Fall Further - Download and Current Changelog

How about a teaser for patch C? :D Or at least a guestimate for release date. Say more or less than a month? :king:
 
Fall Further Patch C (Unreleased)

Changelog (rev 673-705)
  • 1. TXT_KEYs added/changed.
    • Full details 051 Patch Cycle post #40.
    • Armored Cav tech
    • FUR_NO_DEAL Cualli diplo
    • Promotion help: Warden
    • Spell pedia: Stoneskin
    • Spell help: Charm Person
    • DoM text: Grigori, Malakim
    • Unit Strat: Anubite, Ogre Warchief
    • Fixed Archos Devour Mate TXT_KEY
  • 2. Take Root: Removed erroneous "Cause War" tag.
  • 3. Gretchin and Engineer Corps are now properly blocked from worker promotions
  • 4. Commanders authorised for hundreds of promotions and spell effects.
  • 5. New Button Art for Orcish racial promotion
  • 6. Chislev Mounted units can now gain Orc Slaying
  • 7. Added "Obscured Line of Sight" mechanic.
    Archery units in a tile containing Forest, Ancient Forest, or Jungle, recieve no defensive bonus from it, and:
    • a penalty to ranged attacks
    • a penalty tofirst strikes.
    Units with any of the following promotions are immune to this effect
    • Woodsman I
    • Woodsman II
    • Elven (Wood Elf)
    • Elven (Dark Elf)
    • Giantkin
    • Flying
  • 8. Wall Defender now gives +1 Ranged Strength, and +10% Ranged attack damage limit.
  • 9. Archery units can now gain Wall Defender if the city contains Summoned Walls of Stone, from the Earth I spell.
  • 10. Rogue (Austrin Scout UU) Gains +25% withdrawal chance
  • 11. Rogue, Explorer, Tracker, given Adventurer as free promo, to solve issues with the trait not quite working.
  • 12. Trackers can now carry a hawk
  • 13. Added CIV4GameText_Promotions.xml for promotion related text keys.
  • 14. Bhall will no longer spawn Gretchin (for now, might bring them back in future). They are only for the Clan of Embers now
  • 15. Changed all references of getNumRealBuilding to getNumBuilding in CvEventManager.py. This fixes the Amurites' free spells from Wizard's Halls not working with Catacomb Libralus.
  • 16. Button art fixes:
    • Take Traveller's Cloak spell
    • Compelling Jewel promo
    • Use Potion of Restoration spell
    • Take/Use Healing Potion spells
    • Use Newt's Draught spell
    • Commander Defense promotions
  • 17. Skeletons get +20% vs Archery units
  • 18. Skeletons get Free Unit promotion
  • 19. Barbarian Goblin archers get no defensive bonuses
  • 20. Pyre zombie penalty vs archers reduced to 15% (from 40%)
  • 21. Fixed Broken Art:
    • Fixed Hippus War Chariot art
    • Fixed Balseraph Galley art
    • Fixed Grigori horsearcher Art
    • Fixed battlemage art
  • 22. Added iPrereqGlobalCounter 70 to Bane Divine and Glory Everlasting. They will now actually require the armageddon counter to be 70 before they can be built.
  • 23. Building Glory Everlasting now lowers the armageddon counter significantly.
  • 24. Fixed incorrect type and txt key for Commander Defense III, which made it unuseable.
  • 25. All Tier IV Priests now have Medic III, and can cast Heal. Full list of units affected
    • Runekeeper
    • High Priest of Leaves
    • High Priest of Winter
    • Prior
    • Luridus
    • Profane
    • Speaker (the Overlords priest)
    • Doomgiver
  • 26. Fixed a minor bug in Kahdi elemental spawning
  • 27. Fixed the Civilopedia failing at Longbowman while playing as the Austrin
  • 28. Longbowmen that the Austrin capture from enemies, will now have Recurve archer Graphics.
  • 29. Maximum awakened spawns for Scions of Patria Increased
  • 30. Awakened spawn rate decay decreased. Will diminish slower.
  • 31. Fix for Dural Courthouse UB - Great Hall may now be built.
  • 32. Tower Shield Event - Shock promotion changed to Cover.
  • 33. Barbarians can no longer trigger Foxford
  • 34. Added slightly new Doomsayer art. He has a new helmet-less head. Doomgiver is unchanged.
  • 35. Added a few debug spells for modders. Several spells to control the AC within a game, and a spell to place every unit in existence, for art testing. To activate them, give yourself the Never tech through worldbuilder.
  • 36. The Peace Spell (corlindale and seven pines) now correctly halves the AC
  • 37. Ira will now gradually lose strength over time if they're not killing things. They have a 33% chance per turn to lose 1 strength point.
  • 38. Merged in new FFH Art by seZereth:
    • Elohim Scout
    • Elohim Hunter
    • Elohim Adept
    • Elohim Mage
    • Elohim Axeman
    • Elohim Champion
    • Elohim Archer
    • Elohim Horseman
    • Elohim Chariot
    • Elohim Longbowman
    • Elohim Horsearcher
    • Balseraph Chariot

It's mostly just a lot of fixes of all different types, a few little changes, and some art imports.
This is an unfinished changelog. More will be added to it before we release. Unfortunately, I'm not quite sure when that will be. Poke Xienwolf about it
 
... I really hope the spell/no maintainance units will be fixed with this. Having to play only base FfH is kind of depressing. (I suppose I COULD play Orbis...)

I've been using Maelstrom instead of Fireball. Works fine. Also feel free to use Catapults.
 
Archery units in a tile containing Forest, Ancient Forest, or Jungle, recieve no defensive bonus from it, and:
  • a penalty to ranged attacks
  • a penalty tofirst strikes.
Units with any of the following promotions are immune to this effect
  • Woodsman I
  • Woodsman II
  • Elven (Wood Elf)
  • Elven (Dark Elf)
  • Giantkin
  • Flying

Shouldn't this list also include lizardmanpeople, since they can have jungles pop up on city tiles?
 
The main reason elves are included, is because woods are so necessary to their strategy plus the elven focus on woods. When it comes to lizardmen, archery units are just one of the options they have, so not as important.

Lizardmen can take woodsman, like anyone else. It gives jungle combat bonuses too/
 
I've been using Maelstrom instead of Fireball. Works fine. Also feel free to use Catapults.

Problem with that is I normally play FF+, where Maelstrom is bugged so it can't even be cast; Also, having Fireball mostly useless tends to make my Firebows just about as useless.

... I've only built catapults once or twice in all the years I've played FfH et all.
 
... I've only built catapults once or twice in all the years I've played FfH et all.

Until recently, I did the same - but I'd say catapults are far, far better city-busters than they get credit for. I'd often rather have the things along than Fire2 mages because they do a better job at both lowering city fortification bonuses, and then firing huge rocks at archers so that Axemen can eat them. They usually even withdraw after doing this, so that they can be brought along to the next city.

The difference, of course, is that Amurites start with Fire Mana and it's a lot easier choice on their techpath than making catapults. Same for some other civs too, like the Clan of Embers. (Can the Clan even MAKE catapults?)
 
Might the Orbis version of the graphics for Korrina the Red (sp?) also be add @ some point? It feels better for a melee unit and further differentiates (sp?) the two possibilities.
 
The commander promotion which is supposed to be the second form of zealotry (can't remember the exact name atm) cannot be acquired through experience, so how exactly are you supposed to get it? :confused:
 
Might the Orbis version of the graphics for Korrina the Red (sp?) also be add @ some point? It feels better for a melee unit and further differentiates (sp?) the two possibilities.

"Red" is correct. Do you have a screenshot? I seem to have somehow hosed my Orbis, WH, and Rev. installs...

The commander promotion which is supposed to be the second form of zealotry (can't remember the exact name atm) cannot be acquired through experience, so how exactly are you supposed to get it? :confused:

So far as I know you can't get it ATM.
 
Instead of its current effect? or in addition to?

in addition.

It means that archers on the defensive, will have an advantage over archers on the offense, in that they do more damage. It also makes logical sense to stay inside the city and fire from the ramparts, rather than rushing out and firing from an open field, where possible.
 
Might the Orbis version of the graphics for Korrina the Red (sp?) also be add @ some point? It feels better for a melee unit and further differentiates (sp?) the two possibilities.

Adding in existing art from anywhere, is very easy. Far easier than actually making new art.

If anyone knows any other existing art, maybe from other mods, or the downloads database, which would be good in FF, feel free to mention it (maybe make a new thread for it)
 
The commander promotion which is supposed to be the second form of zealotry (can't remember the exact name atm) cannot be acquired through experience, so how exactly are you supposed to get it? :confused:

Go into the Civ4PromotionInfos XML file and remove the <iMinLevel>-1</iMinLevel> from the PROMOTION_GC_ZEALOUS2 entry
 
That's one option, but Xienwolf, I think, has stated that it's only intended for a hero unit, probably Donal Lugh. A better option might be to do that, and then set the hero promotion as a prerequisite.

You can do that by replacing the iminlvl line with this:

<PromotionPrereqAnd>PROMOTION_HERO</PromotionPrereqAnd>
 
I honestly think Lizards should depend alot more on their jungles. The travel away from jungle strats makes lizzies more bland. Hence, I would agree lizard-kin should be immune to these malus's in jungle only. (forests are fine for zem to be weak in, but jungles should be their homme)
 
I have to agree with Tasunke

The other option is: Javelins and blowguns are MUCH closer range weapons than archery and would be less (not) affected by the proposed restrictions. Most races with Javelins don't have a great progression for them anyway right? Might make a bit more of a trade off for races with Javelins that lose access to longbowmen.
 
I honestly think Lizards should depend alot more on their jungles. The travel away from jungle strats makes lizzies more bland. Hence, I would agree lizard-kin should be immune to these malus's in jungle only. (forests are fine for zem to be weak in, but jungles should be their homme)

As currently implemented, the penalty woks via an autoaquire promotion.

Prereqs.

UNITCOMBAT_ARCHERY
Forest or Ancient Forest or Jungle on tile

suffice to say, implementing a terrain specifc exemption into this system is not simple. best option seem to be multiple instances of the promotion (which requires multple exemptions for woodsman,etc)
 
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