FfH2 0.31 Changelog

Kael

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0.31

Scheduled for release on March 21st, 2008.

Fixes:
1. Pyre Zombies now explode after combat.
2. Illians can pick the Illian only option on the Dedicate Obelisk event (and the + food option lowered from 3 to 1).
3. Fixed an issue with the Guild of the Nine pirate mercs triggering in non-coastal cities.
4. Fixed an error in the machine parts events that kept the weak and strong promotions from being applied.
5. Teutorix can't be conscripted anymore.
6. Fixed the Holy Child event.
7. Fixed a python error in the elven Guild of the Nine event.
8. Fixed the Ransom event.
9. The Nature Node Flare event won't create forests on water anymore.
10. Warcry won't be applied to non-combat units anymore (fixes a WoC bug).
11. The Leviathan will no longer spawn on Ice.
12. Empyrean units can respawn as Angels, Council of Esus units can return as Manes.
13. Cleaned up the Fugative event (it used to grant espionage points).
14. Planar Gate creatures can now be drawn through by free buildings (so minotaurs will be pulled through from weponsmiths provided by the golden forge).
15. Added a check to the Mask spell so it can't be cast by a unit in cargo or that has cargo.
16. Added a block in so that the AI wont switch recon units to worker ai (to fix a WoC).
17. The Inn to Housing event only applies the bonus to the target city, not all cities.
18. Fixed an error in Dispel Magic that made it always castable, even if there wasnt anythign for it to do.
19. Fixed a WoC error caused by the AI tryign to figure out what to do with equipment (switched them to Domain Immobile so it wouldnt try to move them).


Additions/Removals:
1. Added python callbacks for when a unit wins or loses combat.
2. Added the Kidnap spell (special ability of Svartalfar recon units, steals great specialists from cities, can cause war).
3. Added the Mimic unit (Blaseraph only, Champion replacement, steals a random promotion from units it defeats).
4. Added the Destroy the Pyre of the Seraphic event.
5. Added the Bandit Nietz event.
6. Added the Mystic Tree event (inspiration, idea by Xienwolf).
7. Added a game option to remove Acheron from the game.
8. Added a game option to remove Orthus from the game.
9. Added a game option to remove Hell terrain from the game (this should improve performance quite a bit on large maps).
10. Added the Lucian unit (scenario specific, world unit).
11. Added the Werewolf event (judgement).
12. Added the Frostling unit.
13. Added the Frostling event.
14. Added the Winterborn promotion (+10% attacking and defending in tundra and snow tiles, +20% vs cold damage -10% vs fire damage).
15. Added the Polar Bear unit.
16. Added the scenario screen.
17. Added the Penguins feature (+1 happiness, art by AA).
18. Added the Penguins event.
19. Added the Scrub feature (art by AA).
20. Removed the Treetop Defense promotion.
21. Removed the Domesticate Elephants tech.
22. Removed the Large Animal Stables building.
23. Added the Palisade building (40 cost, +10% defense, no tech requirements).
24. Removed the Dimensional sphere (Chanter keeps the Escape spell).
25. Removed the Dimensional Flare event.
26. Added the Graveyard improvement (unbuildable, raising skeletons in a graveyard grants 3 skeletons, sanctifying a graveyard grants a free law bringer and lowers the AC, robbing a graveyard produces random results, casting ressurection on a graveyard gets you a free champion).
27. Added the Standing Stones unique feature.
28. Added the Rob Grave ability.
29. Removed the Ring of Warding building.
30. Removed the Burning Blood spell.
31. Removed the Summon Kikijub spell.
32. Removed the Kikijub unit.
33. Removed the Unholy Taint spell.
34. Removed the Summon Azer spell.
35. Removed the Whitefire spell.
36. Removed the Summon Phantasm spell.
37. Removed the Phantasm unit.
38. Removed the Summon Guardian Vines spell.
39. Removed the Hideous Thoughts spell.
40. Removed the Conjure Lifespark spell.
41. Removed the Lifespark unit.
42. Removed the Righteous Cause spell.
43. Removed the Summon Lightning Elemental spell.
44. Removed the Law Bringer spell.
45. Removed the Restore City spell.
46. Removed the Meteor Swarm spell.
47. Removed the Banish spell.
48. Removed the Summon Imp spell.
49. Removed the Spiritual Hammer spell.
50. Removed the Spiritual Hammer promotion.
51. Removed the Transmutation spell.
52. Removed the Spirit Guide spell.
53. Removed the Summon Chaos Marauder spell.
54. Removed the Conjurer unit (Illusionist and Puppeteer become Mage UU's).
55. Removed the Summoner unit (Eater for Dreams becomes an Archmage UU).
56. Removed the Ethereal Call tech.
57. Removed the Soul Debt tech.
58. Removed the Summoning tech.
59. Added the Stealth promotion (units with stealth can use the Hide spell, Krakens, Ghosts and Rathus start with Stealth).
60. Removed the Defile spell.
61. Removed the Sorcery promotion.
62. Removed the Summoning promotion.
63. Added the Adventure Mode game option (scenario specific, this isnt available as an open game option).
64. Added the No Duin game option.
65. Added the Graveyard event.
66. Floating Eye is now a Metamagic 1 spell.
67. Added the Metamagic sphere (bonus, improvements, builds).
68. Added the Metamagic promotions (as well as granting spells they also grant +5 to spell damage and -5% to victims spell resistance per rank).
69. Removed the Command promotion.
70. Added the Command I promotion (10% chance to capture defeated living units).
71. Added the Command II promotion (20% chance to capture defeated living units).
72. Added the Command III promotion (20% chance to capture defeated living units).
73. Added the Command IV promotion (20% chance to capture defeated living units, only learnable by Order high priests).
74. Added the Inquisitor promotion (allows the unit to use the Inquistion spell).
75. Removed the Inquisitor unitclass (Luonnotar made into a Druid UU).
76. Removed the Divine Right tech.
77. Added the Switch Civs event (human players in first place in single players games will have the option to switch to another civ).
78. Added the Azer event.
79. Added the Transmutation to Copper event.
80. Added the Transmutation to Gold event.
81. Moved Flames Spread into the SDK (for performance).
82. Moved Ancient Forest growth into the SDK (for performance).


Balance Changes:
1. Shadows don't do spy missions anymore.
2. The Sidar start with Shadow mana instead of Body mana.
3. Dragons are immune to fear.
4. The Doviello and the Illians have Winterborn as their default race.
5. Mobius Witches can start with Shadow or Sun spheres.
6. Cultural defense reduced from 0/20/40/60/80/100 to 0/10/20/30/40/50.
7. Cultural defense is now cumulative with building defense (instead of using the higher of the two).
8. Bear Totem doesnt offer buildling defense anymore.
9. Wall of Stone and Walls given +25% bombard defense.
10. Archery Range (and the Ljosalfar version) increased from +5% defense to +10% defense.
11. Bowyers now grants +10% defense.
12. Fort/Castle/Citadel defensive bonuses apply to units in cities within range.
13. The Treetop Defense spell completly fortifies units in the plot.
14. Manticore strength reduced from 13/9 to 12/8, they are given +1 poison strength and the cannibalize ability, they are now drawn through Planar Gates by Hippodromes instead of Large Animal Stables.
15. Sheaim start with Death mana instead of Dimensional mana.
16. Summon Sand Lion spell is now a free spell only available for Malakim Mages and Archmages.
17. Entangle is now a free spell only available to Druids.
18. Crush is now a free spell only available to Dwarven Druids.
19. Enervation does some death damage in addition to its normal effect.
20. Citadel's of Light now use a weaker version of the Pillar of Fire spell instead of summoning fireballs.
21. Pillar of Fire is now a free spell only available to Chalid.
22. Rage is now a free spell only available to Buboes.
23. Hastur's Razor in now a free spell only available to Hemah.
24. Hide spell is now a free spell only available to recon units that follow the Council of Esus.
25. Maelstrom spell damage reduced and moved from Air3 to Air2.
26. Mutation is now a Chaos 2 Sorcery spell.
27. Shadowwalk reduced from Shadow 3 Sorcery to a Shadow 2 Sorcery spell.
28. Removed the -1 happiness from Dungeons.
29. Pass through the Ether requires Arcane Lore instead of Ethereal Call.
30. Rites of Oghma moved from Etheral Call to Strength of Will.
31. Soul Forge requires the Malevolent Designs tech instead of Soul Debt.
32. Beast of Agares requires the Malevolent Designs tech instead of Soul Debt.
33. Contagion is now a free spell only available to Mary.
34. Contagion applies the Plagued promotion instead of the Diseased promotion.
35. Cost of Sorcery increased from 1600 to 2000.
36. Summon rebalance- Air Elemental (Moves: 2, Combat: 5 (+2 lightning) +1 air affinity, Special: +2 sight range, flying, immune to lightning damage, spawns lightning elementals from combat).
37. Summon rebalance- Aurealis (Moves: 1, Combat: 6 +2 sun affinity)
38. Summon rebalance- Balor (Moves: 1, Combat: 7/3 (+4 unholy), Special: resists fire, stigmata)
39. Summon rebalance- Earth Elemental (Moves: 1, Combat: 11 +1 earth affinity)
40. Summon rebalance- Einherjar (Moves: 2, Combat: 6 (+4 holy), Special: duration extended by winning combat)
41. Summon rebalance- Fire Elemental (Moves: 2, Combat: 6 (+3 fire) +1 fire affinity, Special: immune to fire damage, soes collateral damage, cant enter snow tiles)
42. Summon rebalance- Kraken (Moves: 4, Combat: 13, Special: can hide, domain sea)
43. Summon rebalance- Mistform (Moves: 2, Combat: 6 +1 shadow affinity, Special: hidden nationality, invisible, ignores building defense)
44. Summon rebalance- Pit Beast (Moves: 2, Combat: 10, 8 (+2 unholy), Special: duration extended by winning combat)
45. Summon rebalance- Treant (Moves: 1, Combat: 10, Special: vulnerable to fire, woodsman 1 + woodsman 2)
46. Summon rebalance- Water Elemental (Moves: 1, Combat: 8 +1 water affinity, Special: water walking)
47. Summon rebalance- Wraith (Moves: 2, Combat: 6 (+3 death) +1 death affinity, Special: vile touch, fear)
48. Rust moved to an Entropy 2 spell.
49. Stoneskin moved to an Earth 2 spell.
50. Graft Flesh moved to an Body 3 spell.
51. Order Priests start with the Spirit Guide promotion.
52. Veil priests start with the Unholy Taint promotion.
53. Scorch changes Snow terrain to Tundra terrain.
54. Medic 3 can now be learned by units with Medic 2 (high priests).
55. Reduced the unique range for Rush bonuses (to keep reagents from being blocked from appearing, thanks cephalo!).
56. Overlords priests start with Water Walking.
57. Increased the resistance modifier to Charm Person from +20% to +40% (its now easier to resist) and the expire chance increased from 5% to 25%.
58. Increased the resistance modifier to Blinding Light from +20% to +40% (its now easier to resist).
59. War Elephants reduced to being exactly like normal elephants except they are able to attack, have 2 moves, and get a bonus vs mounted units. They can no longer be built (they are only be created by upgrading a captured elephant).
60. Donal gets the recruiter ability back after killing an Undead or a Demon.
61. Angels of Death reduce the population of cities they attack by 1.
62. Beasts of Agares are completly healed if they defeat a Paladin in battle.
63. Lightning Elementals heal 50% after winning combat.
64. Repentant Angels lose 1 strength whenever they kill a living unit in combat.
65. Goblins that defeat wolf units are automatically upgraded to Wolf Riders.
66. Dispel Magic is now a Metamagic 2 spell, it also tranfroms upgraded mana nodes it is cast on to raw mana nodes.
67. Floating Eye is now a Metamagic 1 spell.
68. Summon rebalance- Djinn (Moves: 2, Combat: 1 +1 affinity for all mana types)
69. Summon Djinn is now a Metamagic 3 spell.
70. Amurites palace starts with Metamagic mana instead of Mind mana.
71. Rites of Oghma production cost is halved if you have Metamagic mana.
72. Divine Retribution damage reduced from an average of 60% to 50%.
73. Govannon can train disciple units again (since that doesn't interfere with priest spells anymore).
74. Increased the spellcaster exp chance for the Arcane promotion from +10 to +20.
75. Decreased the spellcaster exp chance for the Unholy Taint promotion from +20 to +10.
76. Command Posts production cost increased from 120 to 180.
77. Priests can upgrade to Paladins, Druids and Eidolons.
78. All 28 national units increased from a limit of 3 per player to 4.
79. Immortality will now save units that die from spell damage and such.
80. Griffons are animals that can spawn, be captured, etc.
81. Dies Diei and Nox Noctis are no longer required for Undercouncil and Overcouncil, instead you just need 2 members of either council to start votes.
82. Blight effect switched temporary unhealthiness in all non infernal cities (for 5-15 turns), 25% death damage to all living units, effects all players.
83. The Broken Sepulcher is razeable.


Cosmetic Changes:
1. Added new Sheaim Adept model by seZereth.
2. New/updated Malakim Archer, Swordmen, Champion and Worker models by seZereth.
3. Added new Sheaim Mage model by seZereth.
4. Infernal Longbowmen no longer fire red blobs (the penicillan worked!).
5. New Svartalfar Crossbowman by Ploep (and the svar have crossbowmen instead of flurries now).
 
0.31 means patch f or a real 0.31 ?
Sorry for such question but I am currently checking the dowload page every few hours expecting more content :) (the existing one is so good I want more!)
 
Thanks for the info.
I understand this is the log of the future version... (so not yet available)
It's more like appetizer...
 
If that was all, it would mean we'd be getting 0.31 quite soon.

But I hate having to download it again every second week...

So that better not be all!
 
If that was all, it would mean we'd be getting 0.31 quite soon.

But I hate having to download it again every second week...

So that better not be all!
I am going back overseas next Tuesday. Is there an ETA on this, because my ability to download 200+ Megs goes down drastically after Tuesday.

Also will we need a new media pack as well or is there a way to work with the one for .30?
 
I would assume it will be a few weeks at the earliest, but I have only been here since just after .25 came out, so can't say much from actual experience. They have to come up with a list of changes (possibly done), implement, test, fix, test, THEN release.

However, it doesn't seem that there are any actual game-breaking bugs in .30 right as yet, so this next patch may be the last, after which it is time for them to be able to focus on .31, and with the timetable for .30, I could easily be surprised.
 
I am going back overseas next Tuesday. Is there an ETA on this, because my ability to download 200+ Megs goes down drastically after Tuesday.

Also will we need a new media pack as well or is there a way to work with the one for .30?

I wouldn't place any bets on it if I were you, I download it in a day so surely you can do it too:p
If they publish it for tuesday, I'll donate a lot for Unicef as a reward for the team:lol:

Media packs need to be new every time, despite of having 99% same content:(
 
I wouldn't place any bets on it if I were you, I download it in a day so surely you can do it too:p
If they publish it for tuesday, I'll donate a lot for Unicef as a reward for the team:lol:

Don't count on it not timing out where I live. The Internet is notoriously bad in Ouagadougou, and I can't use my companys connection without triggering alerts on the firewall in DC for a 200MB exe, even if I am the IT manager. :cry:

Oh well, I guess I will get someone stateside to burn it to a CD and mail it to me.
 
Additions/Removals:
...3. Added 12 special Falamar events....

Cosmetic Changes:
...2. Added feedback to many of the events (ballon popups to tell you how events ended)....

looking forwards to seeing these popups:goodjob: , the events are my fave novelty in FfH, but i have found it often difficult to actually see the results from my selections.
 
Do you plan to make special events for other leaders as well, perhaps all leaders?

Considering the thoughts about Falamars events, Os-Gabella could be a likely candidate for some of her own events, maybe??
 
2. The Mother Lode world spell now gives 25 gold per mine and has a 10% chance to transform every flatland the player owns into a hill.

Still seems kind of weak and now I kind of don't like it, as I would rather have the food potential of my flatland hexes I own rather than seeing them lose a food when they turn into a hill. Hard enough getting my dwarven cities to grow as it is, this could make it much tougher
 
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