Fall Further - Download and Current Changelog

in the current changelog, it states that full dwarven vaults give more passive XP than overflowing dwarven vaults, yet overflowing is the 'better' vault. Any reason for this, or typo?
 
in the current changelog, it states that full dwarven vaults give more passive XP than overflowing dwarven vaults, yet overflowing is the 'better' vault. Any reason for this, or typo?

Thanks - I'd done the same thing in the XML as well, but both are sorted now.
 
Version 043
0. Updated to FfH 034.
1. Scions of Patria added (civilization by Tarquelne)
2. Curse the Lands, Appease Divinity and Mana Surge rituals temporarily disabled (we've got plans for these but at the moment they're going to interfere too much with the Illian rituals - watch this space)
3. Barrows, Ruins and Hill Giant Steadings use old Fall Further style exploration. New style dungeons (including goblin forts and Epic Dungeons) use Kael style exploration. (both alongside to compare/contrast, plus extra variability).
4. Ice Mana is still a standard node type (change from FfH 034 back to FF042).
5. Ice spells split into "Divine" and "Arcane".
6. Ice Arcane includes Slow, Summon Ice Elemental, Frozen Lands.
7. Ice Divine includes Summon Frostling, Stasis Curse, Snowfall.
8. Epic Lairs will not disappear when explored/destroyed. Can be successfully explored/destroyed once every 100 turns. (Mr Underhill)
9. Lightbringers gain better results from tribal villages (MaxAstro).
10. Theatre cost decreased to 180 hammers (MaxAstro).
11. Aqueduct cost decreased to 150 hammers. Tech Prereq changed to Construction.
12. "Well" building added. Cost 75 hammers. Requires: Crafting. +1 Health.
13. "Sewers" building added. Cost 180 hammers. Requires: Sanitation, City next to river. +1 Health, no Unhealthiness from buildings in city.
14. Buildings which require riverside cities (Brewery, Spirit Mill, Sewers) display the requirement in their help text.
15. Cualli start with "Blood and Sacrifice" as a default civic (MaxAstro)
16. Daracaat is now Barbarian, Aggressive, Defender (Aggressive and Defender are not mutually exclusive thematically) (MaxAstro).
17. Polar Bears will only spawn on Snow, not Forest (MaxAstro).
18. City of a Thousand Slums now requires Taxation instead of Engineering (MaxAstro).
19. City of a Thousand Slums now provides -5 Health (negated if you have a sewer in the city).
20. Mazatl Palace provides Creation mana instead of Mind mana (MaxAstro).
21. Letum Frigus will spawn Beastmen periodically - it still attracts warriors of the Doviello who know it as a legendary place (MaxAstro).
22. Axemen and "standard" Axeman UU's (i.e. Moroi, Brutes and Swordsmen but not Pyre Zombies and Wood Golems) gain 25% Attack vs Warriors (don't rely on warriors to defend well).
23. Archery now requires Crafting instead of Exploration->Hunting.
24. Archery cost increased by 20% to 360 (offsets the cheaper path to the tech slightly, but still massively easier to reach than previously).
25. Javelin thrower units gain the "Skirmisher" promotion (promotion introduced by the Scions - +15% chance to withdraw, increased chance to defend stack).
26. Added Promotion Duration mechanic (for ModModders).
27. Added CivSelect GameOption - allows you to enable or disable civs that will may be selected when choosing Random civilizations.
28. Added chance for Fall Further magic items to be found in treasure chests
29. Added GameOption to disable Worker Experience gain (promotions still available so if they *do* gain XP from somewhere it can be spent, but there is no passive gain).
30. Lizardman promotion grants attack/defense bonuses in normal jungle as well as deep jungle (MaxAstro)
31. Added Carrack naval unit. Requires: Optics. Strength 9, Range 1. (Role: Escort)
32. Frigate moved to Astronomy. Strength 11, Range 1, Moves 5, No cargo. Bonuses vs transport ships - Galley, Galleon, Queen of the Line - and Privateers. (Role: Escort/Patrol vessel)
33. Galleon moved to Optics, 1 extra cargo. (Role: Transport)
34. Caravel gains +35% withdrawal chance. (Role: Exploration)
35. Galley gains 2 cargo spaces and increases in cost by 10 hammers. (Role: Early Transport)
36. Man O' War gains ranged attack (Range 2, 60% limit). Moves reduced to 3. Strength increased to 16. National Unit - Limit: 4 (Role: Heavy Warship)
37. Pirate (Lanun UU) gains 1 move and starts with Buccaneer crew (allows them to use the Buccaneers spell). Gains +50% bonus vs Transport ships (see above).
38. Privateers gain +25% bonus vs transport ships.
39. All bonus requirements (copper, iron) for naval units below Astronomy level removed (encourages the use of different ships, especially by the AI).
40. Trade Ship added. Strength 2, Moves 3. Can carry out trade missions in foreign ports.
41. Archery is no longer a prereq for Stirrups (though is still required for most units under UNITCLASS_HORSEARCHER). (MaxAstro)
42. Gilden Silveric requires Hunting in addition to Archery (puts him back where he was in the tech-tree).
43. Kraken gains 25% vs Man O War
44. "Training Yard" renamed to "Barracks".
45. New building "Training Yard", requires Warfare, +10 Passive XP Cap for Melee.
46. "Archery Range" renamed to "Fletcher".
47. New building "Archery Range", requires Archery, +10 Passive XP Cap for Archer.
48. New building "Jousting Tilt", requires Feudalism, +16 Passive XP Cap for Mounted.
49. Hunting Lodge and House of the Grey (Sidar UB for Hunting Lodge) gain +5 Passive XP Cap for Recon.
50. Exploration Guild (Austrin UB for Hunting Lodge) gains +10 Passive XP Cap for Recon.
51. Command Post gains +50% Passive XP Gain Rate for Melee, Mounted and Archer.
52. Mages Guild and Alchemy Lab both gain +25% Passive XP Gain Rate for Adept.
53. Meditation Hall (Kahdi UB Alchemy Lab) gains +50% Passive XP Gain Rate for Adept.
54. Pagan Temple gains +25% Passive XP Gain Rate for Disciple.
55. Temple of Temporance gains +75% Passive XP Gain Rate for Disciple.
56. Jousting Tilt grants +2 Happiness with Aristocracy
57. Archery Range grants +1 Happiness with Aristocracy
58. Full Dwarven Vault grants +25% Passive XP Gain Rate for all unit combat types.
59. Overflowing Dwarven Vault grants +50% Passive XP Gain Rate for all unit combat types.
60. Low Dwarven Vault grants -50% Passive XP Gain Rate for all unit combat types.
61. Empty Dwarven Vault grants -100% Passive XP Gain Rate for all unit combat types.
62. Hippodrome grants +50% Passive XP Gain Rate for Mounted.
63. Cave of Ancestors grants +50% Passive XP Gain Rate for Adept.
64. Planar Gate grants +25% Passive XP Gain Rate for Adept and Disciple.
65. Determination (Force2 spell) removed.
66. Force Bolt (Force1 spell) increased in strength and moved to Force2.
67. Accelerate spell added at Force1. Increases movement rate temporarily for Siege and Golem units.
68. Boarding Parties and Buccaneers gain +50% vs Naval Units (as per Kael's comment for 040 - guessing at the value)
69. City Raider 2 reduced to 30% bonus (was 40%) (as per Kael's comment for 040)
70. City Raider 3 reduced to 30% bonus (was 50%) (as per Kael's comment for 040)
71. Abbey (Elohim UB) grants +10 Passive XP Cap and +50% Passive XP Gain Rate for Disciple.
72. Game Option "Simultaneous Turns" added for Single Player use (treat as experimental).
73. FF Version and Patch Version are shown when hovering the civ-flag. (Jean Elcard)
74. Added "Avoid Unhappy Growth" city option. (Jean Elcard)
75. Added "Avoid Unhealthy Growth" city option. (Jean Elcard)
76. Haste is persistent so long as you start your turn in a tile with a unit capable of casting Haste.
77. When Haste does eventually wear off, all units suffer the Fatigued promotion (no longer a Centaur specific penalty).
78. Extended End of Winter option included (replaces old End of Winter) - see this post for details (Jean Elcard)
79. Erebus-Wrap script removed.
80. Erebus Mapscript now includes options for "World Wrap" and "Soften Peak Percentage" (Jean Elcard)
 
W00t, release! A game as the Scions started me near Patrian Artifacts, Dragon Bones, a ruined city, a river and a nice number of plains hills - this version looks good! :)
 
Ah, excellent, finally one of the mods I was waiting on to be updated has been updated. Downloading now! :goodjob:
 
wheeee finally its out...

-Was glancing at the naval changes though--it said that privateers gain 25% against transport ships, which I believe are the galley, galleon, queen of the line.
Is there a typo in your pedia entry that it gains 25% against Carracks?
Isn't Carracks supposed to be the escort/warship type unit during the sailing era?
Though they are of slightly higher base strength of 9 compared to privateers, the 25% puts privateers almost on par with Carracks :confused: not to mention the additional 20% withdrawal.

-Also, you might want to update your pedia entries for Archery Range, Hunting Lodge etc to say that they raise the corresponding passive XP caps. Its kind of confusing to have to refer back to your changelog to get the correct (I assume thats the intended one) details.

-mmm... might want to add what the new Force I does from your changelog to the pedia--its kind of cryptic at the moment.
As for the Force II spell (which was the reworked Force I spell), could I also recommend a rewording of the pedia entry? It did take a while to decipher it when I saw it back in the previous patches when it was added -- a somewhat layman explanation of what it does could help instead of the somewhat "technical" looking entry.

On the whole its looking good ^^ just minor updates to the pedia needed I guess =D

Gonna mess around with the Scions in a bit to see how much has been changed--you guys have effectively squashed any chances of me catching up on lost sleep over the weekend~
 
Wow! There goes my evening =) Thanks to all the FF team for putting so much effort into this mod...

Ok, time to go play my first 0.43 game... goodbye outside world!
 
I started playing, but then decided that I shouldn't for a few days or else I'd probably fail the tests I have Monday.


Why did the Scions have 3 apparently identical versions of Training Yards buildable?

(Note: I suppose I could have caused some problems by not doing a fresh install of FfH first. I'm not sure if my changes could have messed things up.)
 
mine's a "clean" version of FfH and I see 3 yards on the tech tree too--not really an issue just minor cleaning up needed haha :lol:
 
anyone else with vista crashing when they try to init a game?(.43)
 
Note on the "No Worker XP" Gameoption: It only disabled the XP from attributes of the worker (Apptitude), not from Buildings. So anyone who Mod-mod-mod's the game to have buildings which grant XP caps for workers will see Workers gaining XP even with the gameoption enabled, but only if they sit in a city with the proper buildings.
 
-Also, you might want to update your pedia entries for Archery Range, Hunting Lodge etc to say that they raise the corresponding passive XP caps. Its kind of confusing to have to refer back to your changelog to get the correct (I assume thats the intended one) details.

Archery Range doesn't do a cap, it is the Fletcher which does. Hunting Lodges though are a small typo in the XML causing them not to work.
 
anyone else with vista crashing when they try to init a game?(.43)

I'm using Vista, and as noted elsewhere mine crashes as the game is creating the map. So not the exact same thing, but still the only time I have had crash problems with FFH.
 
Archery Range doesn't do a cap, it is the Fletcher which does. Hunting Lodges though are a small typo in the XML causing them not to work.

46. "Archery Range" renamed to "Fletcher".
47. New building "Archery Range", requires Archery, +10 Passive XP Cap for Archer.

So which is a typo? :)
 
Well, the current XML and release has the Fletcher granting the XP cap. It would make sense that it was intended for the Archery Range to do so instead however, as it is somewhere you go to train, and a Fletcher is something you require to BECOME.
 
Also, about the Well: It is useful as a health boosting building, however it is more expensive than the Herbalist but considerably less powerful. Perhaps either a slight boost or slight hammer cost reduction would be in order?
 
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