FfH2 0.12 Bugs:

Kael

Deity
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May 6, 2002
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0.12b

Download here: FallfromHeaven2012b.exe (173 Meg)
Patch a download here: FfH2012b.exe (1 Meg)

To see what has already been checked into the next version see the first post in this thread: http://forums.civfanatics.com/showthread.php?t=171497

Fixes:

1. Elven Scout is now elven.
2. Overseers residence and Theatre of Dreams now give -1 trade routs instead of -1% trade route modifier (reported by Black Whole).
3. Added Chalid's fix so that Ancient Forests spawn correctly.
4. Charm Person works correctly (reported by Teg_Navanis).
5. Fixed a CTD caused when using Recruit (reported by AndrewDJ).
6. Lumbermills can now be built on Ancient Forests.
7. Feast spell now correctly causes hurry angry in cities (reported by Teg_Navanis).
8. Fixed a CTD caused by the Temple of the Veil graphics.
9. Fixed a recruit failure when the civ doesn't have the unit type that is to be created (reported by DMN).
10. Tomb of Basium now correctly gives -25% great people rate instead of -2% (reported by Black Whole).
11. Crusade no longer removes your state religion.
12. Fear is now working correctly.
13. Donal is no longer destroyed when recruiting (reported by MacV).
14. Fixed the Spiritual Hammer spell (reported by pa12ick).
15. Fixed the Transmutation spell (reported by pa12ick).
16. Fixed the Tremor spell (reported by Nikis-Knight).


Additions:

1. Added an 'ORTHUS_TURN' to the editor to allow player to adjust the turn Orthus appears, default is 75.
2. Added the Acheron the Red Dragon unit (barbarian hero).
3. Capturing workers now gives you the type of worker you captured, so if you capture an elven worker you get an elven worker (and he is able to do all the things for your civ that elven workers can do ;) ).
4. Added the Abashi the Black Dragon unit (sheaim hero).
5. Added the Merryman unit (balseraphs, replaces warrior).
6. Added the Malakim Swordsman unit (malakim, replaces axeman).
7. Added the Malakim Chariot unit (malakim, replaces chariot).
8. Added the Eurabatres the Gold Dragon unit (kuriotates hero).
9. Removed the Mobility III promotion.
10. Removed the Spell Extension III promotion.
11. Added the Gridlines building (luchuirp).
12. Added the Wood Golem unit (luchuirp, replaces the axeman).
13. Added the Gargoyle unit (luchuirp, replaces the pikeman).
14. Added the Scuptors Studio building (luchuirp, replaces the barracks).
15. Added the Bone Golem unit (luchuirp, replaces the immortal).
16. Added the Dragon Slayer unit (grigori, replaces maceman).
17. Added the Dragon Slaying promotion.
18. New bombadment system.


Balance changes:

1. Permanently summoned units (Skeleton, Tiger, Kraken, Guadian Vines, Treant) cant move or attack the turn they are summoned.
2. Gilden no longer requires and Archery Range to be built.
3. If you are at peace with the barbarians and have 50% higher score than the rank 2 player, the barbarians will declare war on you.
4. The Golden Wood no longer gives negative gold for unhealthiness.
5. Scorched Earth trait doesn't auto-raze cities if you were the origional owner of it.
6. Loki won't be killed if he is in a stack where another defender loses (recommended by Teg_Navanis).
7. Loki can now flee into stacks of allied units (recommended by Teg_Navanis).
8. Melee and Disciple units can no longer learn the Mobility II promotion (recommended by Chalid).
9. Twincast taken away from Liches.
10. Twincast can be learned by Arcane units with Combat V promotion.
11. Handicap animal penalties removed because they were reducing player controlled animals too.
12. You can no longer Haste immobile units (guardian vines, runeguards, etc).


Cosmetic changes:

1. Added a tile graphic for the new forest.
2. Loki given the appropriate "battle cry" for his special maneuver.
3. All traits now have their abilities reflected in the pedia.
4. Tons of new text fixes and additions by Nikis-Knight.
5. New slideshow during world building.
6. Anti-promotion (elf slaying, etc) are now displayed correctly in the interface (coded by Chalid).
7. Tiered promotion now only show the most advanced version known (coded by Chalid).
8. New Pedia page for Heroes (coded by Chalid).
9. New barbarian zoom music.


Editor changes:

1. Increased the unit limit from 255 to 510 (I ran out of space).
 
Okay, its up. Please reserve this thread only for reporting bugs. Balance recommendations, ideas for changes or additions and such should be in other threads.
 
is the balseraph warrior unit (merryman) supposed to require ivory to build? because it does.
 
Ok, playing as Luchiurp, I've notice the game locking up for several seconds: once when I clicked on the "Display Resources" button; and once when I founded Runes, when the sound looped for several seconds before finally showing the movie.
 
Also playing as Luchiurp with Runes of Kilmorph as state religion, I can't make the Runes version of the Dwarven Soldiers in cities with the Runes religion present. I haven't checked the Khazad yet.

EDIT: I can make Fellowship of Leaves Elf Archers in Ljosalfar cities under leaves, though
 
14. Added the Scuptors Studio building (luchuirp, replaces the barracks).
one problem for luchuirp: Iron Golem reguires barracks... can not building...
maby Iron Golem - reguires Scuptors Studio...
have a good day
 
Patch a put up. It fixes an editor problem that was causing some of the bonus requirements to be messed up (like the merryman requiring ivory).
 
loki1232 said:
I love the new loading scenes.

Mr Nemoy has officially left the mod, it was a long time coming.
 
I tried the version 0.12. It was quite calm - perhaps I should rise my difficulty level. I played as Kuriotates and had great fun. The Golden Dragon is enormous! (Unfortunately I haven't waged only one single war... And there were only very few units with Cult of the Dragon)

In every game I build Wraith Unleashed. The anticipated chaos didn't come. The effects seem a little weak to me. I would prefer effects like a real apokalypse and chaos all around.

Btw: In this game nobody founded the Ashen Veil. Nobody discoverd the technology for it. The Balseraphs were the only evil civ, but even they didn't discover it (although all other techs werde discoverd).
 
Khadil Okharim said:
I tried the version 0.12. It was quite calm - perhaps I should rise my difficulty level. I played as Kuriotates and had great fun. The Golden Dragon is enormous! (Unfortunately I haven't waged only one single war... And there were only very few units with Cult of the Dragon)

In every game I build Wraith Unleashed. The anticipated chaos didn't come. The effects seem a little weak to me. I would prefer effects like a real apokalypse and chaos all around.

There is a setting in the editor for the 'wrath convert chance'. Increasing that number will make Wrath Unleashed more dnagerous. As is, it could be very impacting or not very impacting at all. Which is how I kinda like it. I want all the games to play differently. Unfortunatly that means that if you are really pushing for an effect in a game you sometimes aren't going to get it.

Btw: In this game nobody founded the Ashen Veil. Nobody discoverd the technology for it. The Balseraphs were the only evil civ, but even they didn't discover it (although all other techs werde discoverd).

Yeap, thats entirely possible. I was playing a game last night where I was the only good civilization. The Balseraphs won't discover the Ashen Veil in your example if they adopted the Order or Runes first because that would cause them to stop being evil.
 
Kael said:
There is a setting in the editor for the 'wrath convert chance'. Increasing that number will make Wrath Unleashed more dnagerous. As is, it could be very impacting or not very impacting at all. Which is how I kinda like it. I want all the games to play differently. Unfortunatly that means that if you are really pushing for an effect in a game you sometimes aren't going to get it.

It's great that there is the possibility for everyone to choose how destructive the Avater of Wrath will be. I will try 60 instead of 30. I hope that gives the barbarians the chance to destroy some civs - even mine...


Kael said:
Yeap, thats entirely possible. I was playing a game last night where I was the only good civilization. The Balseraphs won't discover the Ashen Veil in your example if they adopted the Order or Runes first because that would cause them to stop being evil.

The Balseraphs belonged to the Runes of Kilmorph. Interesting idea that only evil civs found evil religions.
 
Started a new .12 game, as Jonas of the Clan, pangea,huge. The Barbarians attacked as soon as I ran into them, first the animals, then the units too. I think the Barbarian trait ain't working. Here's the save.

The new open sceens are great.

Fader
 
Fader55 said:
Started a new .12 game, as Jonas of the Clan, pangea,huge. The Barbarians attacked as soon as I ran into them, first the animals, then the units too. I think the Barbarian trait ain't working. Here's the save.

The new open sceens are great.

Fader

Your right, it will be fixed in the next patch.
 
The specialist assignment system is messed up (fire and hire buttons overlap). Screenshot


And I'm still not sure whether this is a bug or merely a wrong text info.
 
Nikis-Knight said:
Not sure if the resource patch works--my drown require incense.
Not sure if this is an error, but Heroic Epic requires sculpters studio. That's just for Lurichip, right?

The insence problem is fixed with patch A.

The heroic epic only requires the stuido if you are the luchuirp.
 
Teg_Navanis said:
The specialist assignment system is messed up (fire and hire buttons overlap). Screenshot


And I'm still not sure whether this is a bug or merely a wrong text info.

I will see if I can get those specialist buttons cleaned up. And yeah, the drown text is just old info. I'll update it.
 
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