I don't seem to have gotten any actual feedback on the recent changes. How are people liking them? Do you have any suggestions to make, or bugs that need fixing.
I myself have come across a few more python bugs that I introduced while trying to make things run more efficiently. They have been fixed, but there still might be some I missed.
Since the release, I changed the way that werewolves work somewhat. Instead of having the XML generate a new Ravenous Werewolf, I instead handle it in python. No longer will it generate werewolves from units that were captured instead of killed. It will not generate such beasts from either animals or beasts either. The odds of generating a werewolf now equal the difference between the attacker and defender's respective levels, plus those odds that Duin and the three types of werewolves had already. The ravenous werewolf generated gets the name, promotions, level, experience, etc, of the vanquished unit, and said unit does not generate a Sluagh until the werewolf is killed. I did not really want a archmage hero turned werewolf to use his magic, so I made the werewolf promotion block casting.
I made it so that the Pool of Tears can cure Lycanthropy, restoring the werewolf to the unit it was before it got infected. (The Baron Duin Halfmorn himself is unaffected.) I'm still trying to think of a way to make units healed of lycanthropy be returned to their previous owners when this happens.
I'm also considering making the Spirit III have a chance to cure lycanthopy (possibly instead of the Pool of Tears, or possibly in addition to it), and making the former werewolfs belong to the player that cured them.
I never really understood why Kael made Gibbon Goetia an archmage hero. There is nothing in his backstory that points towards him having any arcane talent. His abilities are clear those of a shapeshifter.
Now that I use the scenario counter to store a Sluagh's alternate unit type, I discovered that it is fairly simply to make Gibbon actually act as a shapeshifter. I have given him (and technically any unit with the new Changeling promotion) the ability to turn into whatever unit it kills. (It copies the unit type, promotions, and artstyle, but keeps Gibbon's own promotions, experience, level, and religion.) His Assume True Form ability lets him turn back into his original unit type, in case that is stronger than whatever he duplicated.
I blocked it from duplicating those units that can abandon you for having the wrong religion or civic, and made the promotion's per turn effect kill Gibbon if you leave the Council of Esus. I also blocked him from duplicating heroes, although now that I think of it I may change that. I was thinking that Gibbon becoming a hero could stop the proper player from training that hero, but obviously they would have had to already trained him before Gibbon could have killed him. Gibbon still could prevent a player from building the Shrine to the Champion, but it seems reasonable that people would not build a shrine to someone they think betrayed them instead of dying. I suppose it could be alright to have Gibbon masquerading as a national hero, maybe even a dragon.
(Edit: I just noticed that Gibbon gets duplicated when he is a baby spider that upgrades to a baby spider, which seems odd as things seemed fine as werewolf. Maybe I should block him from becoming any animal though.
I have thought of a way to make Impersonate Leader switch you back and forth between civs like the Control Whole Team option allows, but I don't see how the two mechanics could be compatible with each other. The impersonate leader code would be more awkward and less commonly used, so I don't know if I want to include it.
Whats the requirements to get Mary Morbus? Is there a way to build her instead of a random event?
The Event requires only that you have an Alchemy Lab in some city.
In early versions of my modmod I made her buildable, but recently she can only appear through the event. (In those versions it was possible to for the event to create a second Mary, as it did not have a callback to prevent that like the Great Beast events do.)
Let me ask a question: how can we get a properly challenging game? I always play in deity level, and AI can never do well in economy nor war.
I'm no expert on the AI. Those issues are really more up to Tholal.
Sometimes I wonder if the AI is actually better at lower difficulties (like Prince or Monarch, not Chieftain), because the advantages it is given on higher levels can encourage it to build more units than it can really afford.