Download and Current Changelog

happy new year every-body !!

that's a wondeful present for us all valk ;)
sniffff...
I'm crying of joy...

well, it's mitigated.
first I'll have to finish the current orbis game.
then study all the novelties of 1.31
then try to steal time from somewhere to play...

I'll manage .. but as always, my feedback will be .... late and come monthes after every bug has been found hahaha.
 
The patch has been uploaded to ModDatabase, and is now pending approval. It is ~20mb (120, installed), so not too large... But there is also a ~260mb Religious Soundtrack download. ;)

Now that it's been uploaded, it is out of our hands; You'll get it as soon as ModDB approves it. It can be found at the same place the main download is located, so as soon as it is approved they will show as new downloads.


Now for the changelog... Keep in mind, many things are glossed over (SpawnGroups, Lairs, Hamstalfar, etc), and many bug fixes are not listed as they aren't items which show easily via WinMerge. :p

Rise from Erebus 1.31
  • Civilization Changes
    • Jotnar have been pulled out into a module, pending redesign. Inactive by default.
    • A new civ module, the Hamstalfar, has been added. Active by default.
    • The Mekara Order has been updated to version 1.08:
      • Changelog (since 1.06):
        • Each Augmentation aspect now as a base promotion, giving focused bonuses that will always be there:
        • Berserker: +2 Attack, -1 Defence
        • Protector: -1 Attack, +2 Defence
        • Assassin: +1 Move, +5 Withdraw, +1-3 First Strikes
        • The special random effects are now locked at a 2% chance, no increase in mana or skill will affect this
        • Corgayle now gains Free Promotions when gaining Channeling I and II, to make him better able to take spell promotions
        • The Slave Hunter's ability to capture slaves from pillaging improvements has been given a percent chance of success (40%), and has been extended to the Bounty Hunter (30%) and the Raid Commander (60%)
        • Slave Specialists have been added back in, and now gain additional bonuses from buildings (local bonuses):
          • +1 Health, +1 Science from Shaper's Laboratory
          • +1 Production, +1 Commerce from Slaver's Market
          • +1 Commerce from Slave Pens
        • A new building has been added, replacing the Alchemy Lab:
          • Shaper's Laboratory
          • Like the Alchemy Lab it replaces, but loses the bonus to overall science in exchange for a bonus to science and health from Slave Specialists
        • Jamal has been made a Historical Leader
  • Lair Balance
    • Lairs redesigned. All culture from lairs removed; Instead, lairs upgrade through three tiers (both normally, on the map, and automatically; More advanced lairs will begin to spawn rather than their earlier forms!). All lairs will spawn with guardians, which are leashed to the immediate vicinity of a lair (the leash to expire when the lair upgrades).
    • This will likely undergo further revision shortly, with revised lair exploration results.
  • Crash, OOS, and Bug Fixes
    • Various bug fixes that I can't remember anymore.
    • LinkedBuilds no longer causes issues with Elves and Forests.
    • City Spells no longer cause OOS.
  • Difficulty Balance
    • Health has been added to most difficulty levels:
      • Settler: +8, rather than +4
      • Chieftain: +6, rather than +3
      • Warlord: +6, rather than +2
      • Noble and above: +4, rather than +2
  • Specialist Balance
    • Bard: +1 Wealth, rather than +1 Science
    • Healer: +4 Health / +1 Science, rather than +3 Health
    • Great Physician: +3 Science added
  • Building Balance
    • Aqueduct:
      • Cost 120, rather than 150
      • +20% Maintainance
      • No longer gives Health, aside from Fresh Water
    • Granary
      • Cost 90, rather than 120
      • Healer slot removed
    • Herbalist:
      • +2 Health, rather than +1
      • +2 Health from Reagents, rather than +1
    • Hunting Lodge:
      • Health bonus from Bison, rather than Arctic Deer
    • Infirmary:
      • +15% Heal Rate, rather than +25%
      • +4 Health, rather than +3
      • 2 Healer Slots, rather than 1
    • Inn:
      • +2 Trade Routes, rather than 1
      • Bonuses to Trade Route Yields and Heal Rate removed
    • Library:
      • Healer Slot removed
    • Palaces:
      • +2 Health added to all, aside from:
      • Kuriotates: +2 Global Health, rather than +1
      • Dural: +2 Health, but Global Health bonus removed
    • Smokehouse:
      • Cost 90, rather than 120
      • Healer Slot removed
    • Temple of Leaves:
      • +2 Health, rather than +1
  • Civic Balance
    • Guardian of Nature:
      • +4 Health, rather than +5
      • -25% Military Production, rather than -10%
      • Happiness increase from Jungles, Forests and Kelp decreased to .25
      • Happiness increase from Kelp Forest and Ancient Forests decreased to .5
    • Foreign Trade:
      • +25% Wealth, rather than +20%
    • Mercantilism:
      • +25% Commerce, rather than 40%
      • +100% Commerce from Trade Routes added
      • +2 Culture from all specialists added
    • Conquest:
      • 5 Free Experience, rather than 2
      • Foreign trade no longer allowed
    • Agrarianism:
      • No longer decreases Food from Farms
      • Foreign trade no longer allowed
    • Decentralization:
      • -25% Commerce from Trade Routes added
    • Industry:
      • Now decreases Health in all cities by 4, and Happiness in the largest city by 2
    • Guilds:
      • +25% Production and Commerce from Trade Routes
    • Caste System:
      • Free Experience removed
    • Military State:
      • No longer gives the ability to hurry production with gold
      • +25% Military Production, rather than +15%
    • Slavery:
      • +1 Production from Mines added
      • +50% Work Rate added
    • Apprenticeship:
      • 3 Free Experience, rather than 2
      • -25% Military Production, rather than -10%
    • Tribalism:
      • +2 Health added
      • -25% GPP added
      • +50% Maintainance from Number of Cities added
    • Social Order:
      • No changes
    • Sacrifice the Weak:
      • -33% GPP, rather than -20%
      • Health penalty removed
    • Scholarship:
      • +2 Science from specialists, rather than +1
      • +50% War Weariness, rather than +20%
      • Bonus to overall science removed
    • Consumption:
      • Bonus to overall Wealth removed
      • +50% Commerce from Trade Routes added
    • Nationhood:
      • +1 Happiness from Dungeon added
    • Pacifism:
      • +50% War Weariness, rather than +25%
    • Religion:
      • +50% Culture, rather than +10%
      • Religious Buildings add +25% Production
      • Now applies to White Hand temples as well
    • Republic:
      • +50% GPP added
      • +20% Culture removed
    • Theocracy:
      • No changes
    • Aristocracy:
      • -25% Maintainance from Distance, rather than -40%
      • Happiness from Archery Range and Jousting Tilt removed
      • +25% Work Rate added
    • God King:
      • +100% Maintainance from Distance, rather than +10%
    • City States:
      • +50% War Weariness, rather than +25%
      • Reduced Maintainance from Number of Cities removed
      • +1 Trade Routes
      • Culture penalty removed
    • Despotism:
      • +50% Maintainance from Number of Cities, rather than +25%
      • War Weariness decrease removed
      • +25% Work Rate added
  • Misc Balance and New Content
    • A new Unique Feature, the Cliffs of Kelle, has been added.
    • Lord D'tesh is now Undead innately
    • Rathus Denmora now has the Shade promotion innately
    • Great Engineers can no longer build Steamworks
    • Fort commanders now cost extra support, and can attack adjacent tiles.
    • Wolf Riders are now Goblins, not Orcs
    • Mana Guardian units can no longer be captured
    • Firekin promotion removed from summoned Fire Elementals
    • Limit added to Field Fortification spell; it can now only be used once per level. It is now also an ability, rather than a spell.
    • Dwarves, Elves and Lizardmen no longer have double move in native terrains and features. Instead, they get a decreased movement cost in those same features.
    • Lizardmen also get a 2 point movement cost increase in Snow.
    • Giantkin, Trollkin and Along for the Ride no longer give mountainclimbing.
    • Orcs are no longer immune to fire. Rather, they have a innate 50% resistance.
    • Mutation choice rewritten, and maximum applications have been added to each effect.
    • Life Mana now gives 2 Health, rather than 1.
    • Ancient Forests now give +1 to production and commerce, while not affecting food at all.
    • Kelp Growth and Movement Cost decreased.
    • Kelp Forest Movement Cost decreased.
    • Reefs no longer spread.
    • Climate Zone values have been tweaked a bit
  • New Capabilities
    • Religions are now able to control music directly, removing the need for religion-specific Eras.
    • Movement Cost for Features can now be modified by promotions
    • Secondary Unitcombats can now be assigned through promotions; these unlock all promotions of the new unitcombat for the unit
    • Buildings may now grant Yields to Trade Routes (Only traits/civics could do this before)
    • Buildings, Civics, and Traits may now grant Commerces to Trade Routes
    • Buildings can now modify Specialist Yields and Commerces locally, as well as globally
    • Spawngroups added; New file located in GameInfo, used to define custom groups of units. May contain commanders, specific units, random units of a specific unitclass, promotions for the commanders or regular units, etc. By default, these will spawn for Barbarians, but a tag exists to prevent this.
    • Units may now be leashed to other units; A leash unit always overwrites a leash plot, and all summons automatically receive their summoner as a leash unit. This means that simply granting summons a promotion with leash range will automatically leash them to their summoner... This isn't in game yet, but expect that change for 1.4!
    • PyOnPromoTaken added; Allows for a one-time python script to be ran as soon as a promotion is gained by a unit.
    • Multiple tags added to improvements:
      • ImmediateSpawnUnitType - Spawns a unit as soon as the improvement is placed (or upgraded to); This is used for Lair Guardians.
      • SpawnGroupType - Similar to the existing SpawnUnitType, but creates a Spawn Group.
      • ImmediateSpawnGroupType - Same as ImmediateSpawnUnitType, but for a Spawn Group.
      • GuardianPromotions - A list of promotions applied to Improvement Guardians. Used to add Leashes.
      • SpawnPromotions - Same, for standard spawn units. Currently unused.
  • Flavor
    • All religions now have full soundtracks (including White Hand). NOTE: This requires the download of a separate installer, RifE 1.31 Religious Soundtracks.
    • City Artstyles merged (Merge made easier by the removal of religious eras ;))
    • New art for:
      • Sidar Archmage
      • Sidar Mage
      • Illians Archmage
      • Illians Mage
      • Illians Adept
      • Grigori Archmage (Old Grigori Mage)
      • Grigori Mage (Old Grigori Adept)
      • Grigori Adept
      • Elohim Archmage
      • Calabim Vampire
      • Calabim Vampire Lord
      • Lanun Sea Haven
    • New Leaderheads:
      • Tethira
    • New Banners has also been added for most civs
    • Austrin Rogue has been renamed to Traveller
  • Maps
    • Five new mapscripts - Tectonics, Inland Sea, PerfectWorld, Sea Highlands, and Seas of Rinwell, all compatible with features that have been added by RifE.
  • Mod Tools
    • RifE Launcher - Several updates have been made, fixing bugs, improving the way modules are displayed (including a way to tell if your module is up to date, or if there are compatibility issues between modules!), etc.
    • Color Picker - Displays a list of all defined colors for the mod, a splatch for the color, and a list of any civs/text which is using it. Intended to ease color choice when developing new civs.
    • Schema Updater - Will auto-update module schemas with those of the core files if they are different.
 
I second that girl.

This said, you always seem to know exactly what to say. That is way cool.
 
Ah, you test my patience. Why not upload the patch to a mirror site until the ModDB approves of it?
 
Shall we mount up on our steeds and march on their head quarters fallowed by a legion of serfs to make them work faster?
 
Read the thread puny human. We are awaiting the demons of hell to complete their demonic machinations.
 
Waiting like everybody... :(

Just a remark on the changelog. Most changes seem to be interesting, but I am surprised by the religion civic.
[*]Religion:
  • +50% Culture, rather than +10%
  • Religious Buildings add +25% Production
  • Now applies to White Hand temples as well


Religion was already one of the most useful civic in terms of happiness, but with the culture and production boost it seems to be just insane. So for instance a city with a shrine and 3 temples will get a +100% hammer boost IIUC?
The Grigori just have to cry...
 
The religion changes might be a good thing, but we'll see. As they were, the Grigori and Mechannos were hugely powerful in RiFEso it might help rebalance
 
Where do I get that newest .net framework? The color picker is asking for it. And where is the code for the launcher?
 
In that case I will just wait for modDb. I have to download RIFE from scratch anyway since I want a clean install. So I can use the time to play around with my modules.

I can't wait.
 
It is not. :p It's 260mb, not 20mb, so I'm not uploading that damn thing again. :lol:

Dang. This is obviously the Conservatives' fault. Somehow.
 
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