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BTR1

COC26

AIA25

OR5

SOP26

TC4

TC3
 


Set-ups are still being accepted.

"The Empire Needs You!"




Contents

  • Introduction
  • Set-up and Game Configuration
  • Victory
  • Throne of Chaos Achievements
  • GMs Playing
  • Set-up Restrictions
  • Recruiting Agitators
  • Balancing Module Locations
  • Political Bodies
  • Coven Clash
  • Other Changes
  • Game Pledge Status
  • Legends 3 changes that apply for COC26


  • Introduction

    The game is set in an updated version of The Throne of Chaos (the sub module at the back of the Crown of Chaos module). Thanks to the folk on Leg Help who helped tweak the design from a module I thought might be interesting into one that should actually be brilliant!

    All players who want to play will need to send an email to pbm@harlequingames.com saying what type of position they want to play.

    Each player should choose one from the following 6 options (full details on these below).

    1) Duke
    These will begin the game controlling a module location.
    We will need 7 of these as they are effectively team captains.

    2) Baron
    These will begin the game controlling a module location.
    Each Duke will be allied with 3 of these.

    3) Duke or a Baron, don't mind which!
    These will begin the game controlling a module location.
    These gain a random Mark (Not Good/Evil/Power).

    4) Citizen
    These are aligned with a particular Dukedom.
    Each Duke will be allied with an equal number of these.

    5) Agitator
    These may not win the game unless they join Dukedoms, which they can only do after game start (see below).
    These gain a random Mark (Not Good/Evil/Power).

    6) Chaos Minion
    These are aligned with a particular Dukedom (see below).
    Each Duke will be allied with an equal number of these.
    Chaos Minions may include a preference in their pledge for Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma.

    7) True Chaos Lord These may only win alone.


    If you really want to play on the same team as particular players you should have one of you pick Duke, at least one pick Baron and at least one pick Citizen, at least one pick Chaos Minion (the Duke can put the other three players at their first picks).

    After teams are picked Titles will be created for each of the Dukedoms and players will be given those titles by the GM so that other players know which positions belong to which Dukedom.





    Set-up and Game Configuration

    Spirit based King's peace across the entire board for 2 months (influence not prohibited)
    All Set up characters will have 3 actions
    SEI limit 1200 (6 public works)
    Tactics limit 100%
    Troop training level 12
    Revolts every month
    Trade goods weigh 5
    10 day turn around throughout

    No Teleporting of TGs using adventures or item activation.
    Tough module locations, high prestige owners
    There is no restriction on the use of Character Rolling Thunder.
    Carry capacity of flying mounts is quartered. CF of flying mounts is increased. Neither change affects flying warmounts. Stables give 5% growth modifier.





    Victory

    You are permitted to join any of the 'normal' and 'secret' Crown of Chaos factions - but the only victory conditions are those described below.

    Normal Victories
    Victory is snapshot and may be claimed if any Dukedom (including Baronial and Citizen positions) control sufficient Ducal capitals and associated baronies. and if Royal Haven is under control of their Chaos Minion(s)

    To win a Dukedom must either:
    a) control 7 Ducal capitals and Royal Haven must be in the control of the associated Chaos Minion
    or
    b) control 3 Ducal capitals (must include their own) and 10 Baronial capitals (may include their own) and Royal Haven must be in the control of the associated Chaos Minion

    There are no Special Events assailing Royal Haven, yet it is important for all players to defend it to prevent Chaos Lord victories - and other factions claiming it with a Chaos Minion.



    Chaos Lord Victories
    Chaos Lords may not attempt to influence Royal Haven.

    A Chaos Lord may claim victory if they take Royal Haven militarily before Trekwill returns - and then that Chaos Lord (alone) wins, everyone else loses.



    Trekwill returns
    If after 24 months no victory has been declared Trekwill returns and the game ends. At this point game victory will be based on the module "Achievements" the Dukedom with the most (living, not captive) title holders being the winner.





    Throne of Chaos Achievements


    MASTERS OF MANA (Title 2802)

    There is no Masters of Mana title, nor a Mana Clash.

    THE ARCANE CHAMPIONS (Title 2803)

    This title is held by the Arcane Master who won the last Arcane clash. This counts as an Achievement for the Dukedom that controls that character.

    THE COVEN CHAMPIONS (Title 2804)

    This title is held by the High Priest who won the last Coven clash. This counts as an Achievement for the Dukedom that controls that character.

    THE WARRIOR CHAMPION (Title 2805)

    This title is held by the character who won the Knight's clash.
    If that character was in the range 1-1000, this counts as an Achievement for the Dukedom that controls that character.

    THE RUNE WARRIOR (Title 2806)

    This title is held by the character who won the Rune clash.
    This counts as an Achievement for the Dukedom that controls that character.

    PATHFINDER (Title 2807)

    This title is held by the character who won the most recent Pathfinder clash. This counts as an Achievement for the Dukedom that controls that character.

    THE PRIDE WARLORD (Title 2808)

    Special Action 2808
    Be a Tasen main character (races 206, 226, 246). Own Tosgard, Krosnogard and Tierkegaard for 3 consecutive productions. Once.
    Gain - Title 2808.
    This counts as an Achievement for the Dukedom that controls that character.

    THE KING OF THE TROLLS (Title 2809)

    Special Action 2809
    Be a Trollish main character (races 207, 227, 247). Own Trollheim, Mannheim and Kinderheim for 3 consecutive productions. Once.
    Gain - Title 2809.
    This counts as an Achievement for the Dukedom that controls that character.

    THE HIVE QUEEN (Title 1600)

    Special Action 1600
    Be a female main character who is of the Hive (races 209, 229, 249). Own Tric'Klic, Tri'Tic and Tric'Cla for 3 consecutive productions. Once.
    Gain - Title 1600.
    This counts as an Achievement for the Dukedom that controls that character.

    THE KING OF THIEVES (Title 2810)

    This title is held by the character who won the Thief clash.
    This counts as an Achievement for the Dukedom that controls that character.

    THE PRINCE OF DEATH (Title 2811)

    This title is held by the character who won the Assassin clash.
    This counts as an Achievement for the Dukedom that controls that character.

    THE RUNE LORD (Title 2812)

    Special Action ???? or Adventure ????(Discovered in the course of play)
    (For an Enchanter who is a Runemaster and attunes himself to the Great Runes: Rune Hammer, Rune Shield, Rune Armor, Rune Chariot, Rune Ring, and Rune Stone.)
    If that character was in the range 1-1000, This counts as an Achievement for the Dukedom that controls that character.

    THE MERCHANT PRINCE (Title 2813)

    This title is held by the character who won the Merchant clash.
    This counts as an Achievement for the Dukedom that controls that character.

    THE PRINCE OF THE DWARVES (Title 2815)

    Special Action 2815
    Be a Dwarven main character (races 204, 224, 244). Own the Duchy of Masaland and Rainbow City for 3 consecutive productions. Once.
    Gain - Title 2815.
    This counts as an Achievement for the Dukedom that controls that character.

    THE PRINCE OF CHAOS (Title 2816)

    Special Action 2816
    Be a Chaos main character (races 202, 207, 212, 222, 227, 232, 242, 247, 252). Own Blackpool and the same 3 Holds of Chaos for 3 consecutive productions. Once.
    Gain - Title 2816.
    This counts as an Achievement for the Dukedom that controls that character.

    THE PRINCE OF MAN (Title 2817)

    Special Action 2817
    Be a Human main character (races 201, 221, 241) with a Duke title (including Duke in exile). Own the same six cities out of the nine cities of the Baronies of Alsayce; Cerralean and Kalgary for 3 consecutive productions. Once.
    Gain - Title 2817.
    This counts as an Achievement for the Dukedom that controls that character.

    THE PRINCE OF ELVES: (Title 2814)

    Special Action 2814
    Be an Elven main character (races 203, 223, 243). Own the Duchy of Inglewood and Bow's End for 3 consecutive productions. Once.
    Gain - Title 2814.
    This counts as an Achievement for the Dukedom that controls that character.

    THE PRINCE OF THE ORCS (Title 2818)

    Special Action 2818
    Be an Orcish main character (races 202, 212, 222, 232, 242, 252). Own St. Stanislas, Kinderheim and Strathmore for 3 consecutive productions. Once.
    Gain - Title 2818.
    This counts as an Achievement for the Dukedom that controls that character.

    THE DIVINE FOUNDER (Title 2819)

    Special Action 2819
    Be a priest main character with Lesser or Demigod status. Be at the Godstone with The Rune (#2001), The Word (#2002), The Way (#2003) and The Divine Power #(2004).
    Gain - Create your own religion - details from GM.
    This counts as an Achievement for the Dukedom that controls that character.

    LORD MAYOR'S TROPHY (Title 2820)

    Special Action 2820
    Be a Duke or Baron. Your starting location must have these stats minimum:
    Legendary Walls: Size 100; Ditch 4; Moat 4; Gate 20; Keep 20; Towers: 50;
    At least one of each type of guild (type 1 to 9) strength of 12; one church of each religion of the same alignment as the main character, strength 12; between them, these guilds must contain one of each type of facility (guild extension);
    Province Fertility 5; Lumber 50; Stone 50; Iron 50 ; one of each type of flora;
    Disease free Pop - 10,000 of one race in one Pop Seg; 5,000 of different race in one Pop Seg; 2,500 of a third race in one Pop Seg; 2,500 of a fourth race in one Pop Seg; 1000 level 12 troops in one slot as defenders; an SEI of 1000; a Marketplace.
    Gain - Title 2820.
    This counts as an Achievement for the Dukedom that controls that character.

    THE DEMON SLAYERS (Title 2821)

    Special Action 2821
    Be the overall commander and a slot commander of the party which defeats the Demon Beast in combat. All combatants must have been either Knight 20 or Ranger 20 or Berserker 20 at the start of the fight.
    Gain - All members of the party gain the title.
    If every member of the party was in the same duchy, this counts as an Achievement for the Dukedom that controls that character.
    Note: It is not legal to defeat the Demon Beast and then release it to create a new battle.

    THE RESCUER (Title 2822)

    Special Action 2822
    Be a main character. Rescue the character described below and solve the mystery of who it is and its destiny: "Before Trekwill fell into a coma he was planning to lead a rescue of a lost child believed to be a lost Princess or Prince or some obscure arcane title. Little is know of the character other than the number which will be announced upon Trekwill's death."
    Gain - Title 2822.
    This counts as an Achievement for the Dukedom that controls that character.

    THE GRAND UNIFICATION LABEL (Title ????)

    Special Action ????
    Be a Signtist with Marks of Power and Destiny. Have the scrolls of the Grand Unification Label (#2330 to 2333), be in the 'Lab' and perform the Ritual of Unification as explained in the Scrolls.
    Gain - ????
    This counts as an Achievement for the Dukedom that controls that character.


    The Pathfinder riddle clash is removed from this game.

    Instead there will be a 'moveplot' clash 6 months after game start and every 6 months following that:

    The Ranger who has the 'World Record' for moving the furthest in one land based 'move force' order will win the clash.

    Nominate a character (ID1-1000) with base Ranger skill of 10. Email me their details, specify the turn in which they performed the movement and lastly include the start and end provinces of the moveplot. (The character must have had base Ranger 10 at the time of this turn.)

    The World Record will rely on the turn printout of the force movement. Teleporting or any similar technique that avoids actually traversing the distance is not legal. Charm of Movement is not permitted.

    Note that 'land based' denies the use of flying movement, or water based movement.

    The start and end provinces of the World Record will be made public.





    GMs Playing

    I will allow GMs and coders to play in this game. If you are not comfortable playing in a game with them, please don't join the game.

    Here are some of the ground rules that playing GMs will work by:
    • Ed is the referee of the game. He will rule more harshly against GM players when there is any doubt.
    • GM players may know things about the game engine which other players don't. They will not avoid using this knowledge, but will not share it with their teammates.
    • GM players will not look at the game database except where Ed requests that they do so for work purposes.
    • GM players will play to win, which may include the use of diplomatic spin and outright diplomatic lying.
    • If GM players discover some information about the game which they should not have access to, they will ignore it.
    • GM players will not cheat!






    Set-up Restrictions

    The 7 Dukes and 21 Barons

    Each Duke main character will start with mark of power.

    Each of the Dukes and Barons begin with characters CCBBBBBB, 1 guild (str 16) They also begin with control of a module location (for details of how these are balanced see below).

    The Ducal (and Baron) Main characters must pick from the races in their city (below). Then they must use the table (on page 182 of the pdf module) to work out what races they may have as secondary characters.


    Alsace 201 Human, 221 Southern Human
    Bordan 221 Southern Human, 204 Dwarf, 243 Dark Elves
    Dortmood 210 Half Elf, 221 Southern Human
    Fangol 221 Southern Human
    Chaos Minions Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma

    Cerralean: 201 Human, 203 Sea Elf
    Henland: 243 Dark Elves, 214 Fangor (not normally an option as a main)
    Jacora 201 Human, 254 Centaur, 244 Sand Folk
    Lorraine 201 Human, 221 Southern Human
    Chaos Minions Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma

    Ellisbourne 205 Seahwak, 225 Ariel
    Norplat 243 Dark Elves, 215 Kraken (not normally an option as a main)
    Ontoria 205 Seahawk, 241 Western Human
    Palestone 201 Human, 244 Sand Folk, 203 Sea Elf
    Chaos Minions Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma

    Gravestone 202 Goblin, 232 Redeye Orc, 224 Western Dwarf
    Quentin 202 Goblin, 234 Hissingers (not normally an option as a main)
    Rikers 232 Redeye Orc, 230 Man-Orc, 245 Vultura
    Segoville 202 Goblin, 232 Redeye Orc, 208 Giant
    Chaos Minions Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma

    Inglewood 203 Sea Elf, 223 Elf
    Trenton 243 Dark Elf, 235 Saurian (not normally an option as a main)
    Ulan 203 Sea Elf, 223 Elf, 254 Centaur
    Ver'tak 223 Elf, 203 Sea Elf, 214 Fangor (not normally an option as a main)
    Chaos Minions Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma

    Kalgary 241 Western Human, 224 Western Dwarf, 205 Seahawk
    Westar 241 Western Human, 244 Sand Folk, 251 White Goran
    Xeres 241 Western Human, 205 Seahawk
    Yelston 241 Western Human, 245 Vultura, 254 Centaur
    Chaos Minions Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma

    Masaland 204 Dwarf, 224 Western Dwarf
    Zenawana 204 Dwarf, 224 Western Dwarf
    Mehicali 204 Dwarf, 224 Western Dwarf
    Cabo Cove 224 Western Dwarf, 204 Dwarf, 244 Sand Folk
    Chaos Minions Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, or Enigma

    The main fight might be seen as being between these Dukes and Barons but with small factions. I hope they will need citizens if they want mage/covert/bashing support.


    Small tweaks from the normal Crown of Chaos module text which affect Dukes:
    The adventure for becoming leader of the Empire Faction will not give an extra character action.
    Dukes even "in Exile" do not lose their title. You may not move the Ducal Capital.



    Citizens
    Citizens may only set up in a province within the areas bounded by their ducal cities.

    Citizens begin with no location, and 1 guild (str 8) which may be placed in their setup location (if they choose to start in a module location), or a Module location belonging to their Dukedom, or Torgau.

    Characters EDB
    Main character race from a factional city (see the list above), secondary character race based on the Main character's race as normal.



    Chaos Minions
    Setup placement for Chaos Minions are restricted to any area not within a Duchy, within a module location containing the Main character's Race.

    Chaos Minions begin with no location, and 1 guild (str 8) which may be placed in their setup location, or Torgau.

    Characters EDB
    The race of the Main character must be from the racial grouping from the list allowed dependent on the Duchy (see above), secondary character race based on the Main character's race as normal.





    Chaos Lords
    Up to 7 players may play as 'Chaos Lords' - but these are limited to 1 per racial grouping.

    If you wish to play Chaos Lord you should list from the following racial groups which you are willing to play in order of preference: Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, Enigma (yes, Amphibian and Enigma are allowed - though they will probably be tough until you find a race change item).

    The race of the Main character must be from that racial grouping.

    Chaos lords begin with no location, characters EDB and 1 guild (str 8) which may be placed in their setup location or Torgau.

    Setup placement for Chaos Lords is restricted to any area not within a Duchy, within a module location containing the Main character's Race.

    Chaos Lord are meant to cause the Duke/Baron/Citizens some real problems and have a chance at winning if they play really well :)

    In order to give them a chance there will be an adventure that they can complete (once each) to gain a title worth 10 prestige.

    The good Chaos Lords will probably work with (or at least trade with) one or two factions the entire game. But inter-faction diplomacy will indeed be interesting - how far can the Dukes trust the Chaos Lords or even each other?

    Of course Chaos lords may trade information between themselves - but should bear in mind that at some point they will be competing with each other for victory.



    Agitators
    Agitator must set up in Torgau or Royal Haven.

    They begin with characters EDB and 1 guild (str 8) which will be placed in their choice of Torgau/Royal Haven.

    Main Characters for Agitators are restricted to Noble or Common Races - they gain a random Mark (Not Good/Evil/Power).





    Recruiting Agitators

    After game start - Dukes may - whenever no other Dukedom has less (active and inactive) members with the relevant title - (by Special Action) nominate 1 of these Agitators to their Dukedom - if the Agitator is willing I will then give them the relevant Citizen title.

    Agitators cannot win alone, so must side with a Duke to win - which means they are defacto against the Chaos Lords - and competing with the other agitators for the approval of the Dukes (in order to get invites to the Dukedoms).





    Balancing Module Locations

    All module locations belonging to Dukes and Barons will have the amount of pop in the various pop segs changed as follows:

    First popseg race
    1000 pop + 5000/racial cf (for that pop seg)

    Second popseg race
    500 pop + 8000/racial cf

    3rd popseg race
    500 + 4000/racial cf

    If any of the first three popsegs don't have races I will add that number of pop to the first popseg.

    So if a module location only has one popseg which has a racial CF of 10 then it starts with 2000 + 17000/cf = 3700 pop All of these module locations will have :
    • 15000 crowns
    • 100 suits laminated armour {suitable for use with first pop seg}
    • 100 shields {suitable for use with first pop seg}
    • 100 mithril swords/dwarf axes/elf bows
    • 10 Wagons
    • 100 horses {warhorses in COC26 can be used by all sized races s/m/l}
    • 10000 food
    • And a number equal to 10% of their pop as Urban Militia troops.






    Political Bodies

    The House of Barons, the Council of Claws and all such political bodies in the Crown of of Chaos module will work in the following manner.

    Step 1
    Send me an email saying you want to nominate someone for a post (give the character ID etc).

    Step 2
    At the next production I add a nomination to the messages at the end of the turn after which you may email me saying you are in favour (no comment required for a vote against)

    Step 3
    One production after that I count emails from eligible voters and if it is passed give the relevant title allowing them to complete the adventure.





    Coven Clash

    Guild Strength Comparisons
    The High Priests submit a list of Church Guilds which are owned by the willing team members. The sum of the Base guild strength is used to determine the winners.

    Rewards of the Coven Clash
    All participants will receive 2 Base Prestige.

    The winning team members will receive:
    Mark of Divinity
    Extra Character Action (max of 5)
    2 Base Prestige
    1 Holy Ring each (item 1220, 1221 or 1222 depending on religious alignment)

    Holy Rings give
    10 Mana recovery
    5 Free Mana
    2 spells of the religion at strength 3. High Priest's choice which 2 spells.

    The Team that comes in Second will receive:
    Mark of Glory
    1 Base Prestige.
    Adventure to increase any Guild by 5

    The Team that comes in second to last may (GM's discretion) receive:
    1 Base Prestige
    5 Priest Skill levels
    2 Influence.





    Other Changes

    I will double check that items 541 to 550 will be placed randomly at game setup - as these give troops which may be significant.

    If an adventure is limited to 18 times, in some circumstances I may elect to allow 50 completions. The 18 point limit was enforced due to previous code restrictions which are now bypassed. If you fail an adventure due to it being done 18 times, get in touch and I may allow it to succeed.

    The module names certain training types in adventures. Many of these will be changed due to the new list of Training Types.

    The Crown of Chaos module is wrong concerning Riting and taking control of characters. Pagans, Deathwalkers and the non-religious may be the target of any kind of Rite spell; only Pagans and Deathwalkers may cast Rite spells. The issue of control of the target is explained in the Legends rules. The comments about control in the Crown module are in error.





    Game Pledge Status

    Last updated: 24/10/2013

    Duchy/ChaosTaken Yes/No
    AlsaceY
    CerraleanY
    EllisbourneN
    GravestoneN
    InglewoodY
    KalgaryY
    MasalandY
    Chaos Lord2






    Legends 3 changes that apply for COC 26

    This list is not complete, more changes are expected to be announced before this game starts and are likely to include a fix for the Steal Item (C12) order, which would be introduced into all currently running games.

    Besides lots of tiny bug fixes that should make everything more consistant, and just generally work nicely, here is a list of 10 specific changes that may differ from your previous experience – be careful with expectations of success/failure for the game.


    1) Fixed various problems with Sighting and searching.
    Forces containing only invisible charactere will not be sighted unless those invisible characters are overburdened. Note - Mounts, wagons, population and ships in character possessions (not equipped) do not count toward their carry capacity for increasing this, they count as weight only.

    Force sightings during movement are now done before encounter battles in each province. So all forces in a province have the same chance to sight another force entering that province, before encounter battle losses reduce its hiding sight value.


    2) Fixed duel/battle spells being cast by people who can’t cast the spell.
    Loaded battle/duel spells will no longer work if you don’t have some means to cast the spell when you reach combat.
    The spell must be in your spell list, or on a familiar, or given by an equipped item.
    This restriction doesn't affect auto-cast spells from items.


    3) Completely revised battle code:
    Fixed bugs for spell castings
    Fixed many combat calculations
    Fixed reserve options to work like the rules describe - and additionally countercharge will now activate against opportunity charge and countercharge.
    All overall modifiers now affect a character's DF.
    All equipment is validated before battle starts, anything of an inappropriate type or not usable by the soldiers or characters is ignored for the duration of the battle.
    Overwhelming of character's by soldiers has been disabled as it only penalised inexperienced players.


    4) there is a new PC/TAC increase formula for Combats.
    It will take account of damage inflicted on the other side, as well as the character's wounds/soldiers lead losses, in determining chance of an increase.
    - Walkovers give a low chance of gains
    - Few wounds/damage on both sides gives a low chance of gains
    - Dying reduces the chance of gains
    - Chance of gains peak at around 90% wounds/losses on self/slot and 70% wounds/losses on the enemy


    5) Moving Overburdened through use of Encounter Orders, fixed.
    Force carry capacity and burden is now re-calculated after each encounter battle.
    Any change in movement rate during movement is dealt with proportionally i.e. a force that had used 75% of its available movement before an encounter combat will have 25% of its available movement left when the movement rate is re-calculated.

    So it is now possible for a force to start its movement flying but lose flying capacity, from battle losses (or by aquiring too many items from a successful raid). It will then continue the rest of its movement as land movement (assuming the force can still walk). A land force that was not overburdened may become overburdened as a result of losses (or by aquiring too many items from a successful raid), or it may merely pick up slower moving mounts in a raid.

    Land based forces that gain flying carry capacity (and flying forces that are forced to land and then later regain flying carry capacity) will continue the move on foot.


    6) T1 order calculations improved.
    Optimised calculations for number of spell points needed for training soldiers with a status – to use the most free spell points, or to use affliction in preference to a spell.
    Numbers trained are now reduced when there is insufficient equipment, it used to fail if the slot already had soldiers.
    Numbers are now also reduced if a ‘per soldier item’ is required for a training type, and there are insufficient items, it used to fail if the slot already had soldiers.


    7) Merging soldiers now retains fractions of the Training Level.
    The fraction does not appear in the turn report. If the fraction is less then 0.9500 the level is rounded down, otherwise it rounds up for all purposes though the internal fraction is always retained.


    8) Encounter order raids now work more reliably.
    However they only work for players. NPC forces will not raid even if they have orders to do so, they will simply start an encounter battle instead.


    9) Locations lose the benefit of their walls while blocking.
    If a location blocks a force that has encounter orders to attack blockers, the location will not get the benefit of walls even though it is the defender in the battle that results.


    10) The turn report has been tidied a little and had some typos fixed.
    That probably means any player-written apps that process the turn report file will need revising.


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