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#1 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Fall Further - Download and Current Changelog
![]() Fall Further Version 051 for Fall from Heaven 2 The purpose of this Modmod was initially to add additional, distinct civilizations to Fall from Heaven 2, whilst maintaining balance, variety and flavour. Each civilization has a distinct playstyle, some unique artwork, flavourful civilopedia entries and a few tricks up their sleeves. Since Version 030, some interface and other feature additions have also been included. This trend will continue as other modders release mod-components into the community. Installation 1. Install Fall Further using the Setup Program linked below. 2. Install any relevant patches linked below (the most recent will contain all previous patches) Installation is now independent from Fall from Heaven 2. It does not require a specific version or patch, or even for FfH2 to be installed at all. Main Download Here - Version 051 Patch C DLL Source - for modders For the DLL source and detail of changes, see this thread. Last edited by Vehem; Sep 29, 2009 at 10:29 AM. |
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#2 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Current Version Changelog
Current Version Changelog
Version 051 Fall Further Patch C (rev 673-729) - Breaks Save Games New/Changed Features
Bugfixes
Patch B: (Rev 656-673) -- Breaks Savegames Bugfixes:
Features & Balance:
Patch A (Rev 656) BugFixes
Release (Rev 633) 1 Modular Loading updated - modules are now able to do a lot more (see ModModders thread for details) 2 Improved Gamefont layout - many more available slots for resources, religions and guilds 3 Scrolling civic screen - less limiting regarding number of civics/categories 4 Enabled CombatXP vs Civilized players to generate Great Commanders 5 Great Commanders now have a choice between creating a Command Post or Recruiting troops - neither will kill the commander 6 Great Commanders are now able to lead other units (initially 3) and provide promotions to all their followers in range 7 Great Commanders gain XP when their followers do. Less gain if the follower is a much higher/lower level than the commander 8 Added "Command Limit I and II" promotions - allows commander to control additional units 9 Added "Command Range I and II" promotions - increases the range at which commanders apply their promotions to followers 10 Added "Commander Defense I and II" promotions - increases defensive strength of commander 11 Added "Great Leader" - increases the rate at which followers gain XP by 50% 12 Added "Field Medic I and II" - increases the rate followers heal at (I) and allows followers to heal whilst moving (II) 13 Added "Battle Command I, II and III" - increases the strength of followers and unlocks several other promotions 14 Added "Battlefield Tactics" - provides free Tactics promotions to followers 15 Added "Tactical Knowledge - Battleline" - allows Melee followers to adopt Battleline formation (bonus vs Melee) 16 Added "Tactical Knowledge - Block" - allows Melee followers to adopt Block formation (bonus vs Mounted) 17 Added "Tactical Knowledge - Loose" - allows Melee followers to adopt Loose formation (bonus vs Archer) 18 Added "Artillery Master" and "Siege Tactics" - improves effectiveness of Siege unit followers 19 Added "Garrison Commander" and "Archery Commander" - improves effectiveness of Archer unit followers 20 Added "Scouting I, II and II" - allows Recon units additional line of sight (I), improved movement (II) and ability to see invisible units (III) 21 Added "Religious Leader" - improves strength of Disciple followers 22 Added "Arcane Mentor" - significantly improves rate at which Adept followers gain passive XP 23 Added "Captain" Bannor UU for Commander - starts with Leadership and Battle Command I, can gain higher level of Commander Defense than other civs 24 Donal Lugh now can command 3 units, granting Battle Command 1 (+% strength) and Leadership (faster XP), with a command range of 1 (cannot gain further commander promotions) 25 Added "Warchief" Chislev UU for Commander - stronger than other commanders and can attack, starts "Tactical Knowledge - Battleline" and has a greater Base/Max limit to number of followers 26 Added "Tactician" Dural UU for Commander - starts with Command Limit I, Command Range I, Battlefield Tactics 27 Improved display of Unique Units/Buildings in Civ-screen of pedia 28 Added Blighted Forest - early game units who approach too closely will be forced away (can be overcome with Iron Working tech OR Mines of Gal Dur wonder) 29 Blighted forests tend to have more animals that other forests 30 Added Diakonos - tricksy blighted fawns who confuse all who approach (nearby units may become blind and wander for a short time) 31 Added "Dark Forests" game option - enables the Blighted Forest and Diakonos (one will be present at random) - considered a challenge mode. 32 Number of Scion Reborn units created when capturing/razing cities reduced. 33 Scion Haunted Lands will spontaneously appear, based on the number of relevant units owned and the type of terrain 34 Haunted Lands Concept pedia entry updated to reflect above 35 Arawn's Dust can now destroy camps 36 Fed creepers do not cause war when "taking root" 37 Martyr's of Patria are now free units 38 Rooted Creepers stats boosted 39 Scions spawing/training improved in OCC games 40 Blocked an exploit involving Korinna in Hauntform and blitz 41 Scion palace War Weariness increased to 35 from 25 42 Scion Building Graphics updated 43 Vacant Mausoleum and Imperial Centaph now properly blocked from Risen Emperor 44 Temple of the Gift now properly blocked from Korinna 45 Assigned Field of the Horselords to Hippus correctly 46 Assigned Shrouded Woods to Svartalfar correctly 47 Mother's "Devour Mate" icon and pedia fixed 48 Dunespeak no longer provides free maintenance 49 Bedouin village removed 50 Malakim flood plains don't provide a hammer 51 Malakim desert no longer provides a bonus commerce 52 Infirmary removed Diseased 53 Cualli Priests of Agruonn and Shadow Priests of Agruonn gain Medic 2 54 Miquiztli loses "Chosen of Aeron" 55 Prereq for Master Outfitter moved to Hunter's Hall instead of Hunting Lodge 56 Additional pedia explanation for each Master-building 57 Chaos and Fire Mana add +50% each to production of Pax Diabolis 58 Gnoslings now gain strength when certain types of mana are controlled - only one point for the first of each relevant type (one shot affinity) 59 Khazad gain +1 commerce from mines 60 Scorch now correctly affects swamp again 61 Go for the eyes! 62 Undead units are less resistant to Unholy and less vulnerable to Holy damage types 63 Ranged attacks are not allowed against targets you won't damage 64 AI won't try to heal within range of a ranged attacker 65 Barbarians of different Civs won't share a tile anymore 66 Werewolf Promotion now controls generation of new werewolves, 67 Werewolf is now a promotion state, not a unit (except for lair results). Werewolf units retain original appearance. 68 Added "Inspiring Statue" - Dural UB Monument 69 Added "College" - Dural UB Library 70 Added "Fayre" - Dural UB Market 71 Added "Exposition" - Dural UB Carnival 72 Added "Great Hall" - Dural UB Courthouse 73 Added "Council" - Dural UB Elder Council 74 Added "Apothecary" - Dural UB Herbalist 75 Added "College of Theology" - Dural only, allows construction of several additional "schools", based on religions present in city 76 Tech Trading available at Writing 77 Improved AI teching, especially with regard to accessing later game heroes 78 Improved AI construction choices 79 Improved AI awareness of economy 80 Increased palace commerce from +8 to +12 (helps non-REXing civs such as the Khazad to stay competitive early game) 81 Ranged combat now provides diminishing returns (good XP at low level, reduced somewhat every 5XP after that) 82 Twincast is available to all Adept units of Level 10 or greater 83 Duin gains Cannibalize 84 Diseased Corpses and Moroi never obsolete 85 Lizard work rates increased (still slow, but not as slow as they were) 86 Three Stooges correctly gain Giantkin 87 Strength of Force Bolt spell increased 50% 88 AI now more likely to build workers and is smarter about using them 89 Added "Caste System" process - allows you to create Culture, Research and Wealth, each equal to 50% of your production (requires Caste System civic) 90 Added "Wealth (Improved)" process - requires Taxation, converts Production to Wealth at 100% rate 91 Added "Research (Improved)" process - requires Academy in city, converts Production to Research at 100% rate 92 Added "Culture (Improved)" process - requires Liberty Civic, converts Production to Culture at 100% rate 93 Dropped items are now held in treasure chests (first step toward the AI being smart about equipment and an extension of the current system) 94 Austrin gain CivTrait "Wanderer" - all recon units gain "Adventurer" promotion 95 Austrin Recurve archer gains "Ignore Terrain Cost" and "Woodsman II" 96 Jotnar "Traditions" civic NumCitiesMaintenance significantly reduced (more rebalancing to come based on work in FF+) 97 Highlander UU for Austrin added (Axeman) 98 Dwarven Defender UU for Khazad added (Champion) - has Heavy promotion and can learn City Garrison 99 Wizards Hall UB is now buildable correctly 100 Fixed Soldiers of Kilmorph artwork 101 Pegasus riders now Receive No Defenseive Bonus 102 Pegasus units are now Flying whilst unmounted as well as after mounting 103 Guerilla I now 20% Hills Attack, 30% Hills Defense 104 Guerilla II now 25% Hills Attack, 30% Hills Defense, Double Move in Hills 105 Fixed Amurite UU Archmage 106 Fixed Govannon's Teach ability with Creation/Force/Dimensional spheres 107 Fixed Jotnar Arcane units not being able to build Creation/Force/Dimensional nodes 108 Many German translations added (thanks to Lac) 109 Quack quack! 110 Centaur Charger and Centaur Guard now receive defensive bonuses 111 Insane/Trait changes work properly 112 Boar Riders are now 2 move, 4 strength, +25% vs Melee and Archery 113 AllowPromotion/DenyPromotion entries in UnitInfo's fixed (for modmodders - no in game effect) 114 Chislev Immortal model optimized (was a little ungainly) 115 Improved Alazkan Pedia/Popup text (thanks to Killerclowns) 116 Scion Workers are now Engineer Corpse (no aptitude, no free XP, +25% base workrate) 117 Workboats are now correctly used by the AI 118 Fixed Orcish Berserker Art 119 New Orcish Champion art added 120 Rantine temporarily borrows the (fairly rare) Orc Paladin art 121 Removed redundant "Continue" entry on Esus constellation event 122 New artwork for Griffon 123 New artwork for Austrin Champion 124 New artwork for Austrin Recurve Archer 125 New artwork for Pegasus and Pegasus riding units 126 Infernal warriors are now "Warrior Manes" instead of Skeletons 127 New artwork for Cualli Assassin 128 New artwork for Mercurian Seraph 129 Fixed "Multiple Blights in one Game" issue 130 AI Worker construction improved, they should keep more workers on hand. 131 Great Commander GPP producing buildings now generally increase Great Commander emergence rate instead 132 Basilica produces Great Prophet points instead of Great Commander 133 National Epic still produces +1GPP, but is now untyped 134 Lumbermills can now be built in Ancient Forests 135 Commander promotions have their own pedia section 136 Baron Duin Halfnorn now has some command limit 137 Baron gets Pack Alpha promotion. Keeps werewolves following him under control 138 Springing a desert with a Bedouin Sit/Camp/Gathering will replace the improvement with a Cottage (disruption to their way of life) 139 Message for Degrading promotions is now quicker and silent 140 Added a ton of new button images for the various comander promotions 141 XP required to level up is now capped at 25. This means that beyond lv13, xp required to level up no longer increases. So reaching higher levels will be easier. 142 Prereq NOT Minion and Python Help fields added to spell infos and put to immediate work with the Join Commander spell. 143 Arawn's Dust has delayed effect. Creeper visible and may be attacked as Hidden Nationality unit during delay. 144 New mechanism for spawning units from Goblin Forts, now they can spawn any of the Scorpion Clan unit types. 145 Improvment Spawn Limitations are now controlled only by ImprovementInfos.xml, number of such units in the area is no longer considered at all. 146 Added Bannor Only spell for converting a level 10 unit into a Captain. (Called Advancement) 147 Dwarven Slinger can now upgrade to Arquebus 148 Made Margalard/Gurid/Leviathan appear in all games with high probability. 149 Crusader art now has Shield of Junil emblazoned on shield/clothing, insead of christian cross. 150 Compatible with BtS 3.19. Last edited by Vehem; Sep 29, 2009 at 10:35 AM. |
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#3 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Previous Versions Changelog
Version 050
Patch N (will break save games) 1. Fixes prereq problem that could cause non-Jotnar units to become Giantkin. 2. Fixes Recon-Mission related CtD (had to revert some changes to ranged unit AI - hopefully the next version will have them acting smartly again) 3. Malakim Oasis bonus set to +1 (as intended, had merged Malakim+'s bonus of +2 over the original change) 4. Desert Stealth spells added for Dervish (allows unit to become invisible in Desert only) 5. Bedouins can build roads properly. 6. Feral TXT_KEY added. Last edited by Vehem; Jul 19, 2009 at 03:40 PM. |
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#4 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Previous Version Changelong Part 2
(Reserved for when the changelog gets stupidly long again)
Last edited by Vehem; Jan 22, 2009 at 04:07 PM. |
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#5 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
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well done
__________________
" Sheelba does what Charadon't " - Senethro |
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#6 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Patch O - Download
1. Resolved issue with Feats/Options 2. Functionality of Nox Nocts/Chosen of Esus invisibility reworked - you may now choose to become visible at will whilst under the effect. 3. Ship crew mechanic switched to use Exclusive Promotions mechanic 4. Weapon Tier mechanic switched to use Exclusive Promotions mechanic 5. XP cap "removed" for fighting animals of other civilizations (100 XP cap still applies for barbarian animals) 6. "All Unique Features" game option added 7. Mana-Surge "Anti-ritual" ritual added 8. Default barbarian first-spawn time based on number of cities (as with base FfH) 9. "Barbarian World" game option ignores the number of player cities when spawning barbarians (Raging + Barbarian World is nasty) Last edited by Vehem; Oct 05, 2008 at 01:50 PM. |
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#7 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Contrary to the rumours - Patch N never existed. Honest. Nothing to see here, move along please, <jedi mind trick>these aren't the patches you're looking for</jedi mind trick> - oh, and help yourself to Patch O on the way out.
(The download labeled as Patch N was "lacking") |
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#8 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
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I started a game with patch N, is patch O savegame compatible ?
__________________
" Sheelba does what Charadon't " - Senethro |
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#9 | |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Quote:
=== I mean... "IMPOSSIBLE! There is no Patch N and there never was!" |
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#10 |
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Warlord
Join Date: Apr 2008
Location: "Look behind you"
Posts: 141
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What was wrong with patch N?
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#11 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Apart from its non-existence?
Couple of changed files weren't included by the automated script I use to pull out/bundle patches. Needed to tweak the script to take them into account. As there had already been 44 unique IPs downloading the N patch, I altered the letter to avoid confusion between "Partial N" and "Full N" |
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#12 |
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Warlord
Join Date: Jul 2008
Posts: 102
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when is the ff thats compatible with ffh 2 034 going to be released?
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#13 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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God kills a puppy every day we go without a new version of FF.... Save the puppies! Release a new version!
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#14 |
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Follower of Tytalus
Join Date: Dec 2001
Posts: 3,293
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What does God do to people who, unprovoked, bump the download thread and get other people's hopes up, hmm?
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#15 |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Heh - and there was me thinking that people were posting in here because I sneakily updated the changelog earlier to include the current checked in changes...
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#16 | |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Quote:
Edit: Woot! Been waiting for a changelog... Like the new +health buildings.
Last edited by Valkrionn; Nov 05, 2008 at 11:33 AM. |
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#17 | |
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Follower of Tytalus
Join Date: Dec 2001
Posts: 3,293
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Quote:
Nice list! Glad you took some good stuff from MaxAstro. Skirmisher for J. Throwers is a good call - hadn't occurred to me at all. I think "Sewers" a particularly good addition. I like encouraging differentiation/specialization between cities. |
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#18 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Agreed, especially seeing as the City of Slums was changed to add unhealth.
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#19 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
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awesome! although I'm not really sure what you mean by "old FF style exploration" and "Kael style exploration" tbh
![]() it's nice to know that ice mana is still buildable btw
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" Sheelba does what Charadon't " - Senethro |
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#20 | |
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Modmod Monkey
Join Date: Nov 2005
Posts: 3,206
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Quote:
"Kael Style" is what is in 034 - which may be better than what we had, or not, or just different. There's no problem with running the two systems alongside each other for the moment - and it actually gives us a wider range of results depending on which lairs you explore. They'll probably be reworked and unified at some point in 043 (sounds like good material for a patch of its own), but this way is quick and gives us chance to see which parts of each should be kept in the reworked system. |
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