Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
Éa III v6 (will break saves)
I may have forgotten some items in list below. I was working on game stability issues for most of the last few weeks, but may have added something 3 weeks ago and forgot to add to changelog. Most of the new stuff here was added recently.
I may have forgotten some items in list below. I was working on game stability issues for most of the last few weeks, but may have added something 3 weeks ago and forgot to add to changelog. Most of the new stuff here was added recently.
- Removed 7 techs from the tech tree that don't do anything yet (will add back as these game mechanics are added)
- Removed the "Take Residence in city" action (boring, never was balanced, and mostly duplicates yield actions)
- With Steel Working, all Tier 3 and higher regular troops gain Steel Weapons promotion (+2 combat strength; +15% ranged strength if applicable)
- With Mithril Working, all Tier 5 and higher regular troops gain Mithril Weapons promotion (+4 combat strength; +30% ranged strength if applicable; replaces Steel Weapons)
--note: "regular troops" include infantry, archers and all horse- and elephant-mounted units (not siege, ships or summoned or called creatures) - Warrior gains extra movement from same-plot or adjacent mounted units
- Encampments next to small body of water won't become Pirate Cove
- TableSave much faster now, from 0.5 to 0.15 seconds on my computer (runs every gamesave; TableSaverLoader 0.14)
- Removed untrusted PRNG for race selection, now using Lua 5.1 math.random (for some reason I thought that was non-functional)
- "Random" race selection only partly random: you're guarantied 1/2 Man, 1/4 Sidhe and only remaining 1/4 are truely random (2:1 M:S) from all the slots that you leave set as "random"
- Diplo
- Increased various negitive modifiers for policies, religions, techs and mana consumed (see Manual)
- Warmonger penalty is now reduced or eliminated for attacking specific civs: goes from 0-100% discount for player that has consummed 0-33% of Sum of All Mana (and there will be no Warmonger penalty for attacking Heldeofol ever)
- Razing cities of other races adds to racial hatred, irrespective of who does it (e.g., S razes M city, all M hate S more)
- AI
- Leader personality traits no longer flat 5; they are autoadjusted based on class spawning probabliities (should see some more lively AI now, for example Warrior leaders being more warlike)
- Altered Actions
- Build (engineer) can be done only when city constructing a building (uses Construction mod) or siege unit (uses Combat Engineering)
- New Actions
- Shrug Off Injuries (warrior) removes damage from self equal to warrior's Combat Mod (plus get benifit of heal if haven't moved yet)
- Recruit (warrior) works like engineer build, but only available when city building regular troops (uses Logistics mod)
- Restore Troops (Warrior) removes damage equal to warrior's Logistics mod
- Repair War Construct (engineer) as above but non-troop land units (i.e., all siege, landships and airships) and uses Combat Engineering
- Altered spell
- Changed name of Death Ray to Energy Drain
- New Spells
- Plasma Storm
- Hail of Projectiles
- Mass Energy Drain
- Time Stop
- Balance
- Cultural Level progression changed; will be slower in mid-game if you are a high-culture civ (ceiling is similar or possibly higher)
- Reduced Defence for all defensive buildings by 1/2
- When Living Terrain transfers strength points, it is now random amount from 1 to 1/3 of strength
- Bugs
- Fixed some potential corrupt saves problems related to resurected civs
- Fixed another potential corrupt save issue related to preserved Lua table indexing (TableSaverLoader 0.14)
- Fixed v5 bug that was seriously slowing Living Terrain spawns
- Fixed bug that increased disease/plague chance on easy difficulty settings
- Fixed several mistakes in Cult founding criteria (UI and actual)
- Fixed problem where combat unit could not attack out of city with GP in it (needs testing)
- Fixed Adept and disciple specialist to properly give mana or divine favor
- Fixed problem where Forest Dominion plots not owned by any city (problem on city conquest)
- Fixed problem where you could summon >1 archtype unit at a time on a loaded game
- Added some missing improvements for Taxation and Industrialization yield bonuses
- Fixed GP combat strength so that it is equal to Combat Modifier (important for Warriors)
- Incorporates v5 hotfixes