Ahwaric
Shrubbery-hugger
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? ) is spartatoi)
Included following Opera's fixes from patches d-f and g:
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
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 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 ) SuperSpies mod by Trojan Sheep, glider1 and Lord Tirian:
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 2 , but still can be farmed/cottaged
whales now yield 1 1 extra
undercouncil gives 10% enslavement chance
military state gives +50% great general rate (crusade bonus increased to +100%)
+1 from winery and ivory
+1 from watermill
+1 , 1 less from windmill with machinery
+1 from camp with feral bond & from pasture with stirrups
additional 1 from aduar with trade & aul with stirrups
hippus get +1 from pasture
breeding pit gets +10%
power no longer adds , only dirty one does (so power plant only adds 2 )
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
Updated to FfH 41 g - not all changes ported, Elohim units redistributed (i.e. champion art given to immortal, axeman (spear? ) 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 from jungle negating the negative and +1 and +1 from deep jungle, so you get some commerce extra on top of production bonus)
- Added Erebus continents mapscript with Opera's modifications (Orbis continents...)
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
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 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 ) 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
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 2 , but still can be farmed/cottaged
whales now yield 1 1 extra
undercouncil gives 10% enslavement chance
military state gives +50% great general rate (crusade bonus increased to +100%)
+1 from winery and ivory
+1 from watermill
+1 , 1 less from windmill with machinery
+1 from camp with feral bond & from pasture with stirrups
additional 1 from aduar with trade & aul with stirrups
hippus get +1 from pasture
breeding pit gets +10%
power no longer adds , only dirty one does (so power plant only adds 2 )
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 on tiles with 4 , +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)
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:
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)
Addedsome 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
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 on tiles with 4 , +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)
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)
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
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