-incorporated the last two updates that you forgot two merge (
http://forums.civfanatics.com/showpost.php?p=9277357&postcount=194 and
http://forums.civfanatics.com/showpost.php?p=9282927&postcount=195 )
-dark ritual is cheaper
-death pact starts cheaper but the ratio hammers to population gained increases in higher tiers
-all versions of the undead minions (banshees, skeleton spearmen, skeleton archers, skeleton horsemen, skeleton horse archer, zombies) have unique buttons i.e. a skeleton spearmen squad will have a different button then a skeleton spearmen company
-all undead minions can no longer gain experience (except banshees)
-all undead minions can now be build, but still cost population to do so (this is just to reduce micromanagement)
-the upgrade spells of all undead minions are now considered abilities and do not use a spell turn (i.e. you will be able to upgrade from basic version to squad to company in one turn instead of waiting one turn)
-created a new unit: the reanimated general, is a melee unit, costs 1 population is available from the start.
-created a new combat aura: lurid agitation (removed the spell): only affects undead (not vampires), gives 10% strength (scales with aura promotions), gives haste, gives undying (25% withdrawal change, affects only a few targets)
-all aristrakh vampires and the reanimated general have this aura (intrinsic)
-all vampires (but not the reanimated general) have access to a new promotion (after aura dispersion III) that further increases the targets of the auras
-merged in a new text by deadomance and graywarden (thanks again!)
-acolytes (settler replacement) are speeded up by arcane trait (was expansive)
-some minor changes i forgot