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)