Beta Patch 10 - pre-release version 2 (0.5MB)
Last minute additions include:
- removal of "pays maintenance of trade installations" from essence of chaos. Replaced with "city growth causes +2 instead of +1". Chaos population was hurting due to forced labour and I felt it needed a boost.
- Lizardmen special building changed to act as a free Granary.
- Nature mages have problematic corruption and 1 military police
- In addition to all the other good stuff Well of Souls does for death mages, it also adds 1 culture, acts as free granary and costs nothing. This is easily the weirdest improvement I've ever added, but if it's what it takes to balance death mages, I'm ok with it.

- Firewall adds +30% defense to all cities. Becomes obsolete at the end of the second era.
- Mutual Protection pacts, Communication trades and Trade Embargoes moved to Life VIII from Ascendance.
- Chaos Ettins are 6.3.1 from 7.3.1 and 10 shields cheaper
- Fixed Energy Drain so that it actually does what it's supposed to do.
Changes that have already been announced in the earlier changelist:
- Support: 6/10/10
- Well of Souls improvement: upkeep 0, cost 20 shields, +50% tax, +50% research, +25% production. (Amazing bargain according to everyone else but the death mages themselves)
- Essence of Death makes 3 citizens content in each city instead of 2.
- Hurry and draft mood penalties raised to normal 20 turns.
- Some death mage units come with a cheaper pricetag.
- Cog taken away from the death mages and replaced with a combined warship and transport called Dreadhship (4.4.4 transports 3, costs 50, enslaves into new Dreadships, sinks at ocean)
New race specific ships:
- Turtle (4.4.4 transports 6, costs 40, sinks at ocean, requires lizardmen) comes around the same time with Cogs.
- Longship (4.2.4 transports 3, costs 30, sinks at ocean, requires men) comes around the same time with Galleys (seas accessible earlier for civs with men)
- Sunhawk (8.4.5, costs 60, sinks at ocean, requires elves) comes around the same time with Galleasses/Hawk Ships.
Some changes to the units:
- Griffins turned into offensive units: 8.3.3, costs 120, ignores movement penalties on mountains, hills and swamps.
- Carrying capacity of the bird units reduced with 1. Relocating is still possible.
- Warrior Monks produced by monasteries are now 1.3.0
Some improvement and wonder balancing.
- Monasteries pushed a bit further down the tech tree and their upkeep changed to 2.
- Small balancing here and there.
Government assimilation rates are as follows:
Death 12% (they kill the citizens)
Life 8%
Nature 4%
Chaos 4%
Node appearance ratios dropped back to 240 from 300.
Most defense bonuses reduced by 20%. (for example, mountains give 80% def bonus instead of 100%)
- -
Whew. Finally it's out of my hands.

I'm keeping my fingers crossed for this being one of the last steps leading to MoM 1.0. Deadline is creeping closer and I really want to release 1.0 within two weeks of time - preferably earlier. As I've mentioned here earlier, I'm getting married 12th of June and then we cruise United States for six weeks so I won't be around to fix any of the problems 1.0 may have. So, my hope is that I'll release 1.0 next week and have one week to release a fix if some bug got through after all. However, with the wedding and the trip drawing closer I have less and less time to dedicate to the project so all the niceties like changing science advisor's lines or diplomatic responses from leaders will have to wait for a future patch.
Happy playing everyone. Hope to hear from you.
