Current version changelog
Moved to stand-alone installer (no longer need proper FfH base)
Updated to FfH 41m code:
- new unit art
- some AI changes (but not much, too much hardcoding that does not apply to Orbis)
- bugfixes
Merged in the latest version of flavour mod[/B] (including new climate model and speed enhancments to hell terrain)
General
Road movement enhancements no longer linear (bigger impact on slow units) - consult the attached "graph" (left to right units from movement 1 to 6, up to bottom: no road, standard road, standard road with engineering, imperial road, railroad - all units started at the route start, railroad has a stack of units with 3 moves or less that ended at the same tile)
Railroads added - movement 8 or more for all units; enabled by steam power tech, iron required
Enhanced informations dsiplayed on some game items (i.e. buildings will now list what replaces them - like palisade)
Added airship unit - req physics & alteration
Added Dao & Palatinate civs
Removed sandworm unit
Added drakes: storm & ice versions. Art from Kohan II, imported by deliverator
A few pedia entries by arkham, hints & concepts updated & expanded by Kalina
Some extra help entries
Empyrean as state religion grants +20% :culture in every city (no buildings or civics required, not displayed in modifiers list but is there)
Council of esus as state religion grants +50%
in every city
New religion pedia scereen by Opera (thanks!)
Bugfixes
Ranged attacks should no longer cause OOS in multiplayer
Support cost modifications from promotions now correctly updated when promotion is lost
Loosing promotion that grants unique art will no longer revert to basic art if unit has another promotion that grants unique art (i.e. lycanthropy mechanics)
Art
Tons of art fixes (but some new bugs are guaranteeed - art merging is a hard thing)
Some text fixes (some as above)
New malakim units art - late ones more arabic
new shadow art (chanter skin by Neomega)
new arcane units art for bannor, malakim, elohim (archmage) and lanun (mage) by esvath
Kuriotates now use lamias for adepts - art by deliverator
Mechanos musketmen now have melee animations (will use their bayonets if fighting in close combat) - naimation by SaibotLieh
Tech-related
Steam power tech now avaliable to everyone, moved to the end of tech tree, requires machinery and mana theory or physics
Physics requires optics and square rigging or education (clipper - but not zeppelin - still requires square rigging)
Patrian artifacts now revealed by education
Remnants of patria now provide +1
+3
, education bonus removed (but patrian artifacts now usable/visible for everyone)
Spells
Removed promotions from many units that were there only to grant acces to spells (spells still castable)
Removed divine 2 promotion - no longer needed
Added mastery promotions - if caster has such promotion, specified spells are cast with enhanced effect, i.e.
elemental mastery: water walking has duration enhanced by 2 turns, elementals gain extra promotion enhancing their strength & abilities (work in progress)
Guilds
Reduced a bit headquaters yields
Increased maintenance from 25 to 30% of BtS value
Much harder to get rid of maintenance (civics nerfed significantly)
Removed banker spell (will get inquisitor abilities on guilds later)
Adjusted some guild yeilds/commerces (thanks Kalina!)
Mercenaries
No longer founded by free mercenary swordsman, need to use great general for that
Written a new hiring model, based on Magnadine special spell (but vastly expanded):
Casting a spell launches an event, which gives a choice of unitcombat to hire (archer, melee, etc. -
see picture below), each with different (and quite high) cost, set for the category (not dependent on the technology & spawned unit type)
choosing the option spawns an appropiate unit:
- only tier 2 & 3 allowed (for now)
- based on tech of the player (i.e. for archers bowyers & machinery are checked)
- very likely to span unique units (javelin throwers, dwarven slingers etc.), but basic unit has the highest chance
- many units will start with unique racial promotions, i.e. elven, feral, shaded, dwarf (though some will lack the unique look, i.e. archers with feral promotion)
- unit starts at level 1-4, for each level they gain 1 promotion (so will have 1 promotion more than standard units); the list of possible promotions is different for each unit combat
- every hired unit starts with mercenary promotion - now drains 1 per turn, no matter the level of the unit. The cost is calculated the standard way (so is taken into account for player balance, not applied after calculation, as it was before)
- should be multiplayer friendly (no OOS)
- removed mercenary unit
- removed standard & expanded mercenary spells
- Magnadine can no longer hire units. Instead, he can convert every nearby mercenary to his cause, just as acheron can convert CotD units (loyality makes unit immune to the spell - no killing of the unit)
Forts
Removed fort commander unit & all his special promotions
Only melee & archery units can claim forts now
Melee, archery & siege units get garrison promotion while in fort, enhancing defense & ranged attack
Agnostics
Trait split into two:
humanist - as old agnostic (but the name was misleading), humanists get bonus to relations with each other (as if following the same religion) - Grigori, Dao
cultist - relation penalty to every civ having state religion, or another cultist - Mechanos, Illians, Scions. Some leaders not changed for now (i.e. Raitlor, Publius)
The White Hand
New religion, avaliable to everyone
If illians are in the game, they have to research it before anyone else can (so always have holy city)
Drifa is now one of the religion heroes
Added Kelleigh the frostmaiden - caster hero of White Hand
Removed stir from slumber & the white hand rituals (units buildable now)
White hand changes terrain to tundra (except for illians, malakim & tlacatl) (yes, snow for non-illians is melted too - the gift of the ice god
)
1 extra
from tundra terrain (except for doviello & illians - the bonuses do not stack)
Octopus overlords (thanks for the ideas & feedback Imuratep!)
Renamed to: The Old Ones
Drown no longer associated with OO - wild unit spawned in exploration only
Lunatic now strength 4/4, starts with crazied, requires message from the deep and temple of overlords, upgrades to berserker, immortal, priest of overlords or stygian guard
Crazed is now a different promotion (old one merged with mad, now not only used by Alcinus)
Crazed randomly grants following promotions (30% chance each): blitz, morale, dance of blades, strength of the deep, weak, held
All promotions granted by crazied will stay for just 1 turn, next turn the set is regenerated
If you got blitz by any other means, it is still permanent (no risk of loosing it)
New promotion - strength of the deep: +2 attack strength, +1 defense, water walking, amphibious
added OO trials (idea by Imuratep):
grip of insanity - caster can gain either crazied or mental clarity (both promotions block another try, the higher the level of the caster, the better chance for clarity)
grip of chaos - requires mental clarity & OO high priest (speaker) - 20% chance for avatar of the old ones, ALWAYS mutates unit (will stack with standard mutation)
Stygian guards no longer demons, require asylum
Kuriotates
Removed Jeweler
Now use standard galleon
Illians
Turn every type of terrain to snow (now including wetlands)
Malakim
Will slowly turn all terrain except snow, tundra & wetland to desert
Mechanos
Old steam power tech renamed mana theory - cost, prerequirements or enabled goods not changed (save for submarine - now/still at steam power)
Added thopter - unique griffon knight (art from dune mod)
Added copter - airship replacement (art from EE II pack by deliverator)
Added clockwork soldier - pikeman replacement (art from Kohan II, imported by deliverator)
New art for howitzer (EEII pack by deliverator)
Scions
Removed Melante
Removed Melante's residence
Removed Dark Council (was not functional anyway)
Removed Korrina the Black & Red units - merged into Dark Empathy (avaliable at animal handling) & Defender of the Empire (military strategy) promotions - just choose one
Some changes to Korrina promotions and unit itself, also will now get undying no matter which route (black or red) she chooses
Pelemoc, Themoch & Alcinus will now spawn fine in advanced start
Removed exchange
Market now replaced by forum - +10% commerce, +20% great people birth rate, -25% maintenance
Scions Palace now provides 2 instances of patrian artifacts (on top of 1 death mana)
Removed the gift tech (no longer needed)
Sidar
Added shaded promotion - sidar "racial" promotion, +20% death resistance, +10% against undead
All recon units with shaded promotion can now use sever soul ability
removed divided soul unit (was identical to hunter save for sever soul ability)
Added level dependent immortality to all units with shaded ptromotion - 5% per level, capped at 95%
Removed waning & shade unit
Svartalfar
New illusionist art by esvath (old one is now svartalfar archmage)
Tlacatl (formelly known as Mazatl - by the way, did you know that 'Mazatl' means 'deer' and 'Cualli' means 'good'?)
Removed jungledwelling tech (was hidden, lizard only)
Removed trails
Removed lizard shaper (normal worker instead, can't plant jungle)
Will slowly change climate to tropical (turns all terrain except wetland to grassland, forest to jungle)
New XML tags
CIV4BuildingInfos.xml
ReplacesBuildingClasses - when build, this building removes listed buildingclasses from the city and prevents building them
AlignmentRequired - alignment requirement on a building, when alignment changes building is removed
GuildYieldModifier - the building modifies yields if the specified guild is in the city
CIV4EventTriggerInfos.xml
PrereqCivilization can specify the only civ that can trigger this event (used by Scion heroes only atm)
CIV4ReligionInfo.xml
ReligionClimateType - changes climate if the religion is state, no effect on civs that change it on their own
ReligionTerrainYields - enhances yields of specified terrain, no effect it the terrain is already enhanced by civ info
CIV4FeatureInfos.xml
Permanent - used to mark features not removed by bulding a city
CivilizationNeeded- will upgrade to this feature only if in territory of the specified civ (used for deep jungle in tlacatl territory)
CIV4TraitInfos.xml
bCultist - used for cultist trait
CIV4SpellInfos.xml
rewritten
prerequnitcombat tag to allow multiple unitcombats
UnitsIgnorePromotion allows specified multiple units to ignore promotion requirement on spells (so can cast even if does not have the promotion)
CIV4PromotionInfos.xml
rewritten
promotionrandomapply to allow granting multiple promotions
promotionrandomapplyduration - allows setting duration on applied ptomotions (interfers with duration expiration, so promotions using it need to come last in xml)
bLevelDependentImmortal - immortality based on unit level, the higher the level, the better the chance, generated at the start of every turn (so reloading does not help)