We stand with Ukraine. Please support the Ukrainian army to defend against the Russian invasion.

New Origins v7

  • Quartermasters can no longer transport infinitely in one map direction.
  • JSON reports are an available option for download.
  • Transport now uses connected distance in overworld and underworld.
  • Units leaving the nexus via the gateways will now have a landing spot where basic resources are readily available.
  • Special endgame rules for V7 (see discord for details)

New Origins v6

  • Underworld is back. Movement cost in UW is slightly increased (see regions movement cost).
  • Monsters drop significantly less raw silver, but the same numbers of magic items
  • Adamantium armor weight got slightly increase
  • Flaming swords casting % is decreased
  • TRANSPORT / DISTRIBUTE do not count as a MARTIAL activity

New Origins v5

  • Skeletons and Undead can be raised from dead after battle by players only if mage participated in BATTLE with either [SUSK] or [RAIS] skills
  • Wolves can be summoned in any region, not only forests and mountains
  • Monsters movement was changed, they prefer their native terrain
  • Some magical items production output was slightly increased

New Origins v4

  • (!!!) Merge WAR and TRADE into Martial. Martial | Magic, 5 FP
  • (!) Riding bonus is halved for combat purposes with a maximum of 3 (more details in HORS / WING / CAME descriptions).
  • Enabled COOKING skill
  • ASWO bonus was reduced from 6 to 5
  • BAXE was added
  • Reduced SBLA spell power
  • Reduced CALL spell power
  • CLOA requires ARTI 4
  • Removed Illusionary Undead monsters
  • Rebalanced catapults and steel defenders, increased silver cost
  • TRANSPORT / DISTRIBUTE commands do not consume Martial points
  • Rebalanced Runeswords and Flaming swords
  • Portal capacities increased 500 -> 800
  • Some artifacts creation chance was increased
  • BUILD command does not consume Martial point
  • Increase buildings magical defenses
  • Increase Balrogs summoning chance to 30%
  • Change Mind Reading spell - reduce levels effects 5->3, 3->2
  • Change how buildings are destroyed. Instead of instant destroy by 1 man, they are destroyed 1 point per man-month.
  • Normal monsters drop a bit higher amount of loot
  • Devil hellfire a bit stronger and loot value as well
  • Camel spook combat fear reduced from 2 to 1

New Origins v3

  • (!) Removed underworld.
  • (!) Number of attack for melee weapons now depend on a combat skill.
  • (!) No spoils from Balrogs reduced from 4 turns (+4 to fully recovered) to 2 turns (+2 to fully recovered).
  • (!) Base fly speed for monsters, WING, ships and airships was reduced to 4.
  • (!) Fortifications were changed, now they give bonus in adjacent regions too.
  • (!) Prevent GUARD if someone else (non ally) is already guarding
  • (!) It is not possible to guard in the ocean
  • Create CLOA skill now has a requirement of FSHI 4 instead of 3.
  • Increased GATE, PORTAL and TELE limits.
  • Runesword, flaming sword and chances to create them were changed (increased).
  • Tundra has very dangerous monsters, as well as volcanos.
  • Turtles now can swim and walk on land.
  • Added Free-moving-items: catapults and steel defenders. They can be a part of the unit or unit on itself.
  • Fish price increased.
  • Ships capacity increased.
  • Scrying orb and gate crystal: skill reduced from 3 to 2.
  • Removed BOOT and added swim speed to magic carpets.
  • Changed weight for trade goods.
  • WING removed from tundra.
  • Iron added to tundra and root to ocean in a small amount.
  • Illusionary dragons and liches number increased.
  • GATE changed so level 2 allow to gate to a specific gate number.
  • Earthquake damage was reduced, damage type changed to weather.
  • Quartermasters base local range is 2. Transportation between different quartermasters can be increased by leveling QUAM skill.
  • Monsters statistics changed.
  • Advanced battle statistics was added.
  • Enchant swords and armor now require ARTI level 2.

New Origins v2

  • Tactics changed from free round to first round bonus.
  • Added spoils guard, preventing over monster "price" spoils to drop.
  • Added turtles as water mounts. They can be produced with FISH 3.
  • Enabled Quartermasters.
  • BUY and SELL trade items do not use Trade region.
  • Cloak of invulnerability defense 99% was reduced to 98%.
  • Full True Seeing bonus enabled.
  • Full Invisibility on self enabled.
  • Added FORC as a dependency for Earth Lore.
  • Added WOLF 3 as a dependency for Dragon Lore.
  • Illusory creatures have full health of their real copies, no attacks. Also minimal lvl requirements for illusory creatures was reduced.
  • Phantasmal Entertainment changed to CAST, now also provides Entertainment bonus in region.
  • Now it is possible to sail through 1 hex land (with a stop ie ALLOW_TRIVIAL_PORTAGE).
  • Ranching and Farming combined into Farming.
  • Camel Training and Horse Training combined into Horse Training.
  • Magical Tower and other root buildings now have reduced mages capacity.
  • Added hut and stockade wood buildings for individual magical study.
  • Added some missing buildings to increase resources production.
  • Teleport spell capacity was increased to 30 weight per level (was 15).
  • Magical healing was changed to be 5 men per level with 80% success rate.
  • Entertainment income was changed from 20 to 30 silver per level.
  • Healing percentage and men amount was changed.
  • Changed loses 5% to stop army from movement.
  • Added Terrain table to rules which provides possible resources for every terrain type.
  • Healing Potions will heal 1 men with 70 percent of success rate.

If you played Miskatonic, you can see changes here.