FfH2 0.30 Changelog

Kael

Deity
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May 6, 2002
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Ohio
This post will contain the fixes/changes/adds that are currently checked into the next (non-released) version.

0.30

Fixes:
1. The AI now correctly values buildings that allow units to be produced.
2. You can now create spider pens with spiders.
3. The Dragons Horde unit is correctly spawned if the city with it is razed (this fix was obsoleted by the equipment system).
4. Manes and Infernals are correctly produced when cities are razed.
5. Lifesparks can now cast Heal.
6. Mud Golems now defend themselves if attacked.
7. Units can only trade Orthus's Axe once per turn.
8. Removing features won't remove Yggdrasil or the Tomb of Sucellus.
9. The AI now remembers event attitudes correctly.
10. Only the Balseraphs can Cage slaves.
11. Hall of Mirrors doesnt cause getVisibleEnemyDefender errors anymore.
12. Betraying units dont clear stacks/cities if they jump to the wrong tile.
13. Fixed a python error with the Earthquake spell.
14. Fixed an error with no upkeep civics and the adaptive trait.
15. Fatique isn't marked as requiring the unit to be fully healed.
16. Cure Disease now works correctly.
17. Fixed an error that caused Governors Manors to not retain their production bonus through save games (could also cause OOS's).
18. Units killed with Prophecy Marks now decrease the AC correctly.
19. Pirates are no longer treated as hidden nationality even after revealing their nationality.
20. Fixed a Waiting on Civilization spinlock issue caused by hidden nationality units grouping with non-HN units.
21. Players are no longer presented the option to switch to civics they can't adopt.
22. Diseased and Plagued promotions will now be passed correctly in combat.
23. Killing Hyborem or Basium correctly causes the player to lose all his traits.
24. Removed the move requirement on missons (note to self: may cause ctd's, spinlocks and cranberring of the testicles).
25. Added a block to keep the AI from disbanding heroes (or any unit that doesn't require military support).
26. Immobile value and miscast chance on spells are being set correctly (formorly it was overwritten by the miscast chance and the miscast chance was never set).
27. Religion specific improvement art is now displayed.
28. Fixed an exception error in Vassal diplomacy.
29. Fixed an error with Vassal's taking former player slots (from Bhruic's unofficial patch).
30. Colonies have met all players the origional empire has (from Bhruic's unofficial patch).
31. Colonies can't trade techs their origional empire couldn't if no tech brokering is on (from Bhruic's unofficial patch).
32. Colonies get the origional empires world map (from Bhruic's unofficial patch).
33. AI Players won't hate you for declaring war on their friend if they are also at war with them (from Bhruic's unofficial patch).
34. Vassals can't be a players worst enemy (from Bhruic's unofficial patch).
35. Fixed a warscript issue that could cause vassals to declare war apart from (or on) their masters.
36. The warscript won't autodeclare wars for human players anymore.


Additions/Removals:
1. Added the Empyrean religion.
2. Added the Council of Esus religion.
3. Removed the Council of Esus wonder.
4. Removed the Cult of the Dragon religion.
5. Added the Cult of the Dragon guild.
6. Added the Guild of Hammers guild.
7. Added the Ratcatchers Guild guild.
8. Added the Guild of the Nine guild.
9. Added the Circle of Gaelan guild.
10. Added the Aeron's Bounty guild.
11. Added the Brotherhood of Wardens guild.
12. Removed the Guild of Endeavors wonder.
13. Added the Guild of Hammers wonder (founds the Guild of Hammers guild).
14. Added the Guild of Hammers Spread event.
15. Added the Aerons Chosen event (founds the aerons bounty guild).
16. Added the Gurid unit (unique barbarian hero).
17. Added the Margalard unit (unique barbarian hero).
18. Added the Great Beast Gurid event (misc, a great beast has been spotted in the wilds).
19. Added the Great Beast Margalard event (misc, a great beast has been spotted in the wilds).
20. Added the Subdue Beasts promotion (allows beast capturing, learnable by recon heros).
21. Added the Circle of Gaelan event chain (misc, found the circle of gaelen).
22. Added the Cult found event (misc, founds the cult of the dragon).
23. Added the Cult spread event (misc, spreads the cult to other cities).
24. Added the Negative Cult events (cause disorder, reduce culture, sabotage production).
25. Added the Whitefire spell (Sun 2, Divine, damages all untis within 1 range, extra damage to vampires).
26. Added the Revelation spell (Sun 3, Sorcery, destroys all illusions and removes invisibility and hidden nationality from all enemy units).
27. Added the Blinding Light spell (Sun 2, Sorcery, immobilizes all units within 1 tile, easily resistable).
28. Added the Crown of Brillance spell (Sun 3, Divine, does damage every round to all surrounding enemy units).
29. Added the Mezmerize Animal spell (Satyr ability, capures animals without combat).
30. Renamed the current Satyr unit to the Fawn unit.
31. Added the Satyr unit (Fawn upgrade).
32. Added the Aurealis unit.
33. Added the Summon Aurealis spell (Sun 3, Summoning).
34. Added the Guild of the Nine mercenary events.
35. Added the Brotherhood of Wardens spread event.
36. Added the Mercenary event (Deal).
37. Added the Mounted Mercenary unit (Hippus mercenary replacement, art by Chugginator).
38. Added the Ecclesiastic unit (Empyrean Disciple).
39. Added the Vicar unit (Empyrean Priest).
40. Added the Luridus unit (Empyrean High Priest).
41. Added the Temple of the Empyrean building.
42. Added the Mary event (misc, experiments on a young girl show promise).
43. Updated the Patron of Knowledge event (inspiration).
44. Updated the Farm Bandits event (crime).
45. Added the Overcouncil wonder (Empyrean only).
46. Added the Undercouncil wonder (Council of Esus only).
47. Removed the Twisted Spire wonder.
48. Added the Pirate Harbor improvement (over time Pirate Coves will upgrade to Pirate Harbors).
49. Added the Pirate Port improvement (over time Pirate Harbors will upgrade to Pirate Ports).
50. Added the Adventure event (misc, your hero wants to invesitagte local ruins).
51. Added the Jade Torc equipment (event reward).
52. Added the Rod of Winds equipment (event reward).
53. Added the Healing Salve equipment (event reward).
54. Added the Alchemist event (deal, a traveling alchemist offers his services).
55. Added the Enchanter event (deal, a traveling enchanter offers his services).
56. Added the Leviathan unit (unique Barbarian hero).
57. Added the Great Beast Leviathan event (misc, explorers have spotted a great beast in the seas).
58. Added the Odio's Prison unique feature (boosts defense of all allied units within 3 tiles by 25%).
59. Added game options to disable each of the religions.
60. Added the Myconid unit (Khazad only, art by seZereth).
61. Added the Spores ability (Myconid special ability).
62. Added the Castle improvement (+25% defense, +10% defense to allied units within 2 tiles, +10% heal rate, upgrades to a citadel).
63. Added the Citadel improvement (+40% defense, +15% defense to allied units within 3 tiles, +20% heal rate).
64. Added the Mutate event (a unit has a chance to enter a chaos mana flare).
65. Added the Revelry world spell (Balseraph only, starts a golden age).
66. Added the Veil of Night world spell (Svartalfar only, all units gain Hidden Nationality).
67. Added the Warcry promotion (grants units +1 movement, blitz, +1 strength and a 5% chance of wearing off each turn).
68. Added the Warcry world spell (Hippus only, grants the Warcry promotion to all units).
69. Added the Mother Lode world spell (Khazad only, grants 10 gold per mine) (loki).
70. Added the March of the Trees world spell (Ljosalfar only, transforms all your empires forests into Treant for a few turns).
71. Added the Divine Retribution world spell (Mercurians only, does damage to all demonic and undead units in the world).
72. Added the Hyborems Whisper world spell (Infernal only, allows Hyborem to take control of an Ashen Veil city) (loki).
73. Added the River of Blood world spell (Calabim only, all non-calabim cities get -2 population, calabim cities get +2 population).
74. Added the For the Horde world spell (Clan of Embers only, 50% of converting each barbarian orc unit).
75. Added the Birthright Regained ritual (allows the empire to reuse their world spell).
76. Added the Wild Hunt world spell (Doviello only, creates a wolf for every combat unit, wolf strength is modified by the units strength).
77. Added the Raging Seas world spell (Lanun only, does damage to all non-lanun units that are near to water).
78. Added the Worldbreak world spell (Sheaim only, causes destruction in all non-sheaim lands based on the AC).
79. Added the Sanctuary world spell (Elohim only, kicks all non-Elohim units from your lands and keeps them from entering for 30 turns).
80. Added the Arcane Lacuna world spell (Amurite only, Amurite arcane units gain 1 xp per upgraded mana node in the world, returns all upgraded mana nodes to raw mana nodes).
81. Added the Rally world spell (Bannor only, Create a Demagog in every city and on every Town Improvement, only usuable during a crusade).
82. Added the End of Winter game option (the world starts frozen and gradually warms up to the normal terrain types).
83. Added a game option to disable the thaw mechanic.
84. Removed the Education civic option.
85. Removed the Religious Discipline civic.
86. Removed the Military Discipline civic.
87. Removed the No School System civic.
88. Added the Membership civic option.
89. Added the Overcouncil civic (makes the player a member of the Overcouncil, only good or neutral players may join the Overcouncil).
90. Added the Undercouncil civic (makes the player a member of the Undercouncil, only neutral or evil players may join the Undercouncil).
91. Removed the Metal Casting tech.
92. Removed the Pikeman unit (UU's preserved).
93. Removed the Monarchy tech (combined with Feudalism).
94. Removed the Alchemy tech.
95. Removed the Golem Mastery tech.
96. Removed the Copper Golem unit.
97. Removed the Golem Workshop building.
98. Removed the Thieves Guild building.
99. Added a function to confirm the action before the player catss a global spell or a spell that will cause war.
100. Added the Mirror spell (unit creates an illusionary duplicate of itself).
101. Added the Alazkan the Assassin unit (Svartalfar hero, has the Mirror ability).
102. Added the Impersonate Leader spell (allows the player to take control of another civ for a few turns).
103. Added the Settlement mechanic.
104. Removed the Dwarf Slaying promotion.
105. Removed the Elf Slaying promotion.
106. Removed the Orc Slaying promotion (raging barbs just got nastier).
107. Added the Legends world spell (Kuriotates only, gives +300 culture in all your cities).
108. Added the equipment mechanic.
109. Added the Ardor world spell (Grigori only, resets the great people counter for that player).
110. Added the Steal spell (only usable by Council of Esus worshipping Recon units, steals an equipment from another unit in the same tile, may cause war if detected).
111. Added the Empty Bier equipment (+2 defensive strength, Donal Lugh starts with it).
112. Added the Nether Blade as full equipment (+2 Death strength, +80% vs heros, Rathas starts with it).
113. Added the Religious Fervor world spell (Malakim only, creates a priest in every city with your state religion, priests start with 1 xp per city with your state religion).
114. Removed the Unquestioning Obedience tech.
115. Removed the Patriarch mechanic (removed the patriarch promotion, become patriarch spell and call holy war spell) as those design aspects are better represented through the councils.
116. Added the Mask spell (available to all recon council of esus units, hides the casters nationality).
117. Added the Teutorix unit (Malakim hero).
118. Added the Shadowwalk spell (Shadow 3, Sorcery, allows the unit to ignore building/terrain defense bonuses).
119. Added the Blur spell (Shadow 1, Sorcery, makes the unit immune to first strikes).
120. Added the Azer unit.
121. Added the Summon Azer spell (Fire 1, Summon).
122. Added the Sprawling mechanic.
123. Added the No Death Mana, No Entropy Mana and No Shadow Mana Overcouncil vote options.
124. Added the Develop Secret Codes Undercouncil vote option (Nikis-Knight).
125. Added the Enlist the Nightwatch Undercouncil vote option.
126. Added the Fund Dissidents Undercouncil vote option (Nikis-Knight).
127. Added the Golden Hammer equipment (useable as a weapon, or can be given to a zitizen to make an engineer).
128. Added the Gifts of Nantosuelta world spell (Luchuirp only, creates a Golden Hammer in each city).
129. Added the No Unique Features game option.
130. Added the Read the Grimoire spell (require the unit to be carrying the Infernal Grimoire, triggers a random spell, could kill the caster).
131. Added the Shadowrider unit (Council of Esus national unit, art by Chugginator) (loki).
132. Added the Spread the Council of Esus spell (all Council of Esus religious units can use it, costs 25gp and doesnt sacrifice the unit).
133. Added the Ratha unit (Empyrean chariot that recieves a bonus vs recon units) (loki).
134. Added the Nightwatch unit (Council of Esus archer unit with poison and the ability to upgrade to assassins and Shadowriders) (loki).
135. Added the Jackpot event (economy, a citizen wins more than the local gambling house can afford to pay).
136. Added the Carnival Star event (inspiration, a talented performer shows himself at your carnival).
137. Added the Gambling Ring undercouncil vote (Gambling Houses production cost reduced by 75%) (loki).
138. Added the Slave Trade undercouncil vote (Allows memebrs to buy and sell slaves) (loki).
139. Added the Smuggling Ring undercouncil vote (Adds an additional trade route in all cities) (loki).
140. Added the Buy Slave and Sell Slave abilities (only usable if the Slave Trade vote is enabled).
141. Added the Open Borders undercouncil vote (loki).
142. Added the Mistform unit (art by seZereth).
143. Added the Summon Mistform spell (Shadow II, Summoning).
144. Added the Wane spell (Sidar only, converts a unit of level 6 or higher into a Shade) (loki).
145. Added the Shade unit (can be joined to a city as any sort of great specialist except for a great priest) (model art by C.Roland).
146. Added the Theatre of Dreams wonder (+2 culture from all artists in your empire, boosts happiness).
147. Added the Pillar of Chains wonder (generates hammers from unhappy workers, negates civic anger for the players team) (loki).
148. Removed the Monument building (consolidated with the Obelisk).
149. Added the Blaze spell (Fire I, sets a forest or jungle on fire).
150. Added the Slave Escape event (misc, a slave dissapears).
151. Added the Slave Revolt event (misc, slaves rise up against you).
152. Added the Gela equipment (Unholy +2, Hyborem's trident).
153. Added the Staff of Souls equipment (grants Death affinity, Barbatos starts with it).
154. Removed the Arcane Golem unit.
155. Removed the Shield Wall unitclass.
156. Removed the Lames tech.
157. Removed the Armorer building.
158. Removed the Armament Molds building.
159. The Flurry is now a Ljosalfar/Svartalfar UU.
160. Removed the Celerity tech.
161. Removed the Velox Workshop building.
162. Removed the Heavy Crossbowman unitclass (combined with the crossbowman).
162. Added the Crime Rate mechanic (buildings/guilds influence the cities crime rate, crime events prereq a certain crime rate in cities before they will trigger).
163. Added a Dynamic Invisibily system (invisibility applied by promotions).
164. Added the Hidden promotion (invisibility that lasts until the unit attacks).
165. Added the Into the Mist world spell (Sidar only, all units become hidden).
166. Added the Hide spell (Shadow 2, Sorcery).
167. Added the Ghost unit (Sidar Assassin UU, with access to the Hide spell)
168. Added the Ratcatchers Guild Removed event (crime, the Empyrean uncovers the members of the Ratcachers Guild).
169. Added the Ashen Veil Deal Sallos event (deal, a demon lord wants you to train his rebelious daughter).
170. Added a Gaelan hero unit (granted if you complete the reckless apprentice event chain and found the Circle of Gaelan).
171. Added the Promote Settlement ability (to transform a settlement to a city).


Balance Changes:
1. Beastmasters start with the Subdue Beasts promotion.
2. Moved the Scorch spell from Fire1 to Sun1.
3. Moved the Summon Sand Lion spell from Fire1 to Sun1.
4. Rangers can't move impassable anymore.
5. Mercenaries lose Hidden Nationality and can no longer be built, they don't cause war weariness when killed.
6. Mercenaries can be purchased in any city with the Guild of the Nine (recruit cost reduced from 240 to 120).
7. Mercenaries can be sacrificed to add the Guild of the Nine to a city.
8. The first person to research Currency founds the Guild of the Nine.
9. Slaves can be forced to fight in the arena, if they win they become warriors.
10. Typhoid Mary (renamed Mary Morbus) can no longer be built, instead she is gained through an event.
11. Hidden Nationality units can't capture units or cities.
12. Forest and Jungle defense reduced from +50% to +25%.
13. New Forest defense reduced from +25% to +0%.
14. The Orc promotion now gives +10% attacking into or defending in jungles.
15. Forts reduced from +25% defense to +10%, they upgrade to Castles and give +5% defense to all units within 1 tile.
16. Razing a city with an AC razing religion (the Ashen Veil) won't trigger a population raze AC penalty.
17. When Treants die they leave new forests in their plots.
18. The Council of Esus grants visibility into civs with the religion to the holy city owner.
19. The Council of Esus can't be seen unless the player has it as their state religion.
20. Moved the Apprenticeship civic to the Economy civic option.
21. Moved the Scholarship civic to the Cultural Values civic option.
22. Tower of Eyes moved from Astronomy to Optics.
23. Mithril Working now requires Engineering.
24. Removed the +1 Happiness from the God King civic.
25. Republic civic maintenance reduced from High to Medium.
26. Wrath Unleashed event applies the enraged promotion to units instead on instantly converting them to barbarians (use them or lose them).
27. If you scrap units with a chance to become barbarian they become barbarians.
28. Theocracy civic loses its unhappy from non-state religions and gains unlimited priests.
29. Guilds civic allows unlimited Sages, Bards, Engineers and Merchants.
30. Social Order civic grants military happiness.
31. Crusade civic loses its GPP penalty.
32. Agriculture civic increased from Low to Medium upkeep.
33. Sacrifice the Weak civic unhealthy penalty increased from -2 to -4.
34. Chalid moved to the Empyrean hero.
35. Kael renamed to Gibbon and moved to the Council of Esus hero and given the Impersonate Leader ability.
36. Burning Blood makes units immune to fear.
37. The Sidar get +1 hammer from their Engineers, +1 culture from their Bards, +1 research from their Sages and +1 gold from their Merchants.
38. Asylum's chance to make units produced in the city crazed is reduced from 25% to 10% and it no longer effects heroes.
39. The Great Library gives +1 research to all sages in your empire.
40. Sacrifice the Weak civic requires Infernal Pact instead of Corruption of Spirit and no longer allows population rushing.
41. Open Borders moved back from Exploration to Cartography.
42. Great Prophets can create all the holy city buildings as well as the secondary GP (easier on the AI and new players).
43. Elves can build all improvements in forests (easier on the AI).
44. Slavery civic is now useable by all evil players and does not have a religious requirement.
45. Moved the +1 gold from towns and villages from currency to taxation.
46. Chalid gives +1 votes on the Overcouncil.
47. Made Crown of Akharien into equipment (stays the same in its wonder form, makes the unit immune to magic when worn by a unit).
48. Made Sylivens Perfect Lyre into equipment.
49. Made Infernal Grimoire into equipment.
50. Made the Dragons Horde into equipment.
51. Shock II, Formation II and Cover II reduced from +80% vs their given unitcombat to +40% (Nikis-Knight).
52. Mary given 2 points of Poison strength (Nikis-Knight).
53. Obelisks changed from +3 culture to +2 culture, loses its -1 gold and can no longer support an artist.
54. The Grigori Palace gives +15% GPP growth.
55. Carnivals can support 1 artist.
56. Ancient Towers will upgrade to castles if they are worked.
57. Reduced inflation on higher difficulty (above noble) levels.
58. Macemen (ranmed to Champions) can upgrade to Paladins and Eidolons.
59. Archers can upgrade to Horse Archers.
60. Longbowmen can be upgraded to Crossbowmen, Arquebus and Marksman.
61. Minimum level 6 to upgrade to Marksman units.
62. Taxation requires Mathematics.
63. Instead of granting +7 food Yggdrasil grants +3 food, +2 with Way of the Forests and +2 with Commune with Nature.
64. Instead of granting +7 trade Dragon Bones grants +3 trade, +2 with Trade and +2 with Construction.
65. Instead of granting +7 hammers Remnants of Patria grants +3 hammers, +2 with Education and +2 with Fuedalism.
66. The Infernals don't need to be in the world to create the Mercurian Gate, tech prereq for the Gate moved back to Fanaticism.
67. Dungeons no longer get 2 Unhappy from Liberty, removed the -20% maintenance from dungeons, reduced war weariness from dungeons from -50% to -25%, Dungeons reduce crime by 10%, moved the tech up form Feudalism to Masonry, reduced the cost from 200 to 160 (did anyone actuallt build dungeons before? yuck).
68. The Festivals tech requires Calendar now.
69. Invisible units will defend their teams cities (no more "woodelf defense").
70. The Ratcatchers Guild headquarters will relocate to the maps city with the most crime and population.
71. Blitz requires Military Strategy (previously it was Celerity) and Drill 4 (instead of Combat 5).
72. Drill promotion line opened up for all all unit types (instead of just archers).
73. Added the Hero promotion to Govannon.
74. Govannon can train units how to cast Blaze and Blur.


Cosmetic Changes:
1. New darker terrain (by seZereth).
2. New Malakim Warrior model (by seZereth).
3. New darker Acheron skin (by seZereth).
4. Added the Mana bar.
5. New Puppeteer model (by seZereth).
6. Leader help now shows the leaders alignment, hero and world spell.
7. Renamed Morgoth to Sandalphon.
8. Added a balloon popup when a hero is killed.
9. New Empyrean and Council of Esus founding movies by Hexagonian.
10. New Succubus art by seZereth.
11. New Svartalfar warrior and scout art by seZereth.
12. New Sidar Scout and Sidar Warrior art by C.Roland.
13. New Balseraph Scout art by seZereth.
14. Renamed Maceman to Champion.
15. New Infernal Ranger, Mage and Horse Archer art by seZereth.
16. Khazad vault status is now displayed with the gold total.
17. New Freak art by seZereth.


Things to do:
1. Add a min required (for the map) for bonuses.
2. Fix python unit display to be modified by promotion art (this looks to be impossible, the addUnitGraphicGFC function isnt in the SDK and it is calling directly to the unit base art and bypassing the promotion based intercept).
3. Poisoned promotion isn't being passed in combat.
4. Trophies
5. Dirge spawn
6. Magnadine captures barbarians
 
Speaking of the subdue beast promotion--what about a subdue demon promotion only available to other demon/spellcaster heroes?
 
Bwahahahahaha! IwanmyBtS! IwanIwanIwanIwan! :cry:
 
How thoughtful:D, but the problem isn't that I don't have it, it's that I bought it two weeks ago and bloody amazon-bloody-dot-bloody-com haven't managed to deliver it yet. Argh, it's driving me spastic. Now I won't have a chance to play until after the weekend anyway:(
 
Mis post
 
That mercenary change seems really cool. Connected ideas:

1. All Hippus Mercenaries arrive as Horse Mercenaries (Cavalry). Bascially the same (can use metal upgrades) but on a horse.
2. Lanun ships in lanun cities or pirate coves can hire themselves boarding parties (1 per turn, 120 gold in cities, 240 in coves).
 
That mercenary change seems really cool. Connected ideas:

1. All Hippus Mercenaries arrive as Horse Mercenaries (Cavalry). Bascially the same (can use metal upgrades) but on a horse.

I have been sitting here beating my head looking for a Hippus specific mercenary boost for the past few days and this is perfect. Letting their mercenaries start on horses with additional movement is perfect, I'll get it added! Ltes see if one of the art guys can put the mercenary model on a horse for us.

2. Lanun ships in lanun cities or pirate coves can hire themselves boarding parties (1 per turn, 120 gold in cities, 240 in coves).

Its an interesting flavor idea but its significantly powerful and doesn't match their design so I dont want to include it.
 
I'm glad you liked my Hippus idea.

Yeah the lanun idea is pretty powerful and perhaps a little wierd. What if instead their pirate coves grew like cottages (cove -> roost -> haven -> port)--and during war shrank to produce pirates w/ boarding parties on them?

Also, what if all puppets started with the taskmaster promotion? The flavor is that if a puppet beats you in battle it might take control of your mind and enslave you for Perpentach's palace.
Speaking of the balseraphs, could they get an ability to sacrifice slaves at the arena to get happiness, great commander points, and culture? Basically if their freak shows are full.
 
Are you waiting for something from Firaxis here, or hoping to catch the OOS before changing the SDK further?

Yeah, Im sitting on the SDK just so I dont have to manage 2 versions for OOS testing. Its not like there isnt plenty of non-SDK work to do.

@loki: Im in loki overload at the moment (a ton of great ideas that all need implemented :D ). If I could getr anything right now it would probably be:

1. Overcouncil and Undercouncil vote issues

2. A "global spell" for each civ. I thought it might be interesting to have a one time spell each civ could use that effects the world.

Sidar- Makes all your units invisible for a short time
Ljosalfar- All forests become creatures for a few turns.
Elohim- Sanctuary, kicks all enemies out of your borders and makes them unable to enter for x amount of turns.
Balseraph- Revelry, Golden Age
Svartalfar- Makes all your units hidden nationality
Hippus- Bonus movement and strength to all units​
 
Oooh global spells.
 
In any game that's had a one time spell deal I always either forget to use it or use it too soon. :( Any idea what parameters you'd put on the AI to use this at an appropriate time?

The Lanun spell could be Vortex or Bermuda Triangle - all other civ's vessels are lost at sea unless in port.
The Clan - all barbs join the Clan for X turns.
 
Could be repeatable, if we made them a bit weaker.
 
2. A "global spell" for each civ. I thought it might be interesting to have a one time spell each civ could use that effects the world.

Sidar- Makes all your units invisible for a short time
Ljosalfar- All forests become creatures for a few turns.
Elohim- Sanctuary, kicks all enemies out of your borders and makes them unable to enter for x amount of turns.
Balseraph- Revelry, Golden Age
Svartalfar- Makes all your units hidden nationality
Hippus- Bonus movement and strength to all units​

Great stuff.

First, some names for the ones you suggested:
Hippus-overrun
Ljusalfar-walking woods
svartalfar-betrayal

Then some more ideas:
Grigori-faith from faithlessness. All of your non-religious units get a large strength bonus, adventurers (heros) get an extra large boost, for X turns.
amurites-hiers to Kyorlin. All spellcasters you control get extra XP per turn (adepts 1, mages/conjurers 2, archmages/summoners 3), for X turns.
CoE-Honor the Goddess. All orcs get fire affinity for X turns.
Bannor-Call to arms. Casts a recruit in every city.
Malakim-Revelation. Removes all fog of war (for you only) for X turns.
Mercurians-Avenging Angels. All angels you control get immortality.
Hyborem-Demonic Hordes. All demons you control get stigmata.
Khazad-blessings of earth. All mines get +2 shields, +3 gold for X turns.
Lanun-dreams of the sea. Mana appears randomly in your sea tiles.
Calabim-Feeding Frenzy. +100% food growth rate in all cities, +100% XP from feasting. for X turns.
 
Could be repeatable, if we made them a bit weaker.
Hey, I had an idea--what if these spells whent off automatically (or else were castable every time) that a player filled up his Great General Experience bar? We could fiddle with the thresholds to make it more or less common, but it would be a cool use of those points.
However, to make it less rewarding to only those already winning, we add a repeatable ritual that adds X GG (or Great Ritual) points so builders can keep up with the warmongers.
 
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