New Features
Explorable Lairs (original by Marnok)
Marnok has produced an excellent mod-component that means that monster lairs (Barrows, Ruins etc) are no longer so easily defeated. A unit must stand upon
the lair and "Assault the Dungeon". This can be a risky business, with all manner of dangers awaiting the unit and no guarantee of success. However - it can also be
very rewarding - experience, gold, magic items, unique promotions and unimaginable fame all await intrepid adventurers in the darkness. They need only be bold
enough to enter...
Mechanic
When a unit stands upon a tile with a "Lair" improvement, it no longer vanishes. You must use the "Explore Dungeon" ability in order to attempt to destroy the lair.
When you do so, a great many results are possible - but the process occurs automatically and you are informed of what happens during the adventure. The results vary
from valuable to outright deadly. You can improve your chances however with the "Adventurer" promotion - which helps your unit to avoid the worst of what the dungeon
can throw at them.
Broader Alignment (original by Grey Fox)
Evil? You call yourself evil? I'm more evil than you could ever be and I can prove it... Grey Fox produced a very impressive interface allowing a much greater
variety of factors to influence your alignment.
Mechanic
Alignment is no longer purely tied to religion - each leader has an initial alignment score (ranging from very good to very evil) and this can be influenced by religion, civics, units created, buildings built,
event results, cities razed - pretty much anything you can think of. Most influencing factors are commented on in their 'pedia entries or the help text for the option
though some are not immediately obvious (event results and such). Whilst Grey Fox did a *lot* of work on this, I do plan to extend that further in later versions
and to tweak the existing factors to make things a little easier to follow. The coloured bar in the top left of the interface displays your current alignment status.
Worker Promotions (original by Xienwolf)
Feel like a faceless labourer? Tired of working all day with no recognition of your skill? Then you need "Worker Promotions", new from Xienwolf.
Mechanic
Workers gain experience over time, allowing them to acquire promotions. These promotions can influence work rate, experience gain rate, defensive strength,
movement rate and visibility range. Skilled V, Mobility I workers make an excellent workfore - it just takes a little effort and a lot of worker protection to
get there.
Also included in this mod-comp was a number of addiitonal XML tags on promotions - some of which are used to implement other features below.
Diverse Citysets
Rather than using Era/Religion-based city art, Fall Further now uses Civ-specific city art. The buildings in your city will reflect the nature of the civ
you're playing. Orcs live in dirty camps, whilst elves construct elegant homes. This is purely a cosmetic change, but hopefully a worthwhile one. Some of the
religion specific improvements have been altered as well such that they don't stand out against the new city art as much.
Artwork by:
Woodelf, Winddelay and Darque (Dragonia II mod)
GeoModder, asioasioasio, Chamaedrys, C.Roland, Ganart, Sevo, White Rabbit, Woodelf and "the FfH art team" (Ethnic Citystyles Mod)
Vehem (DIY-Balseraph Tents Mod - and a number of other tweaks)
Kahdi
A new civ with an identity crisis - the Kahdi are ambitious, power hungry and utterly convinced that they're actually "nice guys". Believing that they serve Oghma
in pursuit of knowledge, their path has been twisted by Mammon and they truly covet power instead. Granted a direct link to Oghma's vault through "Vault Gates",
will Kahd eventually discover the truth and if so - with which god will he side?
Credits:
Initial civ concept, concept artwork and unit textures for several units: Slyvnn
Modelling work for Advisors/Followers: NikNaks
Music: Louis Foxfire (
louisfoxfire.com) - Used without permission (I sent an e-mail, but no reply as yet).
Changes
Mazatl
1, Lost Lands moved to Currency
2. Barterhouse replaces Money Changer (available at currency, +50% Trade Route Yield)
3. Mazatl Capital provides +50% trade route yield.
4. Lost Lands no longer provides +1 Commerce with Swamp.
5. Lost Lands now provides +75% Hammer/Food yield to Trade Routes and -25% commerce.
6. Lost Lands provides additional trade routes in every city.
Other
7. Raider promotion added - automatically pillages improvements once when you enter a tile if at war with the owner .
8. Raiders trait now grants Raider Promotion instead of Commando.
9. New magic items added, mostly available through the Dungeon Exploration mechanic.
10. Existing magic items renamed with a {Item} prefix so that all appear together in Civilopedia.
11. Pirate Coves made unpillagable.
12. Growth Rate of Pirate Coves/Ports slowed.
13. Hyborem and Basium granted experience upon spawning
14. Hyborem spawns with an Attack AI rather than City Defense.
15. Hyborem switches to City Defense AI after losing his Immortal Promotion.
16. Teleporting units enabled through Paradrop interface (used by Thades)
17. Recon/Rebase Hawk command icons replaced with pre-Shadow artwork (BtS used an Atlas for the icons, I just put the original FfH art back)
18. No addition food from swamps with Feral Bond.
19. Citybar size increased (Modcomp by asioasioasio
here)
20. Some event options related to the new civs added - more to come.