Presenting Dune Wars 1.9 Beta I...
There will be at least two more Beta releases before 1.9 as there is still a lot of stuff on the list.
Hopefully, Beta II will be the remainder of the new features and responses to 1.8 feedback, and then Beta III will be the actual "release candidate" for 1.9.
I think it is worth doing it this way to make sure 1.9 is as good as possible - from experience a lot more people will try a step release than will keep up with patches.
Note:
1) This builds on the previous two 1.8 patches, 1.8.0.1 and 1.8.0.2. See above posts.
2) This is not a patch but will install a new version of the mod completely. Back up your 1.8 version if you want to keep it.
3) Bear with the lack of documentation, placeholder art and missing TXT_KEYs - I wanted to release this now to get playtest feedback. The cosmetic stuff and documentation came come later. That said, please do give feedback such "This should be documented here" or "This should be shown in this popup".
Changelog
Gameplay (sorry this isn't very well ordered):
+ Comprehensive Espionage Redesign. See
this thread.
+ Health Redesign. See
this thread. (All elements 1-8 of Ahriman's proposal implemented.)
+ Included Improved Air Interception modcomp
+ Wildfire spread mechanic for the Mahdi and Technocracy religions. Cities will adopt with a certain probability on discovery of the religion. With the free missionaries given at Qizarate this means that you can see all 7 religions present in the late game.
+ Monestary building (+1 culture, +10% culture, +10% science, 1 priest slot) and Razzia Command world wonder (+100% Enemy War Weariness) added to Fanaticism tech.
+ Bene Gesserit Missionaria Protectiva building at Faith, +2 EP +1 happy for now (+1 happy for non-state religions requires SDK work to be done later)
+ Mahdi Zealot requires only Mahdi religion in the city rather than the Temple of the Mahdi building. The Temple is still required for the later Mahdi Mujahid.
+ Various tech tree adjustments and rationalisations.
- Removed Jihad tech
- Divine Mandate now gives the Mahdi religion and is an OR requirement for Law of Arrakis (to make is less dead-endy).
- Social Mobility renamed Human Potential.
- Benevolence renamed Mental Discipline. Mentats now here - to have new implementation soon.
- New Covert Operations tech following on from Academies
- Mind Training removed
- Mentat Logic removed
- Refining Techniques renamed Arrakis Tamed now leads to Arrakis Transformation.
- Weirding Way tech is gone and Weirding Way promos now at Water of Life (couldn't think of a better place)
+ Tleilaxu Plague nerfed:
- Only affects Guardsmen and Melee units
- Plague promo is now -20% strength
- New spread mechanism: each infected unit can infect at most 1 other unit per turn with a 40% chance,
winning a battle versus the Tleilaxu will infect one unit in the attacking stack with a 40% chance,
these should mean it takes a few turns before the whole stack is infected.
+ Abomination (Insane) Trait for Alia
+ Differences in religion have a more profound affect on diplomatic relations leading to more wars. (This has been capped at a very low level previously.)
+ Renamed the Technocracy religion to Thinking Machines, Thinking Machines tech is now named Artifical Intelligence.
+ Waterstealer Barbarian unit for testing stations, 3 strength, +10% vs guardsman, starts with Stillsuit
+ Workers receive 2 movement through deserts at following Stillsuits tech via a new auto-acquired Sandworker promotion.
+ Mahdi Mujahid Cost raised from 60 to 95
+ Harkonnen Slaves: now have 2 movement and able to enter deserts like regular workers (can build harvesters).
+ Fixed: Suspensor units aren't getting double moves in polar desert waste.
+ Fixed: Buzzard thopters can't pillage.
+ No-Ships: National Limit 3, Can no longer pillage.
+ Great Keep is now requires State Religion Imperial and Imperial in the city, now a National Wonder rather than World Wonder.
+ BG Instructress Unit Removed
+ Thinking Machine Shrine - now provides +1 hammer per city with Thinking Machines religion
+ Made some World Wonders that were set to be destroyed on conquest to never be destroyed on conquest (changed iConquestProb in BuildingInfos)
+ Salt terrain gives +0.25 unhealth in nearby cities similar to vanilla jungle (update -this doesn't work yet)
+ Ordos Chemical trooper now strength 5, +100% attack vs melee and guardsmen, no longer does collateral damage.
+ Religious Trait gives free great prophet on founding either Shai Hulud, Mahdi or Qizarate
+ Sandstorms now have mouse-over text
+ Sorted out diplomacy text - it is all quite generic now, but at least there are no blanks or Ecazis that speak like Guild Navigators. (If someone fancies write move flavourful diplo text then you are very welcome.)
Art
+ Tweaked citysets, added parts of Lord Tirian's Data Angels set.
+ New unit art for Acolyte (SaibotLieh's Female Great Prophet), Waterstealer, Sandshadow, Spy Probe (tweaked Afterworld Gravebringer), Levied Trooper (formerly Imperial Trooper, uses Planetfall Helion), Spice Worker.
+ Made placeholder team-coloured units for Narcotics Dealer, Traitor and Sardaukar Agent.
+ Used Lord Tirian's Believers HQ for the BG Palace.
+ Desaturated the City Screen - it has been too red for too long.
+ New Mine graphics, altered mined Bonuses to fit.
+ Changed Cave graphics.
>>>>>>>>>>>>> Download Dune Wars 1.9 Beta I <<<<<<<<<<<<<<
There's quite a cocktail of changes here so I'm very interesting to hear feedback from people.
Please post in the new 1.9 Beta Feedback thread rather than here.
I'm bound to have missed things so feel free to ask "Is this intended?" - I'll update this post if I remember anything else.