Detailed changelog

Ahwaric

Shrubbery-hugger
Joined
Nov 12, 2005
Messages
1,217
Location
Kraków, Poland
24G (breaks saves, requires reinstall)
Updated to FfH 41 g - not all changes ported, Elohim units redistributed (i.e. champion art given to immortal, axeman (spear? :eek:) is spartatoi)

Included following Opera's fixes from patches d-f and g:
  • Fixed an issue that would make some units "defend[...] first against X";
  • Fixed an issue with CIVIC_GLORY checked for civic option Culture Values instead of Labor;
  • Fixed an issue with Blood of Phoenix;
  • Fixed an issue with a non existing LION_PRIDE;
  • Fixed a typo in spellThaumaturge();
  • Imported the FF's Brigit handling (new Ring of Carcer visual, no PostCombat python);
  • Added Pazyryk's changes to the AC contrib system;
  • Civilizations not allowed to get yields from peaks will get none
  • AI will ignore distance maintenance if it is at -100%
  • Some text fixes
  • Fixed a crash caused by exploring wolf den (thanks Falc!)
  • Mazatl now gains some bonus for Jungle and Deep Jungle; (+1 :food: from jungle negating the negative and +1 :food: and +1 :commerce: from deep jungle, so you get some commerce extra on top of production bonus)
  • Added Erebus continents mapscript with Opera's modifications (Orbis continents...)
Praetorian and Revenant are buildable by Scions
Revenant no longer requires order
Thaumaturge's Keep is now only buildable by Scions
No Barbarians game option no longer blocks animals or demons from spawning (only orcs affected)
Might have fixed bug with barbarians capturing cities without fight
Barbarian factions should no longer share tiles (from FF)
Khazad expert miners moved to civ entry, trait removed. No longer affected by minor trait mechanics
Fixed a typo that made spells ignore no duration requirement - should fix a few (i.e. Pyre sacrifices)
Claiming forts now requires no duration on unit
Abilities can't be miscasted due to effect/promotion on a caster (only innate ability or unit miscast chance applies)
Spooked gives 50% miscast chance (instead of 30%)
Creepers can be summoned by any scion recon unit, are permanent (till the summoner dies), summoning has one turn delay
Creepers are immune to burrs
Creepers no longer can build mana nodes (did not work as grown creepers are immobile)
Blight, feeding and blooming can be used also when in haunted lands
Galleons and frigates are never obsolete
Fixed grand menagerie scenario
Fixed final five game option (and thus barbarian assault scenario)
Same name changes (Gardens of splendor, Halls of Sabathiel, Letum FrigIDus)
Caminus aureus requires silver and enchantment mana to be build
Added runecaster - khazad and luirchuip adept upgrade, arcane/divine mix (limited to 1 tier of arcane spells), can use metal weapons
Added submarine - mechanos special ship
Removed cistern feature
Aqueducts provide freshwater to city and surrounding tiles (new tag, works)
Aqueducts update city health regarding freshwater
Added More Events ModMod by Black Imperator
Great Engineers can create guild of endeavours (but still buildable)
Ratcatchers can no longer build ratcatcher's guild

24C (does not break saves I think)
Fixed some barbarian spawning results from lair/den expolration
Fixed again values resetting
Fixed battlemage pedia entry
Fixed Korrina's become corporeal spell
Creepers will not get spooked any more
Fixed some unit art reverting back to base one for hauntstalk/dunespeak/whiteout promotions
Fixed malakim ranger art
Foresters can be build in deep jungle
AC contribution/reduction for player will now be counted for spellSanctify, spellPeace, spellPeaceSevenPines, spellRobGrave (thanks Pazyryk!)

24 B (breaks saves)
Workers will finally get free XP :mischief:
Workers are no longer immortal
Fixed purity unhappiness display
Values will no longer be reset when another becomes avaliable
Removed -1 visibility from held & blooming creeper promotions (units were sometimes ignored in combat)
Units should no longer get duplicated on reviving (thanks Xienwolf & MC)
Miscasting no longer grants accuracy promotion
Haunted lands changed to -1 food -1 hammers 0 commerce
Scions get 2 hammers 2 commerce (1 hammers 2 commerce total) from haunted lands
Fixed a few txt entries
Circle of eight now also uses gulgram
Circle of transmuters uses olives and reagents (reagents no longer produced, horses no longer used)
Both circles get improved science output but DO compete (only guilds that do so)
Guild of the nine uses horses/nightmare
Architects use patrian artifacts
Updated nightmare and gulgram resource symbols
Reduced spawn limit for most dens/lairs
Animal civ will now gets techs faster
Updated german translation by Senshi
Dwarven mortar - reduced range to 1 tile, increased collateral damage, collateral limit and ranged limit
Howitzer - increased ranged combat to 12
Feris now has movement 2
Included changes to tech screen from patch 41c

024a (better to restart game - required for religion adopting)
Fixed crash at starting non-human factions (fix by Xienwolf I think it means that Orbis is updated to 41d)
Fixed disabled adopting of religions
Fixed Howitzer txt_key
Ram promotion now only allows 5% damage to defenses, requires lvl 4 and city raider I promotion. Cost not changed.
Humanism is no state religion civic
Walls will now correctly give 1 :) with isolation civic
Warfare enables second level of city defense/raider promotions, basic ones unrestricted
Added pedia entries from older versions of FfH (thanks Jabie!)
Added pedia entries by warriorofala (units mostly)
Hill giants (save the ones spawned by steading) require barbarians to have animal handling tech
Added arrow tower (properly this time) - last of great general special academies
Special academies (save for military academy) reduced to 1 :culture: per building

0.24 (breaks saves, requires reinstall)

Bugfixes/Updates:
UPDATED to BtS 3.19 and FfH 0.41c, but fixed damaged units display
Added german translation by Senshi
Workers will start with aptitude and will get free xp
Fixed challenge beast spell
Fixed Mihuatl missing txt keys
Fixed balseraph galley & trojan horse popup/button
Fixed a typo in glory everlasting (again?)
Scenario compatibility work (all start fine now, but some bugs can still be in)
Removed rabies from free promotions list granted by wild haven
Animal civ units able to pillage will no longer (hopefully) cause endless turns (big thanks! apost8)
Hill giants are no longer considered animals (will no longer cause endless turns when bombarding cities)
Agricultural trait added to the list of possible traits for adaptative and insane leaders
Become corporeal spell should work now

Reworked/rebalanced
Processes (produce scence, culture, wealth) now give 75% of the yield, not 50%
Reduced air combat limit boost from most promotions
Ballistics no longer requires barrage
Siege engines get less xp, workers get more
Civics reworked (see attached image) - some added, some removed, many changed. I hope no more useless ones, but will have to be tweaked
Favourite/hated civics reviewed
Hero promotion gives free upgrade (as warlord), adventurer -50% discount
Adventurer is now unitcombat_recon (to let him get a few promotions most classes can't)
Capitols are no longer much less likely to found religion. Only population (+), number of religions (-) and settlement status (-) do count.
Castra legionis no longer provides legio training for free. You nead to train for it
Military academy no longer provides great people points. +10% to great general points instead.
Added arrow tower - archery units special academy, no special yet (+3xp for archery units)
Engineering corps now provides +10% do defense (down from 25%) and 50% defense from bombardment
Removed melisandre, ostanes & averax from the list of selectable leaders (boooring...!)

AI
removed some old python tech AI routines
Work on AI teching (agriculture)
AI will try to guard workers and settlers more (thanks Xienwolf!)
AI will like to place cities at the riverside much more
Various AI tweaks from Unofficial patch
Barrows, troll caves, giant steadings and goblin forts will be removed from starting locations on game start (mostly for the AI)

Animals/Barbarians
Wild animals are once again blocked from entering civilization borders
Animals spawning can now be limited by techs (should see much less giant spiders and griffons now; krakens and sea serpents will spawn later, too)
Max orc stack size reduced to 4
Most of the lairs have limited number of animals that can spawn at once from one lair (i.e. no more than 4 bears from one bear den). You have to kill it (add as a totem, use in city) before another will spawn. Spawn rate increased (should promote diversity and limit total number of animals in some areas)

Espionage
Added UNITCOMBAT_SPY - only ratcatcher for now
Included (rewritten :badcomp:) SuperSpies mod by Trojan Sheep, glider1 and Lord Tirian:
  • Spies can get special promotions that enhance their abilities
  • Spies will get xp for completing missions, counterspies for capturing them
  • AI will be (hopefully) better at espionage
  • Changed (fixed?) assassination, bribing and insert culture missions
Ratcatcher is now only defensive. Strength is plain 3
Removed ratcatchers guild. Ratcatcher now buildable with poisons
Ratcatchers guild building - buildable (with poisons) national wonder - free deception I promotion for spies (-20% reveal chance)
Added produce espionage process (poisons)
Added vigilant promotion +25% to discovering spies, empyrean disciple units only, radiant guards start with it, allows taking security promotions (otherwise restricted to spy units, increase spy discovery chance)

FF+ by Valkrionn inspired:
Added dunespeak promotion - Malakim recon, worker and non-combat units only, desert only, invisible and +50% workrate
Goliath changed - strength 18, ranged 12, moves 3, flat movement cost. Requires mithril working and machinery
Adventurers moved to FF+ spawning mechanics
Grigori palace and adventurer's guild no longer provide adventurer points. Palace bonus for great people increased to 25%
Removed grigori tavern

Enhanced Coastal City by rief_s inspired:
Pirate cove renamed fishing village, buildable by everyone with fishing
Pirate harbor (fishing village upgrade) renamed smugglers cove (lanun only), upgrades to pirate port as before
New graphics for Fishing village and pirate port
the above have a small chance to discover fish, calm, crab & pearl
Increased archer & longbowman (including uniques) base air strength, reduced air limit of tier 3&4 archers
Reduced siege weapons air combat limit (only dwarven mortar and howitzer will be able to kill at range, but only if using all possible methods of enhancing the damage). Dwarven mortar now excells at collateral damage and howitzer is better against single units.
Naval units adjusted to match siege changes (man-o-war&ironclad have the strongest ranged attack there is, but do less collateral)
Lowered free xp for siege engines, increased for workers
Oasis is back to old 3 :food: 2 :commerce:, but still can be farmed/cottaged
whales now yield 1 :food: 1:commerce: extra
undercouncil gives 10% enslavement chance
military state gives +50% great general rate (crusade bonus increased to +100%)
+1 :commerce: from winery and ivory
+1 :hammers: from watermill
+1 :food:, 1 less :commerce: from windmill with machinery
+1 :food: from camp with feral bond & from pasture with stirrups
additional 1 :commerce: from aduar with trade & aul with stirrups
hippus get +1 :commerce: from pasture
breeding pit gets +10% :food:
power no longer adds :yuck:, only dirty one does (so power plant only adds 2 :yuck:)
Adjusted guilds commerce (reduced science for mages and alchemists, actors produce some espionage, some other changes)

Text/Graphics/Minor changes
Did some cleanup regarding techs (no gameplay effects)
Hidden some game options: flavoured start (still on by default), no religions (7 options), no Duin, no Orthus, no Acheron, no world spells, no unique improvements. Still accesible via CIV4GameOptionInfos.xml
Some new building art, mostly by Walter Hawkwood (edited)
Silenced Loki's puppets
Reskinned Goliath a bit to look less modern
Diplomacy text for Thudr and Weevil by Jake the Peg
Small fixing of Maer, Verocchio, Thudr & Lamalha pictures
Sidar get persian flavour again and some hellenistic units ;) (Greeks by Bakuel, slightly reskinned)

New diplo music for Kuriotates (old one did not fit at all I think

Spoiler :
0.23 D(breaks saves)
Decius limited in his choice of alignment (evil only if calabim, good only if bannor or malakim, neutral not restricted)
Minor leaders now listed in pedia.
Creating colony heavily prefers minor leaders
First colony created will always use leader of the same civ - i.e. Charadon will get Thudr as a colony leader - second, third etc. will still use different civ (and minor leader of that civ)
Added No random minor leaders game option - no minor leaders are generated randomly, but still can be manually selected (thanks Opera !!!!)
Fixed bug in strong promotion granted to undead units by tower of necromancy
Fixed Brigit spawning (Opera again :) )
Joining a warlord to a unit will grant 5xp (total) to units in the tile
Another try on fixing disapearing build orders (thanks apost8!)
Units on capture will now keep promotions (will see if no new bugs come from this)
Removed hidden nationality from equipment
Removed wolf pack and lion pride units - wolfs will create wolfs from combat, are strength 3; lions are strength 4
Added hated civics - theocracy for Cassiel, slavery for Ethne
Added unitcombat_worker - workers, slaves and some guildmasters have now specific set of promotions (mobility & sentry plus new ones: hardy, skilled, aptitude)
Fixed a bug in revelation spell (thanks apost8)
Added improved griffon and manes warrior (infernal warrior from now on) by Warkirby
Wild Hunt wolves will get defense enhancement according to master's defence and xp equal to 1/3 that of the master
Removed form a wolf pack and add to wolf pack spells.
Added Warg unit - strength 5 +1 ice, 2% to create ravenous werewolf from combat. will not spawn in the wild (but can be converted from experienced (lvl 5) wolves)
Added convert to Warg spell - lvl 5 wolf, doviello & animals only, changes wolf to warg, all promotions and strength enhancements (from wild hunt or animal escalations) carried over
Flying ships with normal cargo space can't be cargo themselves (affects zeppelins and airships, blimps have special cargo so can be carried by zeppelins and naval units)
Barbarian animals can't enter/attack cities but will travel the countryside (this includes hill giants & trolls)
Restored FfH 0.40 versions of Ethne & Capria pictures
Added new minor leaders from Leaders Enhanced by Opera: Ji (arcane, magic res., Clan, Evil), Mihuatl (arcane, slaver, Mazatl, Evil), Raitlor (financial, agnostic, Illian, Evil) Menec (charismatic, agnostic, Grigori, Neutral)
Minister Koun and Dummanios can no longer be selected as minor leaders
Added agricultural trait (LE, changed) +1 :food: on tiles with 4 :food:, +50% worker production
Khset is now agricultural instead of Organized
Magic resistant trait applies to golems (for Vola)
Clay golems are unitcombat_worker and can gain xp and levels
Korrina is back as a major leader, aggresive, charismatic instead of organized, minor
Animal bonus of recon units will work again on all animals, not just ones belonging to animal civ
Added Publius Quintillus - Scions minor leader - organized, tolerant, minor
An attempt in increasing AI food production

0.23 C (breaks saves)
Fixed goody acquisition crashes (i.e. from goody huts) :D:D:D
Combat xp will now only spawn great generals (no more mammoths & other animals)
Illians will get art for palisades & walls
Alcinus is immune to loyality promotion (spell still removes enraged, but no lasting effect)
Fixed Alcinus on death respawn (other pythonondeath and pythononremove effects will work, too)
Techs will affect eras again (different music, city walls art)
Added totems description to Orbis Concepts
Elephant and mammoth totems now grant 25% revolt protection (instead of 1%)
Polar bear totems will now properly remove common animal totems
Frostlings (archers and wolf riders) will now require orc barbarians to have rigth tech (achery and horseback riding) to spawn
Orcs now need to have bronze working tech to spawn hill giants (still should be scary, but a bit later)
Few minor fixes

0.23 B (breaks saves)
Fixed release elephant spell
Removed ability to build wraith, mistofrm, aurealis from barbarians (orcs)
Minotaurs now require iron working (for barbarians)
Lowered animal spawning chance, both from unit generation and from lair spawn
No out-of-blue animal lairs spawning (new mechanics imported in 0.23 from FF). Only barrows, hellfire & goblin forts
Removed illian special rules for improvement construction (were causing python errors)
Removed animal mark from trolls and hill giants (not sure if it will help the axe issue, but should at least guard their lairs)
Trolls are now always barbarians (not animals), but are still hidden nationality so will fight clan and charadon - fits better I think
All equipment (except treasure chests) will start with hidden nationality (finders keepers)
Removed forlife defensive routine (more defenders) - AI works better without it, and palace guardian is there to help
Fixed Griffon and giant spider challenging
Doviello now has Feral as a racial promotion (no double movement in snow, else as winterborn but allows for stealing weapons of defeated enemy).
Fixed barbarian, demon & orc spawning unit types
Stronger deomons and barbarians have prereq techs req that the civ needs to know before they will be able to spawn
Totems are now acquired via leader promotions (but without special graphics) - it is now 'totem' animal action instead of spell casted by recipient. Should fix some CtD. Other characteristics unchanged
Removed snowblend promotion
Whiteout promotion is now applied to all illian recon and non-combat units in snow tiles, and removed if they leave the tile. Grants invisibility and +50 workrate
Removed Battering ram unit. Melee units can buy battering ram promotion in city for 15 gold.
Create battering ram (doviello only) now grants battering ram promotion for the unit, does not remove forest

0.23 a
Divided by 100 amount of free xp granted to demon barbarians by AC (should limit wraiths, ira etc...)
Shadow Priest of Agroun replaces Mazatl Shadow, not Bannor one
changed order of gameoptions (in dll) to take into account firaxis hardcoding (should work fine now)
Fixed issue with xp gain for speeds other than normal (thanks Opera!)
Fixed angel of death art
Fixed CtD on demons capturing cities
Toned down animal spawn rate
Longer time needed for animal ehancments
Adjusted a bit what can be spawned by each barbarian faction

0.23 (breaks saves, requires reinstall)
Fixed Tamblets of Bambur and Luchuirp palace art (thanks go to Walter Hawkwood!)
New art for adularia chamber, temple of kilomorph and dwarven vault (by Walter Hawkwood from Kohan II)
Dwarven Vault separated into 3 art styles - one for empty and low, one for normal and stocked, and one for 3 full ones
Fixed self-releasing from cage
Fixed yurt<->aul<->aduar upgrade/pillage bug introduced by patch D
fixed minor to aggressive trait gain
New mechanos marksman and heavy infantry art by Deliverator
Palace guardian is now +1 defense strength, +25% city defense, double fortification bonus. Granted by every palace (including winter and summer ones), the same way as walls defender works
Extrayield from crystal plains for illians incorporated to civ info (from trait)
Numerous additions & fixes from FF, major ones below:
  • alertness (i.e. no more attacking enemies just because you have moved to fogged territory)
  • better AI and unofficial patch fixes
  • barbarians divided into orcs, animals & demons
  • gone to hell victory condition - requires 90% hell terrain on the map (including hell tundra, snow and water), major contributor to AC wins (together with demons)
  • Infernals & AV Sheaim are at peace with demons
  • great person bar
  • attitude icons in civ list
  • icons in civ list informing on peace with barbarian factions
  • elections under republic
  • Enhanced start screen - informs of blocked units & buildings and ones that are unique but not replace anything
  • Master and slave - summons are linked to a specific summoner, no the total number of promotions (i.e. every death I caster need to summon own skeleton, your combat 5 archmage will not do all the work)
Fixed bug in flavourstart (thanks Opera!)
Doviello start at peace with animals
Pax diabolis ritual sets player at peace with demons (like in FF) but it happens on ritual completion, city is reduced to size 1 and revolts for 10 turns but survives. Requires infernal pact tech
Mother lode spell grants 35 gold per mine and 20 per quarry
Updated to FfH 0.41
Luirchuip and Khazad can build marksmen - art by seZereth (moved dwarven crossbow, kept Orbis one as crossbows)
Mesmerize works on animals belonging to animal civ, regardless of peace (thanks Valkrionn!)
Added Orbis-friendly Erebus and Creation mapscripts (edited by Opera)
Padia civ screen will now correctly list all unique buildings and units (including heroes, special buildings etc.)
Corrected pedia promotions display (Opera)
Added some a lot of pedia and diplomacy texts (thanks guys!)
Ranged combat will now grant 1 xp per every 10% damage done during this attack only (so no big xp on already wounded units - thanks Sephi!)
Withdrawal on defense will now grant xp to both sides (just as withdrawal on attack does)
Withdrawl will add "winded" promotion to the withdrawing unit (-100% withdrawl rate, 100% expire chance)
Settlements get only 50% of commerce (all types - beakers, gold, culture, it is halved after all modifiers and sources are added) and 50% trade route yields.
Settlements do not increase number of cities maintenance any more (distance and civic only)
No espionage game option no longer converts espionage points into culture (are simply gone)
Rebalanced minor leaders: kane, khset, vitnir, melisandre & thessalonika lose defender, lamalha is arcane/magic resistant/minor, vola is arcane/ingenious/minor, ivelleth & laggs lose aggresive, furia is charismatic/minor, rivanna is arcane/summoner/minor, volanna loses expansive, mahon loses aggresive, averax & all infernals lose barbarian, lethe loses spiritual, sallos loses charismatic, Braeden is foolish/aggresive/organized/minor (and can be selected), Korrina is organized/minor
Sprawling trait now also grants assimilation (fits Kuriotates I think)
Permanent lairs regeneration is no longer affected by republic (no double growth)
Severed souls are permanent (but will die if divided soul dies), can't enter ocean
Sever soul ability linked to promotion granted for free to all Sidar recon units excluding scouts (but including Rathus)
Doviello units will steal metal weapons (if valid for a unit) from enemies (adapted Valkrionn's code)
Added challenge animal and challenge beast spells - animal frinds can provoke animals to attack and be captured (adds challenged promotion - hidden nationality and 100% expire chance)
No more Empyrean for Calabim (it is like Order Hyborem - wouldn't happen, so I will stick to it)
Beast totems will remove animal totems when acquired
Polar bear totem included in beast list (though the units is still an animal, as are elephant and mammoth)
Scion 'gifted' units (not necessarly owned by scions) will not get killed by glory everlasting - will get 30 to 60 % of holy damage instead
Fixed Tower of Necromancy influence on udead (was not applied i.e. to scion drowns, but was applying to scion units captured by another civ)
Destroy undead renamed exorcism, will work on demons
Replaced BtS concepts in the pedia (were obsolete anyway) by Orbis concepts (i.e. minor laders, barbarian factions etc.)
Did some synchronization with FF on Awakened spawning
Added some music for renaissance era (from arcanum)
Some minor art fixes
 
0.22 d (breaks saves)
Mazatl, Mechanos & Scion palaces grant espionage points just as other palaces do.
Animal dens are no longer created on game start - this affects lion dens (had small chance to be created) and Griffon nests (had a BIG chance)
Increased minimum distance between griffon nests by one tile (will do more if there are still too many griffons)
Updated to FlavourMod v2.7.2
Fixed minor to aggressive trait gain.
Added plenty of pedia entries (thanks guys!)
Forts can be claimed only in own territory, in the wild or during war (no open borders stealing)
Troll lairs will be properly removed when feature (swamp) gets removed, and swamps will be removable when at cave tile.
Standard maelstrom spell does not cause war, just as druid version
Forts can be build on any terrain (including flatlands) but not next to another fort, keep or castle
+1 :food: for coast and ocean
Pirate coves are now build via build orders, spell removed
Towns (villages, hamlets and cottages too) will now have the same art as the civ cities
Fixed renaissance era town art
Changed goum art to Valkrionn's (but added some fire to it)
Added Kolsevahn Leader - Mazatl, evil, aggresive, raiders & slaver
Added priest and shadow priest of Agruonn - from FF, require evil
Added Miquiztli hero - Mazatl, evil only
Coatlan and Wyvern Guardians require good alignment
Sacella require non-evil alignment to be build
Added Sacrificial altar building - Mazatl, evil only - +10% culture, 1 free priest, 1 :) +2 xp for land units, -50% anger from sacrificing population
Fixed (hopefully) Tuatha De Danann popup
Empyrean will now move the civ one step towards good (so neutral civs will turn good, evil ones will turn neutral), OO will make them more evil (good to neutral, neutral to evil)
Added slaver trait - max 1 turn of anarchy, +100% :hammers: from population hurry (population cost is the same but extra hammers will be applied to the next item in city queque)
Fixed martyr to emperor's dagger upgrade
Fixed farms, mana nodes, forts, plantations and pastures for renaissance era
Removed :food: requirement for cottages and workshops. Require freshwater or grass/broken lands/wetlands/shallows tile only
With machinery, workshops can be build on any plain/tundra/fields of perdition tile
Illians can build farms, workshops and cottages on any snow tile, regardless of freshwater (but farms will not be irrigated without sanitation, so produce less)
Breeding can be cast on any farm, regardless of terrain (other requirements still apply). Wetlands and shallows are now valid terrains, too.
Added help text explaining breeding and prospecting requirements.
Changed temple of the hand art to the right one. New art for temple of the gift and order temple
Increased quinquireme speed to 3 (to match arkham's pedia entry)
Berserker's pit is now doviello training yard, bear totem is now a temple. Only names (and art) changed
Fixed (hope so) city bar icons display
Added beacon building - scions lighthouse replacement, 1 :hammers: 1 :commerce: extra from water tiles. Needs better name (?)
Goum renamed Aul
Mahala got her hair dyed and some new make-up again ;)
All siege engines except mechanos -1 to normal strength
Howitzer -2 to combat strength (both normal and ranged)
Some fixes from FF - including city withdrawal and ranged xp (I hope)

0.22c (breaks saves, requires reinstall)
Updated to FfH 0.40 z
Dreptus brewing house will no longer require all beer of the universe - just brewery in the city
Wyrmhold will correctly grant 1 gold per city with CotD
CotD will spread sligthly faster
Fort commaneders (and all other siege units) can't wane any more
Illians get 1 extra :food: from tundra
Laggs nyr gets minor and magic resistant traits (forgot to add them)
Lower chance to get adventurer from exploring animal dens
Ratcatchers are imune to sinister, poisoned blade, blessed and weapon promotions.
Mahala is now neutral
Changed religion weights for some leaders
Mithril weapons will be applied to valid units
Mahala got some makeup...
Grigori can build druids, Hippus can build arquebusiers, Doviello - marksman
Only promotions that can be bought by xp or gold appear in promotion section of pedia. Other moved to effects page
Ranged strength will now be displayed in pedia and all other places it should appear
Included Xienwolf's changes to invisibility promotions (including Nox Noctis), fixed some bugs
All units starting with hidden or invisible will be able to reapply it when lost (i.e. removed by revelation spell)
Added snowblend promotion - free for all Illian units without combat type (settlers, workers, slaves, most guildmasters, great people etc), requires snow tile, makes unit invisible and adds +50% workrate
Whiteout spell removed, whiteout promotion now only for illian assassin & shadow, gained for free at snow tiles, lost only after attack (so do not need to stay at snow), makes unit invisible
Illians do not get negative cult events
Agnostic leaders reduce passive religion spread in their cities by 60%
Increased ranged damage a bit
Art fixes for many units (I hope I got all broken animations this time)
Acrobat will now properly replace hunter for Balseraphs, starts with shadow 1
Doviello melee units can be upgraded normally, spell conversion still in
Fixed a crossover between adaptive and minor traits
Risen emperor is spiritual rather than arcane (fits the whole idea better)
Mazatl and Scions of Patria can't build steam tanks any more
Flagbearer is now Bannor only
Plenty of new art (Walter Hawkwood)
New pedia entries (thanks guys!)
Verocchio is now also philosophical
Maer changed to Charismatic
Hydra cannon renamed howitzer, art changed to similar to dwarven mortar(Walter Hawkwood, from EE2). No stat changes.
Removed summon tiger spell
New refinery art - from Dawn of War, by PPQ_Purple
Ratcatchers can't be upgraded any more, do not require the guild in the city.
Changed ratchatcher default AI to spy - hopefully it will help AI with active missions

0.22 b (does not break saves)
Fixed automation interrupions
Generals can lead troops once again (broken by 0.22)
Fixed Clan berserker animation
Dungeon and gallows boost espionage points only in cities they are build in
Ratcatcher offensive strength changed to 0 (so they can enter cities without fight). Defensive is still 3.
Cult of the dragon will now be founded for the first valid player (Sheaim, Kuriotates, Mazatl) that researches mysticism or in the city that builds Acheron.
Held units can cast spells (so Acheron will use roar or meteor shower, Korrina will be able to cast while shackled etc.). Other immobile units still can't
Text fixes
Poleaxeman renamed ironbreaker, forester to forester's lodge, Volva leader to Völa
Removed duplicated popups for Acheron and Orthus

0.22 a (breaks saves)
Added missing Orbis icon
Fixed missing unit capture text
Removed test promotion :blush:
Ratcatchers require poisons tech and guild in the city to be build
Religion advisor shows all religion options, including no state.
Moved mana bar to not collide with espionage slider
Added growth control function from Flavour mod (emphasize buttons should work fine now)
Winery, camp, fishing boats, whaling boats, watermill get +1 :food:
Reduced yurt upgrade time to 20 turns
Goum gets extra 1 :food:, horseback riding grants 1 :hammers:
Guild of endavors moved to architecture
Scion councli members will not get multiple popups

0.22 (breaks saves)
Additions
Order of knights - national wonder buildable by great general, +3 xp to mounted units
Squire promotion - trainable at order of knights, mounted units only, grants +25% to xp gained
Squire promotion removed at lvl 6, appropiate knight status gained (dependant on religion or civ if agnostic)
Added 9 knightly orders (promotions)
Once gained, order is till death. It sets unit religion to the right one. When religion changes to an opposite one (AV, OO and CoE vs RoK, Empyrean and Order, plus FoL vs AV and Order), unit has a chance to act on it's own or turn barbarian.
Minor leaders for most of the civs - playable, start with 2 traits plus minor (will change to another trait depending on players achievments - from minor leaders mod)
Most leaders come from scenarios, capped at 5 leaders total per civilization (but most have just one minor leader)
New minor leardes:
  • Thudr (Doviello, neutral, arcane & spiritual)
  • Volva (Luirchup, good, arcane, magic resistant)
  • Vitnir (Khazad, neutral, spiritual, defensive, ingenious)
  • Laggs (Lanun, neutral, aggresive, ingenious AND magic resistant)
  • Prince Ivelleth (Ljosalfar, good, aggresive, organized)
  • Lamalha (Kuriotates, good, arcane, financial)
  • Khset (Mazatl, good, organized, defender)
  • Maer (Mechanos, neutral, philosophical, agnostic, ingenious)
Engineering Corps, +3xp to siege (more to come)
Naval academy, +3xp to ships
Espionage up and running (thanks Jabie!). All missions from BtS work, save the following:
  • religion change - too powerfull in FfH: abandoment of heroes etc.
  • civic change - same, controls councils, royal guard abandon
Added ratchatchers guild headquaters - one per civ, req poisons, build by ratcatcher. grants +1 espionage point per city with ratcatchers in the world (yes, it benefits every player with the guild headquaters)
Ratcatcher - guild executive, recon unit, can spread guild and conduct espionage missions, req poisons tech and ratchatchers guild in the city, oner awarded to every player that researches poisons. have some combat abilities, can be upgraded to assassin...
Added espionage yields: palace 3:espionage:, courthouse 2:espionage: +25%, dungeon +25%:espionage:, forbidden palace 2:espionage:+50%, eyes and ears network +4:espionage: +100%, nox noctis +6:espionage: +50%, sidar temple 1:espionage: +25%, svartalfar temple 2:espionage: +25%, basilica 1:espionage: +10%
Shadow court grants +50%:espionage:, +25% gold, removed city distance maintenance discount
Guilds provide +4% do city defense (except actors, bankers and retcatchers, building type)
Seafaring promotion (lanun naval units only, free) +1 movement, can capture ships
War mount promotion - cost 25 gold, no xp cost, req order of knights, paladin, hospitalier & eidolon only. Allows mount spell (adds mounted promotion)
Mounted promotion - +1 attack strength, +2 moves, no defensive bonuses, unitcombat changes to mounted (graphics changes, too)
Royal guard changed to melee unit, starts with war mount promotion (this includes preatorians)
Included hell terrain speed fix by Jean Elcard
Corned powder - free promotion avaliable to ingenious leaders only. Only applies to galleas, frigate, man-o-war, handgunner, arquebusier, musketman, cannon, dwarven & mechanos cannon. +10% combat and ranged combat limit.
Whiteout promotion - illian workers and assassins only, +50% workrate & invisible on snow
Crystal plains feature - +1:commerce:, extra +1:food: for illians, small chance to be generated on game start, swamps/wetlands and flood plains transform to crystal plains when terrain changes to snow (Temple of the hand effect)

Removals
Stewards of inequity guild
Shadowrider (abilities transfered to Shadow knights order)
Seafaring & horselord tech

Traits
Tolerant trait provides +25% :culture:, but only when civilization is at peace
Lanun palace no longer provides extra food from water tiles, moved to coiv info
Added seafaring trait +50% xp from naval battles (lanun civ-trait)
Scions get only 0.2 :yuck: from haunted lands
Mazatl get 0.15 :health: from jungle and 0.25 from deep jungle
Malakim get only 0.2 unhealth from flood plains and 0.5 health from Oasis
Added jungledweller - Increases jungle spread chance (mazatl civtrait)
Added minor trait - +25% maintenance, -25% culture (from notque's minor leaders mod, changed)
Elves get -1 food from farms

Bugfixes
Govannon can teach dimensional 1 (instant teleport to capitol of the entire army?)
Wild haven can be build only if any of animal buildings is present in the city
Academy training spell can only be cast by unitcombats valid for the promotion plus paladins, eidolons and paramanders
Cannons will no longer ignore bombard protection from buildings
Units can be gifted once more
Flood plains are no longer removed by building a city
Plenty of fixes from FF (blockades, hidden nationality grouping and more)
Animations fixes
Flood plains will turn to obsidian plains on burning sands (and back). Burning sands will not burn it at the river side

Rebalancing
Kuriotate settlements are now normal cities (including maintenance), but get 1 tle radius, can't build projects & wonders, can't conscript & hurry
Deep jungle changed to -0.25 :yuck:, jungle has a chance to upgrade to deep jungle if in mazatl territory, will not be removed outside mazatl territory
Roads in deep jungle have a chance to turn into trails (lower chance than roads in mazatl territory)
Greatly reduced collateral damage from archers (less in case of elven ones), adjusted ranged strength
Added Vehems tweaks to ranged combat - reduced damage on strong units, will grant some xp
Only one totem per unit, only for living units rule enforced (sorry Scions ;), but I think that does not really fit their flavour; it will also block golems etc.)
Shadows require CoE state religion
Ranged combat - bigger importance of unit strength, grants some xp
Withdrawal grants xp to both sides
Sidar pagan temple grants 1:science:
Updated to the last version of Flavour mod by Jean Elcard
Changed End of Winter to extended end of winter
Scorch changed according to Flavour mod
AV and Order civs can't build druids
 
Post to list missing pedia entries (Orbis unique only)
Thanks to Wauthan for documenting them!
If you want to add an entry, go to this thread. Thank you! :)

Leaders (with an outline on what I thought when creating them):

Vola - luirchuip archmage and enchanter, golem crafter
Duke Ivelleth - arrogant elven aristocrate, high elf type
Laggs Nyr - ex-slayer dwarven pirate. Likes gunpowder and rum, there are many dwarves in his crew
Vitnir - dwarven good-natured cleric
Thudr - Doviello druid and shaman, close ties to nature but still thinks Charadon is an extremist
Lamalha - Lamia, mage and alchemist, quite neutral in allignment
Khset - no idea
Maer - Mechanos best pilot and also an inventor
Verocchio - Mechanos leader, greatest scientist they have, great at industry

Corporations:

1. Bank of Vivaldi (dwarven bank with italian twist, name comes from the witcher series)
2. Circle of Eight (neutral mages pursuing knowledge and trying to preserve balance)
3. Circle of Transmuters (Alchemists, what more to say)
4. Globe Troupe (wandering artists, comediants, bards)
5. Hansa (merchant naval company, modelled after medieval organisation at Baltic and North Seas)
6. Intricate Weavers (flemish-style weavers)
7. Prospector's Guild (miners, mostly dwarven)
8. Order of Arches (cathedral builders - secret codes, symbolic proportions of buildings etc.)
9. Ratcatchers Guild (thieves and spies)
10. Three-Field Order (innovative farmers)

Heroes

1. Boris - Mechanos (I am going to write a lab entry (Frankenstein's style) as soon I get enough time...)
2. Feris - Mechanos - ranger and sharpshooter
3. Gaelan - Event reward unit (base FfH)
4. Goliath - Mechanos
5. Gurid - Event unit (base FfH)
6. Herne - Kuriotates (base FfH)
7. Margalard - Event unit (base FfH)
8. The Risen Emperor - Scions of Patria - is also a leader

Improvements (History section)

1. Aduar (fortified desert city, I thought of Moroccan cities when adding them)
2. Enclave
3. Forester's Lodge
4. Gate to the Underdark (entrance to the cave system called Underhome by dwarves)
5. Goum
6. Refinery
7. Tower of Eyes (a place where Perpentah was imprisoned, I think one of MC's posts will be perfect for the description, but some drama would be nice)
8. Yurt
 

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Wonders

2. Black Citadel (name can be changed, too - placeholder from time I changed tower of eyes to unique feature)
3. Caminus Aureus
4. Castra Legionis - roman legion style
6. Dereptus Brewing House
10. Intricate Weavers
11. Knightly Order
12. Naval Academy
16. The Wild Haven
18. University (Ankh-Morpork comes in mind)
19. Wyrmhold

Guild buildings (so low priority, can use guild descriptions - or the other way around, then high priority...)
1. Bank of Vivaldi
5. Circle of Eight
13. Order of Arches
14. Prospector's Guild
15. Ratcatchers Guild
17. Three-Field Order
7. Globe Troupe
8. Guild of Transmuters
9. Hansa

Buildings

1. Actor Colony - Globe Troupe building
2. Altar of Light - Malakim UB
3. Archives - Elohim UB
4. Bear Totem - Dovellio UB
5. Berserker's Pit - Dovellio UB
6. Bhall's Pyre - Clan of Embers UB
7. Cathedral - Order of Arches building
8. Cave of Ancestors - Amurite UB
9. Cave of Kilmorph - Khazad UB
10. Cloth Hall - Intricate Weavers building
11. Customs House - Hansa building
12. Dagda's Memorial - Grigori UB
13. Danalin's Spring - Lanun UB
14. Den of Esus - Svartalfar UB
15. Dwarven Smithy - Khazad UB
16. Factory - Mechanos UB
17. Forge of Nantosuelta - Luchuirp UB
18. Gate of Agares - Infernal UB
19. Grove of Cernunnos - Ljusalfar UB
20. Jeweler - Kuriotates UB
21. Levee - Global building
22. Library of Oghma - Amurites UB
23. Machinists Shop - Global building
24. Mammon's Carnival - Balseraph UB
25. Miner's Camp - Prospector's Guild building
26. Observatory of Ceridwen - Sheiam UB
27. Oracle of Siriona - Elohim UB
28. Palisade - Global building
29. Pit of Slaughter - Calabim UB
30. Power Plant - Mechanos UB
31. Public Baths - Global building, needs new entry
32. Reliquary - Elohim UB
33. River Port - Global building
34. Sacred Arc - Mercurian UB
35. Sanctum - Sidar UB
36. Tailor - Kuriotate UB
37. Temple of Junil - Bannor UB
38. Temple to Amathon - Kuriotate UB
39. Tower of Winds - Hippus UB
40. Vivaldi Branch - Bank of Vivaldi building
41. Warehouse - Three-Field Order building
42. Wizard Enclave - Amurite UB
 
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Units

1. Adeptus - Mechanos UU
2. Architect - Order of Arches guild unit
3. Ballista - Svartalfar/Ljusalfar UU
4. Banker - Bank of Vivaldi guild unit
5. Battering Ram - Needs update since it's now global unit, not Khazad UU
6. Battle Mage - Amurite UU
7. Blimp - Mechanos UU
8. Clipper - Global unit
9. Cog - Global unit
10. Dragoon - Mechanos UU
11. Drakkar - Dovellio UU
12. Farmer - Three-Field Order guild unit
13. Flag Bearer - Bannor UU
14. Flagellant - Bannor UU
15. Flamethrower - Mechanos UU
16. Fort Commander - Global unit
17. Galeass - Global unit
18. Grenadier - Mechanos UU
19. Griffon Knight - Global unit
20. Handgunner - Mechanos UU
21. Hastati - Scions of Patria UU
22. Holk - Lanun UU
23. Hospitalier - Elohim UU
24. Howitzer - Mechanos UU
25. Iron Breaker - Khazad UU
26. Iron Clad - Khazad UU
27. Lizard Shaper - Mazatl UU
28. Magister - Circle of Eight guild unit
29. Musketman - Mechanos UU
30. Prospector - Prospector's Guild guild unit
31. Quinquireme - Scions of Patria UU
32. Ratcatcher - Ratcatchers Guild guild unit
33. Repeater Crossbows - Svartalfar UU
34. Siege Mage - Amurite UU
35. Spartatoi - Global unit
36. Steam Tank - Khazad, Mechanos UU
37. Supplies - Lair reward unit
38. Troll - Barbarian Beast unit
39. Techpriest - Mechanos UU
40. Thespian - Globe Troupe guild unit
41. Trader - Hansa guild unit
42. Trebuchet - Khazad and Mechanos UU
43. Troll Slayer - Khazad UU
44. Velite - Scions of Patria UU
45. Weaver - Intricate Weavers guild unit
46. Windrider - Amurite UU
47. Witch Hunter - Mechanos UU
48. Zeppelin - Mechanos UU
 
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