The changelog
still grows...some small and some bigger features have been implemented so far:
Religion and Revolution: Version 2.5 // Changelog
Units & Professions:
- specialist unit helebardier: unit deleted
- specialist unit townguard: unit deleted
- profession helebardier: deleted
- profession town guard: deleted
- Promotion "Promotion Homeland Guard 1-3" implemented ((new tag "<iDomesticBonus>0</iDomesticBonus>")
- Correspoding "Domestic Defense Bonus" for units added (new tag "<iDomesticBonus>0</iDomesticBonus>")
Other changes:
- city graphic portugal early: updated
- improvement farm: graphics modified
- specialist butcher: unit graphic modified
- unit graphic settler militia modified
- unit graphic african slave modified
- unit graphic settler modified (female settler added)
- ingame map graphic slightly modified
Founding Fathers
- Amendment of the appearance of a lot of founding fathers to a more reasonable order considering the requirements of the early, mid and late game
Traits (some changes have been adopted from angant86's mod)
- New Civilization Trait "Agricultural" for Sweden (Swedish civilization trait changed from Forresters to Agricultural):
->+10% Food production in all settlements
->-10% Food required for population growth
- New Civilization Trait "Imperialist" for Russia (Russian civilization trait changed from Hunt tradition to Imperialist):
Imperialist (Russian civilization trait)
-> Free promotion: Homeland Guard I (+15% Combat Strength inside your Cultural Borders)
-> -25% Culture required for Territorial Expansion
The traits of Sweden and Russia have been changed to focuss a bit more on majaor aspects of the game.
- Amendment Trait "Undemanding": Food bonus no longer fixed at 2 for each settlement. It now scales with the bell-producing building that is present in the city (1 Food per Basecamp, 2 per Village Hall, etc.)
- General balancing and amendments of traits for the other European nations and overhaul of the traits for the native nations considering their diversity, historic situation, behaviour and - of course - the game Balance. => puh, this was time consuming...
Balancing
- units: terrain boni and mali: decreased
- units: combat strength of all units modified
- AIWeight for some buildings modified (AI now handles buildings more effectively and produces weapons)
- some small balancing changes
Features and Bugfixes imported from RaR Extended (Nightinggale's mod):
RaRE 2.5.2
Features:
- added yield change preview when mouse hovering pioneers change terrain buttons (drain marsh)
- added yield change preview when mouse hovering pioneers change feature buttons (plant forest)
Fixes:
- Crash when AI investigated building settlements on the edge of the map when the "Reduced colony distance" game option was on
RaRE 2.5.1
Fixes:
- Autoexport wasn't saved correctly
- Freeze when an AI transport tried to load a yield, which was required by the building currently under construction
RaRE 2.5
Features: (all done by Nightinggale)
- added ability to switch between 1 and 2 plot radius for colony catchment area (change of CvGameCoreDLL.dll required in the file directory of the mod)
- feeder service threshold change to supply construction
- import/export window now has buttons to set and clear multiple yields with one click (like clear all)
- autoexport to turn off export when there is nothing to export (no real gameplay change, but should prevent a late game slowdown)
Fixes:
- export threshold is no longer capped at 8 bit/255 (wladyslaw17)
- barbarian pirates now only spawn in areas with access to Europe (wladyslaw17)
- fixed issue where the feature had to be removed to allow building certain improvements, such as vineyards (Nightinggale)
- fixed broken hotkeys due to command order (ray)