FfH2 0.34 Change log

Overall it looks great, the Illians, the Doviello, the Divided Souls... the free xp at higher difficulties sound a bit scary but other than that I'm really looking forward to it!
 
Sounds harmlss, but might affect FlavourMod and it's inner workings a lot. Did you move it exactly after normalizeStartingPlots and does it still happen in the setInitialItems method?


Removing the guilds was probably a very good idea for MP. I've always suspected some of them to be a cause of OOS, especially the Guild of Hammers. Let's see how it'll turn out.

The +1 Commerce is a nice touch for the Malakim, but not nearly enough. Without at least enough food to sustain one citizen nobody is likely to keep the desert.

Overall very nice changes. Sounds very interesting. I look forward to see the new Illians ingame.

Can always IF statement the new and old method if needed.

Please, please tell me that means "+1 trade route per desert tile (including flood plains etc.) in the BFC" :crazyeye:

This may be a problem if the hard limit on max traderoutes per city is not removed or increased.
 
's almost certainly a possible result of exploring it.
 
And is Blight working? (Removing all farms, some bonuses, etc, not only 24 unhealthy people)
 
3. Units produced by Warrens will have all the promotions/xp as if they had been built in the city.
Nice. Does this go for religions too? (I'm not sure whether I think it should or not.)

4. Fixed an error if you rob a graveyard before you found a city and get a bonus tech.

What was the problem here? Why is it that you can't get techs before cities anyway?
5. Cities now retain their original city culture (of the building civ) instead of the last owning civ for assimilation.
As you probably know, I'm still hoping that you will change the assimilation code to be based on the percentage of current culture.

7. Fixed an issue that could cause the AI to stop researching if some religions are disabled (since they are forced to research those techs).
Is this just added a simple if statement to each of these cases, or did you decide not to handicap the AI and make games boring by forcing these civs to always beeline for these techs, replacing this code with strong weightings instead?

10. Fixed an issue where the amount of events are hard coded in the SDK (set to the BtS event count of 176)?!?
Why the hell would BtS have done a thing like that?

14. Lightning Elementals are no longer permanent (they now spawn with their creating Air Elementals duration).
Did they change in any other way? I usually find them worthless because they don't even start with the empower promotions like most summons do. I think Lightning elementals should start with all the promotions of the Air elemental that created them too.

15. Fixed an issue that was causing mages/archmages/etc to get 2 promotions when they were upgraded to instead of one.
This was a bug? I thought it was a feature, part of the arcane trait.

Additions/Removals:
1. Added the Frostling Archer unit.
2. Added the Frostling Wolf Rider unit.
3. Added the Mokka unit (frostling hero).
4. Added The Illians as a playable civilization.
5. Added the Samhain ritual (Illian only, spawns barbarian frostlings, frostling archers, frostling wolf riders and Mokka).
6. Added the Ice I, II and III promotions.

Nice. What are the new unit's stats, and how costly is the ritual?
7. Added the Slow spell (Ice 1, -1 movement, resistable, 30% chance to wear off each turn).
Not necessarily my favorite, but not bad. A good representation of the "psychological" meaning of the sphere to balance the overtly physical representations in other spells. I assume the details apply to the promotion it gives enemies. I think I'd rename this Sloth.

8. Added Ice mana resource (unlike other mana types raw mana cannot be converted to Ice mana, it is only provided by the Illian palace and Letum Frigus).

Why limit it like this? I'm not a fan. I'd rather see Ice promotions on other civ's units have some bonus for the Illians. For instance, after Auric Ascends he could convert any unit using Ice magic, or claim their souls after death (giving him manes or frostlings or something instead of having thier souls go to Hyborem or Basium).
9. Added the Blizzard feature (non-winterborn units take cold damage when passing through it).
Nice, but just when they walk though? A stationary army wouldn't suffer any penalty? It could be nice if it sometimes gave a negative "frostbite" type promotion too.


How does having this feature on a tile effect existing features? Does it destroy forests, ancient forests, floodplains, scrub, etc., permanently? I'm hoping that you implemented a mechanism to make the tiles revert to what they had before after the blizzard moves away.
10. Added the Priest of Winter unit.
11. Added the Call Blizzard spell (Priest of Winter only, moves a blizzard from a neighboring tile into the casters tile, turns the casters tile into tundra from grass, plains or desert).
12. Added the Stasis spell (Illian world spell, all other players have production and research disabled for 20 turns modified by game speed).
13. Added The White Hand ritual (Illian only, spawns 3 disciples of mulcarn).
Nice.

Is this ritual the only way to get Disciples of Mulcarn? If so, is it at least a relatively cheap, repeatible ritual?
14. Added The Deepening ritual (Illian only, freezes the map temporarily and spawns blizzards around the map).
What do you mean by freezes the map? Do you mean temporarily changing tiles to snow/tundra? Or something really overpowered like immobilizing every unit?

Hopefully it effects oceans too, creating a temporary Ice feature blocking naval unit. I really think that a temporary feature function similar to the tempTerrain function is needed.

15. Added the Whiteout spell (Illian assassins only, allows them to become invisible in snow tiles).
16. Added the Ice Elemental unit (increased strength on snow/tundra tiles, cant enter desert or burning sands tiles).

I'm thinking it should really be unable to enter jungles, floodplains, and scrub (if a unit cannot enter a terrain but can enter a feature on the terrain, then it can still enter the tiles with said features) too.
17. Added the Summon Ice Elemental spell (Ice 2 summon).
18. Added the Snowfall spell (Ice 3, cold damage at range 1, temporarily transforms surrounding tiles to snow tiles).

I overlooked the part about cold damage at first (or did you edit this since I first read it?) and was thinking this was a horribly weak spell. With the damage too it is much better. The name still sounds kind of weak though.

19. Added the Temple of the Hand building (Illian Pagan Temple replacement, converts all surrounding tiles to snow tiles).
20. Added the High Priest of Winter unit (upgradeable from the Priest of Winter at level 6).

Fine, but I wish that Illian Priests had better names. I'd also like assurances that they can't pick up random religions to have access to spells from Mulcarn and of another religion.
21. Added the Stir from Slumber ritual (Illian only, the player must kill another player before this ritual becomes available, summons Drifa the White Dragon).
I'm a little concerned that Drifa appears to breath fire like the other dragons. I really think that this meteor-summoning spell needs to be changed to a "Dragon's Breath" direct damage spell, probably similar to Pillar of Fire, that does an appropriate damage type (Cold for Drifa and fire for Acheron, obviously, while for the others I could see Fire, Poison, or Unholy/holy).


I really think that all dragons should be summon though this or similar rituals. I would say to tie the rituals to the Cult of the Dragon, but you removed that.
22. Added The Draw ritual (Illians only, causes you to declare war on all players in the game, halves the population of all your cities, does damage to all your units, keeps you from being able to enter diplomacy with civs you are at war with for the rest of the game).
23. Added the Auric Ascended unit (biggest unit in the game, has an enhanced version of the Snowfall spell, can fly, magic immune, and huge amounts of strength and cold damage, if he dies the player loses all his traits).

I'm not sure he is strong enough. I'm serious, Gods need to be extremely strong. (Dragons need to be a lot stronger too.) I'd probably give him some more spells, and switch some of his strength to high amounts of Ice affinity. I'm thinking that the Avatar race needs to make the units heal 100% after winning in combat. No amount of fodder should be of any use, only the Godslayer. The Godlayer would probably need to be made stronger too.


I'm thinking it would be good to make the ritual upgrade the normal Auric unit instead of making Auric Ascended directly. Auric Ascended should be unable to take any promotions, but should keep promotions he gained while mortal. Thematically, I'm thinking Auric should be a mage, but it might be appropriate for him to loose non-ice spell spheres upon upgrading. As a mortal he'd use Sun magic to escape the Shadowed Vale, but as a god the Ice sphere overwhelms him so he can't use other magic types anymore. I'm thinking that loosing the weaker Auric should also cost you your traits (I'd recommend using a <PythonPostCombatLost> function for all units that cost their civs their traits), and that Ascending should give them some extra traits.

24. Added the Ascension ritual (Illians only, requires The Draw ritual to be complete, summons the Auric Ascended unit, upgrades all priests of winter to high priests of winter).
25. Removed the Adventure event.



26. Added explorable lairs mechanic (idea and many many implementation steps by Marnok!).
27. Added a Ship Wreck improvement (water based, can be explored, but doesn't spawn units).
28. Added a Dungeon improvement (can be explored, but doesn't spawn units).
29. Added the Treasure Chest unit (one of the explorable lairs outcomes spawns it in the world to be hunted down and opened up).
30. Added Scorpion Clan goblin units (archer, goblin, chariot, wolf rider) with art by seZereth and +1 poison strength over comparable Clan of Embers goblins.
31. Added the Goblin Fort (can be explored, spawns Scorpion Clan goblins, goblins wont go out exploring until there are at least 3 defenders in the fort, starts with a free scorpion clan archer).
32. Barbarian allied players can hire Scorpion Clan goblins, archer, chariots and wolf riders at Goblin Forts.
33. Added the Timor Mask equipment (causes fear, makes the wearing unit immune to fear, explore lair reward).
34. Added the Potion of Invisibility (one time use, makes the unit invisible, explore lair reward).
35. Added the Potion of Restoration (one time use, restores the units ability to cast, explore lair reward).
All very nice.

36. Removed Barbatos.

Why? What's wrong with Barbatos? I'd prefer he stay in the game, but as a "big bad" result of exploring his lair. He should probably be even stronger than now, perhaps able to summon Wraiths immediately.

37. Added the Dungeon event (opportunity to buy a map to a hidden dungeon).
38. Added the Treasure event (opportunity to buy a map to a distant treasure).
39. Added the Held promotion (unit is permanently immobile).
40. Added the Cage improvement (holds all units inside it until another unit comes to free them).
41. Added the Aifon Isle unique feature.
42. Added the Bradelines Well unique feature (art by Psychic Llamas).
43. The Broken Sepulcher, Bradelines Well, Aifon Isle and the Pyre of the Seraphic are epic dungeons (they only spawn rare good or rare bad results from exploration).

All very nice.

45. Added a CivTrait mechanic (trait given to a leader based on his civ) Sprawling, Fallow, Dexterous, Guardsman, Sinister, Sundered and Horselord are now civ traits.46. Removed the Ljosalfar Archery Range, Bannor Training Yard, Svartalfar Hunting Lodge, Sundered Sanctum and the Hippus Stables buildings (since the civ traits now grant these abilities).

Nice, but I wish they still had UBs that provided other bonuses, like free xp.
47. Added War equipment (Buboes sword, +3 unholy strength and +1 to the AC for every living unit killed).
48. Added the Crown of Command (Stephanos's crown, 30% capture percent).
Nice, but War Equipment needs a better name.
49. Removed the Guild of Hammers guild (though the wonder remains).
50. Removed the Aerons Bounty guild (now the Aeron's chosen promotion gives a significant bonus to the assassin that recieves it).
51. Removed the Cult of the Dragon guild.
52. Removed the Brotherhood of Wardens guild.
53. Removed the Guild of the Nine guild (now guild of the nine events are open to all players, though they are more rare).
54. Removed the Ratcatchers Guild guild.
55. Removed the Circle of Gaelen guild (though Gaelen is still a reward for the Circle of Gaelen event chain).

Why get rid of all guilds? I wasn't a fan of how they were implemented, but I certainly hope that you didn't do anything that would stop modders from adding their own.

I really think that Guild of Hammers needs to be called the Guild of Endeavors again.
56. Dragons Roar ability now acts as a ranged fear effect.
This is probably a good change, as the old effect never did that much. Courage grants immunity to this, I presume?

57. Added the Athame equipment (Yersinia's dagger, +3 poison strength and spreads plague).
58. Added the Airship unit (flying Queen of the Line UU for the Kuriotates).
59. Added the Shaman unit (adept UU for the Doviello and the Clan of Embers that doesnt require a mage guild).
60. Removed the no_building bypass (exception for the doviello that counted a civ that was unable to build a building as having it for unit creation, so the doviello didnt have to have training yards to make axemen).
61. Added the Sons of Asena unit (Doviello UU that replaces the Axeman, doesnt require a Training Yard to build).
62. Added the Form Wolf Pack spell (Doviello only, allows them to sacrifice 2 wolves to form a wolf pack).
63. Added the Add to Wolf Pack spell (Doviello only, allows them to sacrifice a wolf to add an empower promotion to a wolf pack).

Fine, but I hope all the UUs have something special about them apart from just not needing a UB. Letting shamen build Barrows again could be cool.

Might be too much, but I just thought that letting Sons of Asena start with Subdue Animal would be nice. Who/what is Asena anyway?

Do wolves still turn to wolf packs on their own? I'm hoping they don't as that mechanism really weakened the Doviello world spell. I'd rather wolf packs be formed only though spells and have their strength based on the wolves' strength. Empower doesn't seem good enough. Something like Pikemen from AoI could be cool.

64. Added the Seven Pines unique feature (art by Psychic Llamas, can be used one time to force peace with all civs the player is at war with and halve the AC).

Nice. Can this overcome the permanent war option or the Illian ritual's permanent war though?
65. Added the Marsh terrain.
66. Added the Lizardman race (+10% in marshes, double move in marshes, amphibious and no penalty crossing rivers).
67. Added the Centaur race (able to use the sprint ability).

Nice. I'm thinking we need a Satyr race too, as elven ad dwarven satyrs are weird. I'd probably say that the Mesmerize spell should be changed to require Satyr + subdue animal + maybe a level requirement. I also think that Satyrs need to be able to upgrade to Beastmasters, and have unique race based graphics with extremely large horns. (Giving them a Beastmaster-like upgrade would also be fine.
68. Added a DataStorage mechanic ("Trophy system") by Sto.
69. Added the Trophy screen.
70. Added the "Flexible Difficulty" game option (single player only, if the player is ranked in the top third the game difficulty increases, if the player is in the bottom third the game difficulty decreases).
71. Added the "Challenge: Final Five" game option (every 50 turns the lowest rank player is removed the game until there are only 5 players left).
72. Added the "Challenge: High to Low" game option (single player only, human player has to get to 1st place and is then takes control of the last place player, must take that player to 1st place, then you are switched to the last place player for the rest of the game).
73. Added the "Challenge: Increasing Difficulty" game option (every 50 turns the game difficulty increases by one until it hits deity).
74. Added a game option to disable level requirments for the AI (so the AI can build archmages and such directly).
75. AI gets free xp based on the difficulty level (starting at prince and up).
All very nice.

Did you add Flexible Difficulty just for me? Thanks. Just how flexible is it? Just +/- one level, or a larger range. Sometimes going up/down two levels could be nice, but I'd hate to have the difficulty change every turn when I stay on top/bottom.

How much free xp are we talkin' here?
76. Added the Divided Soul unit (Sidar only hunter replacement, idea by Verdian).
77. Added the Sever Soul ability (Divided Soul only, allows a Divided Soul to create a Severed Soul unit).
78. Added the Severed Soul unit (flying, invisible to all units).
79. Added the Call Form ability (Severed Soul only, allows a Severed Soul to teleport its summoner to itself).
May I assume that you borrowed (or wrote something similar to) Xienwolf's "master/slave" code that keeps track of who summoned what?

80. Added the Frostling race (+1 cold damage, +25% on snow, +10% on tundra, -25% on deserts, immune to cold, -50% to fire).
81. Added the Avatar race (Immune to magic, fear, capture, -50% to victims magic resistance, always defends the stack).
82. Added the Godslayer equipment (+1000% vs Avatars).
As I said earlier, I'd like to see Avatar made stronger by healing completely after combat. The Godslayer might need to be stronger too, or maybe changed to allow a spell directly damages Avatars almost completely.

Balance Changes:
1. Raiders trait now gives commando to Adepts (as well as the previous other 5 unit combats) and no longer grants additional xp from combat (Nikis-Knight).
2. Aggresive trait gives Combat 1 to Adepts, Disciples, Recon and Archers (as well as the previous 2 unit combats) and doubles the production speed of siege workshops instead of stables (Nikis-Knight).
3. Taking a city with Loki's Disrupt ability gives a -4 attitude from the player that used to own the city.
4. The Illian palace provides Ice mana instead of Water mana.
5. Letum Frigus provides Ice mana.
6. Arcane Lacuna keeps all other players from being able to cast spells for 20 turns (modified by game speed) instead of reverting mana nodes to raw mana.
7. Ruins and Barrows are no longer destroyed when a unit enters the plot, instead they must be explored to be conquered (for good or bad).
8. Increased the tiles per spawn from 5 to 6 (to keep lairs from putting out as many units).
9. Doubled the tiles per spawn when dealing with animals (so bear and lion dens won't overrun areas as much).
10. Barbarian allied players can hire Scorpion Clan goblins, archer, chariots and wolf riders at Goblin Forts.
11. Barbarian skeletons will upgrade to spectres if they get to level 3 and wraiths if they get to level 5 (be very afraid).

All very nice. Skeletons to spectres doesn't make a whole lot of sense to me, but secptres to wraith is quite nice.
12. Less Goody Huts are spawned on maps (from 1/40 tiles to 1/60 tiles).
13. Blasting Workshop building requires Sorcery instead of Elementalism.

14. Gifts of Nantosuelta world spell requires the Masonry tech.
15. Ars now has the Staff of Souls instead of Barbatos.


16. The Pyre of the Seraphic doesn't spawn fire elementals when pillaged anymore (and can't be pillaged directly).
17. Tower of Alteration gives your units +20% resistance to all spells and enemy units -20% resistance to all your spells.
18. Tower of the Elements summons a random permanent immobile Elemental guardian when built.

Nice. Do you still sacrifice angels on the Pyre? I've never really understood why you added such a thematically evil mechanism that really only the Mercurians can use. If there was a way to capture angels that would be a different story.
19. Armageddon events seperated out so they don't go so long without an event and then all strike at once:
. .. .. .. .. .30: Blight
. .. .. .. .. .40: Stephanos
. .. .. .. .. .50: Buboes
. .. .. .. .. .60: Yersinia
. .. .. .. .. .70: Ars Moriendi
. .. .. .. .. .80: Hellfire
. .. .. .. .. .90: The Avatar of Wrath
. .. .. .. .. .100: Apocalypse
20. Stephanos strength reduced from 30 to 24.
21. Barbarian animals won't guard non-animal lairs.
22. Non-animal barbarians won't guard animal lairs.
23. Charm Person won't effect neutral units anymore.
24. Barbarian autoraze units will destroy any cities they are in, all 4 riders auto raze (this way the riders don't camp out in a city).
25. Any player with the pieces of Barnaxus can rebuild Barnaxus in a Luchuirp city, Barnaxus is rebuilt as a Luchuirp unit but the player gets an attitude bonus with the Luchuirp for doing it.
26. Removed the tech penalty for multiple player teams (so players that summon the Mercurians don't suffer a research penalty).
Very nice.

I think the team GPP penalty should be removed too.
27. Reduced the research bonus form having contact with a civ with that tech from +30% to +10% (so isolated civs arent punished as severly).
28. Lairs and Unique feature placement moved until after plot normalization occurs (sometimes normalization or mapscripts would change the plot under the lair/unique feature so they were in weird places, thanks to Sto!).

29. Barbarian World game option moved until after plot normalization and player placement (so it can take account of player units to spread themselves out more fairly, thanks to Sto!).
nice

30. Reduced the Pirate Harbor improvement from 1/1/4 to 1/1/3 (woodelf).
31. Reduced the Pirate Port improvement from 2/2/6 to 2/2/4 (woodelf).
32. Hyborem gets +4 Attitude towards his summoner.
33. Hyborem starts at war with every civ his summoner is at war with (except the barbarians).
34. Illians get +2 food from snow tiles.
35. Malakim get +1 trade from deserts.

Nice, but don't the Illians need production too? Since their temple UB changes land to snow I really think their production could suffer badly. Now, that might be thematically ok for the civ of the stasis sphere, but I stil think they need at least +1 hammers from snow too.

The Doviello should get a similar bonus for tundra.
36. The Consumption civic no longer gives -1 health.
I don't really like this. I prefer civics with stronger ups and downs. I actual increased the penalty in my version and made it give unhappiness too, but gave more happiness with more buildings and allowed gold rushing (since I really like having pop and gold rushing available at the same time). I was really wanting to make it grant more happiness from luxuries and unhappiness in cities lacking known luxuries, but that was above my coding ability.
37. Adjusted fear chances, it now takes the level of the attcaker and efender into account and always gives at least a 10% chance the unit will resist the fear.
38. The Sailors Dirge won't spawn until at least one of the players has sailing.
39. Defeating the Sailors Dirge earns the player a treasure map (Nikis-Knight).
good.

40. Doviello Beastmen can upgrade to Sons of Asena for 40 gold once bronze working is known, they can upgrade anywhere.
41. Doviello Sons of Asena can upgrade to Battlemasters for 80 gold once iron working is known, they can upgrade anywhere.
42. Battlemasters can no longer upgrade Axemen in their tile (the ability isn't required).
43. Doviello Workers and Slaves can upgrade to Warriors 20 gold, they can upgrade anywhere.

I never liked the train Battlemaster spell, but I'm not sure how much better this is. I'm not sure what I think of the new synergy with slavery. I tend to think that the Doviello are the type who take no prisoners, and would think that the luxuries that having slaves work for you allows would lead to weakness.
44. Barbarians can't build/spawn Empyrean Disciples anymore.
45. No units start with Subdue Animals or Subdue Beasts anymore, they must always be learned at levelup (most strongly effects rangers).
I don't like this change. I didn't like it when Hunters lost the promotions.

What is a Beatmaster without Subdue Beast? At the very least, Beastmasters, Satyrs, and Druids need to keep the promotions.

I'd be fine with reducing the change of capturing the animal or beast from 100 to as low as 50.

46. Governors Manor gives 1 unhappiness.
47. Reduced the chance of burnt forests upgrading to new forests and forests upgrading ancient forests from 10% per turn to 3%.
48. Lunatic attack strength raised from 6 to 7 and given a small amount of collateral damage.
49. All ships and water monsters (kraken, leviathan, sea serpent, giant tortoise) strength raised by 2-4 points to make them more resistant to water walking creatures.
50. Summoned Wraiths now pass back 1 xp to their summoner for every unit they kill.
51. Goblin Wastes event can't occur in plots with roads (which includes city plots).
52. Hunters (and other units) don't have to be in cities to rebase hawks (and other birds).
53. Marksman ability won't target units of different domains than the attacker (naval or air units) or 0 defense units (workers, etc).
54. Guardsman promotion can be learned by melee units with Combat 3.
55. Eyes and Ears Network allows you to see what other players are researching.
56. The AI_unitUpdate python script will only run for barbarian units (for performance).


Cosmetic Changes:
1. New city art for all the civs (from Fall Further).
2. Mana Bar toggle option (from Fall Further).
3. All city names and great people names switched to TXT tags (to help translators, thanks to Doc for setting it up!).
4. Added a Races, Effects and Items pedia page (from Fall Further).
5. Fixed an issue that could cause promotions to show the same spell availability multiple times (such as showing ressurection twice when you mouseover life 3).
6. Added a Unique Feature pedia page.
7. New Grigori Scout model by seZereth.
8. New "Rust" theme by seZereth and Xienwolf.
9. Armageddon Count moved to the end turn button with mouse-over for true values.
10. Resources will now be displayed correctly in the pedia.
11. New Grigori Adept model by seZereth.
12. New Grigori Archer model by seZereth.
13. New Grigori Axeman model by seZereth.
14. New Grigori Chariot model by seZereth.
15. New Grigori Dragon Slayer model by seZereth.
16. New Grigori Horse Archer model by seZereth.
17. New Grigori Hunter model by seZereth.
18. New Grigori Longbowman model by seZereth.
19. New Grigori Mage model by seZereth.
20. New Grigori Warrior model by seZereth.
21. New Alazkan model by seZereth.

Very nice.

Summoning Auric is sort of a win condition, but you can try to stop at the last second. Other avatars would be worth a shot, like the mithril golem, though that is a bit hard to throw together at the last minute.

So, The Mithril Golem has the Avatar race instead of Golem now? How about Meshabber of Dis and The Avatar of Wrath? I remember both of those units being called Avatars in the past, but they are clearly a Golem and Demons too. I'm thinking Avatar should be a real "racial promotion," so these are not mutually exclusive. Auric Ascended could have both Avatar and Winterborn.
 
A great mod becomes greater (well, nothing new :p).

I'd gladly pay for FFH rather than a lot of professional(?) games out there (someone says Colonization?).

You deserve all our respect, really...
 
re: Marksman ability won't target units of different domains than the attacker (naval or air units) or 0 defense units (workers, etc).

Does this make Govannon (strength 0) immune to assassins? I can actually see that working.

Also, I kind of liked the mana erase aspect of the Amurite worldspell because I'm a noob and made errors in my choice of mana and sometimes was able to fix those errors before dispel magic.
 
re: Marksman ability won't target units of different domains than the attacker (naval or air units) or 0 defense units (workers, etc).

Does this make Govannon (strength 0) immune to assassins? I can actually see that working.

Also, I kind of liked the mana erase aspect of the Amurite worldspell because I'm a noob and made errors in my choice of mana and sometimes was able to fix those errors before dispel magic.

Govannon is not strength 0, he is strength 5. Corindale is strength 0. Xienwolf already pointed this out, and showed a simple change to allow targeting world units too. Kael might decide to change this.


Actually, I think he said 0 defense. In FF, that might mean that workers to take the right promotions are still targeted.
 
15. Fixed an issue that was causing mages/archmages/etc to get 2 promotions when they were upgraded to instead of one.

I always thought this was a feature.

24. Added the Ascension ritual (Illians only, requires The Draw ritual to be complete, summons the Auric Ascended unit, upgrades all priests of winter to high priests of winter).

will this allow you to go past the national limit of 4 for high priests of winter?

75. AI gets free xp based on the difficulty level (starting at prince and up).

how much xp?

83. Added the Guild of the Nine wonder (allows you to hire mercenaries in all your cities).

what tech?

1. Raiders trait now gives commando to Adepts (as well as the previous other 5 unit combats) and no longer grants additional xp from combat (Nikis-Knight).

why? trait seems kinda weak now.

2. Aggresive trait gives Combat 1 to Adepts, Disciples, Recon and Archers (as well as the previous 2 unit combats) and doubles the production speed of siege workshops instead of stables (Nikis-Knight).

wasn't this trait strong enough already?

6. Arcane Lacuna keeps all other players from being able to cast spells for 20 turns (modified by game speed) instead of reverting mana nodes to raw mana.

do their mages still get the xp from mana?

18. Tower of the Elements summons a random permanent immobile Elemental guardian when built.

do elementals still gain the strong promotion?

27. Reduced the research bonus form having contact with a civ with that tech from +30% to +10% (so isolated civs arent punished as severly).

I don't understand this one, can you explain, please

30. Reduced the Pirate Harbor improvement from 1/1/4 to 1/1/3 (woodelf).
31. Reduced the Pirate Port improvement from 2/2/6 to 2/2/4 (woodelf).
considering most cities could only get 1 anyways was this really that overpowered?

34. Illians get +2 food from snow tiles.
35. Malakim get +1 trade from deserts.

no bonus for Doviello on tundra, why?

40. Doviello Beastmen can upgrade to Sons of Asena for 40 gold once bronze working is known, they can upgrade anywhere.
41. Doviello Sons of Asena can upgrade to Battlemasters for 80 gold once iron working is known, they can upgrade anywhere.
42. Battlemasters can no longer upgrade Axemen in their tile (the ability isn't required).
43. Doviello Workers and Slaves can upgrade to Warriors 20 gold, they can upgrade anywhere.

will Mahala's trait still give her 1/2-price upgrades?

2. Mana Bar toggle option (from Fall Further).
Thank You!

8. Added Ice mana resource (unlike other mana types raw mana cannot be converted to Ice mana, it is only provided by the Illian palace and Letum Frigus).

Why limit it like this? I'm not a fan. I'd rather see Ice promotions on other civ's units have some bonus for the Illians. For instance, after Auric Ascends he could convert any unit using Ice magic, or claim their souls after death (giving him manes or frostlings or something instead of having thier souls go to Hyborem or Basium).

I agree, would be cool to give an ice synergy to Auric

36. Removed Barbatos.

maybe he could be buildable for the barbarians with KOTE?
 
I seriously seriously seriously seriously doubt it :p probably meant to be +1 commerce.

Not sure I agree. I think if Kael had meant +1 commerce, that's what he would have written, no? So I'm increasingly thinking that "+1 trade" could indeed mean "+1 trade routes."

If you think about it, +1 commerce on a tile is a pretty weak bonus -- as I mentioned in an earlier post, it's certainly not enough incentive for the Malakim to keep desert, which is supposed to be their native/favorite terrain. A Malakim player would be much better off upgrading the desert tiles and farming or cottaging them.

+1 trade routes, on the other hand, would be a major benefit -- no production, of course, but a significant increase in commerce.

Will be helpful to get clarification from the team on that.
 
The Seven Pines were removed by Junil, but this was well the Age of Rebirth. I personally think that making Sphenor be created by an event involving the Seven pines could be a good idea, but I'm not quite sure how it would work.
 
Why limit it like this? I'm not a fan. I'd rather see Ice promotions on other civ's units have some bonus for the Illians. For instance, after Auric Ascends he could convert any unit using Ice magic, or claim their souls after death (giving him manes or frostlings or something instead of having thier souls go to Hyborem or Basium).

Interesting, but it would give players another incentive to eliminate the Illians before Auric ascends. Perhaps one of the Illian rituals could add Ice mana nodes to the map like the rites of Oghma do. Then you have to decide to either kill the Illians early (no risk, but no reward) or let them perform a few rituals (Ice mana, but risk of Auric's ascension).

BTW, the changelog looks awesome.
 
Has the Erebus Map script been updated to handle the Marshes and other map changes?

On that same subject do the dwarfs still starve on that map (another words do they get a food bonus or something)?
 
Dalek solve every problem :)
 
I guess I'm the only one who thinks only the Illians having Ice mana is really cool (no pun intended). Makes it a bit more unique. (And that makes me think it'd be even more cool if there was only a small number of "common" mana types that you could harvest from mana nodes, and got the rest from wonders and palaces... and when you killed another civilization, you'd get their unique mana, giving you an extra incentive to go to war. :evil:)

This version looks very nice, in any case. Can't wait.

I agree with not liking the removal of Barbatos, though. He was a really cool feature.

MagisterCultuum: Um, instant healing after every battle for avatars? Why? That would remove the option of assembling an epic army for a desperate last-ditch battle against the Ascended Auric, throwing everything you have at him in a perhaps futile attempt to survive, with him slaughtering many legions of your forces but slowly being worn down... which is Epic And Coolness Incarnate.
 
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