Ashes of Erebus (RifE's Follow-up) Download and Bug Reports

Is Mokka *not* supposed to gain passive XP? In my current game (playing as the Elohim, with Ethne the White as Leader), I captured Mokka with Corlindale casting Domination. I know Mokka doesn't have the Hero promotion, but I thought that as an Arcane unit he would gain passive XP, but hasn't been. Posting because I don't know if it's a bug or working as intended.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, More Goodies, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models - Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
So does Hell Terrain now destroy improvements and buildings? If so, it would be helpful to have the Civilopedia explain this. It would be even more helpful to have pop-ups when this happens, e.g., "The spread of hell terrain has destroyed buildings in [City X]" or "The spread of hell terrain has destroyed improvements around [City X]." Its really frustrating to open the city screen for an old and built-up city and discover that buildings you had built long ago are no longer there, for no reason that you've been given, and need to be rebuilt. It's also really frustrating to see improvements disappear, again with no explanation.

Maybe the buildings and improvements are disappearing for some other reason, I don't know. I know in this case it's not because of an Earth Elemental being killed, since the only Earth Elementals killed were several tiles away from the cities in question.

My preference would be for buildings and improvements to not be destroyed without the player receiving a notification that it's happened and an explanation for why it happened. Thanks.
 
So does Hell Terrain now destroy improvements and buildings?
Improvements possibly; I'm not sure the old behavior, but if a forest is removed by hell terrain the sawmill should be also removed right? If it's not something like that though, I'm not sure what you're referring to. Do you have a specific example of an improvement and what tile type it was on that got removed?

As for buildings, I certainly didn't set HT to remove any of that. It could be some other effect; freeing Odio is one I know that will do it, for instance. It's also possibly one of the effects of high AC values?

In general I agree, there should be more notifications for things that happen rather than just quiet python ^^;
 
Improvements possibly; I'm not sure the old behavior, but if a forest is removed by hell terrain the sawmill should be also removed right? If it's not something like that though, I'm not sure what you're referring to. Do you have a specific example of an improvement and what tile type it was on that got removed?

As for buildings, I certainly didn't set HT to remove any of that. It could be some other effect; freeing Odio is one I know that will do it, for instance. It's also possibly one of the effects of high AC values?

In general I agree, there should be more notifications for things that happen rather than just quiet python ^^;


I know when hell terrain changes agricultural resources, like wheat, corn, or rice, you lose the farm and get a snake pillar instead, that's been that way for a long time. In my current game I lost a couple of mines -- the mine was destroyed, but the resource was still there. I thought it might have something to do with the spread of hell terrain to those tiles, but maybe you're right that it was something else.

As for buildings, I did free Odio, so maybe that was it, although one of the cities where I lost buildings wasn't a city that he was near, and it was pretty far from the front lines (I'm in two wars right now), so it shouldn't have been a combat issue, I don't think.

I didn't mean to seem angry in my post, it was just really frustrating going into the city screen for one of my oldest cities and seeing maybe a dozen buildings that I had to rebuild, with no explanation about what had happened. Maybe if there had been some notification that buildings had been destroyed, I could have tried to guess what happened -- at least I'd have more to report, "buildings in [City Name] were destroyed when X happened." It also makes sense in-game, I think: if buildings are destroyed people are going to notice and report it.

Anyway, thanks for the quick response.
 
Just another reminder that for the next revision to please give Evil leaders a way to detect invisible units. I think the easiest would be to allow them to build the Light of Lugus, but if you guys have an alternative that's perfectly fine, of course. Thanks.
 
One other thing on Hell Terrain. Is the spawning of demons / demonic units on Hell Terrain something new? I don't really remember it happening before, except when some plots got hellfire (i think that's what it was called). I'm talking about demons spawning on Hell Terrain in a player's territory. I'm not sure it's entirely necessary; Hell Terrain already destroys health resources (corn, rice, wheat) as well as forests, doesn't carry irrigation, so I don't know if there's a need to make it even worse.
 
Just another reminder that for the next revision to please give Evil leaders a way to detect invisible units. I think the easiest would be to allow them to build the Light of Lugus, but if you guys have an alternative that's perfectly fine, of course. Thanks.

Sorry to be quoting myself and for making consecutive posts.

One other thing with Light of Lugus is that Agnostic leaders (and civs) can't research Honor, so can't complete Light of Lugus. It might make sense to move Light of Lugus to Way of the Wise instead. And maybe move Chosen of Esus from Deception to Way of the Wicked?
 

Another CIV ranking, this time Doviello.

Rankings explained​


RankingDescription
+/-Above or below the given rating, but not enough to change it
SSBroken and way above the power curve
SAbove the power curve
AOn top of the power curve
BAverage
CBelow average
DWell below average
FUnusable

Civilization: Doviello

Known bugs: None

Introduction:
Doviello are one of the old vanilla civs of FFH2, as they have been strong there, not much got added later. Mahala was added and as she has the strong Trader trait she ´s probably best pick. They got the feral promotion that leads to peace with cernunnos at a price of -20% birth rate, that hurts people who like to have much great persons, as the Doviello are wild and more bound to nature it ´s fitting theme vise, but it also slows them to get the strong elder-great prophet combo early on what is important for science and economy for building the holy religion building, so pacifism might be a good choice as civic to draw this. Cities have chance to spawn animals (around 4% changing) that are mostly weak wolves. Their recons have also the strong charm animal ability when reaching level 5 (can be resisted).

Overall their units are strong and balanced, to mention are their bear riders that replace horse archers and got 8 str, combined with war elephants that have the same +2 movement you can build up a strong Rider stack for conquering. They got 2 heroes, one in the beginning (lucian) with Str. 4 and one in late game (war machine) their sligtly stronger warriors combined with Lucian give them an advantage for early city rushes. Religionwise Fellowship of the leaves (Fowl) is the obvious pick option as it improves spawnrate of animals in your cities, also civic council of the wilds brings +20% great General birthrate and even more spawnrate for animals. You also want strong recons level 5 as fast as possible so Fowl is on your tech tree anyway.

Strength and weak points:
Doviello are good starters with their early access for Lucian and animals, so they want a good start as other civs, as the science buildings are blocked and other civs might outscience them later. Not having to fight animals is nice, but you also lose the experience of this fights, also note spiders still keep hostile. with the more wild animal spawn in general now, it ´s easy to collect a huge amount of animals so the own spawnrate in cities for mainly weak animals got a bit useless. The animal thing is a strenght but also Doviellos great weakness, the recon ability has an advantage as the charmed animals don ´t get the additional city raid/defend malus when captured, but you also lose the ability to teleport them with "hunters price" directly to your capital, that means if you want the captured animals, elephants for example to build their special building you need to let them run, that takes some time, and is expensive as these units cost full maintenance per round as being outside your borders. That being said, the doviello animals are in general the same, just missing the hunters price malus. The strong wonder Great menagerie is blocked and replaced by bio Reserve that gives Groves instead of Carnivals what makes sense as the animals are free but need Feral Bond tech what is no early tech so other civs (that can also send animals per teleport to their capital) might build it before you. Also to mention animals can build additional buildings in your city to give the units built there an animal kind promotion, that ´s a nice gimmick.


Religion:
As seen above, Fowl is probably the best pick, Esus might work later too for more unit promotions.

Conclusion:
Doviello are an interesting civ with much potential, they have animals, are nature bound, drilled for wars so a bit different then elves that tend to go the harmony way. They are capable of doing wars with strong units and use animals as support, due current mechanic the animal thing could use some love (see ideas for improvement). I did not make a long turn play, as I was annoyed that the animals could not port and are so expensive, it feels wrong the civ that has animals as their theme feels punished by using them. Some of my feedback is related to the civpedia that might not be up to date in all points.

Ranking:
I give the Doviello a C+ , not because the Doviello are bad at all, but their synergies don ´t get much out of it right now. Other civs are stronger and have access to animals too, even though they have the city defence and attack malus out of hunters price, but normally you don ´t use animals for raiding cities though except elephant/mammoth riders and these have for all civs the same basic stats without the hunters price tag. Normally you use animals for their buildings to boost your cities, Doviello need to send them to cities the regular way, that is a big downer, also the strong recons missing exp from the fights and need to farm their experience elsewhere. So playing the Doviello feels a bit twisted right now with their animal mechanic, in my opinion the disadvantages they got are higher then their benefits.

Ideas for Improvement:
- Bio Reserve:
1). Great Menagerie should be kept blocked, but Bio Reserve could be a seperated Doviello only Wonder, not a replacement as they have later access to it
2). Could increase animal spawnrate and/or let only advanced animals spawn (see point Animals)

- Council of the wilds:
1). A nice idea, but compared to the other councils it is weak and missing content. When you got it you have already hunters that are able to capture the animals you need, the +20% Great General is nice, but maybe the great generals should be units for fighting to, like the Chislev warchiefs, so Great General could be a new unit Packleader or so that can only leed animal units but give some special promotions to animals.
2). The wild council could also offer elections for improvements, or give automatic benefits by turn, for example Turn 50: Cernunnos grants a blessing, your animals now use their awakening promotions etc. Turn 100: Your animals learn to growth and turn in their stronger Version for example Bear -> Bear group, Turn 150: Cernunnos sends free animal units to crush your enemies. Maybe an option that cernunnos declares war to bhaal and or Agares, could also be a worldspell replacement
3). Also some of the civs that are animal related could also have access to this council to fill it with more live, arachnos, Hamstalfar...

- Animals:
1). Charmed animals could have something like Hunter price, maybe call it "return to the pack" and give it a 5 rounds timer after that they occur in your capital
2). It would be nice that when an animal is born in your city you could select the animal type yourself, these Str.2 wolves are kinda useless
3). Doviello animals could get/keep their awakening promotions for the player (dunno if implemented)
4). Animals could cost no or less maintenance per turn as they are in the nature, they know as free animals how to survive and don ´t need money for payment or any goods like regular units
5). Animals could grow in their stronger version after they reached some Age (maybe already implemented) or could be promoted/trained into it after they reached an age or level (age would make more sense as the unit pack numbers grow over time)

Units:
-Packleader (great Commander replacement) see Council of the Wilds 1).

 
The DeathMark spell and promotion seem to have some issues. Playing as the Amurites, with Naxus (Necromancer Emergent Trait) as Leader. I leveled up Naxus to Necromancer Level 3, unlocking the DeathMark spell. I had some non-Arcane units built in cities with the School of Govannon start with the Undeath III spells, Summon Wraith, Lichdom, and DeathMark. When they cast DeathMark, though, no nearby killed enemy units were raised as friendly Undead.

I saw the Civilopedia says that the DeathMark promotion is available only to Arcane units. I leveled up some Arcane units to Undeath III and had them cast DeathMark. They received the DeathMark promotion, but again, nearby killed enemy units were not raised as friendly Undead.

First, I would request that the DeathMark promotion be fixed to work as designed.

Also, I don't think the DeathMark promotion should be limited to Arcane units, when other spells that offer promotions aren't limited in this way for the Amurites.

There are two Civilopedia entries for DeathMark under Promotions. One says that the promotion lasts 3 turns, the other says it lasts 6 turns and the unit can't cast spells. Also, the Civilopedia entry for the DeathMark spell has two sentences that both say that it grants the DeathMark promotion, and both link to the same entry, the 3-turn one. Looks like something needs to be fixed.

On another note, the Strategy section of the Civilopedia entry for the Amurites mentions Kahd as an Emergent Leader. Should be Detlesias.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
The DeathMark spell and promotion seem to have some issues. Playing as the Amurites, with Naxus (Necromancer Emergent Trait) as Leader. I leveled up Naxus to Necromancer Level 3, unlocking the DeathMark spell. I had some non-Arcane units built in cities with the School of Govannon start with the Undeath III spells, Summon Wraith, Lichdom, and DeathMark. When they cast DeathMark, though, no nearby killed enemy units were raised as friendly Undead.

I saw the Civilopedia says that the DeathMark promotion is available only to Arcane units. I leveled up some Arcane units to Undeath III and had them cast DeathMark. They received the DeathMark promotion, but again, nearby killed enemy units were not raised as friendly Undead.

First, I would request that the DeathMark promotion be fixed to work as designed.

Also, I don't think the DeathMark promotion should be limited to Arcane units, when other spells that offer promotions aren't limited in this way for the Amurites.

There are two Civilopedia entries for DeathMark under Promotions. One says that the promotion lasts 3 turns, the other says it lasts 6 turns and the unit can't cast spells. Also, the Civilopedia entry for the DeathMark spell has two sentences that both say that it grants the DeathMark promotion, and both link to the same entry, the 3-turn one. Looks like something needs to be fixed.

On another note, the Strategy section of the Civilopedia entry for the Amurites mentions Kahd as an Emergent Leader. Should be Detlesias.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
yeah, i think the spell is using one of the mechanics i haven't reintegrated from the crashy version (the aura system which allows a unit to propagate promotions to nearby units. ) i'm probably keeping it like this for now, and i'll clean it up when i reintegrate the system ( not for the next revision, but probably before the end of the magic rework)

noted for Deltesias, but i would also consider kahd emergent, though with a twist
 
yeah, i think the spell is using one of the mechanics i haven't reintegrated from the crashy version (the aura system which allows a unit to propagate promotions to nearby units. ) i'm probably keeping it like this for now, and i'll clean it up when i reintegrate the system ( not for the next revision, but probably before the end of the magic rework)

noted for Deltesias, but i would also consider kahd emergent, though with a twist

Too bad about the auras, I was looking forward to having a bunch of new undead units.

I hadn't noticed that Kahd is classified as an Emergent Leader. I just saw that he starts with multiple Traits, but took another look at the Civilopedia and there it is, Emergent Leader. My mistake.
 
Back
Top Bottom