Rex rgis of Ter
Me I'm a Creator
Are graveyards supposed to spawn on random maps?
63. Added the Adventure Mode game option (scenario specific, this isnt available as an open game option).
Had a quick play and the new toys look AWESOME !
its times like these i wish i was single. and unemployed.
Patch "d": (unreleased)
1. Adepts only now get free level 1 sphere ranks.
2. Mages get a free sphere 2 ranks if you have 2 of that sphere type.
3. Archmages get a free sphere 3 ranks if you have 3 of that sphere type.
4. Religion will be carried over when units upgrade.
Are you saying that 3 mana gives you access to all 3 levels of the spell. That seems to strong. I think that if you ever give out all 3 levels for free that you should really require more than just 3 mana. That is just too easy to get for the top level spells (especially if you colonize/vassalize and demand palace resources a lot). Requiring 5 or 7 might be good.
Kael said:No i didnt record that correctly in the changelog. Just as before adepts get rank 1 for free if they have 2 soruces of the mana. 3 Sources of the mana give mages the rank 2 for free, and 4 sources of mana give archmages rank 3 for free.
I dont know that its either more or less complex to give adepts access to rank 2 spells if you have a lot of mana nodes of the same type. I do know that it should be unbalancing (wether or not it is or not may be a different story) just as getting access to an army of cheap champions when everyone else only has axemen is to powerful.
Although I havent tried it I imagine maelstrom rush adepts (at 90 hammers each) with some axemen to clean up would be way to effective. I also think it would defeat the major weakness of mages (that they cant easyily be mass produced).
I Still think that it is a little overpowered, although not quite as bad sine Kael changed 3 mana to 4 mana. I think I'll change just about all his 4s to 5s (both this and the national unit limits.
I'm pretty sure that the way it will work is that the adept starts with all 1, 2, or 3 spell sphere promotions based on the amount of the appropriate mana you have for each sphere, but the spells aren't available until the unit is upgraded and gains the channeling promotions.
I Still think that it is a little overpowered, although not quite as bad sine Kael changed 3 mana to 4 mana. I think I'll change just about all his 4s to 5s (both this and the national unit limits.
If it works this way that could cause issues with the Empyrean units. Currently Sun 2 allows them to cast Blinding Light, but if you are correct they will need channeling 2 for it under patch d.
I guess they'll just have to be given Channeling 2 (In which case I think I have a new favorite religion for the Amurites, once I have Govannon )
@MC: You cannot make Rank 2 & 3 promotions for magic require the Mana resource, because of units like the Firebows who are expected to promote through the ranks to get spells (and hero units). It works fine as is.
@Kael: When it does a check to grant a free Rank 2(3) to a Mage (Archmage), will that also check for the lower Promotion?
If it doesn't, then you can have a case where you build your first Adept, then he goes out and builds 2 Fire nodes, then upgrades to a Mage without ever spending a level on Fire 1. Now you have a Mage with Fire 2, but not Fire 1? Or will it grant him both Fire 1 and Fire 2 upon promoting to Mage?
The nice thing about the new way is it takes mana ownership at the time of the upgrade into account, instead of just when the adept is created. I always felt bad for those early adepts that are created before i convert raw mana and miss out on all the promotions because of it.
Patch "e": (unreleased)
1. Evil civs will declare war on those nearing completetion of the Altar of the Luonnotar.
2. Updated Graveyard graphics by seZereth.
3. Pirate coves cannot be built within 3 tiles of each other.
4. Fixed a CtD caused by the Elven Mercenaries event.
5. Fixed an issue with the Citadel of Light (thanks Sto!).
6. Fixed an error when a Beast of Agares kills a Paladin (thanks Sto!).
7. Fixed the Amurite Pilgrimage event, Malakim Pigrimage event, Trent Spawning, Mealstrom, Kidnap spell and Teleport spells so they wont cause WoC's (thanks Sto!).
8. The Ogre Mercenaries event won't trigger automatically with the founding of the Guild of the Nine.
9. Hyborem's Whisper will only trigger in single player games (was causing OOS's).
10. New Ljosalfar Mage model by seZereth.
11. Player options will follow you if you switch players (so you wait at end of turn will be set when you switch to Hyborem).
12. Maelstrom reduced from an average of 25% damage to 15% damage.
13. Tower of Mastery moved from Arcane Lore to Strength of Will.
14. Free Sage moved from Writing to Arcane Lore.
15. Illusions cannot pickup equipment anymore.
16. There is a visual cue (the great wall graphics around the empire) when the Sanctuary effect is in place.
17. Wolves have a 10% chance to upgrade to wolf packs when defeating units.
18. Wolf packs have a 10% chance to spawn new wolves when defeating opponents.
19. Pyre Zombie explosions won't start wars.
20. Hidden Nationality units can create units through combat (not capture, but they can spawn baby spiders, werewolves, wolves, etc).
21. War Elephants reduced from 8 to 7 strength.
22. Dwarven Smith production bonus increased from +10% to +20%, it is half cost with Industrious, and removes the Rusted promotion.
23. Slave hurry amount reduced from 15 to 10.
24. Repentant Angels get -1 strength when they kill living units (instead of +4 strength)