This is troublesome. Fertile Grass tiles are only few, not worthy of a new terraforming ritual or something like that. I prefer to disable Fertile Grass and be done with it
Hmmm. I can spawn Zarcaz with Orthus, but TBH, I don't see any benefit of doing that, yet. Convince me
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I actually think would be great to disable fertile grass terrain, as it adds nothing to the game, other than some "bugs" like those i reported.
About Zarcaz and Orthus, well, it will be hard to convince you with my poor english skills... lol, but let's try.
I see this game as turn based strategy games with rpg elements. I believe that all of us here play MoM Xtended because we like this "fusion". One of the key elements of rpg's games are those big bad bosses that wield epic weapons, or hide precious treasures, and that every hero wants to kill to get the loot.
We already have Acheron, Orthus, the 4 armagedon riders, which provides this. But Zarcaz is already in the game and he's not being used, that's sad
. And oh, he gives a nice little bow to be used in the early game.
So, i don't think adding Zarcaz would be a hard task (don't do it myself because i have no idea on how to do this), and would not break the game. So no negative points.
On the other hand, allowing him to spawn would add another another fun unit to the game (by fun i mean a different unit from the others of its kind, with its own lore, and with it's "loot").
Hunting down these special units gives us more motivation on exploring the world, and i think that's a good thing.
Also, the constant sense of danger is a good thing in a dark fantasy world setup, so i think they should not be stationary. They should try to raid trough the "civilized" lands, pillaging and destroying stuff.
Maybe Zarcaz should spawn in the early game and try only to pillage, with his army of goblins, and Orthus should spawn only after provoked several times to unleash his vengeance, commanding a horde of furious orcs ?
So, i think that's the best i can do, i hope it's enough to convince you
Now, talking about bugs, i found out a few that, imo, breaks the Runes of Kilmorph religion.
The first one is that the Shifting lands miracle is destroying mines and quarries in my own land. And the second one is that i can't build Tables of Bambur, even with a great prophet standing in the RoK holy city, with RoK as state religion.
That's all, for now.
Also, thank you for the bugs you fixed, reported in my previous post