The rebellious promotion of which you speak is not particular to the Wyvern Riders, but is the same for any unit of the Cult of the Dragon religion. Any such unit may randomly become rebellious when its owner does not have a dragon, but none can remain rebellious if it does.
That is actually speaking a bit loosely. The Kuriotates, Sheaim, and Barbarian State are always treated as if they control dragons. Other players are considered as having dragons if at least one of the dragons is controlled by their
team.
I'm afraid that I am not organized enough to give a complete changelog, but I can explain various changes when I think of them.
Adventure Mode is not actually new. It is a game option which Kael included for the sake of scenarios like the Gift of Kylorin. Basically, it makes the units giant so that it is easier to think of the game on the scale of a first person dungeon adventure rather than on the scale of a war between empires.
I merely decided to make game options like Adventure Mode visible, and to add TXT_KEYs so that they don't take up so much space under WB -> GameData -> Global Defines options.
The only actual Game Option I changed is turning Load Screen Scenario into Control Whole Team. It was previously to tell Kael's dummy scenario to open the scenario screen as soon as the game starts. The scenario screen has never really worked in MNAI anyway. As Control Whole Team, it allows a human player to alternate between controlling his teammates. (You, Aurelazza, were sent the code that does this in a PM a while back, but it should be new to everyone else.)
I am still exploring the features that Tholal borrowed from Playpting's Enhanced World Builder. I am by no means an expert on them, and am concerned that some worldbuilder changes sometimes cause the game to crash, but I really do like the new functionality to adds.
The only change I made to new worldbuilder code is re-purposing the Made Intercept toggle to instead be a Has Casted toggle. I don't think there are actually any units in FfH2 that can intercept, as there are no air fighter units, which makes the ability to restore casting ability much more useful.
I noticed in one of my first games after the release that the game crashed as soon as I (Charadon of the Doviello) founded by first city, but I had no idea why. Thank you for pointed me to the extra yields as the cause.
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In my latest game, I discovered that Acheron is no longer being held in his city. I think I have figured out why.
Many versions back I removed the Held promotion from Acheron and instead inserted some code into effectCultusDraconis that caused him to return to his city after every move. I did this because the Held promotion prevented him from being any danger to units amassing just outside his city. It blocked moves, and thus attacks, and also prevented him from using his Breath Fire or Roar abilities. I did not want him to have to rely on Disciples of Acheron and Sons of the Inferno to preemptively defend himself.
A while back (I forget whether this was before my previous release or just afterwards) I discovered that the way I had been forcing Acheron to go back to his city was also preventing him from being captured when defeated by a unit with the Subdue Beast promotion. It furthermore prevented the creation of his sluagh or his bones, which made it impossible to resurrect him. This was a serious enough issue that I decided to give him back the Held promotion.
I gave back the Held promotion after the previous release of MNAI changed how it worked. In Base FfH2, it prevents a unit from casting spells in addition to holding them in place. I requested that Tholal change this so that those two effects were caused by different tags. In the previous release bHeld no longer blocked casting, but the new bCastingBlocked tag was not introduced until MNAI v2.5. After the latest merge, I made the Held promotion block casting again.
In response to complaints about how it was too easy to explore lairs competitively, I made it so that lairs would often spawn Big Bads with a new Lair Guardian promotion. This promotion holds the unit in place, increases its defensive bonus, makes it more likely to defend, makes it hidden nationality, makes its summons hidden nationality, and of course does not block casting. I gave it a PyPerTurn effect to remove the promotion if the lair was destroyed (this never happens for Unique Features but often happens for regular lairs) or if the guardian was captured (since many of the possible guardians are animals).
Shortly before my latest release, I decided to switch Acheron to use the Lair Guardian promotion too, so that he could still Breath Fire/Roar. I adjusted its PyPerTurn effect so that the promotion would also not be removed if the unit was in a city that possessed the Dragon's Hoard.
Once I noticed Acheron approaching my city, I realized my mistake; in my modmod,
the Dragon's Hoard does not enter the game until Acheron is defeated. I should have instead checked for Acheron's Wyrmhold instead.
I'm wondering now though if it might be better to allow Lair Guardians to be held in any barbarian city.
Alternately, it might be interested to make Lair Guardian only hold a unit in a city if it is the Cult of the Dragon Holy City. This would make the Kuriotate World Spell (which moves the Holy City status) very dangerous, as casting it could send Acheron on a rampage. I am seriously considering this, as the spells current effects are kind of bland. I'd probably want to give it a later tech prereq too if I do this though, as I would not want Cardith to kill himself this way.
I just thought of another possible boost to Legends too. I could make it grant a significant number of production points toward Stir from Slumber, the way that Mulcarn's Last Breath can hasten The Draw.