rewrote Govannon's "train spell" ability: Now, instead of training "spells" he trains "Spell Spheres," and he can train all of them (plus extension), but only if he knows the second level in the sphere. However, he is now unable to train other arcane units, in addition to non-living, disciple, or animal units. Also, his training is not always successful; it has a random chance of working on each unit. There is also a smaller random chance that one of his students will also gain the Sorcery and Channeling2 promotions, if the unit is at least level 3. At at least level 5, there is a much smaller chance that a unit that already knows sorcery will gain the Channeling 3 promotion, becoming essentially an archmage, or to gain the "Tutor" promotion. (The ability to train spell spheres is no longer limited to Govannon, but to the new Tutor promotion. Govannon is the only unit that starts with it, and it can only be gained through the train spells.) Note that train __ does not discriminate based on what civ the units are from: if you train a sphere on a tile containing rival units, your rivals may learns a few spells. Rivals can take advantage of this by sending their units to learn from yours, and can use their new found arcane abilities against you. (I'll probably change this to be a PyPerTurn passive effect which is beyond the player's control)
Dimensional2 has been added, along with a dimensional 2 sorcery spell: Dimensional Gate. This creates a temporary Dimensional Gate building in the casters city, which is identical to an obsidian gate except unbuildable and requiring the caster to remain in the city. (Since releasing it, I made Dimensional 2 grant the Starting settler bonus to summons, i.e., +2 movement and +3 visibility. It also requires the Ethereal Call tech)
I added a "barrage" ability for all archery units, mostly copying from AoI but also giving boni for the terrain/features/improvement the unit is on, and possibly causing smoke in nearby forests if the unit had the Flaming arrows promotion. (note that I forgot to test this sine my latest change to it. It was working, then I broke it, and I'm not sure if I fixed it)
I added a random chance for archery units in cities with archery ranges (or Ljosalfar archery ranges) to gain +1 xp each turn (+2 for certain units, like longbowmen). I also added similar random xp gain for recon units in hunting lodges, for mounted unit in hippodromes, siege units in siege workshops, and arcane units in caves of the ancestors. (I haven't actually seen the units gain xp, so it might not be working. Then again, it was only a 5% chance, so I might have been unlucky)
I made it so that Planar gate units start with free xp based on the ac when they spawn (1/4 of the AC, rounded down)
I made pretty much every unit with visible wings in their graphics start with the flying promotion.
I reduced all level requirements by 1 (I'll probably not include this next time, since I added more ways to get xp)
I reintroduced the Patriarch mechanic,sorta. I didn't have the original code, which I think used C++ anyway, so I started from scratch. Instead of being a promotion, the patriarch is a unit. It is only available to Order civs. It can call holy wars, and can cause a worldwide inquisition (effecting every city of every civ with the Order state religion). A Prior becomes the patriarch through the new Ordain spell. (I'm thinking of making worldwide inquisition instead grant an inquisitor with limited duration in every city with the Order religion (unless the owner is at war with the Patriarch's owner), under the control of the city's owner.)
I added a Calabim UU for the Royal Guard: the Bloodguard. It doesn't have guardsman, spirit , or a strong defense, but it is stronger on the offense and starts with shadow1, law1, mind1, body1, channeling1, channeling2, sorcery, and vampirism, and can upgrade to a vampire lord.
the Vampire promotion now randomly causes the unit to gain a very negative promotion, Famished, when not in its territory or in the same tile as a bloodpet. (If it would have gotten the promotion were it not for the bloodpet, then the bloodpet gets damaged) This lowers spell strength/resistance, movement, strength, defensive strength, causes negative healing, xp lost,, and has a chance of making the unit turn barb.
Feast removes Famished and gives Satiated. This promotion is the opposite of Famished in every way, but will wear off and doesn't last after combat.
Feed now works with slaves and workers, and again gives the extra boni that it gave if a bloodpet is eaten instead. Also, feeding on a bloodpet grants satiated, and feeding at all removed Famished.
Hasted now lasts longer than 1 turn. It has a small (5%) chance of wearing off, but will otherwise remain only so long as the hasted unit is on the same tile as a unit with body 1 and channeling 1.
Most spells now have tech prereqs, so you can't summon extra planar units until the summoning tech, even with Ritualist. Archmage level spells require Strength of Will, Summoner level spells require Ethereal Call, etc.
Ritualists start with Arcane and Extension 1, and can upgrade to Archmages (allowing one unit to cast almost every spell)/ Extension 2 is also available to disciples, but only those that start with extension 1
Lightbringers are now Malakim UU for Ecclesiastics, being slightly cheaper and starting with more promotions.
Monks can cast life and spirit divine spells (starting with level 1, can learn level 2), and are weaker but have spirit mana affinity.
a Vicar (now called Vicarius) don't have law or earth magic, but they do have life and spirit now. They are the only priests that do not require their state religion in order to build. They cannot be ungraded to inquisitors. Confessors lost the spirit sphere.
Luridus renamed Illuminatus
2 great prophets have been removed, becoming heroes instead they are:
Vaghan of Lugus, a second Empyrean Hero (found in the Abashi pedia entry) at Righteousness, basically a paladin with demon slaying, undead slaying, courage, crown of brilliance, law1, spirit 1, life1, sun2, Hero, channeling 1, channeling 2, divine, and sorcery.
and, just as a joke, Talia Gossam has been added ad a Malakim druid hero (requiring they change to a neutral alignment). Because of her affair with the Baron, she is also a werewolf.
I added Orc slaying, elf slaying, dark elf slaying, dwarf slaying, angel slaying, but none of these are availible. I intend to make them be granted only by events, but have;t written any events yet. (I didn't add dark elf; Kael made a separate promotion so that the Svartalfar have different graphics from the Ljosalfar. The description still just says elf, but the name is promotion_dark_elf. I wanted to make one Elf Slaying promotion give a bonus versus both elf promotions, but that ability isn't in the xml)
The Council of Esus got a new hero too: Tsvarlain, the Druids' Bane at Malevolent Designs. He is a combined druid/shadow with dark elf, elf slaying, mind death, and shadow magic as well, plus a large combat bonus verses druids and most FoL units (almost certainly overpowered.) (I haven't written a pedia entry or anything, but thought this character up as a possible second leader for the Dark elves a while back. He was the Illegitimate son of Arendel Phaedra and Kyorlin, who was made Yvain's apprentice to keep him from embarrassing his mother at the summer court. He never really had much respect for nature though, and at his first visit to the winter court he fell madly in love with Faeryl Viconia (although he hid this pretty well). He is extremely intelligent and good at hiding his true intentions, but hates himself and doesn't consider himself worthy of her because he is a half-human bastard, and has gone to great lengths to try to prove to both himself and to Faeryl that he deserves her. This includes hunting down all the followers of Succellus and Cernunnos, and several almost successful murder attempts on both Yvain and his own mother. Also, many of the stranger actions of Yvain that made the leaves followers question his devotion were actually his apprentice impersonating him.)
Upon their deaths, both Azers and Fire Elementals cast ring of Flames.
I added code that should make goblins again turn to wolf riders when they defeat wolves, but it doesn't seem to be working.
I made Liches start with extension1 and combat 1-3, and removed the limit from how many you can have.
Arcane units and Vampire lords with channeling 2 can become liches if they either have the Staff of Souls (Barbatos's equipment) or are standing on the Broken sepulcher. (in the next version, Lichdom requires Soul Debt and can be casted on any death mana node, destroying the node and resource in the process)
The Death III sorcery spell has been replace by "Curse the Ground" this raises the plot counter slightly (moving lands towards becoming hell), and creates the "Accursed Ground" terrain feature. Undead units have a 60% bonus on this feature, and any living unit killed here should be raised as a barbarian skeleton of the same strength and most of the same promotions (I finally got this to work after releasing it)
Skeletons are now melee units, and so can get promotions
Treants are now Siege units, can get siege promotions, and can bombard and cause collateral damage.
In the March of the Trees spell, Treants from ancient forests start with the strong promotion, without fire resistance, and with duration of 7 instead of 5.
The staff of Souls, channeling3, and the necromacy tech allow the "Necromastery" spell. This gives the caster control of all undead units except liches within 2 tiles.
The Gela (hyborem's trident) grants 2 entropy affinity instead of +2 holy strength. With the AV state religion, Infernal Pact tech, and herois strength 2, this allows "Dynamis Agares," a spell that gives you control of all demons within 2 tiles.
I added a spell that allows Shadows to remove other religions much like inquisition (but killing population in the process), but is costs a lot of gold (the amount depends on the pop, the religion, the temples present, etc) (it doesn't seem to be working)
Inquisition was changed from requiring unitclass_inquisitor to unit_inquisitor, and the Luonnatar were given a different spell: Enlighten. This is just like inquisiton, but ignores state religions; it removes all religions, even the state religion of the owner of the city it is in.
Luonnatar can move in rival territory.
I added a spell to allow you to get Smugglers Ports
I added a 3 new Luchuirp UBs that grant promotions to golems. Golems in a city with a promotion granting building may be retrofitted (a spell that costs a little gold and makes the unit immobile for a couple of turns) to have the promotions they grant.
Motherlode was rewritten to increase the gold and production yields of all peaks in Khazad territory by 1, plus cause most of them to gain either mines or quarries, plus making gems, gold, marble, iron, copper, mithril or rarely shuet stone appear on peaks.
Peaks were changed to land terrain, and dwarven workers/slaves can move impassible; this allows the Khazad to build roads to the resources granted by their world spell
Most unique features and mana nodes become more productive with higher techs (I was mostly just playing around here, and am not sure if I'll keep most of them)
Odio's Prison provides Body mana
I added the Forests Preserves from BtS. they are currently available at Way of the Forests and are made better by Hidden Paths and Commune with Nature. All workers, most FoL units, and Treants can build forests preserves on forests, ancient forests, and jungles. Groves and Temples of Leaves grant a free specialist per forest preserve in the city radius. they are improved by the Guardian of Nature civic.
I added an Altar of Bhall improvement, which can only be built in flames. They are buildable by any worker at elementalism, and improved by malevolent designs. The Infernal Palace, Clan of Embers palace, and Demons altars allow free specialist per altar of bhall, and they are improved by the Sacrifice the weak civic
The consumption civic causes more unhealthiness, allows gold rushing, and has more buildings that cause happiness (gambling house, hippodrome), plus some that casue unhappiness (temples of good religions, temple of temporance)
Fend for themselves grants +2 xp, and theology grants 3 instead of 2 xp in cities of state religion.
Undercouncil causes unhappiness whit temples of the empyrean and happiness with smugglers ports
Overcouncil is a compassion high civic (its category hasn't changed, it was just playing around giving it another effect on diplomacy), and causes happiness whit temples of the empyrean and unhappiness with smugglers ports
Temples of the Empyrean grant +20% GPP, but -15% military production.
Spellstaffs are now equipment, which only arcane units can take. They grant a little spell resistance/caster xp in addition to being breakable in order to regain the ability to cast.
Feast and Consume soul can continue until the city would be reduced to size 0, at which point it is razed. (I'll get around to only allowing this allowing it if the no city razing option is on, and to giving a diplomatic malus)
The Infernal Grimoire produces 2 entropy in its building form. The equipment can be dropped to return it to being a wonder. Building it triggers an attack nor by only 2 Balor, but by any where from Zero to to
Thirteen. (note the Balor spawning isn't working, and that the free tech is granted whenever it is dropped. This will be changed)
Balor's base/unholy strength was reduced, but they were given +1 fire affinity and +2 entropy affinity.
Since the Sheaim don't have any immortals, I gave Eaters of Dreams the Immortal promotion.
Basium got the Immortal promotion just like Hyborem
The Barbarian State has Agnostic/Aggressive/Charismatic/Raiders/Summoning/Arcane/Magic Resistant.
Barbatos's death triggers the barb's loss of their arcane/summoners/magic resistant traits
Orthus's death triggers the loss of their Aggressive/Charismatic/Raiders traits (I may decide not to give them the traits until the Orthus spawns, and may do something similar for the 4 horsemen and the Avatar of Wrath)
I could have sworn I'd given Basium and Hyborem an enormous number of very powerful traits (to be lost upon their heroes deaths), but looking at the file I somehow returned them to their default traits.
I strengthened the religious weightings for most leaders.
Basuim and Hyborem start with several very advanced techs, plus those of their summoner. (I found that they still don't get the techs thay should, only those of their summoner)
Infernal cities start at size 6 rather than 3, and with a couple more free buildings.
The Empyrean is automatically removed from Infernal Cities, just like the Order is.
I went ahead and fixed the getHero function so that resurrect works for the Malakim, Svartalfar, Illians, Infernals, and Mercurians. (Kael already did this in .31, but hasn't patched .30 since I pointed this error out to him)