Hey all,
Thanks for the patience as we move through this multi-step transition towards release. The SQL conversion was a biggie, and was largely responsible for the many bugs reported. In any case, I'd say most if not all aspects of that are fixed now. I've also taken the time to tackle a few more big issues, and do a little bit of balance.
Anyways, here's the changelog. I'm not going to touch balance again until after the next official release, so bugfixes are the order of the day. I'm also waiting on word from putmalk that his c4df changes are gold - once we've got that locked down, and this gets a day or two of testing, we'll see the next version.
Version is not savegame compatible (due to continued work on caching model).
Online as of 11:15pm EST.
Downloads Folder
Things to look out for: AI quirks (always), UI quirks/issues, missing yields/abilities, misbehaving cached yields or beliefs, and incorrect text.
Known bugs:
Small request: if someone could help me organize all the patchnotes since the last official version, that'd be awesome. What a chore!
Cheers,
Gazebo
Thanks for the patience as we move through this multi-step transition towards release. The SQL conversion was a biggie, and was largely responsible for the many bugs reported. In any case, I'd say most if not all aspects of that are fixed now. I've also taken the time to tackle a few more big issues, and do a little bit of balance.
Anyways, here's the changelog. I'm not going to touch balance again until after the next official release, so bugfixes are the order of the day. I'm also waiting on word from putmalk that his c4df changes are gold - once we've got that locked down, and this gets a day or two of testing, we'll see the next version.
Bugfixes and QoL:
- Fixed a bunch more bugs, typos, and SQL conversion errors (thanks everyone for the reports!)
- Worked a bit more on diplo AI - should spam trade-related messages a little less
- Upped AI aggression a little bit (still using personality model) - made it a little more aggressive if it suits their interests
- Fixed a few other errors and quirks
- More tactical bugfixes and optimizations from ilteroi
- Incorporated VMC v74 events and 100s XP calculation model
- QoL improvements for interface and religion overview (tooltips etc.)
- Worked on some nature plot yield stuff for JFD
- Fixed some caching quirks and issues
Completely restructured the beliefclasses model (this has been a long time 'todo' for me): formerly, the DLL only checked for founder rights in some areas, and majority rights elsewhere, and pantheon here, and reformation there...it was chaotic and it wasn't modder friendly (as many beliefs simply didn't trigger if their founder status was changed, and vice-versa). So...I made it so that ALL belief checks related to player-level belief abilities look your founded religion first, and then (if that doesn't exist) your majority religion second. From here, exceptions for founders and reformations are considered (and I can add more exceptions if needed).
Exceptions:
City-specific beliefs, tile yields, buildings enabled, and faith purchases for non-GP units still look at the local religious majority.
The change: founder and reformation beliefs are now both locked to the founding player. If, however, the holy city is lost, founder/reformation beliefs are transferred to the owning player. This differs from the old model, in that founder beliefs always stayed with the founder (or simply disappeared if the holy city was lost), and were never fully transferred (or were transferred piecemeal). This is a buff to religion in part (as reformations are now unique to the founder), but the fact that they can change hands is much more dangerous.
The good: All 'national' religion yields/bonuses are now applied through your capital (while a pantheon) or your holy city (if a full-fledged religion) instead of being lost to the warp. So while the yields remain the same, they have the potential to increase based on city buildings, policies, etc. They are also, therefore, applied to city yields for things such as % conversions into science, etc.
In short: Religious belief bonuses are now standardized to look at founder status first, then majority, Reformations and Founder beliefs are founder-exclusive, and national yields are funneled through your holy city/capital.
I tried to test most configurations of this, though some may have slipped through.
General Balance:
- Base faith needed for great prophet increased to 600 (was 500) - we'll start seeing ~0AD religon foundings now, which is intended
- Rebalanced tech costs upwards quite a bit (but reduced gamespeed % scaling a bit to compensate) - AI was regularly hitting Modern ~ 1750-1800!
Building Balance:
Improvement Balance:
- Palace/Doge's Palace gain: +1 science per 3 citizens (buffs tradition a little, helps with stagnant science, and incentivizes more fleixble early tech strategies)
- Market provides +2 Gold (Was +1), Bazaar +1 Faith restored, gold at +4
- Flipped freshwater status of Baths/Gardens - makes more sense (baths without fresh water?) and buffs river cities slightly (as they can get baths a little earlier, and more cheaply)
- Fixed a bunch of missing SQL yields.
Unit Balance:
- Base academy science reduced by 1 (now +6)
- Fixed some missing promotions/abilities, and some aberrant CS/RCS values.
- Musketeer gains 'Esprit de Corps' promotion, which gives it a 20% chance to cause an enemy unit to retreat when hit by a ranged attack. Deals 50% more damage if the unit cannot retreat (could be fun, could be awful, we'll see) - loses ZoC promotion
UA Balance:
- Brazilian UA: 33% Tourism, 33% of Culture converted to Tourism (was 25/50) - why? Was simply overperforming in the culture game at the expense of the rest of the UA. Rather than nerf golden ages further, I'd rather nerf Brazil a little.
- Korean Science from specialists reduced by 1 (now +1, was +2)
- Reduced Arabia UA science to +1 (was +2)
- Kuna Science now +1 (was +2)
- Walls of Babylon now +1 science per 10 citizens (was +1 per 5)
- Rebalanced Celtic pantheons dealing with science a little (see civilopedia)
- Fixed some missing elements
- Hunnic UA now affects armored units as well as mounted melee (capture-tanks!)
Version is not savegame compatible (due to continued work on caching model).
Online as of 11:15pm EST.
Downloads Folder
Things to look out for: AI quirks (always), UI quirks/issues, missing yields/abilities, misbehaving cached yields or beliefs, and incorrect text.
Known bugs:
- UI tooltips for culture showing yields, but not % modifiers.
- 'Decline of your pantheon' notification popup no longer needed (as religion no longer decays like that).
Small request: if someone could help me organize all the patchnotes since the last official version, that'd be awesome. What a chore!
Cheers,
Gazebo