FfH2 0.31 Changelog

63. Added the Adventure Mode game option (scenario specific, this isnt available as an open game option).

How do you start an Adventure Mode game? Or isn't it put in 0.31 yet?
 
So, this seems as good a place as any for a funny story (though maybe that'd be a good thread):
I found out today that any civ can hire mercenaries in cities with the guild of the nine, not just the owner. (obviously you must have open borders or something to get there.)
Mahala has founded the guild on the opposite side of the large continent as me, but I could get there via open borders with my night watch. I hired one and sent him back. He got killed by a Curly.
So I built a galley and sent it over to pick up another one. Many turns later, it gets to my lands... only to be sunk 2 tiles away from my capital! :crazyeye:
 
Had a quick play and the new toys look AWESOME !


its times like these i wish i was single. and unemployed.

I am single and unemployed (one more week at least, so yeah me)

Finished the game as the Amuritians (that was probably not spelled right) and as usual when I play them, no reagants. I always got that when I play other (non so arcane influenced) civ and no one had any for trade either (haven't checked in worldbuilder if it exist at all yet).

A question. You cannot trade mana anymore?

My goal for this game was to win a ToM victory and then when I was to build my last tower (necromancy) I realized that there is no mana trade.

PS
I conquered a mana node instead (thank k... for dispel)

Edit: Just checked the worldbuilder and oh yes, they had mana nodes and reagants so I guess is it as it should then.
 
I have a 3.31 amurite game going on now. There's mana and reagents everywhere :p. At the moment I can make an adept in any city (thanks to catacomb libralus) and upgrade them to mages the same turn. Just about to crush Flauros under my feet. I love 3.13, its really added to the game IMO.
 
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.



I see you've already let religions carry over, so this doesn't matter quite so much, but I'm thinking it may be better to just go back to having a units religion determined by a religion promotion. It could be handed just like race, making them mutually exclusive and having a tag/python call letting you easily identify the religious promotions. It would be easier to see what units have what religion this way. Mostly though, I'd prefer it because it makes it easier to make a unit's religion a prerequisite for other promotions. (You can already have a state religion requirement, but for my modmod I want to add several promotions that depend on the unit's, not just state, religion. Lastly, it would probably require you allow more promotions prereqs to the spells file, which would make it easier for me to implement cross-sphere spell sin my modmod ;) )


I really think that Entangle needs to be made much stronger; it only lasts 1 turn, so it wears of before the enemy would be able to move or attack anyway. Thus, it is currently useless.


As much as I like the new Inquisitor and Command I-IV promotions, I really think they are too easy to get. They should have higher prereqs (combat 3?), and tech requirements (Fanaticism or Religious Law seem like good choices)

Just wondering, do you really have to disable units in the same stack as an HN unit from making a group? Couldn't you just exclude the HN units themselves from joining? It is sometimes quite irritating if you have a large group of units on a time which you want to move together, but one or two of them are HN.


Any change you could add a python call for when unit (or unit with a certain promotion) withdrawal instead of just wins or loses? What about python prereqs for getting promotions in the first place, or effects triggered when you get the promotion? (I just realized how easy it would be to just add a spell that gives the promotion, requires xp, raises level, etc., which would be pretty much indistinguishable from getting a promotion the main way with a python prereq or effect. You can ignore that last suggestion.)

I'm still looking forward to the <PythonPostCombatWon> and <PythonPostCombatLost> being added to CIV4PromotionInfos.xml too. If you don't add them, I guess I'll just have to learn how to do it myself before releasing my modmod. Not that I have time to even be thinking about the modmod right now...
 
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.

I think that it means, if you have 3 mana your archmage will, once he is upgraded to archmage, get that one promotion for free. Not that adept will be able to cast archmages spell.

EDIT:
Here it is actually
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'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.
 
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 don't see whats overpowered. You would get free promotion by upgrade anyway. So you would get a spell immediately anyway. This way you use your extra promo on something else. One extra level for 4 mana seems reasonable. (Hm, up to three levels actually)
 
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.
 
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.

Nah, spells havent been changed. Its just that the adept will only get rank 1 given to it by mana ownership. Then when you go to upgrade that adept to a mage it is checked again and any rank 2 that it should have is given, likewise when you upgrade to an archmage.

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.
 
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 ;) )

Kael could just add a new promotion that allows the same spell (Currently it would require having 2 copies of the same spell, but I'd rather the spell schema changed to allow "or" requirements)

Edit: Oh, never mind then. I just assumed it would work more like it used to. This way sounds much better.

It would probably make sense for all three level to now require the mana resource, since disciples don't use the promotions anymore.

(I'll probably still raise the mana requirements though, what with my cross-sphere spells and all. ;) Otherwise it definitely would become overpowered.)
 
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 ;) )

Yeah, that is what I was hoping for. However, it appear that I have been overcautious on this one. Plus, the way it is actually working now is a real improvement for the magic line.
 
When are we getting a balance thread? Until then, I guess this will be it.

How is Shield of Faith (giving a promotion granting only +10% combat for units on the tile) anywhere near the level of Bless (giving a promotion granting +1 holy strength, +20% vs demon for units on the tile), Bloom (creating a forest), Tsumani, or Ring of Flames (both direct damage area spells)? The Kilmoph spell seriously needs to be strengthened.


It still upsets me that Confessors have no fire spells despite Amelanchier's civilopedia entry. Is there any chance that each priest could be given 2 spells instead of 1? I think it would good for the ReligionPrereq tag (and maybe some others) to allow "or" requirements, so Ring of Flame could be Order/AV, Bless could be Order/Empyrean, etc. (Of course, you could just create 2 essentially identical spells like the old 2 versions of water walking)


I just read zifnab's bug thread post complaining about Mokka's cauldron not working (and other things), which made me think again: why does this create flesh golems (assuming he is wrong and it is working properly)? Wouldn't undead units (or even just skeletons with their strength appropriately changed) make more sense. I never liked this change, but after the BtS conversion and the change in the graft flesh spell this makes absolutely no sense. Why should you be given units that are permanent summons (which decreases the number you can actually summon), and why should you be able to graft other units to corpses reanimated by the magic of Mokka? The wonder seriously nerfs the Body III spell, imho.
 
@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?
 
@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?

Yes, you get lower levels too. So in your example that adept would get Fire 1 and Fire 2 when he became a 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.

Nice. That has always annoyed me as well. Great change. :)
 
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)



Looks good.

I'm glad to see you finally fixed pirates coves and that Dwarven Smithies are beter than normal forges. Moving the free Great Sage and Tower of Mastery are good changes, and being able to see Sanctuary is great (is it the default Great Wall, or that transparent blue version?). While I'd still rather be able to capture slaves with HN units, I guess I can live without that (or use python functions instead ;) ). At least they cap spawn units now.

I'm wondering, are the units spawned by HN units HN too? If not, it kinda gives away the owner. I really hope that is gives them the HN promotion instead of making the unit HN without a promotion, because lacking the ability to declare nationality is quite annoying, and it is easy t forget what units are HN. (Summons of HN units should also have the HN promotion instead of just being HN, or are they like that now anyway?)

Are you going to bring Lion Prides back, with a similar mechanism as wolf packs? I think you should.

Also, the Sailors' Dirge still needs a spawning mechanism. I don't care if it is an event, making it buildable, whatever, I'd like to see it in the game again (without cheating). It would also probably be good to create game option for this barbarian hero, just like for Acheron and Orthus.



I may decide to forgo SDK changes in my next modmod release (or rather to just use the one from Grey Fox's Broader Alignment modmod, since I plan to incorporate that), but there are still a couple changes I really think should be made first.

First, could you please put "unloadAll()" just before the "kill(true)" statement when a unit's duration runs out? I plan to have a few summons with ability to carry cargo, and I really don't want all the cargo to die from their transport's duration. That is a horrible way to lose heroes. This seems like a very minor change that really wouldn't effect the main game at all, and could save me a lot of work (not that this itself is a lot of work or that I couldn't do it, but compiling a DLL for such a minor change doesn't seem worth it.)


Of course, I'm still hoping that you'll put <PythonPostCombatLost> and <PythonPostCombatWon> in CIV4PromotionInfos.xml file and <pyPerTurn> in CIV4UnitInfos.xml, and if I can't convince you (or maybe Grey Fox :p) than I'll have to figure out how to do it myself (I've yet to figure out how to add new tags to the schema) or else leave out lots of promotions (mostly equipment) which I have planned.


I really think that you need to go ahead and make Spell Extension promotions increase the range of ranged spells. This should of course be in the SDK now, instead of having all the ranged spells hardcoded in python like back before BtS. There should be a tag that adds x (which would probably always be 0 or 1, but an equipment promotion that boosts range further could be cool) to the range of all spells that already have a range greater than 0 (or if you prefer, you could add a tag in the spell defines that determines if the range will be increased). Maelstrom should probably have a range of 1 but be boosted by these promotions.

I believe I read that the SDK doesn't let units with base movement of 1 get blitz. Could you change this so that units with promotions that give added movement can still get blitz (or just remove this check entirely)?

I'd still like to go back to a pre-BtS ability to rebase hawks, the ability to carry cargo in cargo, and the ability to liberate individual cities without any area requirements, but I guess those can wait until I figure them out myself.

Oh, and of course changing the strength display to show the current and total ofensive and defensive strength would be good.



Oh, I though of one more change that may be essential in my modmod: creating a promotion tag that boosts the duration of the caster's (non-permanent) summons. I can't think of a non-SDK way to do this that would not involve changing all summons to work through python, and I still haven't gotten around learning how to making new xml tags yet. I would love it if you did this for me too.

(I'm planning on removing the summoning trait, and making each dimensional promotion boost duration by 1 turn. I may have some equipment with similar effects too.)


I also don't like how <bTwincast> works: It doesn't matter how many promotion it has that allow Twincasting it has, it will still only summon 2 units. I would like these abilities to stack (since I'd like to add equipment that causes twincasting too), so that a unit with 0 <bTwincast> would summon 1 unit, one with 1 <bTwincast> promotion would summon 2 units, one with 2 <bTwincast>'s would summon 4, one with 3 <bTwincast>'s would summon 8 units, etc. I would also be fine if each promotion just made it summon 1 more instead of doubling the number, if that is too powerful. Multiple promotions with this tag should definately have some effect though.


Twincast should really effect non-summoning spells too. Maybe cause direct damage spells to do twice the damage, or to actually strike twice instead of once. The latter might be better, since it would allow auto-targeting spells to hit multiple units or stacks. Obviously, spells that just grant promotions wouldn't have to be cast again, nor spells that kill the caster of convert it to another unit. It would probably be good to check to make sure the spells can still be cast. That would also mean that you couldn't use this promotion to get around the limit on the number of permanent summons (is twincast taken into account in determining how many permanent units you can have an still summon more? I seem to remember it not being, but that might have been a while ago). It would also mean that you could just put the whole spell casting part of the code in a loop, as increasing the number of times the spell is cast would also increase the number of summons.


One more thing just came to mind. Could you make units that are upgraded in citeis with buildings that grant promotions get these free promotions too? I'm mostly thinking this should be done for Hippus Stables/Horselord, Svartalfar Hunting Lodge/Sinister, and Ljosalfar Archer Range/Dexterous. I could make it so that the elven civs can get their promotions anyway by setting their racial promotions as prereqs, but the Hippus have no race to base this on. I guess I could just make spells that let mounted units in cities with Hippus stables get Horselord, but I'd rather not have to. It might also be appropriate to only let units owned by your team get the free promotions from buildings that have the <bApplyFreePromotionOnMove>1 tag, in which case these buildings can just get this tag. That could have the added bonus of letting your permanent allies get the promotions, but not helping out rival civs with open borders (or rival units with the ability to move in your territory without open borders)
 
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