Changelog 0.1f

	- Created new ability (MAI2) that only has the defensive boost
	- Removed attack bonus for monsters that have a gnarled club, or staff equipped (So they dont end up with ridiculous att values)
	- Added level 4 armor set for Pariden
	- Created unique spellbooks for Altar
	- Removed fireball, fire storm, greater grip of winter, and blizzard spells from altar's spellbooks
	- Fixed problem with Relias' Vambraces not properly equipping
	
Changelog 0.1g

	- Lowered mana cost of Altar's Earth and Air Spells
	- Raised mana cost of Altar's Fire and Water Spells
	- Added level 5 armor set for Pariden
	- Assigned new icons for Capitar's Level 4 & 5 armor pieces
	- Assigned new icons for Pariden's Level 4 & 5 armor pieces
	- Removed attack bonus for all monsters with a weapon
	- Added modifier to Altar's city hub to regen HP 10% per turn while stationed in a city.
	
Changelog 0.1h	

	- Changed city hubs to restore HP per turn (%age wont work) to 10, 15, 20, 25, 30 HP depending on city level.
	- Doubled the amount core healing items do (Salted Pork now heals 10).
	- Modified Altar attack spells to do more damage which scale with intelligence and number of shards. 
	- Created medpack resource.
	- Created Infirmary tech and improvement for both kingdoms and empires which adds an additional 5 HP regen, and 1 medpack per 4 turns.
	- Created Medpack special ability (Heals a friendly unit (Range of 1) for 15 HP, reguires 1 medpack)
	- Modified the core Medical pack to unlock the medpack ability (Apply Medical Pack)
	- Added level 4 armor set for Gilden
	
Changelog 0.1i

	- Changed Infirmary to 1 per city
	- Added houses to altar (oops!)
	- Added Earth Staff which will be available to earth magic specialist factions (tech prereq will be the earth spellbook)
	- Changed medpack resource name to Medical Supplies (left the internalnames the same though, just changed how it displays)
	- Created affinity abilities which generate extra shard resources (for more powerful spells)
	- Added affinity bonuses to core sovs
	
Changelog 0.1j

	- Beefed up numbers with some spells from the Combat spellbook
	- Beefed up Healspell and regenspell from the Life Spellbook
	- Added Earth Temple for Altar (+1 Earth Shard, 15% Defense bonus to troops in it's city, 1 per faction)
	- Added Grand Adventurer's Hall (+1 Prestige for city it's in, 15% Recruitment cost decrease)
	- Added spell Rain of Stone (damage to single enemy unit which scales with INT and earth shards)
	- Fixed all other kingdom city hubs (I had forgotten to adjust their values up)
	- Added Fist Of Earth spell for Altar
	- Added Winds Of Displacement Spell for Altar
	- Changed contagion spell to be INT/5 instead of a flat 2HP per turn.
	
Changelog 0.1k

	- Added a tech prereq to the Kingdom Hut (then unlock that tech for all kingdoms except altar)
	- Added an altar prereq tech, and grant it to altar from the start
	- Added a duplicate hut to Altar with the altar prereq tech, change it to upgrade to altar's house
	- All of Altar's housing will now properly upgrade when the appropriate tech is researched
	- Doubled regen and HP for medical pack
	- Removed Displayname and descriptions for the affinities so they don't show up for the sovs (although its applied)
	
Changelog 0.1l

	- Reduced cost of Market, Bazaar, Mint Of Ruvenna, Guild Tribunal, and Embassy improvements for Capitar (as well as creating a seperate tech branch for appropriate improvement)
	- Increased cost of Command Post, Barracks, War College, Archery Range improvements for Capitar
	- Removed Temple Of Essence, Labor Guild, and Monastery for Capitar
	- Created new Treaties file to add capitar's tech prereq for economic, tech, and alliance treaties
	- Adjusted AI priority of appropriate techs for capitar
	- Added two new weapon techs for capitar (pikes, and polearms)
	- Added pike weapon for capitar
	- Added Caravan House, and Grand Assembly improvements for capitar (these need tiles made. Right now, they're using the market, and missionary hall)
	- Added +1 to strategic movement to capitar trained units (along with the 10% def bonus)
	- Adjusted all weapons according to dsraider's spreadsheet 
	- Adjusted all faction's armor to conform to dsraider's spreadsheet
	- Adjusted Altar and Capitar weapons and armor according the change docs
	- Adjusted all core sov's weapons/armor to more align with the spreadsheet
	
Changelog 0.1m
	- Fixed seafaring tech for kingdoms
	- Fixed Altar and Capitar's base units (so the trained units have the appropriate ability)
	- Fixed problem with Grand Adventurer's Hall showing up for other factions (should only be altar)
	- Fixed altar tech tree (it was using core techs instead of theirs...the difference being AI priorities)
	- Increased mana cost for Earth, Air, Fire, Water, Summoning, and Mastery spells for Capitar
	- Changed Altar's Earth Temple to city level 5, raised all costs
	- Lowered damage done with earth staff a bit
	- Fixed staff crash problem. The game would crash if you had a troop equipped with the earth staff, and you autoresolve a battle (but it worked fine in tc *shrug*)
	
Changelog 0.1n
	- Fixed problem of earth staff only having a range of 1 (now set to 5)
	- Fixed a problem in Capitar's tech tree (wasn't showing the economics tech sections)
	- Changed Capitar's version of alchemy/greater alchemy to take a little less mana. This only works when selecting Carrodus
	
Changelog 0.1o (0.2)
	- Fixed problem with Capitar's warfare tech tree (grouping types were screwy)
	- Added instructions, and files to adapt ACP to this mod (mainly just raising weapon values from artifact, and adding appropriate boosts to monsters)
	- Bumped Carrodus' sword up to 20 att from 18
	- Fixed icon for Capitar's level 1 lower body armor (boots, icons showed greaves, said leather greaves too)
	- Added housing in for Capitar
	- Changed base oak spear from 34 att to 24
	- Lowered def for capitar's thigh guards and leather greaves, and raised the def on the level 1 upper body armor. Before doing this, you would get 6 def from both, where the next level armor gives 6 def for one piece of armor for the lower body (so no gain in def value)
	- Changed boar spear to match the wood spear's att of 24
	
Changelog 0.2b
	- Added Magog's effect for Rain Of Stone
	- Raised pricing for Relias and Carrodus' personal armor/weapons in the shop
	
Changelog 0.2c
	- Added Icecrown's effects to the effects folder. Changed a couple of Altar's spells to use those effects.
	- Removed prereq for Ancient Lore tech (spawns next level of goodiehuts) for Altar. 
	- Raised AI priority for Altar's goodiehut spawning techs
	
Changelog 0.2d
	- Added Construction Yard improvement for Altar
	
Changelog 0.2e
	- Fixed problem with earth staff, it wasn't set to a tactical range (it's now 6), so you couldnt hit from afar
	- Added extra gfx files for Icecrown's spell effects I forgot before
	- Fixed spelling mistake with rain of stone so the effect will show now