Wildmana is now a standalone mod, called "Master of Mana"
http://forums.civfanatics.com/showthread.php?t=404285
I leave the documentation below for those who still play wildmana
"known Issues":
Out of Sync in Multiplayer games
This Hotfix should remove most OOS issues. Copy it into mods\FFH Wildmana\Assets\ and replace the DLL there.
If you get a Crash to Desktop while starting a multiplayer game, look in this thread how to fix it.
Memory Allocation Failures
If you are experienceing issues with Memory Allocation Failures (MAFs), please attempt to follow the directions in this thread to optimize your computer to run Civ4. windows7 here
Patch 8.34 (doesn't break saves)
Patch 8.33 (doesn't break saves)
Patch 8.32 (doesn't break saves)
Patch 8.30 "Deep Oceans" (breaks saves)
Patch 8.20 (will break saves)
Patch 8.11 (break saves)
Patch 8.10 (breaks saves)
Patch 8.04 (doesn't breaks saves)
Patch 8.0 "Revolutions in Erebus"
http://forums.civfanatics.com/showthread.php?t=404285
I leave the documentation below for those who still play wildmana
"known Issues":
Out of Sync in Multiplayer games
This Hotfix should remove most OOS issues. Copy it into mods\FFH Wildmana\Assets\ and replace the DLL there.
If you get a Crash to Desktop while starting a multiplayer game, look in this thread how to fix it.
Memory Allocation Failures
If you are experienceing issues with Memory Allocation Failures (MAFs), please attempt to follow the directions in this thread to optimize your computer to run Civ4. windows7 here
Patch 8.34 (doesn't break saves)
- fix possible CTD related to wrong Mazatl Artdefine
Patch 8.33 (doesn't break saves)
- fix OOS in AI city Production function
Patch 8.32 (doesn't break saves)
- fix rare CTD related to multiple Production of a City
- fix rare WoC introduced by new Hero AI
- fix WoC at Armageddon Counter 90
Patch 8.30 "Deep Oceans" (breaks saves)
- tweaks by Graywarden
- Updates to the Scions made by Tarquelne
- Updates to the Sidar made by Tesb
- Updates to the Sheaim made by Tesb
- AI will skip bombarding cities if it greatly outnumbers enemies
- fix: AI rarely gave no orders to patrols
- Jotnar Giants become stronger while they age
- Jotnar: Orc conscripts have no AC prereq anymore
- Orthus spawns later on classical starts
- Deep Oceans terrain added (made by Seven05)
- Sea Monsters lurk in Deep Oceans
- Storms damage ships moving through Deep Oceans
- Water mana reduces damage taken from Storms in deep oceans
- Only Animals in Rage give a Warning "has been spottet near X"
- Only offensive ManaGuardian Minions give a "has been spottet near X" warning
- AI: better use of Treants with limited Duration
- Speedtweak: faster updating of Plotgroups
- AI: better Stack of Doom logic
- Noble Houses have Techprereqs again
- Support Modifiers for House Cannith, Kundarak and Tharashk finetunde
- Support of House Tharashk increases/decreases with cities captured/lost
- Fix: Issue with Faeries and Commando Promotion
- if player who is at peace with a barb faction joins a team (for example permanent alliance), the peace to the barbfaction will be kept.
Patch 8.20 (will break saves)
- minor bugfixes made by Graywarden
- Update to the Scions made by Tarquelne
- balance tweaks to population gained via conquest/raze
- unique Spells for Scion Arcane line
- Horned Dreads
- Improved AI Surrender and Vassal tribute logic made by Till
- Lanun: Boarding Promotion also allows to attack on land or across river without penalties
- Fix: Jotnar will always get atleast 1 xp from combat
- Fix: Zarcaz will drop his bow
- Alert for Hurry Production will not show up if city has only 1 productionturn left
- removed alive prereq for founding Adventurers guilds (mostly for Scions)
- If destroyed by HN units or Barbarians, the Pieces of Barnaxus will spawn in the capital again.
- some minor bug and art fixes
- lifeward will not effect undead units
- Mana bonuses cannot be traded
Patch 8.11 (break saves)
- very rare WoC fixed
- some scions fixes (thanks Tarquelne)
- some minor bug and art fixes
- Armageddon Counter effect of Necropolis lowered
Patch 8.10 (breaks saves)
- finetuning of the Revolution mechanic, see this thread for details: http://forums.civfanatics.com/showthread.php?t=361613
- fix: jotnar citizens spawn with all buildeffects applied (like free XP from civics, etc)
- some more art and minor bug fixes
- merged some items/Esus miracles from Onionsoilders http://forums.civfanatics.com/showthread.php?t=360603
FFH modmod - more spelltweaks "made by tesb" merged to improve the interface
Patch 8.04 (doesn't breaks saves)
- fix: Problem with Heroes introduced by recent bugfix
- includes bugfixes from Patch 8.01-8.03
Patch 8.0 "Revolutions in Erebus"
- TXT key fixes by Graywarden
- Infernal AI tweaks by Skyre Noktis
- Fishing loses exploration prereq
- Civic Decentralization gives -10% food
- Civic Agrarianism gives +10% food, no hammer penalty
- Faeries: Erlkings Hunt ends after 20 turns
- Revolutions
- Revolution mechanic works for all Noble Houses
- Capital Cities will never revolt
- time between two revolts increased
- Revolting Cities may join one of three different Factions (Protectors of Erebus, Traders of Erebus, Risen)
- added two Warnings when Support gets Low and Revolution might happen
- fix: Balseraphs Hall of Mirrors won't duplicate Equipment
- added Forest Preserve Improvement: req. Hidden Paths and Ancient Forests, gives +1 commerce and happiness
- More Unique Barbarians
- Scorpion Clan:
- clan will consist of normal Scorpion Goblins with some weaker Goblins and Scorpion Archers mixed in
- Skeletons
- New Improvement Necropolis, spawns Spectres
- Necropolis do not spawn, Graveyards turn to Necropolis over time
- Skeletons will do their best to defend Graveyards/Necropolis
- Skeletons can turn specific improvements to Graveyards
- Skeletons are harder to deal with when they are defending Graveyards
- Scorpion Clan:
- added Hippus Equipment made by tesb
- Malakim PathToAsceticism fix
- Malakim Ancient Forest fix
- restored different main menus
- Leader Kro Mear removed
- new Calabim Leader added: Elena (good,Emergent, Greedy, Redeeming)
- fix: issue with Civilopedia when accessed in an active game
- New Civ added: Austrin (original from Fall Further)
- added Austrin leader made by 25Hour
- Austrin Ability "swap cities" added. Allows Austrin to quickly move population and buildings between two cities
- fix: faerie forests won't spread underwater
- fix: demagogs won't abandon in crusade. flagbearers can be build in crusade
- Mazatl: Priest of Kalshekk is a tier4 unit (national limit 4 and theology prereq). Can cast "Wrath of Kashekk", medium area damage spell.
- Mazatl: Worldspell also creates one Priest of Kalshekk
- Spell Sanctifiy removes Haunted Lands
- Spell Sanctify removes Necropolis (reduces AC by 3)
- If a Graveyard upgrades to a Necropolis the AC increases by 3
- the sanctify spell that adds promotion to whole stack renamed to Life Ward
- living units might be haunted by nightmares in haunted lands and loose a little bit of experience
- fix: Law Mastery Trait gives free Law2 instead of Law3 to rangers/champions
- New Civ added: Jotnar (original from Fall Further, made by ArcticCircle). Giants who live in small villages scattered around the countryside.
- Costs of Noble Houses and free Commerce from Headquarters rebalanced
- Fix: display of FeatureHappiness
- AI: uses SevenPines only to make peace if it fights a war against a more powerful team
- Hawks cannot be rebased to non team cities
- Hawks visibility range of recon Missions reduced to 3 (from 5)
- AI: automation of terraforming improved. Faster, prefers to terraform tiles being worked by cities first
- fix: Wall defender Promotion is reapplied every turn to archers in the city
- fix: genesis issue
- fix: AI adopting CIVIC_NONE at first turn
- fix: AI will Group Heroes more
- fix: Barbarians can't trigger seven Pines
- added version 2.64 of Erebuscontinents mapscript (made by Seven05)