MaxAstro
Spiral Knight
- Joined
- Dec 18, 2007
- Messages
- 645
Well, here it is, finally. The personal mod I've been working on for ages now, jokingly titled Ridiculously Long Drop, is finally in a form I am willing to post. While I get set up to upload it, here is the changelog as a teaser:
Civilization and leader changes:
-The Arena is now a Doviello UB instead of a Balseraph UB. It is slightly cheaper, because it is not required to build any Doviello units, just for arena battles and +1 happy from nationhood.
-Charadon gains the Charismatic trait, to hopefully help him compete with Mahala for usefulness.
-The Doviello have a new axeman replacement, the Warmonger, that doesn't require a training yard-equivalent and has +10% vs melee units and +10% city attack, but can only use Bronze weapons.
-All Doviello melee units, including Lucian, will steal weapon promotions from units they defeat (even weapons they normally can't use).
-The Sidar have a new scout replacement, the Trackless. It is invisible and can explore rival territory, but recieves no bonus against animal units and can't see invisible animals.
-The Kuriotate Airship from .34 is added to this version.
-The Scions of Patria start with Nationhood instead of Religion, as Religion is a pretty useless civic for them.
-The Cualli have Blood and Sacrifice as a default civic, to save a turn of anarchy each game.
-Hianthrough gains the Expansive trait (Spritual Agnostic Defender feels a bit weak as a trait combo).
-Daracaat gains the Defender trait back, as it fits the Archos thematically and Agressive Barbarian feels VERY weak as a trait combo.
-Varn Gosam's permanent trait is Financial instead of Creative (otherwise why you even use Adaptive? Financial hurts too much to lose).
-The Amurites have a new Alchemy Lab replacement, the School of Govannon. It requires Arcane Lore and Govannon must be created before it can be built. It costs 160 hammers, and enables the new Amurite Champion replacement, the Spellblade. It also grants free spell promotions of all available mana types to units built in the city (i.e., if you have at least 1 fire mana, all units built in the city will have Fire I; the School will never grant higher level magic).
-The Amurites have a new Axeman replacement, the Sword Dancer. It is unable to use Mithril weapons and has no bonus to city attack, but starts with Chaos I and Shadow I, allowing it to cast Dance of Blades and Blur.
-The Amurites have a new Champion replacement, the Spellblade. It is unable to use Mithril weapons, is strength 5 instead of 6, and has +10% vs melee units instead of +25%. It requires Arcane Lore instead of Iron Working and the School of Govannon instead of a Training Yard, and starts with Channeling II, allowing it to gain the second level of magic types taught by the School of Govannon. It is also allowed to gain free XP from it's Channeling II promotion.
Unit changes:
-Elephants are strength 7 instead of strength 8, to remove the odd loss of strength upgrading to a War Elephant causes.
-Polar Bears are no longer native to anything but snow, to avoid the frequent "Lost" moments where they would spawn in forest or jungle.
-Sea Serpents are strength 5 instead of 6, but move 3 instead of 1.
-Giant Tortoises have 1 cargo capacity.
-New "Cave Spider" unit: Stronger, non-invisible giant spider with a higher chance to spawn Baby Spiders. Cave Spiders will never spawn normally, they are only created by the "Spider Mine" event. This is mainly to make the Spider Mine event actually potentially harmfull, as the spider will shut down production in the mine.
-Baron Duin Halfmorn is a Beast unit instead of an Animal unit and starts with Subdue Animal. Greater Werewolves are also Beast units.
-All Animal units except Werewolves have the Animal race, which slows their healing rate but allows them to heal while moving. It also allows them to promote to Cannabalize. AI controlled animals WILL promote to Cannabalize; expect to have a fair bit more trouble with animals once they get some food in their bellies.
-Swordsmen have +10% vs melee units instead of +10% city attack, to differentiate them from Axemen.
-Battlemasters have their +50% boost on snow in addition to tundra but can only use Bronze weapons.
-Succubus have Charm Person again.
-Lizardmen have the Lizardman race (I call these two my "duh" changes.
).
-Lightbringers have better results from tribal villiages, both for thematic reasons and so the Malakim don't start without a unit with this ability.
-Blowpipes lose the Poisoned Weapons promotion and 1 first strike, are strength 6 instead of 5, gain +1 poison combat, and cannot use metal weapons. Basically, compared to Longbowmen, Blowpipes are stronger right off the bat and stronger on the attack, but not quite as strong as Longbowmen with Iron Weapons.
-Firebows free promotions changed to Fire II, Spell Extension I, and Flaming Arrows. They can promote to Spell Extension II, and are no longer able to use weapons.
-Wizards gain the ability to cast a unique spell, Channel, allowing them to act as a living Spellstaff for other units on the tile.
-All Warrior-type units except the Tribesman lose their city defense bonus; Tribesman city defense bonus reduced to 15%. This is because Palaces now provide city defense (explained in more detail below) and I want to encourage using Archers to defend cities.
-Orthus now starts with March and Crazed. Seriously, this guy will rip you a new one if he shows up unexpectedly with 80-some XP at your borders. Beware, and remember if he spawns near you that the best defense is a good offense. In good news, his spawn turn is delayed until 90 on normal.
Promotion changes:
-New promotion: First Aid. Available at Combat II to non-mechanical, non-animal units and gives +10% healing rate in friendly and neutral territory. A lifesaver for recon units and decently useful in combo with March.
-Subdue Animal and Subdue Beast are available to Naval units, to allow easier capturing of Sea Serpents, Giant Tortoises, and the Leviathan.
-The Lizardman race gives +10% strength in Jungle and +15% strength in Deep Jungle, instead of only +25% strength in Deep Jungle. This makes barbarian Lizardmen a bit stronger, and feels a bit less broken for the Mazatl and Cualli.
-The AI ~will~ promote to March, whenever given the chance. This is because I feel March is an incredibly useful promotion for keeping units alive.
-New Promotion: Deep Shaper. Available to Lizardman workers at Sanitation and Skilled 2, this promotion gives the worker a couple spells that allow the manual creation of Jungle on Grassland and Wetland tiles. Can be used anywhere, but using it in rival territory is an act of war.
Spell changes:
-Water 2 now enables Summon Waverider in addition to Water Walking; Waveriders are permanent move 2, strength 4 boats that cannot attack and have a cargo capacity of 2. They are unable to gain levels or promote.
-Feast causes -1 alignment instead of -3 and is no longer Calabim-only, but can only be used by Evil civs (No more unthematic Feasting for the Order Calabim, sorry).
-The Deep Shaper promotion allows two spells, Shape Jungle and Deepen Forest. Shape Jungle takes 4 turns to cast, costs 20 gold, and will create a Jungle on any featureless Grassland or Wetland tile. Deepen Forest takes 2 turns to cast, has no gold cost, and will turn any Forest or Ancient Forest on a Grassland or Wetland tile into a Jungle.
-Slave Drive, the Cualli world spell, now provides a free Lizardman Laborourer in every city in addition to it's previous effect. A very viable strategy with the Cualli now is to save up 3-4 settlers, then settle multiple cities and cast the world spell in the same turn, since Slave Drive's effect is much more pronounced on small cities.
-Haste, Dance of Blades, Blur, and Shadowwalk function on a new mechanic. The promotions granted by these spells will persist so long as any unit in the tile is able to cast the spell. This ~greatly~ reduces micromanagement, especially for haste (Cast Haste on a stack, right click on a distant destination, and Haste will last until they get there).
-The magic tech tree was shuffled around a bit. Knowledge of the Ether know leads directly to Sorcery, which is 200 beakers cheaper than it used to be. Sorcery leads to the 4 "node" techs, which are each 200 beakers more expensive. Any of the 4 "node" techs leads to Arcane Lore, which also got a 200 beaker price cut. Also, Strength of Will's science flavor was boosted so Great Sages will prefer it over Pass Through the Ether.
Building changes:
-The Theatre is now priced a bit more reasonably at 180 hammers instead of 250.
-The City of A Thousand Slums is enabled by Taxation instead of Engineering.
-All Palaces grant a city defense bonus to the capital. Most grant a flat 25% defense bonus. The exceptions are: The Chizlev palace gives only +20% defense in that city, but also gives +10% defense in all other cities; The Illian palace gives +40% defense in the capital, but all other Illian cities suffer -10% defense; The Archos palace gives +30% defense; The Infernal palace gives +60% defense in the capital, -25% bombardment damage in the capital, and +10% defense in all other cities; and the Mercurian palace gives +50% defense in the capital, -50% bombardment damage in the capital, and +20% defense in all other cities.
-Also in palace news, the Archos palace gives +1 happy from deer (but not Arctic Deer), and the Mazatl have Creation instead of Mind mana.
-The Scion Spirit Mill also provides +1 happy from deer.
-New building: Castle. Requires Walls and Military Strategy, costs 200 hammers. All-purpose defensive building that gives the following benefits: +25% city defense, +25% bombard defense, -20% war weariness, -15% maintainence, +10% military production, and allows 1 Engineer. Double production speed for Defender leaders.
-Aqueducts give +1 food from river tiles, which does a lot to justify their hammer cost.
General changes:
-New resource: Stone. Production resource connectable with a quarry. The following buildings build faster with Stone: Aqueducts, Castle, Courthouse, Governer's Manor, Dungeon, Monument, Shrine to Kylorin, Walls and Palisade.
-Marble is now a luxury resource and is revealed by Masonry.
-The Remnants of Patria provide Stone.
-The Guardian of Pristin Pass provides Law mana (it starts with a road under it so it can be hooked up). KNOWN BUG: The Guardian is currently spawning on Hills tiles instead of Peak tiles. I can't figure out why; if anyone can, that would be much apreciated.
-The Yggdrasil gets +2 food from Tracking instead of Way of the Forests, so that Agnostic civs can get a bit more out of it.
-The Letum Frigus provides Ice mana, grants +15% tile defense, and will spawn barbarian Beastmen (there is no way to stop it's spawning).
-Most "negative" improvements give +1 unhappy in nearby cities. These include: Barrows, Bear Dens, Graveyards, Hellfire, Lion Dens, Ruins, Hill Giant Steadings, and the Broken Sepulcherr.
-The tile yields of worked Ivory and Whales were improved a bit to make these resources a bit more desirable in a city's fat cross.
-Oasis tiles no longer slow movement or block vision.
-Industrious no longer gives +50% wonder production; instead it gives +1 hammer on tiles with 3 or more hammers.
-Unique features now have a base spawn rate of 60%; however this rate is hugely effected by map size.
-New map size: Immense. This map size is quite incredibly large, and is not for the faint of heart (or those with insufficient memory). My computer can't even quite handle Immense maps, so they have no been extensively tested.
-The Goblin Wastes, Library Fire, and Sailor's Dirge events have been disabled for now because I feel they add nothing to the game and/or are unfair. The Dirge specifically will be reenabled in the next version with the Sailing tech prereq; Goblin Wastes and Library fire will require extensive reworking before I am willing to reenable them.
-The Sickness event will only trigger in unhealthy cities (mostly to prevent it from happening early game in your capital).
-Dedicating a monument to Sucellus gives +1 happy in addition to +1 health.
-Dedicating a monument to Oghma gives +3 research instead of +2.
Well, there you have it. I'll edit this post with the actual mod as soon as I can. All forms of feedback, especially balance-related, are welcome.
EDIT: Here is the download link. http://files.filefront.com/Custom+Patchrar/;12232989;/fileinfo.html
Installation instructions: You need to have FfH 033, and the latest versions of Fall Further and Scions of Patria. Then, make a backup copy of your Scions of Patria folder, and overwrite the Assets folder with the one in the patch.
A note on the changelog included with the patch: It's as much my notes as anything else, and may not be entirely comprehensible. Also please note that ANY line in the changelog with a + in front of it is not actually in the mod. It is either a planned future feature, or a feature from an older version that I have no reimplemented yet.
Civilization and leader changes:
-The Arena is now a Doviello UB instead of a Balseraph UB. It is slightly cheaper, because it is not required to build any Doviello units, just for arena battles and +1 happy from nationhood.
-Charadon gains the Charismatic trait, to hopefully help him compete with Mahala for usefulness.
-The Doviello have a new axeman replacement, the Warmonger, that doesn't require a training yard-equivalent and has +10% vs melee units and +10% city attack, but can only use Bronze weapons.
-All Doviello melee units, including Lucian, will steal weapon promotions from units they defeat (even weapons they normally can't use).
-The Sidar have a new scout replacement, the Trackless. It is invisible and can explore rival territory, but recieves no bonus against animal units and can't see invisible animals.
-The Kuriotate Airship from .34 is added to this version.
-The Scions of Patria start with Nationhood instead of Religion, as Religion is a pretty useless civic for them.
-The Cualli have Blood and Sacrifice as a default civic, to save a turn of anarchy each game.
-Hianthrough gains the Expansive trait (Spritual Agnostic Defender feels a bit weak as a trait combo).
-Daracaat gains the Defender trait back, as it fits the Archos thematically and Agressive Barbarian feels VERY weak as a trait combo.
-Varn Gosam's permanent trait is Financial instead of Creative (otherwise why you even use Adaptive? Financial hurts too much to lose).
-The Amurites have a new Alchemy Lab replacement, the School of Govannon. It requires Arcane Lore and Govannon must be created before it can be built. It costs 160 hammers, and enables the new Amurite Champion replacement, the Spellblade. It also grants free spell promotions of all available mana types to units built in the city (i.e., if you have at least 1 fire mana, all units built in the city will have Fire I; the School will never grant higher level magic).
-The Amurites have a new Axeman replacement, the Sword Dancer. It is unable to use Mithril weapons and has no bonus to city attack, but starts with Chaos I and Shadow I, allowing it to cast Dance of Blades and Blur.
-The Amurites have a new Champion replacement, the Spellblade. It is unable to use Mithril weapons, is strength 5 instead of 6, and has +10% vs melee units instead of +25%. It requires Arcane Lore instead of Iron Working and the School of Govannon instead of a Training Yard, and starts with Channeling II, allowing it to gain the second level of magic types taught by the School of Govannon. It is also allowed to gain free XP from it's Channeling II promotion.
Unit changes:
-Elephants are strength 7 instead of strength 8, to remove the odd loss of strength upgrading to a War Elephant causes.
-Polar Bears are no longer native to anything but snow, to avoid the frequent "Lost" moments where they would spawn in forest or jungle.
-Sea Serpents are strength 5 instead of 6, but move 3 instead of 1.
-Giant Tortoises have 1 cargo capacity.
-New "Cave Spider" unit: Stronger, non-invisible giant spider with a higher chance to spawn Baby Spiders. Cave Spiders will never spawn normally, they are only created by the "Spider Mine" event. This is mainly to make the Spider Mine event actually potentially harmfull, as the spider will shut down production in the mine.
-Baron Duin Halfmorn is a Beast unit instead of an Animal unit and starts with Subdue Animal. Greater Werewolves are also Beast units.
-All Animal units except Werewolves have the Animal race, which slows their healing rate but allows them to heal while moving. It also allows them to promote to Cannabalize. AI controlled animals WILL promote to Cannabalize; expect to have a fair bit more trouble with animals once they get some food in their bellies.
-Swordsmen have +10% vs melee units instead of +10% city attack, to differentiate them from Axemen.
-Battlemasters have their +50% boost on snow in addition to tundra but can only use Bronze weapons.
-Succubus have Charm Person again.
-Lizardmen have the Lizardman race (I call these two my "duh" changes.

-Lightbringers have better results from tribal villiages, both for thematic reasons and so the Malakim don't start without a unit with this ability.
-Blowpipes lose the Poisoned Weapons promotion and 1 first strike, are strength 6 instead of 5, gain +1 poison combat, and cannot use metal weapons. Basically, compared to Longbowmen, Blowpipes are stronger right off the bat and stronger on the attack, but not quite as strong as Longbowmen with Iron Weapons.
-Firebows free promotions changed to Fire II, Spell Extension I, and Flaming Arrows. They can promote to Spell Extension II, and are no longer able to use weapons.
-Wizards gain the ability to cast a unique spell, Channel, allowing them to act as a living Spellstaff for other units on the tile.
-All Warrior-type units except the Tribesman lose their city defense bonus; Tribesman city defense bonus reduced to 15%. This is because Palaces now provide city defense (explained in more detail below) and I want to encourage using Archers to defend cities.
-Orthus now starts with March and Crazed. Seriously, this guy will rip you a new one if he shows up unexpectedly with 80-some XP at your borders. Beware, and remember if he spawns near you that the best defense is a good offense. In good news, his spawn turn is delayed until 90 on normal.
Promotion changes:
-New promotion: First Aid. Available at Combat II to non-mechanical, non-animal units and gives +10% healing rate in friendly and neutral territory. A lifesaver for recon units and decently useful in combo with March.
-Subdue Animal and Subdue Beast are available to Naval units, to allow easier capturing of Sea Serpents, Giant Tortoises, and the Leviathan.
-The Lizardman race gives +10% strength in Jungle and +15% strength in Deep Jungle, instead of only +25% strength in Deep Jungle. This makes barbarian Lizardmen a bit stronger, and feels a bit less broken for the Mazatl and Cualli.
-The AI ~will~ promote to March, whenever given the chance. This is because I feel March is an incredibly useful promotion for keeping units alive.
-New Promotion: Deep Shaper. Available to Lizardman workers at Sanitation and Skilled 2, this promotion gives the worker a couple spells that allow the manual creation of Jungle on Grassland and Wetland tiles. Can be used anywhere, but using it in rival territory is an act of war.
Spell changes:
-Water 2 now enables Summon Waverider in addition to Water Walking; Waveriders are permanent move 2, strength 4 boats that cannot attack and have a cargo capacity of 2. They are unable to gain levels or promote.
-Feast causes -1 alignment instead of -3 and is no longer Calabim-only, but can only be used by Evil civs (No more unthematic Feasting for the Order Calabim, sorry).
-The Deep Shaper promotion allows two spells, Shape Jungle and Deepen Forest. Shape Jungle takes 4 turns to cast, costs 20 gold, and will create a Jungle on any featureless Grassland or Wetland tile. Deepen Forest takes 2 turns to cast, has no gold cost, and will turn any Forest or Ancient Forest on a Grassland or Wetland tile into a Jungle.
-Slave Drive, the Cualli world spell, now provides a free Lizardman Laborourer in every city in addition to it's previous effect. A very viable strategy with the Cualli now is to save up 3-4 settlers, then settle multiple cities and cast the world spell in the same turn, since Slave Drive's effect is much more pronounced on small cities.
-Haste, Dance of Blades, Blur, and Shadowwalk function on a new mechanic. The promotions granted by these spells will persist so long as any unit in the tile is able to cast the spell. This ~greatly~ reduces micromanagement, especially for haste (Cast Haste on a stack, right click on a distant destination, and Haste will last until they get there).
-The magic tech tree was shuffled around a bit. Knowledge of the Ether know leads directly to Sorcery, which is 200 beakers cheaper than it used to be. Sorcery leads to the 4 "node" techs, which are each 200 beakers more expensive. Any of the 4 "node" techs leads to Arcane Lore, which also got a 200 beaker price cut. Also, Strength of Will's science flavor was boosted so Great Sages will prefer it over Pass Through the Ether.
Building changes:
-The Theatre is now priced a bit more reasonably at 180 hammers instead of 250.
-The City of A Thousand Slums is enabled by Taxation instead of Engineering.
-All Palaces grant a city defense bonus to the capital. Most grant a flat 25% defense bonus. The exceptions are: The Chizlev palace gives only +20% defense in that city, but also gives +10% defense in all other cities; The Illian palace gives +40% defense in the capital, but all other Illian cities suffer -10% defense; The Archos palace gives +30% defense; The Infernal palace gives +60% defense in the capital, -25% bombardment damage in the capital, and +10% defense in all other cities; and the Mercurian palace gives +50% defense in the capital, -50% bombardment damage in the capital, and +20% defense in all other cities.
-Also in palace news, the Archos palace gives +1 happy from deer (but not Arctic Deer), and the Mazatl have Creation instead of Mind mana.
-The Scion Spirit Mill also provides +1 happy from deer.
-New building: Castle. Requires Walls and Military Strategy, costs 200 hammers. All-purpose defensive building that gives the following benefits: +25% city defense, +25% bombard defense, -20% war weariness, -15% maintainence, +10% military production, and allows 1 Engineer. Double production speed for Defender leaders.
-Aqueducts give +1 food from river tiles, which does a lot to justify their hammer cost.
General changes:
-New resource: Stone. Production resource connectable with a quarry. The following buildings build faster with Stone: Aqueducts, Castle, Courthouse, Governer's Manor, Dungeon, Monument, Shrine to Kylorin, Walls and Palisade.
-Marble is now a luxury resource and is revealed by Masonry.
-The Remnants of Patria provide Stone.
-The Guardian of Pristin Pass provides Law mana (it starts with a road under it so it can be hooked up). KNOWN BUG: The Guardian is currently spawning on Hills tiles instead of Peak tiles. I can't figure out why; if anyone can, that would be much apreciated.
-The Yggdrasil gets +2 food from Tracking instead of Way of the Forests, so that Agnostic civs can get a bit more out of it.
-The Letum Frigus provides Ice mana, grants +15% tile defense, and will spawn barbarian Beastmen (there is no way to stop it's spawning).
-Most "negative" improvements give +1 unhappy in nearby cities. These include: Barrows, Bear Dens, Graveyards, Hellfire, Lion Dens, Ruins, Hill Giant Steadings, and the Broken Sepulcherr.
-The tile yields of worked Ivory and Whales were improved a bit to make these resources a bit more desirable in a city's fat cross.
-Oasis tiles no longer slow movement or block vision.
-Industrious no longer gives +50% wonder production; instead it gives +1 hammer on tiles with 3 or more hammers.
-Unique features now have a base spawn rate of 60%; however this rate is hugely effected by map size.
-New map size: Immense. This map size is quite incredibly large, and is not for the faint of heart (or those with insufficient memory). My computer can't even quite handle Immense maps, so they have no been extensively tested.
-The Goblin Wastes, Library Fire, and Sailor's Dirge events have been disabled for now because I feel they add nothing to the game and/or are unfair. The Dirge specifically will be reenabled in the next version with the Sailing tech prereq; Goblin Wastes and Library fire will require extensive reworking before I am willing to reenable them.
-The Sickness event will only trigger in unhealthy cities (mostly to prevent it from happening early game in your capital).
-Dedicating a monument to Sucellus gives +1 happy in addition to +1 health.
-Dedicating a monument to Oghma gives +3 research instead of +2.
Well, there you have it. I'll edit this post with the actual mod as soon as I can. All forms of feedback, especially balance-related, are welcome.
EDIT: Here is the download link. http://files.filefront.com/Custom+Patchrar/;12232989;/fileinfo.html
Installation instructions: You need to have FfH 033, and the latest versions of Fall Further and Scions of Patria. Then, make a backup copy of your Scions of Patria folder, and overwrite the Assets folder with the one in the patch.
A note on the changelog included with the patch: It's as much my notes as anything else, and may not be entirely comprehensible. Also please note that ANY line in the changelog with a + in front of it is not actually in the mod. It is either a planned future feature, or a feature from an older version that I have no reimplemented yet.