Patch H
1. Guardian of Pristin Pass spawned Gargoyles set to UNITAI_ANIMAL (won't enter borders - prevents games being *very* short if you start near the guardian).
2. Lizardman Berserker animation issue resolved.
3. Player "Feats" are now defined in XML rather than hard-coded in the DLL (very handy for modders).
4. Leaders will now correctly forget the diplomacy boost from promotions.
5. Corlindale granted "Soft Spoken" - provides a diplomatic boost with a civ if close to their cities.
6. Archos start with 1 Baby spider instead of 2.
7. Foxford unique feature and events added (Night of the Werewolf tribute).
8. Added "Light of Lugus" ritual - reveals all units in territory for 3 turns. (benefit for non-founder, repeatable)
9. Added "Chosen of Esus" ritual - grants invisibility to all your units within your borders for 10 turns. (benefit for non-founder, repeatable)
10. Added "Dowsing" ritual - shows location of hidden resources on resource overlay for 3 turns without need for the "Reveals" tech.
11. Added "Curse the Land" - expensive ritual that afflicts all nations you are currently at war with. Each nation loses access to all bonus resources whilst ritual is in effect.
12. Added "Appease Divinity" - cheaper ritual that most be completed 5 times in order to reverse the effects of "Curse the Land" (can be constructed in multiple cities at once).
13. Religion adoption chance for units modified. Units now most likely to adopt state religion, then an equal chance of any other (used to favour the later defined religions)
14. Reagents not revealed until Sorcery.
15. Animals can no longer purchase "Feral" with experience.
16. Harmatt cost increased to 90, also requires Tracking.
17. Prereqs added to promotions for PrereqEvent and PrereqFeat (again - handy for modders).
18. Landmark signs for Unique Features temporarily disabled (very strange behaviour in MP - one sign per human player per feature in random locations - will fix before re-enabling).
19. Eyes and Ears network will now grant religious specific techs (Arete, Mind stapling etc) if you have the correct state religion.
20. Massive overhaul of interface - Artwork by SeZereth, Python by Xienwolf.
21. Removed Great General bar from Military Advisor (not used).
22. Added "Shadowy Fringe" interface effect (active when your units are hidden within your borders).
23. Added "Revealing Glow" interface effect (active when hidden units are auto-revealed within your borders).
24. Flavour-mod updates from Jean-Elcard.
25. "Purge the Unfaithful" ritual can now be used once per team.
26. Psions and Thades are now "Elemental".
27. Lost Lands trade route percentages rebalanced.
28. Lost Lands Villages are -1 Commerce, +1 Food.
29. Lost Lands Towns are -2 Commerce, +1 Food, +1 Hammer.
30.
Included "Erebus-Wrap" map script. Standard Erebus script with both X and Y world wraps.
31. Added "Arctic Deer" resource. Terrain preferences as the original deer (Tundra Forest). +2 Food natively (Deer is +1, these are larger). +1 Commerce with camp (Large Antlers highly prized).
32. Deer resource prefers Grassland Forest and appears approximately as rarely as a Horse. Will not appear at higher latitudes.
33. Both Deer resources can be used to produce Fyrdwell, construct camps and provide health in the Hunting Lodge.
34. Dye and Silk resources won't clump so dramatically, but will still be common in certain regions (previously 50% chance of extra resource in each adjacent square, now 5% chance over a 4-square radius)
35. Added "Nomad Camp" improvement. Malakim only. Desert Only. Grants +1 Food/Hammer/Commerce. Cannot be built adjacent to another camp. Allows Incense to be worked at full value (+5 commerce - early access as no need for Calendar).
36. Negative Diplo-Resources (Entropy and Death Mana) now require Necromancy to "CityTrade" - no more negative diplomacy for simply having a road near Bradelines Well.