yes, Patch 1.2 includes a new Spellresearch system. A lot of fun
tesb also reworked the tile graphics are. Just look at the new desert graphic
Screenshot
Mana Mechanic
Art:
Aristrakh:
tesb also reworked the tile graphics are. Just look at the new desert graphic
Screenshot
Mana Mechanic
- Mana decay removed, instead only a static amount of mana can be hoarded at any time (100 mana default)
- GlobalEnchantments/Terraformings/Summonrituals can now be channeled over several turns. If you have for example 10 mana income and 50 mana hoarded and start a Summon Ritual that costs 200mana, it will be finished in 15 turns.
- Every Spellschool has one(!) Bonus linked to it. This Bonus reduces Spellresearch of that particular school
- All other Mana Types are considered Wildmana
- Wildmana cannot be dispelled
- Raw Mana Nodes cannot be turned into Wildmana
- Wildmana allows to research unique Spells (Ice for example allows Damage spells with Cold/slow effects like Snowfall)
- Raw Mana has a 66% chance to be turned into Wildmana at the beginning of the game
- The Spellresearch Schools are completly remade. Light, Elementalism and Dark are gone and replaced by 5 new Spellschools (inspired by Dungeon and Dragons Spell System). In the Picture below you can see the Evocation Spellschool that focuses on Spells to deal damage.
- Spellresearch will not be random anymore (you select one item and research it, like techs)
- There will be no restriction to beeline a specific item
- Spellresearch costs will now depend on what you research (like techs, more powerful things are more expensive)
- Some Spellresearch requires a specific type of mana. For example you need Ice Mana to research the ice spells (slow/blizzard/snowfall). About 33% of all Spellresearch items require a mana type.
- No Spellresearch is locked down in a game. Theoretically you can research everything if you have the spellresearch and all Mana types, but this is nearly impossible. Realistically you will have to make choices what you want to research and you want to take the types of mana you have access to into account.
- There are Spellresearch items that do not unlock new spells but instead make Spells better. For example Elemental Assault will increase the Damage your mages do with Elemental Spells by 5. This is implemented to give an incentive to specialize in a given area rather than just cherry picking a few things here and there.
- Effects are now unlocked by Spellresearch rather than individual promotions. So if you research Iron Skin, the Combataura of all your Arcane units gets better.
- Enchanted Blade Effect now scales with power of Combataura (instead of being 10% allways)
- City States Civic gives +10% hammers
- removed some techprereqs from Equipment
- Bonus from Fertile Lands Enchantment reduced from 900% to 100%
- Bonus from Cottage/Towns for Resouce Discovery of adjacent Improvements reduced. Towns now increase resource find by 50%. That means if you have 5 towns with 8 Improvements adjacent, they will find a resource every 100 turns on average (in addition to the 5*8=40 improvements finding a new resource every 50 turns on average).
- Removed Aerons Chosen mechanic
- Barbarian Trait gives -30% culture, -30% Spellresearch
- Tech Archives added (after Writing)
- Building Archives Added, gives Spellresearch and Science Bonus
- Scientist specialist gives 1 Spellresearch and 1 less science
- Master Hunter House Vadalis -2 Strength
- Doviello/Clan of Embers can build Mage Guilds
- Peaks don't reduce the Amount of Infrastructure a City can support for free ("Open Space Penalty")
- Sidar arcane Units can't wane
- Process Wealth: Prereq is Barter and Ratio reduced to 1:4
- Process Research: Prereq is Education and Ratio reduced to 1:4
- Min Distance between Cities increased to 3
- increase movement of disciple units to 2
- add Summoning Circle "Building": Teleports Summons to the city it is build in
- Leaders who are at peace with the barbarians are blocked from exploring dungeons.
- Observatory Building added (requires Astronomy tech and Mountain adjacent to city, increases Science)
- Salon Building added (requires Philosophy, increases science, reduces gold and food)
- Granary Building modified: Consumes a Wheat/Rice/Corn Bonusresource. Gives food based on the amount of these resources available.
- Miracles require State Religion
- Cathredal/Altar increases gold/faith of Priests instead of production (quite weird if a Priest is as good as two engineers )
- some civics removed, some added, some modified
- Military State (or Crusade) are now necessary for Battlecaptions (both together increase spawnrate)
- Lumber from Ancient Forests is now unlocked by Harvesting Civic
- culture modifier from fur trader removed
- can explore shipwrecks
- Dwarf/Infernal Special Armor cannot be selected as a Promotion
- Combat Strength Modification of Combatauras also works for Defense
- Chaos Rift does not create World Wonders/National Wonders
- Workers in cities do not wake up because of danger
- Promotions from Global Enchantments are removed when the Global Enchantment is removed
- Doviello Form Wolfpack generating too many wolfpacks.
- Display of Faith on Mouseover
- TerrainmakesValid is shown for Improvements in the Pedia under Requirements
- Evoke Volcano does not target cities
- Fix an issue where Noble Houses could spawn as Barbarian Civilization
- issue with Monks and Seal of Fury / Defiance
- Enraged Units cannot be disbanded
- fixed a few Worker AI bugs
- Improved AI use of Equipment
- AI should promote it's Siege units now
- AI will beeline Tier2 Military now. Choice depends on Civ/leader.
- add Civilization XML tag for flavor screens (modular civs)
- IDW Percent promotion tag fixes
Art:
- New/Tweaked Terrain Graphics for:
- Broken Lands
- Fields of Perdition
- Plains
- Grassland
- Desert
- Burning Sands
- Ice
- Marshes/Wetlands
- Aristrakh Skeletons have new Art
- Further Optimization of Art files to reduce MAF
- Faerie Forests and Burned Forests now tile correctly, like any other trees
- Osgabella has a Texture for her Mace
- Nullstone Golem has a texture
Aristrakh:
- removed Ancient Vampires, the melee line was too strong with them
- Vampire Lords can be build
- Added UU for Beastmaster and Marksman, basically every branch should have a powerful Vampire UU at the end now