Final Fixes Reborn

I noted that too :
Domination trait 2 and 3 (one of the Calabim emergent leader) have no description and no "intuitive effect" (no free promotion...Etc) Further it's not clear how to get the experience for leveling (I dominated 3 units and got 0 xp). (and even if you get 1 xp per dominated unit, it'll be impossible to get level 3 : dominating 600+ units ?)

Tatirah (??? - bannor) trait "inspired" (or whatever) that gives 1 free promotion (and a further free promotion @ level 2 and 3) should be changed slightly : free promotion "on build" and "when trait is acquired" (otherwise it only boosts newly built units) and please not that the beginning units don't start with the free promotion.
I noticed that Xp for the trait was earned at almost each combat, but I don't know if it's "xp gained" or "only in fights with civilization"s or "only on fight with living units"...etc
 
Finally finished this. Propably contain some mistakes but thought off sharing this cause Fall From Heaven 2 Wiki is awful to read and some stuff is outdated. This is for Ashes of Erebus 14.11

Feel free to update this if you have better vision or knowledge.

Edit: how-to-read-summons
Str:6(+4 fire,A1), Move:2, DUR:1
Str: Basic 6, +4 fire dmg and +1 affinity from fire mana
 

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Playing as the Illians, and blizzards are spawning automatically without me having done anything (including rituals). Is this intended, and how far are they supposed to spread? I feel I might end up winning the game without taking any actions. They also reappear the turn after I delete them in worldbuilder.

Also we should change Auric's favorite civic from foreign trade to God-King.
 
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Are emergent traits that don't have descriptions for levels 2 and 3 not complete yet?

Additionally, some of the traits that are fully listed don't say how to level up, though others do. Are these fully functional nonetheless, or can they not level up yet?

I noted that too :
Domination trait 2 and 3 (one of the Calabim emergent leader) have no description and no "intuitive effect" (no free promotion...Etc) Further it's not clear how to get the experience for leveling (I dominated 3 units and got 0 xp). (and even if you get 1 xp per dominated unit, it'll be impossible to get level 3 : dominating 600+ units ?)

Tatirah (??? - bannor) trait "inspired" (or whatever) that gives 1 free promotion (and a further free promotion @ level 2 and 3) should be changed slightly : free promotion "on build" and "when trait is acquired" (otherwise it only boosts newly built units) and please not that the beginning units don't start with the free promotion.
I noticed that Xp for the trait was earned at almost each combat, but I don't know if it's "xp gained" or "only in fights with civilization"s or "only on fight with living units"...etc

The ones that explain how to level up are the ones that are complete (so Egalitarian, Hydromancer, Necromancer, Scorched Earth, Spiderkin, Theocratic, Veinhunter, Virtuous Pirate) ( though i'm still missing something for Scorched Earth 3),

the others ( Craftmaster, Dominant, Illusionist, Instructor, Lycanthropic, Opportunistic, Reckless, Slaver, Swashbuckler,Treacherous) are in the making.


Finally finished this. Propably contain some mistakes but thought off sharing this cause Fall From Heaven 2 Wiki is awful to read and some stuff is outdated. This is for Ashes of Erebus 14.11

Feel free to update this if you have better vision or knowledge.

Edit: how-to-read-summons
Str:6(+4 fire,A1), Move:2, DUR:1
Str: Basic 6, +4 fire dmg and +1 affinity from fire mana
nice work, thanks for that

Playing as the Illians, and blizzards are spawning automatically without me having done anything (including rituals). Is this intended, and how far are they supposed to spread? I feel I might end up winning the game without taking any actions. They also reappear the turn after I delete them in worldbuilder.

Also we should change Auric's favorite civic from foreign trade to God-King.
i'll look at the blizzard thing
 
so fixed some of the reported bugs, and mostly finished the Elohim thing, only four remaining uf need a bonus :
Foxford
Tower of eyes
Seven Pines
Rinwell

Also added some new capabilities to traits ( feature, terrain, peak yield changes, free building )
 
Foxford : give accesss to "buy" "werewolf" or "adventurer" (exclusive from each other) promotion (using xp)(prerequiste combat 3)

I played by moving a 4 units stack on Foxford : 3 of them got the event, but not the 4th.
Is there a bug or is it normal?
 
I'm also noticing that the frostling summons are labeled as temporary, but they're permanent in my games. This results in the ability to do Frostling Zerg rushes. The priests maxed out at 5 iirc, and Auric isn't showing any limit. Is this intentional, and if so, what are the limits for the summonings? Auric only lists 6 in his summons UI, with no indication to a second column.

On an unrelated note, lumbermills seem very good. 3 hammers and 1 commerce seems perhaps too powerful? I don't know though; this is just a half-formed thought. Does anyone know the design thought behind this buff?

Continuing random thoughts: does the White Hand decrease the AC? It is in my game, and that absolutely should not be happening.

Additional random thoughts: resources seem to spawn at an alarming rate, something extremely rare in normal Civ. Power creep problem, or at least making the game too easy?

And the fear spell (for units like dragons) seems way too good when used on cities. In my game, it made all defenders vacate the city, leading to effortless victory. I think it shouldn't be able to affect units in cities.

IMPORTANT EDIT: Auric Ascended has the same flashing light problem. It's really bad. This is a potential seizure warning.
 
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I'm also noticing that the frostling summons are labeled as temporary, but they're permanent in my games. This results in the ability to do Frostling Zerg rushes. The priests maxed out at 5 iirc, and Auric isn't showing any limit. Is this intentional, and if so, what are the limits for the summonings? Auric only lists 6 in his summons UI, with no indication to a second column.
does seem to be an issue unique to the frostling unit when summoned, i'll look into it in more details
On an unrelated note, lumbermills seem very good. 3 hammers and 1 commerce seems perhaps too powerful? I don't know though; this is just a half-formed thought. Does anyone know the design thought behind this buff?
honestly, i don't remember the reasons, i'll make a balance pass for the improvements at some point
Continuing random thoughts: does the White Hand decrease the AC? It is in my game, and that absolutely should not be happening.
i don't think it's actively decreasing it, but it's intentionally not increasing it. It's a way for evil nations to fight off hell without having to turn good.
Additional random thoughts: resources seem to spawn at an alarming rate, something extremely rare in normal Civ. Power creep problem, or at least making the game too easy?
yeah i need to take a look at that
And the fear spell (for units like dragons) seems way too good when used on cities. In my game, it made all defenders vacate the city, leading to effortless victory. I think it shouldn't be able to affect units in cities.
agreed
IMPORTANT EDIT: Auric Ascended has the same flashing light problem. It's really bad. This is a potential seizure warning.
i saw what you meant for raging seas and i hope it'll be better in next version, but i don't see it for auric ascended, when exactly is it happening ? ( i agree it's a major bug to fix, i just can't seem to have it appear)
 
just commited a new revision, with the whole elohim system ( though some traits will probably be revisited) and duin and hafgan as finalised emergent leaders. plus some new dialogue lines from fdrpi for the Risen Emperor, and a bunch of bugfixes.

following revisions should be smaller stuff ( unless i get caught in another idea ^^)
 
As Auric, I got credit for decreasing the AC by 10 points, before the Draw and Auric's subsequent rampage. The White Hand is definitely decreasing the AC. I also heard the corresponding sound clip whenever I spread the White Hand (iirc, I definitely heard it without taking any active measures).

Auric Ascended's aura, instead of being a shadowy cloud, is a massive flashing white light. The shadowy stuff is still visible at the bottom, but it flashes around his body. It's the same issue, just with a different unit art.
 
ok, i do get the proper shadowy cloud on auric in my build ( see the pic) so i'm not sure what's happening exactly. What are your graphic options ?

as for white hand and the ac, i'll run a game and see what happens
 

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only one unit should get it, so that's a bug ^^
I thought so :D
but having 3 out of 4 is strange.
1would have been expected.
4/4 a "bug but why not"

but 3/4 got me a " o.O "
 
My graphic options are on the highest settings ("high" level, 16 anti-aliasing multi-samples, and high detail terrain).

The dark cloud effect is still there, or at least it is visible further away from the unit. His aura is several rotating circles of flashing white light, and that is definitely in place of the cloud effect on his person.
 
Foxford : give accesss to "buy" "werewolf" or "adventurer" (exclusive from each other) promotion (using xp)(prerequiste combat 3)

As Foxford is a village, they should do something more like only give a tile bonus to players imo, to support the Civ. Spawning units for the civ who has access to them would be probably to powerful, so the buy option for maybe elf archers, or fauns or supplies, or maybe great persons would be nice.
 
As Foxford is a village, they should do something more like only give a tile bonus to players imo, to support the Civ. Spawning units for the civ who has access to them would be probably to powerful, so the buy option for maybe elf archers, or fauns or supplies, or maybe great persons would be nice.
well, technically "werewolf" and "adventurer" are promotions.
I was proposing that those promotions are made available to the Elohim units if they are in possession of the Foxford village. (and "buy" so that the promotion cost xp to take.
maybe the units would need lvl 6 or something else
 
well, technically "werewolf" and "adventurer" are promotions.
I was proposing that those promotions are made available to the Elohim units if they are in possession of the Foxford village. (and "buy" so that the promotion cost xp to take.
maybe the units would need lvl 6 or something else

Ah, sorry for misunderstanding, hmm I like the idea with Elohim units build in this city get a adventurer promotion when having Foxford. Sounds like good background for the Elohim.
 
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