I'm now uploading version 1.3, soon to be available in about 3 hours (assuming my connection doesn't die on me. Again). Stay tuned and I'll let you know when it's uploaded with the new download link. Once it's uploaded, I'll add the changelog below to the third post and the link to the second.
Important Note: If you are upgrading from 1.2, in order to avoid duplicate modules or conflicts, please move any modules you enabled (excepting Bannor Chain of Command, Black Duke and More Events) back to Inactive Modules first. Several modules have received fixes and tweaks.
Feel free to move them back again afterwards, of course. This just avoids confusion and mistakes.
The finalized changelog for 1.3:
-Maogata are now available to the AI. While they don't take full advantage of their capabilities, they're still capable rivals.
-Maogata can no longer build Temple of the Hand, in line with being unable to build other temples
-Grigori Sidequest now acts as Held instead of Lost, and can only be done once.
-Each tech founding a religion now increases the cost of each other such tech
-Each of the four techs granting access to Mana Nodes decrease the cost of the other three
-Hellify spell, available with Entropy I, now works (with one caveat, see below)
-Beeri Bawl now has Industrious instead of Defender, as Golems couldn't benefit from Defender
-Lore: Ljosalfar and Svartalfar Palaces are now known as the Summer and Winter Court respectively.
-Religious Fervor, the Malakim World Spell, now also handles White Hand appropriately
-Infernal cities now start at size 1 instead of size 3, in order to balance the next line
-Infernals now start with Infernal Pact, so they gain Manes from the start. This has the side effect of founding Ashen Veil on turn one if they are in game.
-Lizard Priests of Omorr and Kalshekk now found the Sacellums instead of the Temples.
-Climateforming for the Malakim and Lizard Civs, which was previously disabled, can be re-enabled by loading the appropriately named mini-modules.
-Muris Clan Goblin event should be far less common and annoying.
-Ice Touched has been restored and returned to Auric and Taranis, as it was causing a crash whenever they were in game.
-The Flames feature has had its size halved, in order to make it more computer-friendly
-Burning Sands now occasionally remove Flames from their tile. In order to keep with their original implementation, they now also have the requirement of Fire Resistance to enter, regardless of whether Flames are present.
Caveat for Hellify - for reasons I haven't been able to discover yet, this doesn't always work, and will never work on the first turn (which took me a while to find out). If you're playing the Infernals, simply building a Corrupted Pasture or snaring Bradeline's Well should be enough. This is something I'll be looking into.
Going forward from here...
Unless I come up with anything new, I've actually achieved everything I wanted to so far with Rebirth and Legend, barring two items and bugfixes.
Those two items are my idea for a Golem Civilization, which is a longer-term project and may see at least a few changes to the Luchuirp, and something that can be summed up in one word: Imports.
I already plan, once I've had a look into things (like art assets and how to get at the ones hidden in the FPK files), to bring the Dao and Palatinate from Orbis over, as well as the unique Pagan Temple replacements for each civ. Since Orbis uses BtS Espionage, something conspicuously absent here, I'll be seeing about restoring that as well.
Provided no one over at WildMana/Master of Mana mind, I might move beyond having a simple module that borrows a couple of buildings from them, and see about making certain imports from there. At the moment I haven't got anything on the list, I haven't even played them in a while.
Thirdly, and probably the biggest of them all, will be looking at the DLL source to see if either MNAI or more of BUG can be merged in. This one will take time, particularly since I've never actually worked with the source before. So that could be interesting.
Other than that, it's just a matter of squashing yet more bugs, fixing any more broken text keys that have managed to elude me, and handling any other ideas that come up.
I still blame Jheral for this. But at least I can have fun playing something I worked on myself.
The trick is not forgetting I'm play-testing, and not just playing.