First off I want to compliment you guys on the amazing mods that you've done to FfH -- the art work is amazing, most of the spells you've added are really cool, and the heros are neat. However, there is always a "but"... I think that I've found some problems with patch B, most pretty minor but one pretty major (at least too me):
1. You APPEAR to have duplicated what FfH did with Acheron so far as putting him in a "hold" state, then releasing him once he's been defeated. The code in the python (EventManager) APPEARS to be identical. However, one small problem -- the release of the "hold" doesn't work. I've now defeated Acheron TWICE with beastmasters having the "subdue beast" promotion, but Acheron is basically stuck outside of his city (this DOES work in FfH very nicely -- Acheron is released from the "hold" and you can use him as you want). This wouldn't have been quite so big an issue for me except... I couldn't seem to make it so I could rebuild him WITHOUT the hold status. I went to "Units" and put a cost on him (360 same as the other dragons), went to "UnitClasses" and put "2" for the global occurrences and removed the "unique" setting, then went to the python and removed the code for when Acheron is created so I wouldn't duplicate the "Dragon's Hoard" or put Acheron with a "held" promotion. BUT... He doesn't appear in my city's unit build list. Any ideas?
2. There's a couple of world spells that indicate that they aren't available until the Armaggeddon Counter reaches "70" -- Bane Divine and Glory Everlasting. However, they are appearing in my ritual list as soon as I have the technology for them.
3. This isn't really a bug but... Why the heck did you guys change the way ravenous and blooded werewolves are done? As a personal opinion, I think that the way FfH does it is MUCH better (but, again, just personal preference). It was weird having an ogre running around claiming to be a ravenous werewolf and NOT have him become blooded once he defeated another unit.
4. There's a slight problem with your icon (as pictured in the list of units you currently have selected) for the standard immortal. At least in the game I played they appeared as workers (Kahdi). It felt really weird choosing a worker (even though I KNEW he was an immortal) to attack a city
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5. OK... So I cheated, but... I allowed the Kahdi to claim a religion (Kilmorph) and build priests. Once they reached the High Priest level, I discovered that they couldn't heal units. Is this intentional or should the Kilmorph High Priest be able to heal?
6. There APPEARS to be a problem in creating the "Master Rancher". My wife was playing the game and built the initial master rancher with a great engineer. She then scheduled the production of one in a city. As soon as it was constructed (i.e. the turn it was due to appear in the city as a constructed building) the game blew up -- indicating an unknown error. I proved this out by removing the master rancher from her schedule (the only thing that changed) and the game continue on fine. I went through the turn where it "blew up" a couple of times to prove to myself that it was the master rancher causing the issue.
Thanks!!!