Download and Changelogs

Pazyryk

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Jun 13, 2008
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To install, download the two mod files below and move to your MODS folder. The path is something like C:/Users/<your name>/Documents/My Games/Sid Meier's Civilization 5/MODS. Remove earlier versions if they exist! Then "Extract Here" for zip files. Then start Civ5, enable both Éa Media Pack and Éa III Sword & Sorcery, and press Next.

Version 7i (requires Éa Media Pack v5)
Éa Media Pack (v5) (it's almost 1 Gb so be patient) Mirror link here.

(No more separate hotfixes. I'm doing all updates as full downloads now. There may be specific "manual fixes" posted in the Bugs thread before I get them into the next version.)

The online Éa III Sword & Sorcery Game Manual will be essential until we get all that info into the game help and Civilopedia texts.

Changelog
Spoiler :

7i
  • Can rename units by right-clicking name in unit panel; it's currently disabled for GPs however until I integrate with leader system
  • Ranged unit capture of city with 0 hp only happens now if unit is adjacent to city (as intended)
  • Max gpt from any interest source is now 100 ajusted by map size
  • Added UI in city screen indicating gpt from interest on treasury
  • Action UI for building National Treasury now indicates the correct interest on treasury (mod x 0.05%)
  • Fixed obscure Lua error in Mercenary AI code
  • Fixed silent Lua error in diplo UI
7h
  • Fixed Lua error related to GP action UI
  • Fixed Lua error related to removal of evil civ in set up for Seal Ahriman's Vault
  • Fixed some problems in diplo screen showing 3rd party civs for war/peace

7g
  • Warriors can Lead Charge against cities
  • Fixed Warrior attack code to allow attacking into a plot with a civilian (eg, an encampment with a captured worker)
  • Each barb encampment can have only 2 captured civilians from each civ; excess are killed
  • When a plot wonder is completed, remove partially built graphic for wonder anywhere else in the world
  • Fixed error where some dual-class GPs couldn't take all appropriate promotion series
  • Cargo ships no longer get scurvy
  • Fixed Lua error in UngenericizePerson function
  • Fixed Lua error from auto-indenture slave system
  • Added some action/spell UI telling you when it must be done inside/outside of a city
  • Fixed various texts
  • Decreased culture rate a tiny bit to balance AI civ name appearance (policy vs. tech-based)
7f
  • Removed "history aspect" in Culture Level approach value (see Balance thread)
  • Goody Hut culture bumped up to 100c, which gives you about +0.25 CL change that turn
7e
  • Fixed Lich xp/mana value
  • Fixed AI dialog so Return (or other keystrokes) won't do bad things
  • Bumped up turn number when barbs get certain techs (by a little, not a lot)
    --Everything below is unit graphic updates:
  • All ships are now "fleets" with 3 unit members; ships rescaled
  • Added Wolfdog's Carrack and Galleon and Barathor's non-barb Galley (removed some sail decorations)
  • Name change: "Biremes" now "Galleys"
  • Fixed embarked unit graphics: start with Galleys, then Caravel with Astronomy and Portugese Nau (a fatter Carrack) with Navigation
  • Great Bombard uses Farsakh Cannon (w/out elephants) from the Mughals mod [unit has problems and I'm not happy with it, but OK as placeholder]
  • Bombards now uses Wolfdog's Turkish Bombards graphic
  • War Elephants uses Indian War Elephant
  • Mounted Elephants and War Elephants now 3 member unit, slightly shrunk
  • Mumakil is a giantized single Indian War Elephant (not permanent but works as placeholder)
  • Marksmen uses English Longbowmen (Man only)
  • Equites uses Greek Companion Cavalry (Man only)
  • Cataphracts & Clibanarii use Byzantium Cataphract (Man only)
  • Bowed Cavalry & Sagitarii use Huns Horse Archer (Man only)
  • Trackers uses Shoshome Pathfinder (Man only)
  • Ranger uses Iroquoian Mohawkwarrior (Man only)
  • Fixed/changed some unit portraits/icons
Éa III v7d
  • Fixed so Mages/Archmages couldn't keep selecting to become Mage/Archmage
  • Fixed error when Sage becomes Mage/Archmage
Éa III v7c
  • My leaderscreen removal hack was dangerous for AI-initiated dialog. So it has been disabled for that. Still works for player-initiated dialog. (Someday this will all work properly...)
  • Slaver city states will sell you slaves if they have one available and you have Slavery policy (thanks Doopliss!)
  • Fixed Slaver CSs so they make slaves instead of workers (will retroactively convert if you load a pre-v7c game); they also get 1 free slave at game start
  • Fixed leader title text in dialog "discuss" mode
  • Fixed new turn text
Éa III v7b
  • Finally! The Leader Screen is gone! AI leader dialog has portrait and trade panels over regular map.
  • Fixed a bug related to leader portrait indexing (maybe it caused "out of memory" error, but I'm not sure)
  • CL rebalancing
    • There's a denominator adjustment in culture/pop calculation that prevents crazy results from using Artists while keeping civ pop at 1.
    • "Recency bias" cranked way up. What you did 100 turns ago really doesn't matter now.
    • Based on max civ pop ever rather than current civ pop. This is in response to some odd results in Armageddon end times where CL would go through the roof for civs dropping population.
Éa III v7a
  • Fixed v7 bug preventing killed summoned units from being forgotten (so couldn't summon more)
  • Griffons and Drakes will no longer embark; they can fly over coastal waters but not deep ocean
  • Fixes massive negative research progress that happened for some reason (press end turn to clear up from saved game); I'm not sure why it happened, so watch out for any other fishiness like that
  • Help bullet points autogenerated for 4 building effects:
    1. Produces x Resource1
    2. Produces y Resource1 for each improved Resource2
    3. Requires nearby Resource1, Resource2 or Resource3
    4. +x Yield1, +y Yield2 for each Resource1, Resource2 or Resource3
  • Removed a whole bunch of superfluous building Help texts
  • Gave Winery some reasonable effects
  • Added Berries to list of Distillery resources (convert to Spirits) and for Marketplace +1g
  • Fixed INCENCE misspelling that made it not appear for some building effects
Éa III v7 (will break saves)
  • Finished adding Favored Techs for all civs
  • Natural Wonders have yields! Note that a couple don't, and Azzandarayasna followers can't get mana; two features (Ahriman's Vault and Temple of Creation) give yield only to the Fallen and to Azzandarayasna followers, respectively.
  • Renounce Maleficium (trade item) is now available from any Fallen player to any that isn't. The civilization will give up Maleficium and all its enabled technologies plus all (Anti-)Theism policies. All spellcasters belonging to the civilization will desert it [I have plans for these but for now they just vanish]. Players will value this item more with each Maleficium tech or Anti-Theism policy. (It should really take a serious war beating before they give it up if they have more than a couple techs/policies.)
  • Purge (action) Removes 1 A&#331;ra follower while reducing city population; any GP can do this after A&#331;ra Holy City has been razed if player has never been Fallen.
  • New spell icons by Lplate and Doopliss!
  • New subclass Mage/Archmage is available to players with Magery policy (in Arcana branch); these are dual-class Sage/Thaumaturges to help you get up to the expensive tier 6/7 arcane techs
    --New or Altered Victory Conditions
  • Added Protector of Éa Victory Condition - based on best score after these criteria: all Fallen civs have been destroyed or forced to Renounce Maleficium; A&#331;ra Holy City has been razed to the ground and all A&#331;ra followers have been removed from the world; Ahriman's Vault has been sealed
  • Domination Victory now based on 3 criteria: World Population (60%), World Land (40%), Own Land Improved (80%) --the latter only considers plots that could be improved
  • One with Nature Victory based on best score after these 2 criteria: World-Wide Living Terrain Coverage (45%*), World-Wide Living Terrain Ave Str (3*) --*both adjusted for: a) proportion of all full civs at game start that ever became Pantheistic; b) number of plots in map that can hold a living terrain; c) initial living terrain coverage and strength
    --New Spells
  • Lectio Occultus (Arcane; req Thaumaturgy) Converts mana to research in arcane techs; must have an arcane tech anywhere in research queue
  • Lectio Divina (Divine; req Divine Liturgy) Converts divine favor to research in the Azzandarayasna techs; must have a divine tech anywhere in research queue
  • There are "Greater" versions of above two spells that convert 2x amount; these spells are available only to Archmage or level 15 Priest, respectively
    --New Rituals
  • Ahriman's Exchange Ritual (Devout or Thaumaturge; Breach) Consumes half of the civilization's remaining mana exchanging it for experience gained by the ritual performer.
  • Consume Souls Ritual (Devout or Thaumaturge; Armageddon Rituals) Destroys up to half the remaining world population (leaving cities at minimum size 1) consuming 100 mana per population point destroyed.
  • Consume Self Ritual (Devout or Thaumaturge; Armageddon Rituals) Destroys self consuming mana equal to total accumulated experience by the individual. The ritual maker's civilization must have Armageddon Rituals.
  • Seal Ahriman's Vault (various conditions) Permanently seals Ahriman's Vault preventing further mana consumption and spellcasting by the Fallen. Breach reverts to blight and blight no longer spreads. Must be done adjacent to Ahriman's Vault feature by: a) any spellcaster GP if civ has 10000 divine favor and Knowlege of Heaven; b) any spellcaster GP if civ has 10000 mana and Esoteric Arcana; c) any spellcaster GP if civ has 20000 mana and all Pantheism policies; or d) any GP if all other Protector of Éa Victory Conditions are met
    --New Prophecies
  • Ordo Salutis (Divine; req Knowledge of Heaven) Calls all twelve Archangels at once (even those that have been called before) and a host of lesser Angels and Heaven's Guard
  • Ordo Damnatio (Divine; req Armageddon Spells; req Sum of All Mana < 50%) Summons all Eight Archdemons at once (even those that have been called before) and a host of lesser Demons and Abyssal Creatures
    --New Academies (removed generic Academies)
  • Academy of Philosophy: Reduces knowledge maintanence from all tier 2 techs and research cost of all tier 3 techs by 2 x builder's Scholarship Modifier
  • Academy of Logic: Reduces knowledge maintanence from all tier 3 techs and research cost of all tier 4 techs by 2 x builder's Scholarship Modifier
  • Academy of Semiotics: Reduces knowledge maintanence from all tier 4 techs and research cost of all tier 5 techs by 2 x builder's Scholarship Modifier
  • Academy of Metaphysics: Reduces knowledge maintanence from all tier 5 techs and research cost of all tier 6 techs by 2 x builder's Scholarship Modifier
  • Academy of Transcendental Thought: Reduces knowledge maintanence from all tier 6 techs and research cost of all tier 7 techs by 2 x builder's Scholarship Modifier
    --New Buildings
  • Intelligent Archive (Semiotics) -33% Knowldege Maintenance from this city's population
  • Chamber of Thought (Metaphysics) +5s; +25%s
  • Consciousness Engine (Transcendental Thought) +8s; +40%s
    --Some Name Changes
  • Prophemi Yazatas (Azzandarayasna founding)
  • Prophemi Tzimtz&#363;m (Was Prophesy of Va)
  • Prophemi A&#331;ra (A&#331;ra founding)
    --Various Changes
  • Totally overhauled Arcana and Tradition policy branches (see help in game; Manual is not up to date)
  • Settlers are now a normal production unit (avoids various exploits and AI deficiencies); about 1/3 more expensive for Sidhe
  • Prophemi Tzimtz&#363;m now available when any player learns Reanimation or Sorcery and necessary before any player can research higher tier evil arcane techs: Necromancy, Summoning, etc...
  • Great Library now provides mod% discount on all Knowledge Maintenance (no longer affects research rate)
  • Civ "Favored Techs" and Tome techs provide discount for both research cost and knowledge maintenace (so matter even after you research the techs)
  • Trade routes within a civ are all already "open"; only need Merchant to open trade routes with foreign cities
  • Lake Belisama adds fresh water
  • Saving GPs from death was problematic; the way it works now is that a GP will "escape" to a nearby plot (not seen by enemy) if still alive but reduced to < 50 hp by any non-GP unit (Liches can "die" but are auto-resurected)
  • Divine Liturgy and downstream techs are locked unless you have opened the Theism policy branch or have Azzandarayasna as majority religion (exact same criteria that makes you use Divine Favor rather than Mana)
  • Removed 50hp mountain damage (was hitting griffons)
  • Warrior that does Lead Charge will follow the melee unit if the melee unit moves (i.e., when Warrior doesn't kill, but melee unit does)
  • --Balance
  • Drastically reduced city defense from number techs known (this effect was overwhelming and stopping all AI aggression)
  • Restored defensive building strengths to previous higher values
  • Science from trade route changed: base game was #different_techs_known_by_civ/2; now it's #total_techs_known_by_civ/4 (CSs provide science from #techs also but number is divided by 4 before preceding calculation)
  • Moved Armageddon events up so they happen at lesser mana depletion (reason is that mana consumption accelerates, so we want interesting stuff happening at 70% rather than 30%)
  • Bumped up mid-tier tech costs (tier 4 by 2x; tier 3 and 5 a little less than that)
  • Slowed down barb techs a little (gain when >1 player has tech rather than 1 player)
  • Arcane Tower gets (and gives) only 50% of the modifiers of its builder/occupant (so 1.5x boost now instead of 2x boost)
  • Raised CL from culture a little (I'll raise it much more when enabled policies added)
    --UI
  • Health/Unhealth (w/ icons) autogenerated for building helps
  • Diplo list now shows "religion star" icon for active player if they have religion and are founder and owner of its holy city
  • Lots of previously displayed TXT_KEY_'s no longer shown if there is nothing to say (e.g., building or tech info when all info is in bullet points)
    --AI
  • Rebalanced AI civ name weightings so you see some you haven't before
  • AI won't summon itself into a "units out of supply" situation
  • AI won't consider GPs for disbanding
  • Building flavor adjustments
  • AI will raze A&#331;ra Holy City to ground if they capture it and have never been Fallen
    --Diplo
  • Warmonger penalty for attacking/taking cities from city states reduced to 1/4 normal level (because the "take last city" effect is too harsh for CS conquest)
  • No race hatred is generated for razing cities with A&#331;ra majority religion or the A&#331;ra Holy City
    --Code changes
  • Many mod settings moved to table EaSettings which can be found in EaTables/_EaSettings.
  • Lua code now uses strict.lua!
  • Diplo modifiers cached so not expensive when dll checks 100 times in a turn
    --Bugs
  • Found/fixed about 30 mistakes identified using strict.lua; maybe 10 of these were typos or undefined variables that had (or could have had) functional consequence
  • Fixed Lua error resulting from AI GP dying while moving (specificaly, stepping on an Explosive Rune)
  • Fixed error in Pyramids building code
  • Fixed bug where workers couldn't remove blight
  • Sidhe can now open (Anti-)Theism policy branch as intended (it is still exclusive with Pantheism)
  • Fixed bug that was probably preventing a ranged unit from conquering an adjacent city with 0 hp, as intended
  • Megálos Fáros (Great Lighthouse) now has effect: adds modifier to both %range for sea routes and %gold from sea routes
  • Sagitarii has upgraded stats from bowed cavalry now
  • Random race is really random now for human player (50/50); AI civs are about 67/33 Man/Sidhe
  • Copper graphic fixed (thanks Civtar!)
  • Fixed tech prereq for "alt upgrade" of Horsemen to Armored Cavalry

Éa III v6 (will break saves)
  • 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)
    --hotfix a
    • Fixed error that would have crashed game loads (should be OK to load pre-hotfix save, except see note 1)
    • Fixed problem that might have crashed Tech Tree screen on game load
    • Fixed problem where Cultural Level system didn't work if you settled first city after turn 0.
    • Updated TableSaverLoader so it could handle 1.#INF and -1.#INF without crashing (although these values only occurred due to error above)
    • Turned off debug setting that made hidden buildings visible in city view
    --hotfix b
    • Fixed code mistake that had hunters/fishing boats/whaling boats developing the most distant resource first; should be closest now
    • Fixed code mistake that could allow improvement of lake at >3 plot radius (that's only supposed to happen for sea resources)
    • Building helps should no longer indicate 0 yield
    • Fixed specific building help texts for Granary, Timberyard, Hunting Logde, Harbor, Port and Whalery (the last 4 were overhauled in v6, so look at help to see what they do now)
    • Fixed Merchant Navy policy so it isn't giving +15% gold per sea resource from Port; Manual and help text now reflect what it really does
    • Added some code to try to eliminate (or at least identify) a hang that sometimes occurs when you press Begin Your Journey
    --hotfix c
    • Fixed error that was preventing Living Terrain spreadig to new plots
    • Fixed (another!) error resulting from UnitPanel trying to show actions before GP unit fully inited
    • Added code to get rid of duplicate GP unit rather than corrupting mod data (although it shouldn't ever happen)
    • Fixed a bug related to promotion gaining with Steel Working and Mithril Working
    • Added some debug prints to help figure out any remaining issues with hunters/fishing boats
    • Armageddon nastier at 50% and then 67% threasholds (was working on this for v7 anyway...)
    --hotfix d
    • Newly compiled dll that seems to eliminate the hang on Begin Your Journey (at least in my 5 tests)
    • Fixed a possible problem from AI Lead Charge with extra movement from mounted units
    • Barbs should be able to capture civilians again!
    --hotfix e
    • Experimental dll fix to stop intermittent hang on Begin Your Journey
    • Fixed code in Lua and dll to make warmonger discount system work
    • Added some print statements to help diagnose "GetPersonIndex did not match any iPerson living or dead" error
    --hotfix f
    • Fixed late-game Lua error in EaUnits.lua
    • Fixed Lead Charge so it requires that same-plot melee unit has movement
    • On adopting Slavery, your city build queues should automatically shift from Workers to Slaves (production points were already tranfered)
    • Fixes several cases where UI indicated "Faith"/[ICON_PEACE] rather than proper Divine Favor or Mana (text and icon); tell me when you see these - there are more to fix
    --hotfix g
    • Fixed ranged spells (I broke normal ones when I added "mass" versions in v6)
    • Altered Blight so it doesn't happen in open ocean. It can still happen in water plots that are lake, have resource or atoll, or are adjacent to land. I did this so that the Blight spell cast from tower isn't usually being wasted on open ocean plots
    --hotfix h
    • Fixed a Lua error related to plot ownership
    • Fixed several graphic settings for buildings that were making city graphic disappear
    • Disabled Long Wall graphic (until I have some time to fix it correctly)
    • Fixed error that would occur if you were in ranged interface from spell and tried to select another unit
    • Closing production panel will now trigger update of unit panel (so Engineer Build action will update w/out need to cycle units)
    • Added Lua print statements to help me track down CTDs if they are related to unit combat
    --hotfix i
    • Fixed graphic define for Blue Naga which was causing CTDs when they appeared in mod

See next post for older changelogs

If you can't download the Media Pack, it's probably due to some limitation of your browser:
Just wanted to let you know that that worked. Downloaded and loaded. For those using Firefox, go to Options. Advanced. Network tab. Check the box for Override automatic cache thingy. And type in like 950mb or some such. Not sure if doing the same in IE will work or how to do it, but I'm sure its there.
Except that really needs to be >1 Gb now. Let me know if it's still not working for you. We can set up an alternate download with the Media Pack split up into parts if we need to.


THINGS YOU NEED TO DO TO MAKE IT WORK

If you're having problems, be sure to look at the Common Checklist for playing mods. It's often necessary to delete the cache and ModUserData folders before starting a new mod (especially if you've been playing others).

  1. Requires G&K and BNW with the latest patch

  2. Disable all other mods! Seriously. Don't even think about it. If you've manually added Enhanced User Interface to your DLC folder then you will have to manually remove it (Éa modifies literally every UI so there is no part that is compatible).

  3. Remove earlier versions of this mod from you MODS folder. For reasons that are utterly baffling to me, Civ5 will sometimes load a file from an earlier version if something is wrong in the current version. This is an absolute nightmare to troubleshoot (how can I troubleshoot if I don't even know what file was loaded!).

  4. In config.ini (in the same place as your MODS folder), set:

    LoggingEnabled = 1
    EnableLuaDebugLibrary = 1
    PostTurnAutosaves = 1

    The first two allow debug printing in the Lua.log, which will help us with troubleshooting. The last is essential for functional autosaves (see comment above right under the download links).

  5. I suggest you stick with Standard gamespeed and leave other options default for the most part. Balance is going to be rough enough as things are without crazy speed or barb settings (not all of which are guarantied to work at all).
 
Older changelogs:

Spoiler :

Éa III v5 (will break saves)
  • Unit maintenance inflation is really defeated now on dll side; it's a flat 1 gpt per unit unless you have a trait or policy that reduces that value [reminders: warriors, scouts, slaves, GPs and summoned/called/raised/reanimated units have no gold support; however, "production support" still counts all units, but you have 15 + half your pop free for that]
  • Buildings with policy prereq are shown in Tech Tree only if you have opened the policy's branch (e.g, you won't see lots of Slavery buildings unless you open Slavery)
  • Fixed Fomhóire so all units can enter ocean plots as intended (happens on next turn after naming)
  • Fixed O and Mu so they no longer spawn 2 GPs on naming
  • Fixed need to click Next Turn twice to end turn (I think)
  • Fixed error where GP would get stuck in Learn Spell if you closed selection window to do something else
  • Added various "float up" texts (ship damaged by scurvy, etc.)
  • Added Nomad or What's Wizard unit. It's kind of funny now because his robe will change colors when he uses different ranged spells (these are really different units), but I can fix that later. I'm also using this unit as placeholder for all other Thaumaturges.
  • Tree-Ent strength increased to 18
  • Changed Spells:
    • Modified Call Tree-Ent spell: can cast only on Forest or Jungle with strength 18, and the Tree-Ent's strength (18) is deducted from Forest or Jungle when called
    • Magic Missiles now requires Conjuration tech (& uses Conjuration Modifier)
  • New Spells (prereq tech and modifier listed, see manual or help text for details):
    • Seeing-Eye Glyph (Thaumaturgy; uses divination mod)
    • Burning Hands (Sorcery; uses transformation mod)
    • Fireball (Evocation; uses evocation mod)
    • Plasma Bolt (Invocation; uses evocation mod)
    • Death Ray (Soul Binding; uses necromancy mod)
    --incorporates previous hotfixes:
  • Bug fix for summons
  • Fixed Bloom spell (broke by v4 living terrain changes)
  • Fixed typo that would have prevented Theano from spawning on adoption of Scholasticism
  • Fix in TableSaverLoader that might have caused some game corruption
  • Added MapModData cleanup at game init that will definitely help with game corruption for map regeneration and game load from within game
  • Added xp for Warrior Lead Charge (calculated from defender power and damage done, with 50% boost for kill)
  • Added OrGPSubclass tag check to RegisterGPActions (this was preventing Paladin from building Temples or prosylatizing, among other things)
  • Can raze any city for which you aren't orignial owner (yes, capitals and CSs)
  • Fixed one case of "redundant GPs" (getting GP of same name twice), but I'm not sure if I fixed this completely - please post Lua.log if you see this in a game
  • Fixed dll to check for AND techs listed in Unit_TechTypes, so no more upgrades to Gunpowerder unit without Chemistry (and a few others)
  • Fixed error preventing proper desert and clear flatlands counts for Cult of Desiccation and Cult of Epona
  • Fixed error where AI was trying to do actions with a dying GP
  • Fixed one more source of currupt gamesave data having to do with table data from deceased GPs
  • Disabled Seeing-Eye Glyph (isn't working yet)
  • Re-enabled Glyphs, Runes or Wards (was accidentally disabled; it works!)
  • Adds Top Panel UI showing Knowledge Maintenance level and its derivation
  • Adds UI for each individual tech showing specific cost modifiers (civ Favored Techs, Tomes, etc.)
  • The Âb civ is now triggered by tier 2 tech Elephant Labor
  • Fixed error where Sidhe's 2 free techs weren't counting for KM (wasn't intended)*
  • Minor fix to Timberyard help text
Éa III v4 (compatible with v3 saves, I think)
  • Fixed all cases where InitUnit could happen on city or illigal plot (summons, Turn Undead, undead going hostile, mercenary hires, slave taking, etc)
  • Incorporated dll CityInfo_DIRTY_BIT fix for removing barb ownership of city
  • GPs can't do any actions or spells while embarked (we can specifically allow some later if needed)
  • Embassy can be opened now with civ naming (fix did not apply retroactively to v3 game in my test)
  • Workers/Slaves can now improve Naphtha with a Well (requires Alchemy)
  • Can only cast Become Lich if you aren't already one
  • dll fix to remove unwanted turn 0 notifications
  • Fixed victory test error while in autoplay
  • Fixed error where Fallen GP conversions (Preist->Fallen Priest, Paladin->Eidolon) wouldn't get new actions
  • Fixed one error that could occur from dead or dying GP that had a linked summoned unit
  • Possibly removed gold maintenance for summoned units (I'm not quite sure because I don't understand workings of MilitarySupport and NoMaintanance).
  • "You have made peace with Barbarian!" should now properly say "You have made peace with Animals!"
  • Balance:
    • Modified Living Terrain mechanism: a living terrain plot may now either spawn an adjacent living terrain (on qualified plot) or pass 1 point of strength to an existing adjacent living terrain (of same type). Spawning now results in transfer of 1 point of strength from old living terrain to newly spawned one (so a strength 3 forest could only ever spawn 3 adjacent without help).
    • One with Nature victory condition now based on Harmonic Mean of living terrain stength. Well, modified harmonic mean: the point is that super high values don't matter so much. Better to get 0's up to some value.
    • Tripled starting Sum of All Mana
    • Reanimated Dead chance of going hostile reduced to 1 in 15; that gives them a half-life of 10 turns (i.e., 50/50 whether one will go hostile/not go hostile in next 10 turns)
    • Readded +1p per citizen (build costs still at v3 levels)
    • Set InflationPercent and AIInflationPercent to 0 for all handicap levels (was a flat 100... I think I am killing all inflation)

Éa III v3 and Éa Media Pack v5 (will break saves)
  • Learn Spell is now an action rather than a promotion substitute. It requires 4 turns in caster's Tower or Temple or 8 turns anywhere else.
  • Removed GP passive experience (except for Ljósálfar which get it as a Civ Trait)
  • Removed Leadership as a promotion series. There is still a Leadership Mod. It is calculated as other mods but #promos is replaced by turns as leader / 20 (value only updated with GP level-up). But the effect is not linear with time due to change in mod calculation (see Promotion series point below) so Leaders get better very fast at first and then more slowly later.
  • New units:
    • Orcs! Warrior (by Civtar), L, M, H Infantry, Immortals (by Nomad or What) - all spawn from Orc Encampments
    • More Goblins: Bowmen, Marksmen, Arquebusier (by Nomad or What) - spawn from Goblin Encampments
    • Kraken from Civtar (now spawns at sea)
    • Elves! Err... No, Sidhe (by Civtar), mostly complete set except chariot and a couple upgrades
    • Landship and Airship (from Smokey Skies) enabled with Steam Power
  • Balance adjustments:
    • Added Mana/Divine Favor "maintenance" for units that are called/summoned/raised/reanimated (all already cost 0 gold)
    • Bumped up Crossbowmen strength to proper tier 3 level (same as Bowmen)
    • Promotion series now affect action/spell mod in a non-linear way to encourage diversification over specialization (at least a little bit). Promotions I to XVIII give mod boost (rounded down): 3 6 8 9 11 12 14 15 16 17 18 20 21 22 23 24 25 26
    • Small adjustment to GP spawning calculated from racial lifespan. It should make "steady state" GP number for Man similar to that for Sidhe by compensating for death by age. A side-effect (not exactly intentional but maybe not a bad thing) is that Man will generate its first GPs from random spawns a little faster that Sidhe.
    • Altered GP class point reduction when GP spawns: class pts now reduced to current pts / 2 - 50, which should help balance focus vs diversification in late game.
    • Boosted ProductionFreeUnits to 15 for all difficulty levels to deal with more units early; set ProductionFreeUnitsPerCity = 0 (ProductionFreeUnitsPopulationPercent remains at 50)
    • Added map size adjustment for target GP number (used in spawning calculation)
    • Added game speed and map size adjustments for starting Sum of All Mana
    • Reduced living terrain spread by 3x and added game speed adjustment
    • Bumped up tech cost a bit particularly in the tier 4-6 techs (note bug fix below which has a much bigger impact)
    • Removed mod-specific +1p and +1g per citizen
    • Removed mod-specific "maintenance cost" for each city (was -3g per city)
    • Doubled build costs for most buildings (only +50% for early "naming" buildings)
    • Doubled build costs for all units
    • Added race unit modifier: Sidhe get +1 ranged strength for all archer line (archer/bowmen/marksmen); Orcs get +1 strength for all infantry line (incl warrior and immortals)
    • Metal-Clad promotion (Ironclad and Landship) gives +50% cover from ranged attack
  • Fixed AI logic mistake preventing Devouts from casting from Temples
  • Fixed some problems with modifier calculations (most importantly for Thaumaturge subclasses)
  • Fixed bug that messed up unit selection for Call Major Spirit
  • Fixed bug that was preventing all research cost modifiers (incl: knowledge maintenance, tomes and civ favored techs)
  • Fixed error where cult rituals was giving multiple instances of spells
  • Promotions that are supposed to give ranged str modifier in addition to combat str modifier now do so (included Combat series and others)
  • Fixed some problems with GP canceling actions: Cancel action should be there now, or current action should cancel properly if GP walks away
  • Removed Alert, Fortify and Automate actions for GPs
  • Fixed some errors in GP invisibility (could result in invisibility transfer to normal combat unit or other problems)
  • Attempted to remove both turn 0 notifications, but it looks like we only got 1
  • Fixed various other Lua error bugs not in hotfixes
    --incorporates v2 hotfixes a-i
  • Replaced the Debug dll with the Release dll
  • Fixes image popup not being closeable
  • Fixes bug with trade on newly founded cities
  • Fixes lua error when changing mod-added unhappiness sources
  • Fixes crash caused by improvements which go obsolete after certain techs are researched
  • Fixes natural harbors being too easy to get
  • Fixes lua error during combat
  • Fixes error with CIVILIZATION_THE_FAY being improperly defined
  • Barbarians now will not accidentally capture cities with some new Ea mechanics
  • A couple config changes have been made to the DLL build. Please report if this negatively impacts performance
  • Fixes bug from spell typo
  • Fixes crash related to civs with certain traits
  • The Governor's Compound is now properly only constructable in cities which are occupied
  • Fixes crash related to selling/rendering slaves
  • Races which aren't supposed to be playable will no longer be shown in the Advanced Start screen

Éa III v2 (Breaks saves from before v1 hotifix b)
  • Agartha civ naming condition will fire now
  • Added effects that were missing for 3 of the Epics: Hávamál, Vafthrúthnismál, Grímnismál (2 others disabled until working and updated in manual)
  • AIs no longer get free tech from handicap on turn 0 which was causing immediate civ-naming; these occur at turn 50, 100, 150, etc (note: AI can never take a Tier 6 or 7 tech this way! -- that would be crazy)
  • When GP spawns with enough xp to gain level (which they all do), you can take level(s) on that turn rather than waiting until the next turn
    --incorporates previous hotfixes
  • Fixes happiness handicap (adds 5 happiness)
  • Fixes bug in UI for Warrior Train action
  • Fixes FreeBuilding not gained by civ Traits
  • Fixes error where mod loses track of GP unit

Éa III Sword & Sorcery v1 and Éa Media Pack v4 (incomplete list...)
  • Converted to BNW
  • Added 5 Victory conditions: Conquest, Domination, One with Nature, Armageddon, Protector of Éa (Protector of Éa not functional yet)
  • DLL modding (most of these allow me to remove messy Lua kludges that are no longer needed):
    • All civilian units can stack without limit (but workers can't "stack build" on one plot)
    • Civilians can enter plots with foreign units if not at war
    • Civilians can enter foreign cities if not at war
    • Traits are now linked to Civilization (Leader Traits are still supported but not used in mod)
    • Civilization change (at naming) supported by dll; resets player traits for new civ type
    • Leader changes supported by dll; includes changes in AI leader personality
    • Can modify individual tech cost now (used for KM, Tomes, and Favored Techs)
    • Allow Lua control of civ meeting and interactions; this stops leader popup if both players don't have leader, and provides added safety to prevent meeting hidden civs you aren't supposed to meet
    • Moved GP pathfinding (for AI action testing) to dll for faster and more consistent operation
    • Added Animals as a separate "barb faction" (player 62); all spawning on Lua side
    • Modded Animal behavior to not enter enemy lands; they will enter your lands if at peace
    • Animals don't attack trade units
    • Modded invisibility so it is really invisible: can't see even if adjacent or on top of units (for GPs)
    • Added methods to turn invisibility on/off as needed (for GPs)
    • More GP methods to control when and who they can attack
    • Added Lua method to add plot "float up" text (like xp and hp changes; C++ macro from whoward69)
    • Fixed dll so it won't count "utility" non-selected techs & policies (for victory score or AI calculations)
    • Modded The Fay and the Gods so they are alive for diplo but not anywhere on map (these were previously behind a mountain at the south pole)
    • Promo support via GameEvents to allow more Lua kludge cleanup
    • Added persistent data for plot effects (Glyphs, Runes & Wards) and new GameEvents.SetXYPlotEffect (like SetXY but only if plot effect present)
    • Support for summoned units passing xp to summoner
    • Lots of AI fixes related to mod-specific mechanics
    • Lots more not documented here; see EaModding.h and new Lua API documentation here.
  • New resources (graphics taken or modified from Horem & Barathor - Thanks!):
    • Strategics: Cinnabar->Quicksilver (fixed Copper graphic to look very different), Moly
    • Luxuries: Tobacco, Tea, Poppies (trades as Opium)
    • Bonus: Berries
  • New units (maker/converter/reskinner indicated - thanks!!!!):
    • Hobgoblins w/ their own barb encampment (S3rgeus's Ogre)
    • Goblins w/ own barb encampment (Nomad or What)
    • Nagas w/ own barb encampment (Nomad or What)
    • Lizardmen w/ own barb encampment (Nomad or What)
    • Lions (Deliverator)
    • Wolves (Kwadjh, Civtar)
    • Giant Spider (ispanets)
    • Scorpions (Nomad or What)
    • Griffon (Deliverator)
    • Kraken (Civtar)
    • Drakes (Kwadjh, FramedArchitect)
    • Tree-Ent (ispanets)
    • Skeletons (Civtar)
    • Zombies (Deliverator, Nutty)
    • Abyssal Creatures (one of Skajaquada's Tyranids)
    • Demon, Type I & II (Skajaquada's Tyranids)
    • Archdemon (Skajaquada's Great Unclean One)
    • Heaven's Guard (Nutty)
    • Angel (uses placeholder - just unit above but bigger)
    • Archangel (uses Storm Giant as placeholder; FramedArchitect)
  • New spells:
    • Blight
    • Breach
    • Explosive Rune
    • Death Rune
    • Protective Ward
    • Detect Glyphs, Runes and Wards
    • Dispel Glyphs, Runes and Wards
    • Conjure Monster
    • Reanimate Dead
    • Raise Dead
    • Summon Abyssal Creatures
    • Summon Demon
    • Summon Archdemon
    • Call Heaven's Guard
    • Call Angel
    • Call Archangel
    • Call Animals
    • Call Tree-Ents
    • Call Major Spirit
    • Become Lich
    • Banish
    • Banish Undead
    • Banish Demons
    • Turh Undead
    • Banish Angels
  • New "plot wonders" (see here)
    • Arcane Tower (using the Chateau graphic as a very poor placeholder)
    • Seven Temples of Creation
    • Nine Temples of Destruction
    • 36 Temples for the Major Incarnations (meet the god by building one)
    • Stanhengc
    • Great Library
  • Natural Wonders added and "hooked up" to Major Incarnations (meet the god by discovering their NW if you are Pantheistic)
  • Added Animal spawning with geographical preferences set by table in EaAnimals.sql
  • All new terrain textures from Loderunner
  • Many new buildings...
  • New Arcana policy branch
  • Greatly expanded tech tree
  • New trade system -- like BNW but you need a Merchant to "open" each route in the destination city
  • Added civ naming UI and the option to decline a name once.
  • GPs no longer "disappear" between turns; they are (usually) invisible to enemy units so not attacked
  • The Lead Charge action for Warrior GPs is literally "lead a charge" now: the GP directly attacks an enemy unit, and the same-plot melee unit automatically follows with its own attack (with a large morale boost)
  • Overhauled tech costs and KM system
  • Adopting Feral Bond makes peace with Animals
  • Most GP actions now give a text message that "floats up" from the plot (like xp and damage)
  • Morale boosts and penalties now give a "float up" message from the unit: e.g., "+15 Morale :c5happy:"
  • Added entirely new font set provided by Alikalix. Mod now spells A&#331;ra correctly (yes, this is a big deal to me), and we have access to many other characters.
  • Removed existing spellcasting modifiers; these are now replaced with modifiers for the Eight Schools of Magic: Divination, Abjuration, Conjuration, Evocation, Transmutation, Necromancy, Enchantment, Illusion (the last 2 not yet enabled for lack of spells). All Arcane and Divine spells belong to one of these eight schools.
  • Added Blight plot mechanics with blight graphic modified from S3rgeus (it's OK except it floats above the ground; hopefully we can get a fix for that)
  • Fixed bug preventing AI spellcasters from learning new spells
  • AI GPs have memory of action/spell modifiers that have applied to actions/spells used in the past, and use this information to select the best promotion at level-up. E.g., a spellcaster that casts Magic Missile more than anything else will take promotion levels in Evocation.
  • Added plot mechanics and UI for Glyphs, Runes and Wards; see here
  • Added mechanics for summoning (conjuring, raising, calling, etc.). See here.
  • Finished all ~50 Civ traits for release (w/ accurate help text and game manual info)
  • Added Cult of Plout&#333;n (earth/wealth themed) and Cult of Çahra (deep desert)
  • Fixed Soundtrack (was broken by Fall patch that enabled sound modding)
  • Added UI panel for Spells (& Rituals & Prophecies if you have any) that is separate and above the Builds/Great Works panel
  • Cities on same river gain internal connection if they both have River Dock (enabled by Fishing); Road now requires Masonry
  • Added Armageddon effects (bad stuff happens...)
 
Finally! downloading now, can't wait to play. Thanks, guys.
 
Hotfix a for v1

Download attached file, move to your MODS folder, and "Extract Here". Click yes when it asks to overwrite 2 files.

Fixes happiness handicap (adds 5 happiness)
Fixes bug in UI for Warrior Train action
 
Nice, great to see the update...but I have to wait to download. Says "Try again tomorrow, Daily traffic limit reached. :badcomp: Grats on the release!
 
A Mirror for this would be awesome.

Congrats on the release, Pyz. Version III has been a long time coming. Hopefully we'll have a lot of feedback for you when you're back from your break.
 
Éa III v2 (will break saves from before v1 hotifix b)
  • Agartha civ naming condition will fire now
  • Added effects that were missing for 3 of the Epics: Hávamál, Vafthrúthnismál, Grímnismál (2 others disabled until working and updated in manual)
  • AIs no longer get free tech from handicap on turn 0 which was causing immediate civ-naming; these occur at turn 50, 100, 150, etc (note: AI can never take a Tier 6 or 7 tech this way! -- that would be crazy)
  • When GP spawns with enough xp to gain level (which they all do), you can take level(s) on that turn rather than waiting until the next turn
    --incorporates previous hotfixes
  • Fixes happiness handicap (adds 5 happiness)
  • Fixes bug in UI for Warrior Train action
  • Fixes FreeBuilding not gained by civ Traits
  • Fixes error where mod loses track of GP unit
 
Hey, I just got BNW. I'll test it :)trophy:finally!:trophy:) tell you what I think, and report any bugs.
Great! Hopefully you will get to see some of your skeletons and other units running around (not elves yet ... I just haven't had time to add them).

Speaking of which, Kraken is almost in - it's added but spawn chance reduced to 0 due to the graphic glitch. Any chance we can get that fixed up?
 
To modify 'invisibility' did you had to mess with the DLL? If not, are you willing to impart your knowledge on the matter?
It's in the dll visibility code. It's fairly easy (if you are dll modding already) because I think I was just reverting it to Civ4 code - i.e., removing the Civ5 hack that disabled real invisibility.

But keep in mind that real invisibility breaks strict 1upt - since a unit can step onto an invisible unit accidentally.
 
Éa III v3 and Éa Media Pack v5 (will break saves)

You will need the new Madia Pack (you won't have to for most versions, but there was a lot of new unit art added for v3).

Changelog:
  • Learn Spell is now an action rather than a promotion substitute. It requires 4 turns in caster's Tower or Temple or 8 turns anywhere else.
  • Removed GP passive experience (except for Ljósálfar which get it as a Civ Trait)
  • Removed Leadership as a promotion series. There is still a Leadership Mod. It is calculated as other mods but #promos is replaced by turns as leader / 20 (value only updated with GP level-up). But the effect is not linear with time due to change in mod calculation (see Promotion series point below) so Leaders get better very fast at first and then more slowly later.
  • New units:
    • Orcs! Warrior (by Civtar), L, M, H Infantry, Immortals (by Nomad or What) - all spawn from Orc Encampments
    • More Goblins: Bowmen, Marksmen, Arquebusier (by Nomad or What) - spawn from Goblin Encampments
    • Kraken from Civtar (now spawns at sea)
    • Elves! Err... No, Sidhe (by Civtar), mostly complete set except chariot and a couple upgrades
    • Landship and Airship (from Smokey Skies) enabled with Steam Power
  • Balance adjustments:
    • Added Mana/Divine Favor "maintenance" for units that are called/summoned/raised/reanimated (all already cost 0 gold)
    • Bumped up Crossbowmen strength to proper tier 3 level (same as Bowmen)
    • Promotion series now affect action/spell mod in a non-linear way to encourage diversification over specialization (at least a little bit). Promotions I to XVIII give mod boost (rounded down): 3 6 8 9 11 12 14 15 16 17 18 20 21 22 23 24 25 26
    • Small adjustment to GP spawning calculated from racial lifespan. It should make "steady state" GP number for Man similar to that for Sidhe by compensating for death by age. A side-effect (not exactly intentional but maybe not a bad thing) is that Man will generate its first GPs from random spawns a little faster that Sidhe.
    • Altered GP class point reduction when GP spawns: class pts now reduced to current pts / 2 - 50, which should help balance focus vs diversification in late game.
    • Boosted ProductionFreeUnits to 15 for all difficulty levels to deal with more units early; set ProductionFreeUnitsPerCity = 0 (ProductionFreeUnitsPopulationPercent remains at 50)
    • Added map size adjustment for target GP number (used in spawning calculation)
    • Added game speed and map size adjustments for starting Sum of All Mana
    • Reduced living terrain spread by 3x and added game speed adjustment
    • Bumped up tech cost a bit particularly in the tier 4-6 techs (note bug fix below which has a much bigger impact)
    • Removed mod-specific +1p and +1g per citizen
    • Removed mod-specific "maintenance cost" for each city (was -3g per city)
    • Doubled build costs for most buildings (only +50% for early "naming" buildings)
    • Doubled build costs for all units
    • Added race unit modifier: Sidhe get +1 ranged strength for all archer line (archer/bowmen/marksmen); Orcs get +1 strength for all infantry line (incl warrior and immortals)
    • Metal-Clad promotion (Ironclad and Landship) gives +50% cover from ranged attack
  • Fixed AI logic mistake preventing Devouts from casting from Temples
  • Fixed some problems with modifier calculations (most importantly for Thaumaturge subclasses)
  • Fixed bug that messed up unit selection for Call Major Spirit
  • Fixed bug that was preventing all research cost modifiers (incl: knowledge maintenance, tomes and civ favored techs)
  • Fixed error where cult rituals was giving multiple instances of spells
  • Promotions that are supposed to give ranged str modifier in addition to combat str modifier now do so (included Combat series and others)
  • Fixed some problems with GP canceling actions: Cancel action should be there now, or current action should cancel properly if GP walks away
  • Removed Alert, Fortify and Automate actions for GPs
  • Fixed some errors in GP invisibility (could result in invisibility transfer to normal combat unit or other problems)
  • Attempted to remove both turn 0 notifications, but it looks like we only got 1
  • Fixed various other Lua error bugs not in hotfixes
    --incorporates v2 hotfixes a-i
  • Replaced the Debug dll with the Release dll
  • Fixes image popup not being closeable
  • Fixes bug with trade on newly founded cities
  • Fixes lua error when changing mod-added unhappiness sources
  • Fixes crash caused by improvements which go obsolete after certain techs are researched
  • Fixes natural harbors being too easy to get
  • Fixes lua error during combat
  • Fixes error with CIVILIZATION_THE_FAY being improperly defined
  • Barbarians now will not accidentally capture cities with some new Ea mechanics
  • A couple config changes have been made to the DLL build. Please report if this negatively impacts performance
  • Fixes bug from spell typo
  • Fixes crash related to civs with certain traits
  • The Governor's Compound is now properly only constructable in cities which are occupied
  • Fixes crash related to selling/rendering slaves
  • Races which aren't supposed to be playable will no longer be shown in the Advanced Start screen
 
Éa III v4 (compatible with v3 saves, I think)
  • Fixed all cases where InitUnit could happen on city or illigal plot (summons, Turn Undead, undead going hostile, mercenary hires, slave taking, etc)
  • Incorporated dll CityInfo_DIRTY_BIT fix for removing barb ownership of city
  • GPs can't do any actions or spells while embarked (we can specifically allow some later if needed)
  • Embassy can be opened now with civ naming (fix did not apply retroactively to v3 game in my test)
  • Workers/Slaves can now improve Naphtha with a Well (requires Alchemy)
  • Can only cast Become Lich if you aren't already one
  • dll fix to remove unwanted turn 0 notifications
  • Fixed victory test error while in autoplay
  • Fixed error where Fallen GP conversions (Preist->Fallen Priest, Paladin->Eidolon) wouldn't get new actions
  • Fixed one error that could occur from dead or dying GP that had a linked summoned unit
  • Possibly removed gold maintenance for summoned units (I'm not quite sure because I don't understand workings of MilitarySupport and NoMaintanance).
  • "You have made peace with Barbarian!" should now properly say "You have made peace with Animals!"
  • Balance:
    • Modified Living Terrain mechanism: a living terrain plot may now either spawn an adjacent living terrain (on qualified plot) or pass 1 point of strength to an existing adjacent living terrain (of same type). Spawning now results in transfer of 1 point of strength from old living terrain to newly spawned one (so a strength 3 forest could only ever spawn 3 adjacent without help).
    • One with Nature victory condition now based on Harmonic Mean of living terrain stength. Well, modified harmonic mean: the point is that super high values don't matter so much. Better to get 0's up to some value.
    • Tripled starting Sum of All Mana
    • Reanimated Dead chance of going hostile reduced to 1 in 15; that gives them a half-life of 10 turns (i.e., 50/50 whether one will go hostile/not go hostile in next 10 turns)
    • Readded +1p per citizen (build costs still at v3 levels)
    • Set InflationPercent and AIInflationPercent to 0 for all handicap levels (was a flat 100... I think I am killing all inflation)
 
Éa III v5 (will break saves)
  • Unit maintenance inflation is really defeated now on dll side; it's a flat 1 gpt per unit unless you have a trait or policy that reduces that value [reminders: warriors, scouts, slaves, GPs and summoned/called/raised/reanimated units have no gold support; however, "production support" still counts all units, but you have 15 + half your pop free for that]
  • Buildings with policy prereq are shown in Tech Tree only if you have opened the policy's branch (e.g, you won't see lots of Slavery buildings unless you open Slavery)
  • Fixed Fomhóire so all units can enter ocean plots as intended (happens on next turn after naming)
  • Fixed O and Mu so they no longer spawn 2 GPs on naming
  • Fixed need to click Next Turn twice to end turn (I think)
  • Fixed error where GP would get stuck in Learn Spell if you closed selection window to do something else
  • Added various "float up" texts (ship damaged by scurvy, etc.)
  • Added Nomad or What's Wizard unit. It's kind of funny now because his robe will change colors when he uses different ranged spells (these are really different units), but I can fix that later. I'm also using this unit as placeholder for all other Thaumaturges.
  • Tree-Ent strength increased to 18
  • Changed Spells:
    • Call Tree-Ent spell: can cast only on Forest or Jungle with strength 18, and the Tree-Ent's strength (18) is deducted from Forest or Jungle when called
    • Magic Missiles now requires Conjuration tech (& uses Conjuration Modifier)
  • New Spells (prereq tech and modifier listed, see manual or help text for details):
    • Seeing-Eye Glyph (Thaumaturgy; uses divination mod)
    • Burning Hands (Sorcery; uses transformation mod)
    • Fireball (Evocation; uses evocation mod)
    • Plasma Bolt (Invocation; uses evocation mod)
    • Death Ray (Soul Binding; uses necromancy mod)
    --incorporates previous hotfixes:
  • Bug fix for summons
  • Fixed Bloom spell (broke by v4 living terrain changes)
  • Fixed typo that would have prevented Theano from spawning on adoption of Scholasticism
  • Fix in TableSaverLoader that might have caused some game corruption
  • Added MapModData cleanup at game init that will definitely help with game corruption for map regeneration and game load from within game
  • Added xp for Warrior Lead Charge (calculated from defender power and damage done, with 50% boost for kill)
  • Added OrGPSubclass tag check to RegisterGPActions (this was preventing Paladin from building Temples or prosylatizing, among other things)
  • Can raze any city for which you aren't orignial owner (yes, capitals and CSs)
  • Fixed one case of "redundant GPs" (getting GP of same name twice), but I'm not sure if I fixed this completely - please post Lua.log if you see this in a game
  • Fixed dll to check for AND techs listed in Unit_TechTypes, so no more upgrades to Gunpowerder unit without Chemistry (and a few others)
  • Fixed error preventing proper desert and clear flatlands counts for Cult of Desiccation and Cult of Epona
  • Fixed error where AI was trying to do actions with a dying GP
  • Fixed one more source of currupt gamesave data having to do with table data from deceased GPs
  • Disabled Seeing-Eye Glyph (isn't working yet)
  • Re-enabled Glyphs, Runes or Wards (was accidentally disabled; it works!)
  • Adds Top Panel UI showing Knowledge Maintenance level and its derivation
  • Adds UI for each individual tech showing specific cost modifiers (civ Favored Techs, Tomes, etc.)
  • The Âb civ is now triggered by tier 2 tech Elephant Labor
  • Fixed error where Sidhe's 2 free techs weren't counting for KM (wasn't intended)*
  • Minor fix to Timberyard help text
 
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