Hey all,
New beta version inbound. It's been a weird winter for me, but we're getting through it. Anyways, thank you to everyone (especially @Recursive) for stepping up in my absence and keeping things moving along. As always, this is an incredible group project, much bigger than I ever imagined it would be so many years ago.
Without further adieu, changelog (compilation of changelogs for betas since my absence - others may want to fill in brevity with more detail):
Online as of 3:30pm CST. Not savegame compatible.
Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
New beta version inbound. It's been a weird winter for me, but we're getting through it. Anyways, thank you to everyone (especially @Recursive) for stepping up in my absence and keeping things moving along. As always, this is an incredible group project, much bigger than I ever imagined it would be so many years ago.
Without further adieu, changelog (compilation of changelogs for betas since my absence - others may want to fill in brevity with more detail):
Code:
LUA
UI code cleanup
API cleanup
Cleaned up tons of bugfix #if headers and 'zombie' globals
Removed tons of unnecessary #if defines
Operational AI - Cleaned up and fixed a few operations, including barb hunting
Pathfinder Optimizations
Adjusted barb spawning rates and theft amounts
Cleaned up memory for beliefs, cities, city citizens, dealAI/dealclasses, espionageAI, game, globals, infos, flavors, maps, militaryAI, plots, religion, team, unit, and other assorted smaller memory opt
Optimization of city code, city citizen code, corporation code, culture code, deal AI code, economicAI code, espionageAI,
Complete refactor of DiploAI code - again! :)
Adjustments to AI valuation model for trade deals
Builders smarter at canals, forts, roads
Adjusted Building, Unit, Process production AI
Adjusted evaluation model for city value
Fixed some promotion issues for giving out free promotions, etc.
Tweaked some grandstrategy logic
Cleaned up homelandAI targeting
Adjusted PolicyAI logic
Settler site logic adjusted
Adjusted citycitizen logic for plots/specialists
TacticalAI optimization pass
Balance pass for AI voting logic
AI diplo flavor adjustments
Database adjustments based on DLL API changes
UUs from Ideologies now replace respective units in tree
[Celtic Pantheons]
Morrigan, the Harbinger
Loses +5 HP healed per turn in friendly territory
Gains +Gold, Culture, GAP instant yields if you pillage a non-road improvement
Dagda, the All-Father
Gains +5 HP healed per turn in friendly territory
[Spain]
A few changes from PAD: https://github.com/LoneGazebo/Community-Patch-DLL/commit/a1db82c0041822753b2de43d9903e899a949d45b
[Diplo]
Humans now use the base AI WarmongerHate flavor for their chosen civ (for calculating warmonger score and anti-warmonger fervor)
[General]
Cities now heal faster when no enemy unit is within 3 tiles of the city (visible or not)
[City-States]
No longer spawn units if their friend/ally lacks the strategic resources to spawn it
Only spawn naval units if their friend/ally has a coastal city
Now use simple plot distance rather than path length to find the closest cities, for consistency to the player
[Units]
Bomber now upgrades into B17 if you have the required tenet
Fighter now upgrades into Zero if you have the required tenet
Infantry now upgrades into Guerilla Fighter if you have the required tenet
HFF added Policy_UnitClassReplacements or a table like that, seems like it was a lot of work!
To-do for next beta
Inquisitors not blocking- need to check
Continued balance passes on late game content
Balance
Air Interception for Air Units now goes to 100% (33/33/34)
Air Interception for non-air units now goes to 60% (15/15/15/15)
AA Guns too strong
Reduced CS on AA gun, SAM
Air Bombers need more punch against cities
Increased Air City Siege promotions to +50%; reduced Targeting to 15%
Fighters need more punch against units
Native penalty against land/sea units replaced with +10%
Diplo Victory
Vassals no longer vote in diplomatic victory - forced to abstain
GS too strong
Weakened turns to count for instant boost by 25%
GM/GE too weak
increased scaling off improvements to 25%
Destroyers too fast
now 4 speed
Special Forces - 1750p cost now
Bazookas too weak
RCS to 70
Cuirassier - increase CS/RCS by 1
Light Tank - increase speed by 1
All WC projects (olympics, UN, etc.) exempted from repeat voting rule
Terracotta reduced to 10
Hubble - reduced GS to 1
Police Station - +1 Happy
Stadium - 10 WLTKD turns
Stock Exchange - gold hurry % now -20% (was -10%)
Hydro- all tiles affected now +4
Nuclear - increase % production to 50
Solar - cheaper
now 20% for processes (was 15%)
Online as of 3:30pm CST. Not savegame compatible.
Link: https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA