Iceciro
Special Ability: Decimate
***Thanks to Vehem's assistance, Fall Flat now has a setup program.***
********Release Candidate Five is out - compatible with Fall Further's Patch L!******
All previous Release Candidates and versions were private internal alphas.
Welcome to Fall Flat 0.4 - Release Candidate 5!!!
**Note**
Fall Flat uses a new version of Fall Further's CvGameCoreDLL.dll released by the community as a stopgap measure to assist with stopping crashes. If you experience any problems with this DLL, or if you wish to play multiplayer, Fall Flat will work correctly and fine with the CvGameCoreDLL.dll released in Fall Further's Patch J and you may simply copy it into Fall Flat's Assets directory.
The easiest way to test is to see if the Svartalfar have a second leader. If they don't, you're doing it wrong.
Purpose Statement:
Fall Flat's purpose is to take the excellent base of Fall Further and tweak it more, bringing lagging civilizations up to snuff and increasing the AI's ability to function in both single and multiplayer environments. Fall Flat seeks to add new units, spells, and abilities that fit into the Dark Fantasy atmosphere, and provide players with a difficult but rewarding game.
A forward from Iceciro on Balance:
Some of the civilizations may seem overpowered when going over the patchnotes. This may be the case, but my ultimate goal is not to suckerpunch flavor for existing civilizations to bring them down, but add more lore-appropriate abilities and units to the lagging civilizations. We're going for more "Clash of the Titans" and less "Flight of the Bumblebees" with this one.
--Changes from RC 3 to RC 5--
Added Jotnar.
Xiven has custom diplomacy music.
Behind the scenes tweaks to the AIs.
*-Changelists-*
**Civilization-specific Changes**
New Leader Traits:
So are you interested? Curious? Or just bored? Doesn't matter! Download link is here:
http://www.mediafire.com/?sharekey=26af864f600556a008f8df73f2072ed6816d78bfc3af8090c95965eaa7bc68bc
Special thanks go out to:
The Fall Flat Team (Iceciro! Yeah, that's it....)
The Fall Flat Alphatesters (Inquizitor, Pratz_Strike, and Void(Null))
The Fall Flat Betatesters (Everybody who posts in this thread with advice or comments!)
The Fall Further Team, for being helpful as I made the trek from wanting to fix things to this monstrosity!
The Fall From Heaven Team, because without them none of us would be playing Fall Further or Fall Flat!
And the Civfanatics forums, for being the best modding community I have ever had the pleasure of being a part of. You guys all rock!
Stuff was borrowed from:
Malakim+ - Thanks Valk!
Orbis modmodmod: He made the mistake of telling me I could borrow what I wanted.... Much appreciation to him for it though!
********Release Candidate Five is out - compatible with Fall Further's Patch L!******
All previous Release Candidates and versions were private internal alphas.
Welcome to Fall Flat 0.4 - Release Candidate 5!!!
**Note**
Fall Flat uses a new version of Fall Further's CvGameCoreDLL.dll released by the community as a stopgap measure to assist with stopping crashes. If you experience any problems with this DLL, or if you wish to play multiplayer, Fall Flat will work correctly and fine with the CvGameCoreDLL.dll released in Fall Further's Patch J and you may simply copy it into Fall Flat's Assets directory.
Spoiler How To Install Fall Flat without breaking anything! :
Instructions:
Install Fall From Heaven 0.40
Install Fall From Heaven's most recent patch
Install Fall Further 0.50
Install Fall Further 0.50 Patch L
Run Fall Flat's setup program!
Install Fall From Heaven 0.40
Install Fall From Heaven's most recent patch
Install Fall Further 0.50
Install Fall Further 0.50 Patch L
Run Fall Flat's setup program!
The easiest way to test is to see if the Svartalfar have a second leader. If they don't, you're doing it wrong.
Purpose Statement:
Fall Flat's purpose is to take the excellent base of Fall Further and tweak it more, bringing lagging civilizations up to snuff and increasing the AI's ability to function in both single and multiplayer environments. Fall Flat seeks to add new units, spells, and abilities that fit into the Dark Fantasy atmosphere, and provide players with a difficult but rewarding game.
A forward from Iceciro on Balance:
Some of the civilizations may seem overpowered when going over the patchnotes. This may be the case, but my ultimate goal is not to suckerpunch flavor for existing civilizations to bring them down, but add more lore-appropriate abilities and units to the lagging civilizations. We're going for more "Clash of the Titans" and less "Flight of the Bumblebees" with this one.
--Changes from RC 3 to RC 5--
Added Jotnar.
Xiven has custom diplomacy music.
Behind the scenes tweaks to the AIs.
*-Changelists-*
Spoiler Overall Game Changes :
*Icons, Civilopedia Entries, etc that did not fit the Dark Fantasy atmosphere cultivated by FFH have been removed. This chiefly includes the Monty Python references.
*AI has been given better choices of opening techs, hopefully to ensure each AI gets off to a solid start, and ensure that eventually they get their unqiue units/features. This should still remain fairly random though... it has been done with a fair bit of leeway on pathing.
*AI has been blocked from overbuilding some early units, to ensure it doesn't make a force out of only Lightbringers...
*Evil Civilizations may build the Altar of Lunnotar. (I am stil seeking a new name and flavor for it, as it doesn't fit, nor has it in a long time.)
*The Trojan Horse unit has been removed to free up Deception to be a religious-only technology, and because I never liked it.
*Defensive Pacts are moved to Way of the Wise, to free up Honor as a religious-only technology.
*Agnostic civs are barred from researching Honor and Deception.
*Any recon unit in a city with Council of Esus, under a leader with CoE as a State Religion, may pay a small fee to show their "loyalty" and become a follower of Esus.
*Religious Buildings across the board now train disciples. Holy City wonders train the fastest.
*Summoned units do not cause War Weariness when they die.
*Crusader and Paramander units may use all weapon classes. Both units reduced to 6 total strength (5+1 Holy for Crusaders, 6 for Paramanders) and increased cost to 130 to not compete completly with Champion-level units, but rather be a second option for their civs.
*Many unique, low level units do not obsolete - these include Moroi, Soldiers of Kilmorph, and more.
*Arquebus limited to 6 per player. (To prevent the lategame from becoming an Arquebus Spamfest.)
*Basic Scouts limited to 6 per player. (To prevent the AI from building them as the mainstay of a force in the early game.)
*Purge the Unfaithful is repeatable - once every 150 turns. Rites of Oghma is repeatable, once every 100 turns.
*Raider attribute once again gives units Commando promotion.
*Decius is Adaptive/Organized/Conqueror, with Conqueror being his permanant trait.
*-All- wonders that affect more than one city give their benefits to the entire team now, rather than just the player.
*Tower of Complacency cost reduced from 750 to 450 hammers.
*A new building, the Hunter's Hall, is available at tracking and passively trains Recon units. The Shrouded Woods replace this building for the Svaltarfar.
*Two new leaders: One for the Svartalfar, and Xivan T'nava, a usurper from Erebus' past that may lead a number of civs.
*AI has been given better choices of opening techs, hopefully to ensure each AI gets off to a solid start, and ensure that eventually they get their unqiue units/features. This should still remain fairly random though... it has been done with a fair bit of leeway on pathing.
*AI has been blocked from overbuilding some early units, to ensure it doesn't make a force out of only Lightbringers...
*Evil Civilizations may build the Altar of Lunnotar. (I am stil seeking a new name and flavor for it, as it doesn't fit, nor has it in a long time.)
*The Trojan Horse unit has been removed to free up Deception to be a religious-only technology, and because I never liked it.
*Defensive Pacts are moved to Way of the Wise, to free up Honor as a religious-only technology.
*Agnostic civs are barred from researching Honor and Deception.
*Any recon unit in a city with Council of Esus, under a leader with CoE as a State Religion, may pay a small fee to show their "loyalty" and become a follower of Esus.
*Religious Buildings across the board now train disciples. Holy City wonders train the fastest.
*Summoned units do not cause War Weariness when they die.
*Crusader and Paramander units may use all weapon classes. Both units reduced to 6 total strength (5+1 Holy for Crusaders, 6 for Paramanders) and increased cost to 130 to not compete completly with Champion-level units, but rather be a second option for their civs.
*Many unique, low level units do not obsolete - these include Moroi, Soldiers of Kilmorph, and more.
*Arquebus limited to 6 per player. (To prevent the lategame from becoming an Arquebus Spamfest.)
*Basic Scouts limited to 6 per player. (To prevent the AI from building them as the mainstay of a force in the early game.)
*Purge the Unfaithful is repeatable - once every 150 turns. Rites of Oghma is repeatable, once every 100 turns.
*Raider attribute once again gives units Commando promotion.
*Decius is Adaptive/Organized/Conqueror, with Conqueror being his permanant trait.
*-All- wonders that affect more than one city give their benefits to the entire team now, rather than just the player.
*Tower of Complacency cost reduced from 750 to 450 hammers.
*A new building, the Hunter's Hall, is available at tracking and passively trains Recon units. The Shrouded Woods replace this building for the Svaltarfar.
*Two new leaders: One for the Svartalfar, and Xivan T'nava, a usurper from Erebus' past that may lead a number of civs.
**Civilization-specific Changes**
Spoiler Amurites :
*The Amurites have a new building, the Wizard's Hall - a replacement for the Mage's Guild. It allows them to passively train mage units slightly faster. This building also enables any Amurite unit to have the chance to start with a random promotion based on the manatypes the civilization has at their disposal. Building a Cave of the Ancestors in that same city will allow Amurite units to start with stronger spells.
*The chance for an Amurite unit to start with spells increases as they hold more mana nodes.
*Amurite Wizards are now cheaper in cost to upgrade and come with a stronger combat strength.
*Amutites gain a new Unique Unit, the Battlemage, an Archmage replacement. Battlemages are stronger than their counterparts in other civilizations, and can use all tiers of weapons. Battlemages also have a bonus against enemy land units, meaning they can travel with an Amurite army with a much greater degree of saftey.
*Amurite Wizards and Battlemages start with the Kylorin's Legacy promotion, increasing spell damage and making their spells harder to resist, while allowing them to shrug off the spells of others more easily.
*Xivan T'nava may lead the Amurites.
*The chance for an Amurite unit to start with spells increases as they hold more mana nodes.
*Amurite Wizards are now cheaper in cost to upgrade and come with a stronger combat strength.
*Amutites gain a new Unique Unit, the Battlemage, an Archmage replacement. Battlemages are stronger than their counterparts in other civilizations, and can use all tiers of weapons. Battlemages also have a bonus against enemy land units, meaning they can travel with an Amurite army with a much greater degree of saftey.
*Amurite Wizards and Battlemages start with the Kylorin's Legacy promotion, increasing spell damage and making their spells harder to resist, while allowing them to shrug off the spells of others more easily.
*Xivan T'nava may lead the Amurites.
Spoiler Archos :
*Daracaat is no longer a Barbarian leader.
Spoiler Bannor :
*The Bannor have a new unit, the Cleric, which is buildable with a Pagan Temple, and allows them to heal their combat stacks, keeping the beatdown rolling. Clerics are a limited number national unit.
Spoiler Calabim :
*Death I has been removed from all Vampires - the Cabalim did not need it to remain highly competitive, especially with the below change to Burning Blood and Moroi. They retain access to the Body sphere.
*Burning Blood is less likely to make units go Barbarian, but more likely to wear off sooner.
*Vampires do not obsolete Moroi.
*Xivan T'nava may lead the Calabim.
*Burning Blood is less likely to make units go Barbarian, but more likely to wear off sooner.
*Vampires do not obsolete Moroi.
*Xivan T'nava may lead the Calabim.
Spoiler Dovellio :
*Leader traits for the Doviello have changed -
*Mahala - Charismatic/Raiders/Barbarian
*Charadon - Aggressive/Warlord/Barbarian
*Mahala - Charismatic/Raiders/Barbarian
*Charadon - Aggressive/Warlord/Barbarian
Spoiler Elohim :
*Devouts now require only Preisthood and Hunting Lodges. They lose immunity to First Strikes, however.
Spoiler Grigori :
*Luonnotar have the Behold! ability (a clone of Wonder, for now.)
Spoiler Hippus :
*The Hippus now have a new Unique Building, the Fields of the Horselords. This special jousting tilt is available at Horseback Riding instead of feudalism, and allows the Hippus to train their units twice as high with passive experience.
Spoiler Illians :
*Samhain requires Mysticism.
Spoiler Kahdi :
*The Khadi can now gain elemental summons once they have the right types of mana, a planar gate, and a meditation hall in a city. The number of Elementals summoned by a particular type will be increased with the more mana of that type you have. They cannot build Champions.
*The Khadi palace now increases War Weariness, as you should have the summons to assist your main lines (Summons do not suffer from War Weariness, even when summoned from Vault Gates.)
*Kahdi Vault Gate cost drastically reduced from 300 to 180 hammers.
*Kahdi buildings now give better info regarding Gate Creatures.
*The Khadi palace now increases War Weariness, as you should have the summons to assist your main lines (Summons do not suffer from War Weariness, even when summoned from Vault Gates.)
*Kahdi Vault Gate cost drastically reduced from 300 to 180 hammers.
*Kahdi buildings now give better info regarding Gate Creatures.
Spoiler Lanun :
*The Lanun may work water tiles with Seafaring (their starting tech) but access to any resources/work boats will require them to research the standard Fishing technology.
*Guybrush Threepwood has been changed to Francois Murteir, a capable melee combat hero who has traded in the ability to sing silly songs for the ability to "pressgang" defeated units into the service of the Lanun.
*Guybrush Threepwood has been changed to Francois Murteir, a capable melee combat hero who has traded in the ability to sing silly songs for the ability to "pressgang" defeated units into the service of the Lanun.
Spoiler Ljosalfar :
*Dexterity now gives a hefty increase to elven ranged units' Ranged Attack, instead of boosting offensive combat strength.
Spoiler Malakim :
*The Malakim are taken care of by Valkrionn and Deon's collective work of awesome, Malakim+! This is fully integrated into Fall Flat with the exception of the ability to build Oasis through spells.
Spoiler Scions of Patria :
*New art for the Scions' religious buildings.
*The Cathedral of Rebirth is now tied to Temples of the Gift as opposed to Halls of the Covenant.
*Scions can build the Flesh Studio and Vacant Masoleum in non-capital cities. The Necropolis building no longer has a GPP penalty. The Flesh Studio is a replacement for the Infirmary.
*Pelemoc's Succor spell reduced to 2 turn casting time.
*Xivan T'nava may lead the Scions of Patria. He can trick Korinna the Protector into his service. He may build the Vacant Mausoleum, but the Risen Emperor will not spawn for a usurper of his throne. His Usurper trait will effect Legates, Doomsayers, and Doomgivers like the preists of standard religions.
*Slightly more Awakened should spawn per the map size.
*Emperor's Martyrs are trainable without the God King civic.
*The Imperial Cenotaph building is now a Scion replacement for Courthouses (that costs more hammers.)
*Scions have access to the Tower of Complacency wonder again (After all, only Xivan T'nava can obtain it now.)
*Korinna is now Agnostic, and can build the Temple of the Gift and the Scion preist unit line. The Risen Emperor can still not construct the Vacant Mausoleum.
*The Risen Emperor is now Immortal, to make up for the fact that Korinna cannot summon herself (who becomes immortal at Fanaticism.)
*The Cathedral of Rebirth is now tied to Temples of the Gift as opposed to Halls of the Covenant.
*Scions can build the Flesh Studio and Vacant Masoleum in non-capital cities. The Necropolis building no longer has a GPP penalty. The Flesh Studio is a replacement for the Infirmary.
*Pelemoc's Succor spell reduced to 2 turn casting time.
*Xivan T'nava may lead the Scions of Patria. He can trick Korinna the Protector into his service. He may build the Vacant Mausoleum, but the Risen Emperor will not spawn for a usurper of his throne. His Usurper trait will effect Legates, Doomsayers, and Doomgivers like the preists of standard religions.
*Slightly more Awakened should spawn per the map size.
*Emperor's Martyrs are trainable without the God King civic.
*The Imperial Cenotaph building is now a Scion replacement for Courthouses (that costs more hammers.)
*Scions have access to the Tower of Complacency wonder again (After all, only Xivan T'nava can obtain it now.)
*Korinna is now Agnostic, and can build the Temple of the Gift and the Scion preist unit line. The Risen Emperor can still not construct the Vacant Mausoleum.
*The Risen Emperor is now Immortal, to make up for the fact that Korinna cannot summon herself (who becomes immortal at Fanaticism.)
Spoiler Sidar :
*Divided Souls unit ability is now provided by the Soul Divider promotion, enabling the Sidar recon line to be upgraded from Divided Souls and retain this ability.
*Xivan T'nava may lead the Sidar.
*Xivan T'nava may lead the Sidar.
Spoiler Svartalfar :
*The Shrouded Woods building is now a Hunters' Hall replacement. It costs fewer hammers and trains Recon units higher than the standard Hunters' Hall allows, while still giving the Shrouded promotion. Recon units with Forest Stealth from the Shrouded promotion also gain +1 poison combat.
*The Svartalfar have a new leader, Camilon Jivorn. He is Aggressive/Warlord.
*The Svartalfar have a new leader, Camilon Jivorn. He is Aggressive/Warlord.
New Leader Traits:
Spoiler Xivan T'nava :
Xivan is Organized/Charismatic/Usurper. He is a new leader, and he may lead the Amurites, Calabim, Scions, or Sidar.
Spoiler Usurper Leader Trait :
Usurper is a new trait that turns all disciple units produced by the leader into Arcane Units and removes the Divine trait from them. This locks them off their normal promotion lines and prevents them from casting Divine spells. However, at Sorcery, those units may spend five turns in a city with a Mage's Guild in order to gain access to Channeling I - letting them take Spellsphere promotions. Upon attaining Strength of Will they may do this again to regain access to the Divine trait through the ritual of Theft of the Divine.
Usurper leaders cannot create High Preists, but instead create Mendacite units (see below).
**Mendacite units**
For Usurper leaders (Currently, only Xiven T'nava), Mendacites replace the High Priest unit (of every religion). They cost a greater sum of money to upgrade. Like all Disciple units, the Mendacites start with Usurper. They can undergo Mage Training to gain access to Arcane Spells, as well as gaining the Divine trait through Theft of the Divine. They may spend a turn changing their "religion" instead of casting a spell.
Mendacites may only swap religions if you've researched the corresponding religious technology.
Usurper leaders cannot create High Preists, but instead create Mendacite units (see below).
**Mendacite units**
For Usurper leaders (Currently, only Xiven T'nava), Mendacites replace the High Priest unit (of every religion). They cost a greater sum of money to upgrade. Like all Disciple units, the Mendacites start with Usurper. They can undergo Mage Training to gain access to Arcane Spells, as well as gaining the Divine trait through Theft of the Divine. They may spend a turn changing their "religion" instead of casting a spell.
Mendacites may only swap religions if you've researched the corresponding religious technology.
Spoiler Warlord Leader Trait :
**New Trait: Warlord**
The Warlord trait doubles the production speed of all training buildings, and increases experience gained from combat for Melee, Recon, and Archery units. It is given to Camilon Jivorn and Charadon.
The Warlord trait doubles the production speed of all training buildings, and increases experience gained from combat for Melee, Recon, and Archery units. It is given to Camilon Jivorn and Charadon.
So are you interested? Curious? Or just bored? Doesn't matter! Download link is here:
http://www.mediafire.com/?sharekey=26af864f600556a008f8df73f2072ed6816d78bfc3af8090c95965eaa7bc68bc
Special thanks go out to:
The Fall Flat Team (Iceciro! Yeah, that's it....)
The Fall Flat Alphatesters (Inquizitor, Pratz_Strike, and Void(Null))
The Fall Flat Betatesters (Everybody who posts in this thread with advice or comments!)
The Fall Further Team, for being helpful as I made the trek from wanting to fix things to this monstrosity!
The Fall From Heaven Team, because without them none of us would be playing Fall Further or Fall Flat!
And the Civfanatics forums, for being the best modding community I have ever had the pleasure of being a part of. You guys all rock!
Stuff was borrowed from:
Malakim+ - Thanks Valk!
Orbis modmodmod: He made the mistake of telling me I could borrow what I wanted.... Much appreciation to him for it though!