based on telemetry data and your ongoing feedback.</p>
</blockquote>
<h3>Rethinking the Damage Scaling Formula (Attack vs. Defense)</h3>
<p>The legacy damage multiplier formula was structured as:</p>
<p><em>Multiplier = (20 + ATK) / (20 + DEF)</em>, where ATK represented the attacker's Attack and DEF the defender's Defense.</p>
<p>Originally designed to keep low-tier units relevant into the late game while handling both advantage and disadvantage states under one roof, this approach surfaced several systemic issues:</p>
<ul>
<li>As hero stats skyrocketed, base creature stats became virtually irrelevant; battle outcomes hinged entirely on stack size and raw base damage.</li>
<li>Consequently, high-tier units lost their imposing presence, failing to justify their prestige compared to cheap hordes.</li>
<li>Combat-stat boosting artifacts suffered from diminishing tactical impact.</li>
<li>Crucially, as cumulative stats grew, their *effective* power output dropped, confusing players and obscuring true battlefield dynamics.</li>
</ul>
<p><strong>Let's examine that final issue through an example.</strong> Consider a Troglodyte (Attack 2, Defense 3) clashing with a Waurm (Attack 20, Defense 20). Let’s measure the weight of a +1 Attack bonus across different game stages.</p>
<p>Early game, with hero stats at 0:</p>
<ul>
<li>Troglodyte striking Waurm:
<ul>
<li>(20 + 2) / (20 + 20) = 0.550. With +1 ATK: (20 + 3) / (20 + 20) = 0.575. <strong>Gain: +4.5%</strong>.</li>
</ul>
</li>
<li>Waurm striking Troglodyte:
<ul>
<li>(20 + 20) / (20 + 3) = 1.739. With +1 ATK: (20 + 21) / (20 + 3) = 1.783. <strong>Gain: +2.5%</strong>.</li>
</ul>
</li>
</ul>
<p>Late game, with hero stats at 80:</p>
<ul>
<li>Troglodyte striking Waurm:
<ul>
<li>(80 + 20 + 2) / (80 + 20 + 20) = 0.8500. With +1 ATK: 0.8583. <strong>Gain: +0.98%</strong>.</li>
</ul>
</li>
<li>Waurm striking Troglodyte:
<ul>
<li>(80 + 20 + 20) / (80 + 20 + 3) = 1.1650. With +1 ATK: 1.1748. <strong>Gain: +0.83%</strong>.</li>
</ul>
</li>
</ul>
<p>The exact same +1 Attack bonus granted a substantial 4.5% boost early on, but plummeted to under 1% in the late game. Stat values degraded over time.</p>
<p><strong>Now let's examine the second issue.</strong> Picture 1,000 Troglodytes facing 75 Waurms (roughly equivalent to a week's growth for each). A Troglodyte deals 2 average damage; a Waurms deals 22.5. Factoring solely the stat multiplier:</p>
<p>Early game (Hero stats = 0): Waurms deal <strong>2.67x</strong> more damage than Troglodytes.</p>
<p>Mid game (Hero stats = 20): Waurms deal <strong>1.68x</strong> more damage.</p>
<p>Late game (Hero stats = 60): Waurms deal only <strong>1.24x</strong> more damage.</p>
<p>Elite units effectively withered in relative power as matches progressed, making heavy investments in elite stacks mathematically inefficient.</p>
<p><strong>Our Solution:</strong> The new formula pivots on the *difference* between the attacker's Attack and defender's Defense, rather than absolute totals. Let’s designate this as **Delta = ATK − DEF**.</p>
<p><img src="https://clan.akamai.steamstatic.com/images/45162246/f4d5250d29d3f8d29be5206eba78c628f4df19a4.gif" alt="Damage Formula Diagram" /></p>
<p>The resulting damage multiplier scales with this statistical gap, utilizing diminishing returns per point: the first point of difference yields +4.00%, the second +3.96%, the third +3.92%, tapering down by 0.04% per point until capping at a Delta of 100, <strong>after which further stat growth ceases to amplify damage</strong>.</p>
<ul>
<li>If ATK > DEF, damage is multiplied by <em>(1 + Coefficient)</em>.</li>
<li>If DEF > ATK, damage is divided by <em>(1 + Coefficient)</em>.</li>
</ul>
<p><strong>Recalculating our examples with the new formula:</strong> Results now depend entirely on the Delta, unaffected by baseline hero inflation.</p>
<ul>
<li>Troglodyte vs. Waurms: Delta = 2 − 20 = −18 (Defense dominates, division applies).</li>
<li>Waurms vs. Troglodyte: Delta = 20 − 3 = 17 (Attack dominates, multiplication applies).</li>
<li>These differentials remain static as heroes level, since hero stat bonuses apply equally to both factions.</li>
</ul>
<p><strong>First example revisited:</strong></p>
<ul>
<li>Troglodyte vs. Waurms coefficient: <strong>0.6028</strong></li>
<li>Waurms vs. Troglodyte coefficient: <strong>1.6256</strong></li>
</ul>
<p>The value of +1 Attack is now <strong>consistently valuable across all game phases</strong> (~2% per point), insulating your investments from late-game depreciation.</p>
<p><strong>Second example revisited:</strong> Waurms consistently deal <strong>2.28x</strong> more damage than Troglodytes throughout the entire match duration.</p>
<p><strong>Summary of formula changes:</strong></p>
<ul>
<li>Stat points maintain a consistent, predictable impact regardless of current hero progression.</li>
<li>Damage ratios between unit tiers remain locked, ensuring high-tier units retain their battlefield dominance.</li>
<li>Artifacts and stat boosts feel uniformly potent from turn one to the final showdown.</li>
<li>Low-tier creatures receive a healthy early-game bump without snowballing into absurd late-game outliers.</li>
</ul>
<h3>Mitigating RNG Extremes in Morale and Luck</h3>
<p>We’ve implemented a mitigation system to curb wild, improbable streaks of consecutive morale triggers or total dry spells. Trigger rates will now align much closer to statistical expectations, practically eliminating frustrating anomalies where a 5-Morale stack never triggers a bonus action while an enemy with 1 Morale procs repeatedly.</p>
<h2>Combat Interface Overhaul</h2>
<p>We’ve modernized the tactical HUD with several key workflow upgrades:</p>
<ul>
<li>Redesigned visuals for cleaner readability and streamlined interactions.</li>
<li>Enhanced initiative tracker indicators for faster tactical parsing.</li>
<li>Faction-active hero skills have been relocated to dedicated sub-panels, clearing clutter from the primary ability bar.</li>
<li>Introduced "Favorite Spells": you can now pin up to 3 preferred combat spells in your spellbook for instant casting access.</li>
</ul>
<p><img src="https://clan.akamai.steamstatic.com/images/45162246/70ff3aceecd27278c5b1549be3a9e5f348e78a37.gif" alt="Combat Interface Updates" /></p>
<h3>⭐ General Tweaks</h3>
<ul>
<li>Starting resource reserves have been recalibrated according to chosen difficulty settings.</li>
<li><strong>Single Hero Mode:</strong> Removed the 20% discount on Astrology and Law Points required for leveling. Unlocking global map spells and laws will now pace slightly more deliberately.</li>
<li>Slightly reduced Law Point generation yields when capturing map objectives.</li>
</ul>
<h2>Skills</h2>
<hr>
<p>This section features major reworks—including the long-awaited Temple faction skill revamp, a brand-new general skill, and strategic shuffles across various subskill trees to open up fresh tactical builds.</p>
<h3>"Righteousness" (Temple Faction Skill)</h3>
<p>Historically bound to creature casualties and runaway hero stat growth, the Temple faction skill conflicted with our broader goal of tempering late-game stat inflation. The redesigned skill moves away from passive stat stacking, granting active tactical versatility instead.</p>
<ul>
<li>The hero can now deploy one of three active prayers in battle: <strong>"Song of Wrath"</strong>, <strong>"Plea for Healing"</strong>, or <strong>"Hymn of Power"</strong>. Active prayers persist until replaced or the battle ends.</li>
<li>Prayers empower friendly stacks whose turns fall under the active blessing. ⭐ Prayer effects are single-use per stack, allowing you to stockpile up to 3 distinct active blessings across different units before expenditure.</li>
<li><strong>"Song of Wrath":</strong> Adds Pure Damage to affected stack attacks.</li>
<li><strong>"Plea for Healing":</strong> Heals incoming damage on affected stacks and can resurrect fallen units.</li>
<li><strong>"Hymn of Power":</strong> Extends the duration of all positive buffs whenever affected units use abilities.</li>
<li>Prayer potency scales directly with the hero's level.</li>
<li>Subskills have been entirely re-architected:
<ul>
<li><strong>"Fields of Serenity":</strong> Friendly Temple units deal +10% and take −10% damage on native terrain.</li>
<li><strong>"Secret of Mana":</strong> Casting any prayer restores 1 temporary mana to the hero at the start of friendly unit turns for the remainder of the round.</li>
<li><strong>"Piety":</strong> Grants +10% bonus experience to the hero.</li>
<li><strong>"Requiem":</strong> Each fallen stack temporarily boosts all hero stats by +1 until the end of the round.</li>
<li><strong>"Care for Others":</strong> Instantly triggers the active prayer effect on the currently active friendly creature.</li>
<li><strong>"Contemplation":</strong> Prayers no longer consume Focus Charges.</li>
</ul>
</li>
</ul>
<h3>"Summon Swarm"</h3>
<ul>
<li><strong>"Hive Power" subskill:</strong>
<ul>
<li>*Before:* Granted +1 Luck and Morale.</li>
<li>⭐ *After:* Reduces the mana cost and cooldown of "Premature Emergence" by 1.</li>
<li>Relocated to Tier 2.</li>
</ul>
</li>
<li>The <strong>"Ravage"</strong> subskill has been moved to Tier 3.</li>
</ul>
<h3>⭐ "Offense"</h3>
<ul>
<li><strong>"Battle Frenzy":</strong> Attack bonus per point of Morale reduced from 2 to 1.</li>
<li><strong>"Unstoppable Force":</strong> Enemy Defense reduction reduced from 15% to 10%.</li>
</ul>
<h3>⭐ "Defense"</h3>
<ul>
<li><strong>"As Luck Would Have It":</strong> Defense bonus per point of Luck reduced from 2 to 1.</li>
<li><strong>"Firmness":</strong> Enemy Attack reduction reduced from 15% to 10%.</li>
</ul>
<h3>"Luck"</h3>
<ul>
<li><strong>"Always Heads":</strong> Global map gold find bonus (including objective rewards) reduced from 25% to 10%.</li>
</ul>
<h3>⭐ "Logistics"</h3>
<ul>
<li><strong>"Leaps and Bounds"</strong> replaced by the new <strong>"Strong Mounts"</strong> subskill:
<ul>
<li>*Before:* Restored 5 Movement Points after victorious battles.</li>
<li>*After:* Passively increases total Movement Points by +5%.</li>
</ul>
</li>
<li><strong>"Careful Planning":</strong> Maximum banked Movement Points for the following day reduced from 50 to 30.</li>
</ul>
<h3>⭐ "Scouting"</h3>
<ul>
<li><strong>"Familiar Paths"</strong> replaced by <strong>"Leaps and Bounds"</strong>:
<ul>
<li>*Before:* Granted +10 Movement Points inside friendly territory.</li>
<li>*After:* Restores 5 Movement Points after victorious battles.</li>
<li>Relocated to Tier 3.</li>
</ul>
</li>
<li><strong>"Counterespionage"</strong> moved to Tier 2.</li>
</ul>
<h3>"Insight"</h3>
<ul>
<li><strong>"Enlightenment"</strong> replaced by <strong>"Understanding the Ephemeral"</strong>:
<ul>
<li>*Before:* Granted an additional +10% experience.</li>
<li>*After:* Hero and friendly units deal +50% bonus damage against summoned entities.</li>
</ul>
</li>
</ul>
<h3>"Sorcery"</h3>
<ul>
<li>Magic damage scaling reduced: 20/30/40% → 20/25/30%.</li>
<li>⭐ <strong>"Piercing Spells"</strong> replaced by <strong>"Magical Influence"</strong>:
<ul>
<li>*Before:* Spells ignored 25% magic resistance.</li>
<li>*After:* Increases enemy spell mana costs by 4.</li>
<li>Relocated to Tier 2.</li>
</ul>
</li>
<li><strong>"Summoning Sorcery"</strong> moved to Tier 3.</li>
</ul>
<h3>⭐ "Nightshade Magic"</h3>
<ul>
<li><strong>"Hour of the Wolf"</strong> replaced by <strong>"Hindrance Aura"</strong>:
<ul>
<li>*Before:* Enemy creatures lost 10% Attack and Defense.</li>
<li>*After:* Drains 1 Focus Charge from the enemy at the start of each round (excluding round one).</li>
</ul>
</li>
</ul>
<h3>"Battle Magic"</h3>
<p>To curb late-game stat inflation, we’ve heavily restructured "Battle Magic." Previously acting as a universal stat amplifier for both Might and Magic heroes—contradictory to its intended focus on empowering spellcasting archetypes—we are closely monitoring its performance post-rework.</p>
<ul>
<li>The skill now scales creature Attack and Defense using the hero's Spell Power and Knowledge while dampening dependence on base hero Attack/Defense. Standard conversions grant creatures Attack equal to 100% of hero Attack and 0% Spell Power; at max "Battle Magic," this shifts to 60% Attack and 40% Spell Power.</li>
<li>Stat bonus yields increased: 15/20/25% → 20/30/40%.</li>
<li><strong>"Aura of Destruction"</strong> replaced by <strong>"Piercing Spells"</strong> (Spells ignore 25% magic resistance).</li>
<li><strong>"Aura of Protection"</strong> replaced by <strong>"Mana Return"</strong> (Casting a spell grants +2 temporary mana).</li>
<li><strong>"Aura of Wizardry"</strong> reworked: casting a spell now grants +1 Spell Power and Knowledge until battle's end. Moved to Tier 3.</li>
<li>"Battle Mage’s Authority" and "Mage Protector’s Authority" remain unchanged and do *not* dilute hero stat conversions.</li>
<li>"Magic Time" moved to Tier 2.</li>
</ul>
<h3>"Resistance"</h3>
<ul>
<li>⭐ <strong>"Hindrance Aura"</strong> replaced by <strong>"Protective Sorcery"</strong>:
<ul>
<li>*Before:* Drained 1 Focus Charge per round.</li>
<li>*After:* Reduces Heroic Strike damage dealt to friendly units by 20% (doubled if hero possesses "First Aid").</li>
</ul>
</li>
<li><strong>"Fast Metabolism"</strong> reworked: negative effect duration reduction increased from 1 to 2 turns. Moved to Tier 3.</li>
<li>"Time Shift" moved to Tier 2.</li>
</ul>
<h3>"Battlecraft"</h3>
<ul>
<li>Stat bonus for waiting/skipping turns reduced: 20/30/40% → 10/15/20%.</li>
<li><strong>"Melee Mastery"</strong> replaced by <strong>"At the Ready"</strong>: granting waiting friendly stacks +1 Speed until the end of the round. Placed in Tier 3.</li>
<li><strong>"Long Reach Mastery"</strong> replaced by <strong>"Fortifying"</strong>: granting skipping friendly stacks an additional +20% Defense.</li>
<li>"Manacraft" moved to Tier 2.</li>
</ul>
<h3>"Summon Avatar"</h3>
<ul>
<li><strong>"Summon Destruction"</strong> replaced by <strong>"Parasitic Summon"</strong>: the summoned avatar restores 3 temporary mana to the hero whenever it deals or takes damage.</li>
</ul>
<h3>"First Aid" (New Universal Skill)</h3>
<p>A brand-new skill available across all heroes and factions.</p>
<ul>
<li>*Base effect:* Post-battle, surviving stacks restore 20/30/40% of creature losses incurred during the fight.</li>
<li>*Subskills:*
<ul>
<li><strong>"Return to Service":</strong> Restores an additional 10% of losses (doubled if hero has "Recruitment").</li>
<li><strong>"Healthy Decoctions":</strong> Friendly units gain +2 Health.</li>
<li><strong>"Antidotes":</strong> Active ability stripping all negative effects from a target.</li>
<li><strong>"Thrill of Battle":</strong> Triggering a kill fully restores health to the attacking stack (does not resurrect dead models).</li>
<li><strong>"Adrenaline":</strong> Surviving damage grants +10% damage dealt and −10% damage taken until the end of the next round.</li>
<li><strong>"Ammonia":</strong> Once-per-battle active ability to resurrect a fallen friendly stack, partially restoring its original size.</li>
</ul>
</li>
</ul>
<h3>"Recruitment"</h3>
<ul>
<li><strong>"Strenuous Training"</strong> reworked: now reduces friendly creature ability cooldowns by 1 round.</li>
<li><strong>"Elite Guards"</strong> reworked: permits unrestricted retraining of friendly creatures into their alternative upgrade variants.</li>
<li><strong>"Mentors"</strong> replaced by <strong>"Militia"</strong>: at battle start, friendly Tiers 1–3 stacks receive 5% temporary reinforcements (doubled if hero has "Tactics").</li>
</ul>
<h3>⭐ "Thaumaturgy"</h3>
<ul>
<li><strong>"Antimage"</strong> replaced by <strong>"Vast Soul"</strong>: reduces all hero spell cooldowns by 1 round. Moved to Tier 3.</li>
<li>"Vast Soul" renamed to <strong>"Fields of Mana"</strong> and moved to Tier 2.</li>
</ul>
<h2>⭐ Heroes</h2>
<hr>
<ul>
<li>Starting skill adjustments:
<ul>
<li><strong>Julius:</strong> Starts with "First Aid" instead of "Resistance".</li>
<li><strong>Leira:</strong> Starts with "First Aid" instead of "Nightshade Magic".</li>
<li><strong>The Iron Master:</strong> Starts with "First Aid" instead of "Resistance".</li>
<li><strong>Old Pilgrim:</strong> Starts with "Tactics" instead of "Battle Magic".</li>
<li><strong>Zam:</strong> Starts with "Resistance" instead of "Recruitment".</li>
<li><strong>The Minstrel:</strong> Starts with "Battle Magic" instead of "Sorcery".</li>
</ul>
</li>
<li><strong>Lord Edgar:</strong> Buffs creature Attack and Defense by 10% + 5% every 6 levels (down from 5).</li>
<li>Creature specialists boost their specialized units' Attack and Defense by 1 every 5 hero levels (down from 3).</li>
<li>Experience specialists gain 1 stat point every 3 hero levels (down from 2).</li>
</ul>
<h2>Artifacts</h2>
<hr>
<ul>
<li>Duplicate instances of the same artifact can no longer be equipped simultaneously.</li>
<li>New artifacts added:
<ul>
<li>Common Weapon <strong>"Soldier’s Sword"</strong>: +1 Attack, +1 Spell Power.</li>
<li>Rare Ring <strong>"Alchemist’s Signet-Ring"</strong>: +2 Attack, +2 Spell Power.</li>
<li>Epic Belt <strong>"Kergar Buckle"</strong>: +3 Attack, +3 Spell Power.</li>
<li>Common Ring <strong>"Commoner’s Ward"</strong>: +1 Attack, +1 Knowledge.</li>
<li>Rare Belt <strong>"Battle Mage’s Belt"</strong>: +2 Attack, +2 Spell Power.</li>
<li>Epic Off-Hand <strong>"Greater Djinn’s Bracers"</strong>: +3 Attack, +3 Spell Power.</li>
<li>Common Cloak <strong>"Satchel"</strong>: +1 Defense, +1 Spell Power.</li>
<li>Rare Off-Hand <strong>"Ritual Shield"</strong>: +2 Defense, +2 Spell Power.</li>
<li>Epic Boots <strong>"Boots of Dreams"</strong>: +3 Defense, +3 Spell Power.</li>
<li>Common Armor <strong>"Leather Armor"</strong>: +1 Defense, +1 Knowledge.</li>
<li>Rare Boots <strong>"Enchanted Jackboots"</strong>: +2 Defense, +2 Knowledge.</li>
<li>Epic Helmet <strong>"Archmage’s Hood"</strong>: +3 Defense, +3 Knowledge.</li>
<li>⭐ Legendary <strong>"Orb of Poison"</strong>: Disables hero active abilities during the first combat round.</li>
</ul>
</li>
<li><strong>"Living Arrows"</strong> set updates:
<ul>
<li>Added Epic Off-Hand <strong>"Elven Blade"</strong> (removes melee penalties for friendly shooters) and Epic item <strong>"Ripe Apple"</strong> (+10% ranged damage).</li>
<li>Set bonuses now trigger at 3 and 5 pieces (previously 2 and 3).</li>
</ul>
</li>
<li><strong>"Ambassador’s Word"</strong> set updates:
<ul>
<li>Added Legendary Cloak <strong>"Diplomat’s Robe"</strong> (+10% Persuasion Power). Set bonuses now unlock at 3 pieces.</li>
<li>"Ambassador’s Sash" reclassified as a belt instead of a cloak.</li>
</ul>
</li>
<li><strong>"Orb of Destruction"</strong> upgraded from Rare to Epic and integrated into the <strong>"Hero of Tales"</strong> set (set bonus threshold shifted to 3 items).</li>
<li>⭐ <strong>"Tactical Guide"</strong> now suppresses pre-battle army positioning for *both* opposing heroes, rather than just the enemy.</li>
<li><strong>"Orb of Inhibition"</strong> elevated from Epic to Legendary. ⭐ It now restricts spellbook access exclusively.</li>
<li>Rarity bumps (Rare to Epic): "Monster Head", "Ring of Neutrality".</li>
<li>"Crimson Resonance Controller" enemy Spell Power penalty reduced: 20/30% → 10/15%.</li>
<li>"Vortex Robe" now restores temporary mana instead of permanent mana.</li>
<li>⭐ "Seven-League Boots" can once again spawn on randomized map templates.</li>
</ul>
<h2>Spells</h2>
<hr>
<p><strong>⭐ Daylight Magic</strong></p>
<ul>
<li><strong>"Shorten Shadow":</strong> Target Attack and Defense reduction decreased: 3 → 2.</li>
</ul>
<p><strong>⭐ Nightshade Magic</strong></p>
<ul>
<li><strong>"Enlarge Shadow":</strong> Target Attack and Defense buff decreased: 3 → 2.</li>
</ul>
<p><strong>⭐ Arcane Magic</strong></p>
<ul>
<li><strong>"Optical Illusion":</strong> Ranged damage reduction nerfed: 30/60/60/60% → 30/45/45/45%.</li>
</ul>
<p><strong>High Neutral Magic</strong></p>
<ul>
<li><strong>"Second Wind":</strong> Mana cost lowered (15/11/11/11), Movement Point restoration tuned (35/35/50/80), usage caps streamlined to 1 across most levels.</li>
<li>⭐ <strong>"Shadowflight":</strong> Obstacle-flying penalty increased to 40%; learnable at level 4 with adjusted costs.</li>
<li><strong>"Pocket Dimension":</strong> Mana cost increased (22/18/18/18); learnable at level 12.</li>
<li><strong>"Gate of Light":</strong> Mana cost reduced (18/10/10/10); learnable at level 8.</li>
<li><strong>"Dimension Door":</strong> Level 3 teleport range expanded: 11 → 12 hexes.</li>
</ul>
<h2>Faction Updates</h2>
<hr>
<p>Alongside the baseline damage formula adjustments, creature speeds and stats have been thoroughly audited. Alternative upgrades have received deep reworks to ensure every unit carves out a distinct tactical niche. While some units may appear numerically weaker on paper, compensating passive mechanics or utility adjustments ensure balanced encounters. Additionally, faction laws affecting creatures have been streamlined.</p>
<ul>
<li>⭐ Reduced recruitment costs for Tier 1–3 creatures across all towns.</li>
</ul>
<h3>1. Temple</h3>
<ul>
<li>Tier 1 (Swordsman, Guard Captain, Sun’s Aegis): Granted the new active ability "Shields Up" to mitigate incoming ranged damage. Stat lines adjusted across variants.</li>
<li>Tier 2: Crossbowman Attack tweaked (5 → 4); Austringer Attack increased (6) with Speed dropped to 3.</li>
<li>Tier 3: Griffin damage spread tightened (6-8); Guardian Griffin Initiative increased to 11.</li>
<li>Tier 4: Balanced stat tweaks across Lightweaver, Hierophant, and Sun Herald.</li>
<li>Tier 5: Noble Cavalry gains passive "Inspiring" (boosts friendly morale triggers); Sunspear Cavalry gains active "Strike and Return".</li>
<li>Tier 6: Mother Superior receives passive "Malleus Maleficarum" (reduces incoming magic damage for nearby allies); Excommunicator damage increased.</li>
<li>Tier 7: Angel Speed increased to 5.</li>
<li>Law updates: Elite creature law upgrade levels reduced from 3 to 2. Reworked specific stat bonuses for Elite Griffins, Cavalry, Inquisitors, and Angels. Removed "Execute Excellence."</li>
</ul>
<h3>2. Necropolis</h3>
<ul>
<li>Tier 1: Skeletons and variants receive defensive/initiative adjustments.</li>
<li>Tier 2: Base town growth reduced (19 → 18). Wraiths lose "Howl of the Banshee" and gain "Gates of Afterlife" (summons Wights). Phantasms acquire "Howl of the Banshee."</li>
<li>Tier 3: Base growth reduced (14 → 13). Barghest gains "Double Strike" but loses pack-summoning. Armored Hound acquires "Call the Pack."</li>
<li>Tier 4: Base growth reduced (10 → 9). Graverobbers and variants overhauled to function as support pillars, gaining aura buffs that boost Skeleton and Pet speed/initiative.</li>
<li>Tier 5: Liches gain tactical variants; Pestilent Lich gains "Plague Aura" (lengthens negative status durations); Sanguine Lich gains "Last Spark" (destroys corpses for mana).</li>
<li>Tier 6: Dread Knights and variants buffed; Hollow Reaper gains "Paralyzing Dread" (triggers negative morale on enemies).</li>
<li>Tier 7: Vampire baseline "Vampirism" potency increased: 50% → 66.6%. Individual stat distributions tweaked.</li>
</ul>
<h3>3. Grove</h3>
<ul>
<li>Grove receives the most extensive systemic rework to solve homogenization issues and boost early-game survivability.</li>
<li>Tier 1: Base growth increased (13 → 14). Fauns and upgrades gain "Outsider Eradication" active strike.</li>
<li>Tier 2: Growth increased to 10. Dawn Hoplet gains "Whirlwind Strike"; Dusk Hoplet receives speed/morale adjustments.</li>
<li>Tier 3 (Iriyads): Health normalized to 40, stats rebalanced.</li>
<li>Tier 4 (Naiads): Health increased to 50. Vernal Naiad gains "Whirlpool" (pulls enemies); Brumal Naiad gains "Hypothermia" (drains enemy hero stats).</li>
<li>Tier 5: Sporemancer active "Swarm of Bees" upgraded to "Bees Invasion" ( AoE damage/debuff); mana cost discount increased to 3. Murmurmancer gains "Protective Roots."</li>
<li>Tier 6 (Qilins): Mist Qilin gains "Opportunity Attack" and reworked "Mist Form" (caps incoming damage to 1); Thunder Qilin gains "Scintillating Scales."</li>
<li>Tier 7 (Phoenixes): Flaming Phoenix gains "Flaming Agony" death explosion.</li>
<li>Law updates: Blooming Pond no longer requires Mage Guild. Elite Faun law grants double counterattacks.</li>
</ul>
<h3>4. Hive</h3>
<ul>
<li>Refining Hive's high-risk, aggressive identity while smoothing out RNG dependency.</li>
<li>Fire Larva: Health increased to 20, explosion damage reduced, gains passive "Castes" (scaling damage based on hero class).</li>
<li>Tier 1 (Parasites): Warden Parasite gains "Strike and Return"; Ravager Parasite gains stronger tier-scaling damage ("Topple the Strong!").</li>
<li>Tier 2 & 3: Health and initiative tweaks across locusts and hornets.</li>
<li>Tier 4 (Scorpions): Volcanic Scorpion adaptation abilities reworked to affect all allies at 50% effectiveness; Spelaean Scorpion buffed for combat.</li>
<li>Tier 5 (Reavers): Menacing Reaver gains "Swift Strike"; Maniacal Reaver stats tuned.</li>
<li>Tier 6 (Waurms): Devour threshold reduced to 30%; Pyroboros trades "Corpse Eater" for "Mana Eater" (converts corpses to hero mana).</li>
<li>Tier 7 (Hive Queens): Stat bonuses against Temple/Necropolis reduced from 25% to 20%. Hive Huntress scales up tier-punishment mechanics ("Squash the Weak!").</li>
<li>Law updates: "Hive Offsprings II" larva provocation restricted to the first post-hatch round.</li>
</ul>
<h3>5. Schism</h3>
<ul>
<li>Tier 2 (Votary): Gains "Rift Conductor" passive (boosts Ra’Shoth initiative).</li>
<li>Tier 3 (Aga’Shoth): Tamer and Mat’ha receive stat buffs and "Raid" speed-aura mechanics.</li>
<li>Tier 5 (Concubus/Bewitcher): Acquired "Seduction" passive (takes minimum damage). Bewitcher gains "Flog Idle Mind" (focus-scaling damage).</li>
<li>Law updates: Cultist and Rider elite laws re-tuned for specialized stat scaling.</li>
</ul>
<h3>6. Dungeon</h3>
<ul>
<li>Addressing identity overlap and expanding Focus Charge utility.</li>
<li>Tier 1 (Troglodytes): Health standardized to 9.</li>
<li>Tier 2 (Infiltrators): Guile Infiltrator gains "Liquidation" (instant-kill low-health stacks); Bleak Infiltrator regains "Shadowstrike" (with halved damage) and "Ambush" stealth.</li>
<li>Tier 3 (Dancers): All variants gain "Blade Dance" active (double attack per round).</li>
<li>Tier 4 (Minotaurs): All variants gain "Minotaur’s Onslaught" (pushback attack); Minotaur Vanguard acquires "Balthazar’s Tramp" (AoE speed debuff).</li>
<li>Tier 5 (Medusae): Medusa Sculptor gains "Marble Arrows" (initiative drain); Medusa Queen gains "Hail of Arrows" targeted AoE barrage.</li>
<li>Tier 6 & 7: Comprehensive defensive and health scaling for Hydras and Dragons.</li>
</ul>
<h3>7. Neutral Creatures</h3>
<ul>
<li>Stat tuning across Pixies, Ghouls, Animated Armor, and Starchildren.</li>
<li>Introduced brand-new neutral units: <strong>Mummy</strong> (Tier 5) and <strong>Kitsune</strong> (Tier 7).</li>
</ul>
<h2>Map Generator and Objects</h2>
<hr>
<h3>General Changes</h3>
<ul>
<li>Pandora’s Boxes completely reworked: all variants now offer a choice of rewards.
<ul>
<li>XP boxes now let you pick between Experience, Law Points, or Alchemical Dust (+25% base value).</li>
<li>Gold boxes let you choose Gold, Resources, or Alchemical Dust (+20% base value).</li>
<li>Stat boxes split into "Combat" (Attack/Defense choices) and "Magic" (Spell Power/Knowledge choices) with adjusted lower values.</li>
<li>Spell boxes consolidated into 5 tiers, letting you choose the desired magic school *or* restore mana (20% to 100% based on tier).</li>
</ul>
</li>
<li>Creature bank guards scaled up across structures like Point of Balance, Colosseum, and Carrion Pile.</li>
<li>Chimerologist conversion penalty reduced (15% → 10%).</li>
<li>Added <strong>"Hell Light Spire"</strong> tournament object for duel registration on competitive templates.</li>
<li>External artifact guard strengths universally reduced by 40%.</li>
</ul>
<h3>Templates</h3>
<ul>
<li>"Siegecraft" removed from level-up skill pools on Blitz, Chosen One, Exodus variants, Galaxy, Helltide, Infinity, Jebus arenas, Massacre, Mix, Outcast Tournament, and Symmetry. Sprint additionally excludes "Logistics" and "Scouting".</li>
<li>Diplomacy-related artifacts removed until the skill rework.</li>
<li>Added <strong>Jebus Arena</strong> template: a modernized 160x160 variant of Jebus Cross featuring decentralized towns and Hell Light Arena duel mechanics.</li>
<li>Jebus Cross size increased to 176x176; central town defense capture timer reduced from 6 days to 5. Side areas now linked via teleport portals.</li>
<li>Jebus Tournament and Infinity templates receive major tournament-format scheduling adjustments.</li>
<li>⭐ Sand Clover and Sprint templates receive extensive area balancing, guard pacing adjustments, and layout tuning.</li>
</ul>
<h2>Arena Mode</h2>
<ul>
<li>Stack draft phase can now occasionally offer previously picked units.</li>
<li>Drafted stack sizes increased by 15–20%.</li>
<li>Hero starting stat bonuses rebalanced across the roster.</li>
</ul>
<h2>Bug Fixes</h2>
<hr>
<h3>Combat & Mechanics</h3>
<ul>
<li>Instant-kill mechanics no longer trigger erroneously on obstacles.</li>
<li>Creatures summoned onto active Firewalls or traps no longer die instantly.</li>
<li>Knockback-kill corpse overlaps now visually resolve correctly.</li>
<li>Initiative bonuses correctly apply to waiting stacks.</li>
<li>Spells and ability bonus damage no longer mistakenly generate extra Focus Points for enemies.</li>
</ul>
<h3>Spells, Skills & Artifacts</h3>
<ul>
<li>Units awakened from "Sleep" via damage now correctly receive the "Insomnia" effect.</li>
<li>"Lucky Day" and "All for One" subskills now correctly enforce their activation parameters.</li>
<li>"Two-faced Mask" removed from Marketplace rotation.</li>
</ul>
<h3>Interface, Multiplayer & Stability</h3>
<ul>
<li>Marketplace hotkey now functions reliably if *any* owned town possesses a Marketplace.</li>
<li>Creature detail windows can now be inspected during the opponent's turn.</li>
<li>Desync recovery now correctly permits session restarts.</li>
<li>Resolved rare client freezes when clicking "Custom Game" from the main menu.</li>
</ul>
<h3>Campaign & Scenarios</h3>
<ul>
<li>Fixed progression blockers and looping dialogues in "Garner Hills", "Never-ending Conflict", "Burning Hearts", "Deal with a Vampire", and "Saving the Knight".</li>
</ul>
<h2>Official Community Links</h2>
<hr>
<p>New to the series or a seasoned veteran? Consult the <a href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwiki.hoodedhorse.com%2FHeroes_of_Might_and_Magic_Olden_Era%2FMain_Page" target="_blank" rel="noopener">Official Community Wiki</a> for exhaustive unit breakdowns, spell tier data, and advanced guides! Thank you to our dedicated contributors.</p>
<h3>Join the Community</h3>
<hr>
<p>Share your strategies and victories! Follow us on <a href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2Funfrozen" target="_blank" rel="noopener">Discord</a>, <a href="https://steamcommunity.com/app/3105440" target="_blank" rel="noopener">Steam</a>, and <a href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.facebook.com%2FUnfrozen.official" target="_blank" rel="noopener">Facebook</a>, and drop by the <a href="https://www.reddit.com/r/OldenEra/" target="_blank" rel="noopener">unofficial subreddit</a>!</p>
<hr>
<p>Thank you for helping us shape Olden Era. See you on the battlefield!</p>
<p>With love,<br>💙 Unfrozen</p>
BETA Hotfix: Template Freeze
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