Hey all,
What's that? 5 days since the lastincident beta? Well, I guess it is time for a new one, then! And oh man, what a beta this is! I'm excited. This beta includes a feature change that I've had in the pipe since I was working on CSD, but I just never got around to doing. But it is here now, so let's take a look!
Version affects all files (so download everything in link below, or just the auto-installer if using that). Is not savegame compatible with saves from previous betas.
Beta Folder
New version online as of 10:00pm EST.
Cheers,
Gazebo
What's that? 5 days since the last
Bugfixes:
- Updated to latest EUI (1.28e) due to bugs in previous EUI and fixed some EUI quirks. Is bundled with installer, but if not using installer, please download latest EUI before using new CBP set (link here).
- Fixed a few smaller bugs here and there (reported and unreported)
- Tactical and pathfinder updates from ilteroi
- More AI improvements and optimizations (many smaller tweaks and changes)
- Updated Major-Minor Diplo AI (operates on a similar system to what is used for Major civs, though it is much less robust in order to be more efficient)
- Worked on MP support for active diplomacy a bit more, but it is not ready for prime-time (do not enable Active Diplomacy for modpacks yet)
New Things:
Overhauled quests and quest-reward system for CSs
- New art for steam mill from Wodhann
- Added plague and river tile stuff for JFD
- Naval vessels can no longer fire from forts and cities
- Broken Promises (back-stabs) no longer a perma-malus - now expire after x number of turns for both the target and the world. Civs that like you more forgive you more quickly for these broken promises, whereas civs with a very low opinion of you will never forget it (and will continue to tell the world how dumb you are).
- Capturing or killing civilian units during war now incurs a diplo penalty - at a high enough level, the penalty becomes global (i.e. its seen as a war crime). Penalty decays over time, but very slowly (if at all) if the civ hates you.
- Now there are a bunch of different types of rewards that can happen for each quest type. Almost every quest type has a unique reward tied to it!
- Rewards include food, production, faith, gold, golden age points, great people points, experience for units, tourism...it's quite extensive!
- The bonuses from all quests change based on personality, era, relationship (pledge of protection) and the patronage opener, as well as a small randomized value, so no two quests are ever truly alike.
- For example, Militaristic Minors give more Great General Points if you clear a Barbarian Camp than a Friendly Civ, however Religious Minors give more Faith for spreading your religion than Mercantile ones!
- Rewrote CS tooltip system for quests to make it easy to see what you will receive from completing quests - rewards info appears in notification, and on hover over quest icons on CSs.
- The new quests (and quest rewards) only apply to the CBP, and the changes include modifications for CSD quests.
- Removed CSD penalty for failing quests (less stick, more carrot!)
- Removed Global City-State quest from Historic Events category (tourism as reward bundled into change above...)
- Adjusted CS quest spawning pre-reqs for global yield contests (won't happen in early game now) and great person spawn (quest won't spawn if you can't possibly make the unit type in your capital)
- Map-targeting quests (i.e. camps, digs, etc.) can only be given out one at a time by a CS - this is to help control where the highlighter sends you when you click on a CS quest icon (and to prevent a bloat of 'go here' quests).
- Note for modders: I co-opted the 'SmallAwards' table and turned that into a minor civ awards table. You can find this table, and the information I added to it, in the MinorCivQuestRewards.xml. All influence, duration, and reward values are now stored here, so the old global defines no longer matter. All new quest rewards are in this table, and can be edited by you as you see fit. Please, however, do not edit the order or number of small awards here, as that'll break the link in the DLL!
5 new CS quests, and 1 tweaked (unused) vanilla quest:
- Reveal an area of the map (chooses a distant coastal plot on a separate landmass that's un-revealed and gives you a reward for revealing most or all of the landmass). Encourages and rewards exploration on maps with multiple continents.
- Construct x buildings in all cities. Encourages infrastructure.
- Successfully conduct x espionage missions against another player (advanced actions and techs both apply). Encourages targeting a specific player.
- Successfully coup in a city-state (failing fails the quest). Encourages CS coups.
- Acquire a target city either through trade or conquest. Good for warmongers!
- Settle a war between two CSs. Variation on the unused vanilla 'Kill CS' quest - this time it is a global quest, and the CSs are at war with each other. This is a really unique quest, in that, once one DOWs the other, you'll get a quest from each, with variable rewards. So it is both a global and a dual quest, and the rewards are personalized. They'll actually fight, too, and may conquer the other during the allotted time. Hooray for cabinet wars! The CSs won't make peace until the quest is over. Quest only possible if neither CS party is allied to a major (no proxy wars for allied CSs). Can be solved by conquering either CS (you get the bonus provided by one or the other, depending on which you conquer), or by becoming the ally of both, thus granting you both bonuses!
Balance:
- Arabian UA now +3 Science (was +2)
- Venice can now purchase plots in puppeted cities
- Hanging Gardens now +10 food (Was +6)
Version affects all files (so download everything in link below, or just the auto-installer if using that). Is not savegame compatible with saves from previous betas.
Beta Folder
New version online as of 10:00pm EST.
Cheers,
Gazebo