Fall Further - Download and Current Changelog

Exciting change log. Woohoo

Barbs can spawn inside your borders now? Or just friendly tiles outside of your borders?

I presume that it means tiles friendly to the Barbarians - ie, inside cultural borders of those who fit the criteria for peace with that particular faction.

What Geejo said. Savages and animals can spawn in tiles owned by (inside culture) civs at peace with them. Demons aren't so fussy - they'll quite happily pop up anywhere that you allow hell terrain to spread...

By this weekend I really, really, really hope you mean Friday night or Saturday morning. These changes sound like they need some serious playing around with.

Might be the other end - Friday night/Saturday morning is when we play around with the final version to check things out...
 
Simply put, Amazing.

It is obvious you keep a close track of the FFH forum debates. The solution for enraged looks great! The Barbarian system and Dociello world spell is, IMO, Brilliand! The Agnostic civs improvements, buildings, equipment, the new promotions, and(for those that get bored easily) the new victory conditions, and all others...It is weird, that I couldn't think "this was not needed" or "OMG this is a serious nerf" for any line of the changelong!

I am rendered speechless..Thankfully, this does not prevent me from writting :lol:

Good job!:goodjob:
 
80. Added "Ambush" promotion - extra defensive strength within borders (Esus Only)
81. Added "Camisade" promotion - allows a weak ranged strike (Esus Only)
82. Added "Misdirection" promotion - maximises your withdrawal chance for one combat (Esus Only)
83. Added "Racketeering" promotions - first increases loot from pillage and reduces revolt chance, second removes unit maintenance (Esus Only)
84. Added "Deceitful" promotion - prereq for some of the above (Esus Only)
85. Added "Freelancer" promotion - allows highly promoted units to ignore the National Unit cap, but may go off to fight unexpectedly on their own (Esus Only)
86. All Esus Only promotions are lost if you abandon CoE state religion

ooh - Esus looks nice and sneaky.....don't s'pose it'd be possible to add a "field surgeon" promotion too? Would be an Esus equivalent of a combined heal/cure disease spell - but perhaps costs 1 gold per unit in the stack, and finishes the casting units move. Perhaps perfectly healthy units in the stack are charged too - for simplicity sake....justified in that the surgeon is charging them for a haircut as a reference to Barbers being the field surgeons/dentists of old. (Perhaps the promotion could even be represented by a red-white striped button?!)
 
Forgive the stupid question, but I've been away from the game for quite a while. Are Machinist shops in for the Khazad too? If not, why only for the Luchuirpsomething?
 
Hello, I don't post in this thread very often, but I noticed that barbarians are being split into three teams. I was wondering if there would be some kind of frostling faction for Auric Ulvin? Samhain is pretty useless right now...
 
Here's 043 patch F if someone wants a direct download.

It's not the installer - it's the files from inside the installer. You'll need to put them in place manually - copy the two folders to your 043 install and let them overwrite.
 

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Hello, I don't post in this thread very often, but I noticed that barbarians are being split into three teams. I was wondering if there would be some kind of frostling faction for Auric Ulvin? Samhain is pretty useless right now...

Have you played the Illians in FF? It is not quite the same as FFH2. Someone please correct me if I am mistaken.
 
There are only the 3 factions right now, Frostlings count as Savages IIRC. But the number of barbarian factions can fairly easily be increased now that the bugs are worked out and we understand what the EXE has hardcoded a bit better.
 
With the new barbarians civs, has the maximum number of possible players been increased or would we need to reduce the number of players in the game? I'd like it if it was possible to have every leader, including minor leaders, in the game at one time.


Could you make it so that (at least when there are multiple version of the same civ or leader in the game) it will always list both the leader and civ name when you mouseover territory or discuss someone in diplomacy? It gets annoying when you declare war on the wrong leader.


Would it be possible to let us change a unit's religion in world builder?

Have you figured out yet why peaks will never yield anything, even when you change the <iPeakChange> in CIV4YieldInfos.xml, and changed it?
 
Excelent change with the barb factions. A question, though. Are the animals and savages at peace with with each other, or will the orcs kill off all the animals?

With all the changes, I don't know what to play first. A barb trait civ, the Luch to try and get the new Great Buildings, an CoE game? Too many choices.
 
Oh yes, we forgot to mention that the new maximum number of players is up to 50, in preparation for FiRe where you'll see lots of civs come and go in a quick puff of glory (there will be an option somewhere to limit how many are in the game at any one time for those with computers that kinda require it. Though it isn't usually number of players so much as number of units that is the issue).

Haven't looked at adding religion adjustments to worldbuilder, nor peak yields.


The barbarians are all at peace with each other, at least initially.
 
Will you start a new download thread with the next release? A nice fresh thread. :)
 
that was exactly my first thought when i read about the 3 babarian factions.
"there's gonna be a whole lot of early wolf riders around".

but i think it's better this way.
 
Would it be the possibility that demons might spawn in cities whose terrain underneath has changed to Hell terrain, thus pushing out the defenders from the tile and instantly taking the city as what frequently happens with lairs, which likely results in the city getting instantly razed, undoing centuries of effort on the part of the shafted civ?
 
There is one thing about the new setup I expect some complaints about. Amazed nobody has grabbed onto it yet ;)

Is it the barbs being able to spawn in visible tiles part? Because I am a bit iffy about that... It takes away one of the main things a player can do to reduce barb activity in their area.

But overall I am pretty psyched about the changelog. The guilds and Master buildings especially look awesome.
 
Is it the barbs being able to spawn in visible tiles part? Because I am a bit iffy about that... It takes away one of the main things a player can do to reduce barb activity in their area.

But overall I am pretty psyched about the changelog. The guilds and Master buildings especially look awesome.

I think i have to play it to see if i like barbarians spawning everywhere. Could be good, in that it provides a challenge. And with the one turn wait they have after spawning, your early scouts won't be surprised by a spawn directly beside them.

What i noticed though is that the demon-slaying promotion is suddenly a whole lot better with other demons beside hyborems running around. Not a gamebreaker, but maybe i will take it more often now.
 
Barbarians cannot spawn in cities. Also, Demons automatically raze any city, and animals simply cannot attack cities (even if they are empty).

The thing I expected people to complain about (and I don't think anyone has caught on to yet) is that animals aren't Hidden Nationality anymore. So once again, having HN units is SPECIAL, and considerably harder to harrass your neighbors with.
 
But that means building Nature's revolt is counter-intuitive, the only reason to build it is so that you can capture animals again, but now you aren't allowed to even attack them.
 
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