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@Nightinggale Nightinggale released this 20 Oct 19:55

Version 4.1

Changes:

  • New MapSize "Massive" + some new Maps for it
  • Reduced generation of Coral Reefs on Ocean
  • "Bakery Products" have been renamed to "Provisions"
  • Immigration Overhaul (too many Units on Dock waiting reduces Immigration)
  • The flag on the Danish Schooner is no longer mirrored
  • Buttons to import/export all yields now include more yields
  • More background music added
  • Changes to when some events will trigger (no spoilers with specifics here)
  • Production help text (like mouseover on hammers) now has the leader contribution listed as a standalone line
  • Domestic Advisor gained mouseover help text on the production page
  • Event help text now informs more about production changes
  • Wild Feathers are now used to produce (padded) Goat Hide Boots.
  • #427 #820 Build road to location now allows the player to pick which type of road to build
  • Readme is now html as that allows index with links to each section
  • Savegames will no longer break if more buildings or units are added to xml
  • Added more achievements
  • #723 Map sizes have changed to avoid black map when zooming out (random maps only, doesn't affect existing savegames)
  • Added proper error message windows. Also message windows will no longer show error icon and error sound.
  • #813: Button to filter Yields in City Screen to only available ones
  • Random map adjustments to terrain and land mass
  • Removed source code from releases (mod starts faster). Source code is still available in a seperate release zip file
  • Added new game speed for builders (slower than Marathon)
  • Names of colonies, generals, admirals and ships now support Cyrillic (Russian only, manually entering colony names still has issues)
  • City billboards now support Cyrillic without manually replacing GameFont.tga (game restart required when switching to/from Russian)
  • Random map generation is now updated to handle new terrains and terrain features in a more balanced way

New Units:

  • Added failed native trader
  • Seasoned trader
  • Eccentric architect
  • Prisoners of war (incl. Events to exchange them in Missions / Forts)
  • A new unique unit for each European civilization

Graphic updates (new or improved):

  • Achievements: 71
  • Bonuses: 7
  • Buttons: 9
  • Units: 26

Colopedia:

  • Major improvements

Translations:

  • Improved quality of English text
  • French translation is being maintained again due to the arrival of a new translator
  • Major updates to French
  • Significant updates to Russian
  • German is still being maintained and is still up to date

Balance:

  • Native raids no longer destroys all production
  • Cross cost of immigrants now increases slower, but max price has increased
  • Slave Overseer and Slave Hunter are now less overpowered
  • Town guard is now a bit stronger
  • Master carpenters now reqiures a college for education
  • Cargo price changes
  • Dutch Mercantile trait now provides trade goods in colonies
  • French now gets 2 baked goods per colony per turn
  • Hemp and flax planters are now available in Europe
  • Rebalanced what some of the terrains can produce
  • More terrains now produce clay (should reduce the risk of not being able to produce any)
  • Corrected Balancing of REF to not get Terrain Defenses

Fixes:

  • Goodies no longer spawn on mountain peaks
  • Domestic prices are no longer unattractive compared to European prices
  • Full barracks no longer blocks civilians and cargo from being unloaded
  • Founding fathers will no longer be able to reveal shipwrecks as that would discover the Pacific without going there
  • Russian dragoons will no longer have greatly oversized heads in some situations
  • Event where servant steals money will now remove money rather than adding them to the player
  • Peace granted through a founding father will now have a minimum duration (prevents declaring war the following turn)
  • Failed Missionary could not use the school system
  • #808: leader traits granding production bonuses to all colonies will now always provide those in all colonies
  • Production help text (like mouseover on hammers) will now display the correct numbers
  • Taiga no longer prevents pioneers from building farms or plantations
  • Danish ship (which?) now has a Danish flag, not English
  • Fixed issue where docks could not be built on certain small lakes
  • Great general can now join artillery professions
  • FF Verrazano now reveals goodie huts
  • Fixed a missing ambient sound for Terrains
  • Sea animals no longer spawns under ice
  • Fixed issue with wool related to storage capacity view
  • Fixed issue with Cochineal using wrong Improvement
  • #842 Fixed issue caused by cashing of Slave Production Modifier
  • Foreign kings offering immigrants will now offer a random unit and not just the same as what other kings offer
  • #846 starting a game in another era than discovery will no longer crash the game (still not recommended to start in anything but discovery)
  • #854 Buying deep water ships from king without any suitable colony no longer crashes the game
  • Fixed issue where construction supplies didn't take up cargo space as intended
  • #865 with Construction supplies that could not be loaded on Wagon Trains, Smuggling Ships
  • Fixed vanilla bug where AI assumed it could construct all buildings due to a typo
  • Attacking smuggler ships no longer reveals their owner
  • Fog no longer prevents pioneers from building improvements
  • #845 European wars will no longer be able to end right after they started
  • Port Royal, not Africa is where new world resource experts can be bought
  • #872 Colony screen no longer breaks completely by trying to draw the icon of NO_YIELD
  • Carriages can now use ferries across large rivers
  • Fixed pathfinding issue where ships would sometimes prefer to go through storms
  • Iron Mines, Iron Mills and Peat Pits no longer destroys bogs (ore boosting improvements should not remove a +2 ore bonus)
  • #804 Ice lakes are no longer generated in deserts
  • Fixed a number of seemingly random crashes caused by selection groups containing a NULL unit
  • Citadels ands Bastions will no longer view all units as infrantry
  • #874 Automated scouts will now take enemy units into account when moving
  • #874 Automated scouts will now stop automation if they are done exploring, hence making the player aware that the scout is available
  • Units can no longer move after bombarding a colony
  • Fixed (vanilla?) bug where selling to natives increases the counter of what has been sold in Europe
  • AI settlers will no longer permanently take up a cargo slot on a ship if it can't find a suitable location to settle
  • Ranchers no longer lists domestic requirements, which it doesn't actually require
  • #900 Fixed issue where tax increases could cause tax to decrease (only happened with taxes above 60%)
  • #902 createAnimalsSea now uses xml settings for sea animals rather than land animals
  • Fixed rare issue where Town guard could end up with blue skin

Internals:

  • Added wrapper classes to avoid exe and python from calling our code directly (adds modding freedom)
  • Complete rewrite of OOS logging to allow savegame to dump all saved data to the log output

Checksums WeThePeople-4.1.zip
MD5 c21ead9d98c4edae2b1b3abdf0f00911
sha1 fb787f39d966dd945c710cbea8161d2392b988a2