Hey all,
New beta version inbound. Few balance changes in this one, mostly bugfixing. I am also back from my long hiatus where I was dealing with rather intense personal issues - thank you for your patience, everyone. I intend to be active in hotfixing issues for the next while.
As for the VP Congress, expect an announcement on that sometime soon.
For now, a tremendous thanks to @axatin for finishing the espionage rework (and some bugfixing and other improvements besides that), to @KungCheops for a ton of work on improving Worker AI, and to @azum4roll for an impressive amount of cleanup work, including many of the changes in this release. Thanks also to @ilteroi, @Enginseer, @Vaderkos, and @L. Vern for a variety of other changes and fixes.
Without further ado...
Changelog:
Link: https://github.com/LoneGazebo/Commu...s/download/Release-4.5.1/Vox.Populi.4.5.1.exe
Online as of 6:48 AM CST. Not savegame compatible.
---
Version 4.5.1 has been released. Link above has been updated.
Changelog:
Online as of 11:29 PM CST on February 27. Savegame compatible with 4.5 versions.
New beta version inbound. Few balance changes in this one, mostly bugfixing. I am also back from my long hiatus where I was dealing with rather intense personal issues - thank you for your patience, everyone. I intend to be active in hotfixing issues for the next while.
As for the VP Congress, expect an announcement on that sometime soon.
For now, a tremendous thanks to @axatin for finishing the espionage rework (and some bugfixing and other improvements besides that), to @KungCheops for a ton of work on improving Worker AI, and to @azum4roll for an impressive amount of cleanup work, including many of the changes in this release. Thanks also to @ilteroi, @Enginseer, @Vaderkos, and @L. Vern for a variety of other changes and fixes.
Without further ado...
Changelog:
Code:
General
- Added more support for customizing notification settings (axatin)
- Added units to map state logging for AI test games (L. Vern)
- Exposed AI policy scoring functions to LUA for easier debugging
- Performance improvements
- Code cleanup
Espionage
- Added the remaining parts of the spy system rework (thank you for your patience, everyone)
Spies
- Mission costs now scale with game speed as intended
Diplomats
- Tourism modifier is now +20%
- NP rate is unaffected by counter-espionage network and City Security
- Now provide a wealth of information about the player being spied on
- 200 NP or more: Reveals player's tech and policy/ideology tree, begins receiving intrigue
- 500 NP or more: Reveals all military unit types and counts, +20% Gold from Trade Routes for both players
- 800 NP or more: Reveals all trade deals and true approaches with all players
- New UI added for all of this
Intrigue
- Now awards 15 XP when uncovered (down from 25)
- Unchanged: Target is planning a sneak attack, building up an army, plotting against another player
- New: Target has bribed someone else to go to war
- New: Target has agreed to a co-op war request with someone else (only against humans)
- New: Target's military might has risen by 20% of the global average (only against humans)
- New: Target has started construction on a Spaceship Part, Project or Wonder in any city (doesn't reveal city)
- New: Target bought/sold votes from to/another player (details are not given, can be checked with 800 NP)
- The new human-only intrigues are the human versions of the AI's 'plotting against another player' or 'building up an army' intrigues
Map Generation
- Changed most area checks to landmass checks
Should fix most Terra-styled maps having all civs on one side of the biggest landmass leaving the other side empty
Continents-styled maps will fall back to Archipelago-styled civ placement if landmasses are too small, or Terra-styled if there's only one big landmass
Civs should never start isolated (alone on a landmass) in Continents/Terra-styled maps unless above fallback is triggered
New Lua functions for modders:
- Map.FindBiggestLandmassID(bWater), returns number (landmass ID)
- Map.GetNumTilesOfLandmass(iLandmassID), returns number
- plot:IsAdjacentToLandmass(iLandmassID), returns boolean
- plot:GetLandmass(), returns number (landmass ID)
- Fixed Communitu_79a crash if "Override AssignStartingPlots" is set to "No"
- Fixed resource placement crash if the game attempts to place the resource of the highest ID (should be the cause of EMR "incompatibility")
City-States
Quests
- Explore quest is no longer given before Astronomy is researched (even for Polynesia)
- Will only ask to clear barbarian encampments on landmasses with at least one of your cities
Misc. Balance
- Puppets and automated cities can now build Workers / Work Boats
AI
- AI pantheon selection completely rewritten
AI selects pantheon beliefs based on terrain, existing and potential cities, policy choices, player traits and neighbors
Selection of other beliefs is unchanged
- Adjusted AI expansion logic again, should be settling a lot more, including when at war
- 'Known visibility' code now uses a more performance-friendly but memory-intensive method
Also fixed a lot of bugs with it
Builder AI Rework
- Top down rework of how automated and AI Workers are given their orders, and human controlled Workers are given recommendations
Improvement planning has been split into two phases, which are run once per turn for each player
Phase 1: Figure out the best improvement for each tile (scoring each improvement)
Phase 2: Choose the closest Worker for each of the highest scoring improvements
The first phase accounts for things like not building improvements that can't be built adjacent to each other, not building too many defense buildings in the same place, etc.
It makes very limited use of "magic numbers" and instead evaluates builds based on yields/resources/defensive bonuses and more
In the second phase, human controlled Workers will be given a recommended job but not moved
In the second phase, Workers prioritize jobs in their immediate neighborhood, especially if they require less time to construct
- Tons of bugfixes and improvements to road planning, including the following:
Roads are built based on city connection bonuses, movement change from building the route, and village bonuses (prioritizing lower total move+build times)
Fixed Roads being removed if 'Automated Workers Don't Replace Improvements' is enabled
The Iroquois will no longer remove forests to build villages on forest routes
- Construction time is an important factor, but not the only factor considered
Combat Bugfixes & Adjustments
- Melee attackers now take proportionally less damage when dealing the killing blow to a low HP unit/city
Cities at 0 HP can no longer damage melee attackers
- ExtraNavalMovement now only grants movement to embarked units and not naval
May break modmods that rely on this column
Use MovesChange instead if the promotion is only given to naval units, or make a separate promotion for land/naval otherwise
You're giving this promotion from a building? that's a weird use case... use lua or something?
- Fixed bonus vs fortified, wounded/non-wounded, units above/below half HP, and multiattack bonus being applied on ranged units when defending against ranged attacks
For VP, this slightly nerfs Barrage, Accuracy, Firing Doctrine, Coup de Grace, Prize Rules, Infiltrators, Targeting, and Marksmanship (Bowman and Cossack)
- Fixed general stacking bonus not working (Companion Cavalry, Naresuan's Elephant)
- Fixed most plot-specific combat bonuses, fortify bonus, and near capital bonus not being applied on ranged units when attacking, or defending against ranged attacks
For VP, this slightly buffs Altitude Training on ranged units, as well as all ranged units that can fortify
- Fixed open/rough ranged attack bonus working against cities
- Fixed Field's bonus against units in open terrain not working (used the wrong, melee-only column this whole time)
- Fixed combat strength penalty from being damaged not counting the first 1 HP lost (WOUNDED_DAMAGE_MULTIPLIER: 33 -> 34)
- Fixed bonus vs mounted not working against skirmishers in ranged combat (Longbowman)
- Fixed Hellenic League bonus not being applied on ranged units when attacking, or defending against ranged attacks
- Fixed trait bonus against more advanced units not being applied on ranged units when attacking, or defending against ranged attacks (unused)
- Fixed trait bonus against civs with more cities not being applied on ranged units when attacking, or defending against ranged attacks (unused)
- Fixed non-general/admiral friendly combat auras not being applied on ranged units when attacking, or defending against ranged attacks (unused)
- Fixed NearbyCityCombatMod column only being applied to ranged attacks instead of all combat (Patriotic War, Siege Volleys)
- Fixed ranged units benefiting from monopoly attack bonus instead of defense when defending against ranged
- Fixed ranged units benefiting from sapper bonus when defending against a city (Siege Tower)
- Fixed Hunnic UA not working on city strikes - it doesn't specify units only
- Removed any consideration of damage multiplier from damaged units - it doesn't work like that anymore
Combat Simulator (EnemyUnitPanel.lua)
- Completely rewritten, file ~60% smaller
- Combat strength, damage, modifiers, and targeted unit (in a stack) should now be completely consistent with game logic
- Removed support for "fire support" (ranged unit in range of a melee enemy attacker auto-fires before the attack; half-implemented vanilla unused function)
- Factored in "ranged support fire" (this is Impi and GDR's extra attack; confusing names I know) damage and resultant combat malus from it in both combat simulator and tactical AI
- Removed any consideration of damage multiplier from damaged units - it doesn't work like that anymore
- Note for modders:
Overall, defensive combat modifiers should never be exclusive to melee units defending against melee attacks, despite what the old combat simulator suggests
The code simply won't work, since melee units don't care whether they're hit by melee or ranged outside of the RangedDefenseMod column
Ranged units defending against melee attacks also uses the same function to determine defensive strength
Other UI Changes
- Condensed notifications when war is declared or peace is made: Notifications are shown only for the major players, and the notifications contain a list of the vassals and CS allies involved
- It is now mentioned in the notification if a declaration of war is triggered by a Defensive Pact
- Added a notification when a foreign city is conquered
- Inquisitors now have a preview of the new number of followers after removing heresy in a city
- EUI: Notifications for cultural influence no longer stack (it wasn't possible to cycle through them as clicking on them leads to the tourism screen)
- Added a "Close" button to the popup to select a conquered city's fate
- Renamed Solar Farm to Solar Power Plant
- Renamed Wind Farm to Wind Power Plant
- Removed redundant "Only X allowed per player/per team/in the world" line in EUI building tooltip
- Tooltip of embassy tile no longer spoils its owner's identity if unmet
- Removed tech icons of Polder (Water) for non-Dutch players
- City banner now has an icon showing the Great Wall/Ostrog border effect
- Changed how experience gain is displayed
Now shows the difference of rounded new/old values instead of rounded difference of new/old values
Doesn't show if +0 XP
Experience gain will seem to fluctuate in quick/epic speed (due to non-integer experience), but so is the displayed current exp
- The reason why you cannot delete a unit is now displayed in the UI
- War duration is now shown in the UI next to War Weariness
- When showing World Congress vote results, the max. number of entries listed is now 43 (was 16)
Since contrary votes can be traded, the text can still be cut off, but should be less likely
- Units in the build queue can no longer be bought, as this was leading to bugs
- Many text fixes, including the following:
"Military Supply from Population" and flat "Military Supply" now use different icons to better differentiate them
Gun/Gunpowder units have been standardized to Gunpowder
Armor/Armored units have been standardized to Armored
City Defense/City Strength have been standardized to City Strength
Every unique component (ability, unit, building, improvement/build) description, strategy, and recommendation text has been rewritten
Some building descriptions have also been clarified/standardized
Every promotion text has been rewritten
- Some promotions that didn't have help text now have one
- 99% of them have precise wordings that are agnostic to the unit type having the promotion
- If you give Barrage to a melee unit, for example, the text is still correct
- The only exceptions are plague-spreading promotions, which have different effects when given to melee/ranged units, and would be too wordy to precisely describe
Renamed some promotions
- "Ranged Combat Strength" is only used when the promotion column is actually exclusive to ranged attacks
- "Combat Strength" is used otherwise
- Added/removed "when attacking" and "when defending" where necessary
- Medic -> Medic I
- Penalty Attacking Cities (25) -> Minor City Attack Penalty (with help text)
- Penalty Attacking Cities (33) -> City Attack Penalty (with help text)
- Penalty Attacking Cities (75) -> Major City Attack Penalty (with help text)
- Boarded (I)/(II) -> Boarded I/II
Fixed Rhiannon's text (GPTI on resource does count)
Fixed Great Musician concept/mission text (1 happiness per city instead of 2 in capital)
Fixed Juggernaut quest reward description
Other Bugfixes
- Fixed a longstanding bug where AI deals were being renewed twice
- Fixed FoodKept UI bug
- Fixed bug where Assyria's Royal Library wasn't giving +0.50 Science/Citizen
- Fixed bug where Poland's Ducal Stable wasn't giving +15 XP to Mounted Melee Units
- Fixed bug where England's White Tower wasn't getting free Jewels
- Fixed spy cooldown not resetting when leaving the city
- Fixed Surveillance II not granting visibility to surrounding tiles
- Fixed Smithsonian giving free Museums globally instead of locally
- Fixed Rialto District giving 33% instead of 34% Gold from Population
- Fixed Pictish Warrior having cheaper cost
- Fixed Longhouse still providing Food per 2 Forest/Jungle
- Fixed a bug with the City-State road building quest
- Fixed some bugs with new war weariness calculation
- Fixed some bugs with Indian Great Prophets when used by the AI
- Fixed Public Works not increasing City Security
- Fixed a Community Patch LUA bug with the coup quest
- Fixed an issue with garrisons and flat damage reduction not being factored into unit-city combat
- Fixed God of War not awarding instant yields when a unit is killed via city bombardment
- Fixed City-States declaring war on vassalized major civs
- Fixed incorrect "cannot upgrade unit" message in the UI
- Fixed an issue with internally tracking number of turns at war or after a city capture
- Fixed Unhappiness from Occupation not being factored in correctly
- Fixed Great Altar and Hexxon Refineries Office adding a Production bonus to non-military units
- Fixed dummy technology issues
- Fixed a crash in Community Patch Only
- Fixed incorrect calculations for the Food bonus from Maritime City-States
- Fixed Mission granting 999.9 pressure instead of 1000 when built
- Fixed weird implementation of Team:SetHasTech() lua function
- Reduced number of Barbarians spawning during the CS horde quest (was unintentionally increased in a previous patch)
- Fixed influence decay not triggering an update of CS alliances, which could result in the ally having less influence than another player
- When WLTKD ends in a city and the newly demanded resource is already connected to the trade network, the next WLTKD is entered immediately and not one turn later
- Fixed some instant yield notifications appearing one turn too late (instant yields from adopting a policy, removing heresy, buying something with faith)
- Fixed duplicate notifications when an antiquity site is revealed
- Fixed duplicate buttons to repair a pillaged improvement
- And probably more bugs which aren't listed here
Link: https://github.com/LoneGazebo/Commu...s/download/Release-4.5.1/Vox.Populi.4.5.1.exe
Online as of 6:48 AM CST. Not savegame compatible.
---
Version 4.5.1 has been released. Link above has been updated.
Changelog:
Code:
Road Logic Rework
- Make a more strict ordering of priorities when planning routes:
1. Use features
2. Use other planned routes
3. Go through existing towns/villages
4. Use existing roads or roads that are under construction
5. Use lower tier existing roads
6. Go through plots that can have villages
7. Avoid going outside our borders
- Reuse of other planned routes now more aggressive.
- Reuse of existing roads now more aggressive.
- AI should now be much less willing to reroute their road network.
- Prefer towns over villages when planning routes.
- Made route planning with regards to unique improvements more sensible. Will no longer avoid going through plots where we can not build our unique improvement.
- Fixed Polynesia connection happiness trait not being accounted for when planning capital routes.
- When evaluating any road build, will now consider the total build time for the entire road. I.e., a road consisting of 10 plots will no longer be evaluated as if it takes 3 turns in total to build.
- Reduced value of building railroad when there is an existing road connection and vice versa.
Improvement Logic Rework
- Fixed incorrect adjacency calculations. Some calculations were done twice, some not done at all, some done the wrong way.
- Don't build resource creating improvements on existing resources.
- Removed flavor weights for improvements on resources. Flavors are now not used when planning improvements.
- Fixed strategic resource evaluation not working correctly.
Bugfixes
- Fixed enemy unit panel not displaying properly for city attacks, melee units, embarked units
Fixed miscellaneous bonus display being flipped on the enemy side
Added back missing terrain defense and fortification bonuses (display issue only)
- Fixed automated exploration ending prematurely
- Fixed an issue with improved resources not being added due to a function mismatch
- Fixed an issue where the amount of Science required to research a tech wasn't being displayed
- Fixed Venetian puppets being unable to buy military units
Other
- Removed redundant "run and hide" logic for workers.
Online as of 11:29 PM CST on February 27. Savegame compatible with 4.5 versions.
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