Almost a year after the last version, version 1.2 is now available for download in the second post! Changelog is in the third, but here's a copy of it anyway:
-Mod's name is now officially Rebirth and Legend, meaning it no longer overwrites any Rise from Erebus installs you have. Thanks to Opera for pointing out the places I was missing.
-Auric and Taranis (Frozen Module) no longer have the Ice-Touched trait, which has been removed. They are now weighted to favour the White Hand, and to not pick any other religion even when available. Naturally, this is AI-only, and nothing stops you from doing differently.
-Jotnar plot radius is now +3 instead of +1
-The Dural and Hamstalfar modules are no longer loaded by default
-Three modules have been merged into the base code: Advanced Workers, Fortifications and Werepyre. See my AoE module thread for details on each.
-Six modules have been made available, but are not loaded by default. Move them into the appropriate folder to enable them (As the RiFE launcher doesn't seem to want to work). These are Khazad: TNG (Folder is named 'Dwarves'), Master of Mana Buildings, Maogata, More Arcane, Myu and Scion Healthcare.
-Known Issue: When Scion Healthcare module is loaded, the 'pedia does not display banner art for any non-module civilizations.
-Grigori Medics now have 'Can only Defend' set, per their lore.
-Corrupted Pastures are now available to the Infernals as well as the D'Teshi
-Infernals temporarily have their auto-hellification turned on due to issues with the way I was trying to make it work. An alternative solution is in the works.
-Lots of missing Text Keys have been added. Most of them just have placeholder text, but you should see much fewer TXT_KEY_SOMETHING occurances.
-Two text keys have been corrected from 'Tortoise' to 'Turtle' - Tortoises don't swim. Note that this is visual only; the actual keys still refer to Tortoise.
-The entries for Abashi, Demagogs and the Mercurian Gate have all been updated.
I've also revised my todo list for 1.3, so I've got something to do.
-Changes to Hell Terrain (Again, see below for details)
-Fixing the Priests of Omorr/Kalshekk - I can fix this, but it'll break savegame compatibility.
-Grigori Sidequesting will be a 1 time thing with a slight risk involved
-Inspirations from an older module (Fall Under) for tech-costs: Researching one religion will now increase the cost of other religions, how much being determined by their alignment differences. Similarly, researching one of the four Mana techs (Alteration, Elementalism, Necromancy, Divination) will make the other three cheaper.
-Elven Palaces will be renamed to match Lore (Summer/Winter Court)
-Diakonos may be looked at and asked to use a smaller club. Scouts everywhere rejoice again, but this time in the safety of their homes.
-Beeri Bawl may have his traits changed. Golems don't seem to gain many of the benefits from Defender (I'll be looking into this) so it may make sense to exchange it for another trait. Industrious is on the board right now.
As mentioned, I wanted Hell Terrain to work differently. The vision I had doesn't play nice with the python code though, so I've come up with an alternative solution that I'm probably testing now as you read this.
Remember Sanctify, the Life I spell? Now there'll be a new spell from Entropy I - Hellificate. Yes, that's now a technical term. And yes, it does exactly what you'd expect.
Once I've made sure the Hellification spell does in fact work (in theory it's a simple solution to make a copy of and chance Sanctify, but 'theory' and 'simple' often mean 'have fun with that!' and it's a big pain) The automatic hellificating of Infernal lands will once again be deactivated, so as to prevent them from having an early-game boost.
As an aside, it seems that souls dying and becoming Manes doesn't happen unless you've researched Infernal Pact. Many people died in order to bring you this information. Hyborem was not amused.