I did some updates to the changelog, hope you like it. I would like the feedback on new lunatics the most, but please do not limit yourselves
Changes for my trial mechanic. Now I have tried to be simple while preserving the flavor.
I think that whole upgrading mechanics might be still be a bit too much. How about making grip of insanity & grip of chaos into promotions given for free to overlord priests & high priests? They will get special bonuses at random, just as lunatics do (but with different chances & effects)
The reason is, while I like the flavour, we would have to add initiation mechanics to other priests as well (AV is a must), and I am not sure about it.
Still, I like the idea od final revelation. The problem with the final one is that you risk high level unit.
Hmm, how about making it two grade:
- grip of insanity - you can attempt to cast it only once. Casting the spell has chance to either give Mental Clarity or crazied/mad (I rather think crazied). The chance of succes will be influenced by priest level. Mental clarity removes crazied if it was present. Mental clarity is permanent, and grants nice random bonuses, plus a set positive bonus.
- mental clarity is one of the requirements to become high priest (but not sure how to code it yet, so I might just drop it if it is too complicated)
- grip of chaos - requires mental clarity, chance to get Avatar of the Old Ones promotion, not sure about the other possibility (if any - another madness chance?)
- spell enabled, and techs required to cast spells are fine I think.
I don't know how much work is going on about this but I really do think that if possible, 0.30 really needs the following improvements.
Naval upgrades for the AI:
This is definetly a must do. I am not sure if in 0.30 though, as AI is a pain to adjust. I want to add as much of the content stuff as possible to base 0.30, i.e. to make further patches lighter on art. And I want to do it this month, or in the beggining of march. SO it is the matter of limited time.
Plus I would like to get feedback on the AI as soon as possible after making adjustments, so patch is probably better to add it.
Better AI for certain Civs:
Again, agreed, but with the same "but..."
Now that I am content with stability & performance of Orbis (content, but still going to work on it), I want to contentrate on the AI.
0.30 should be a bit better, i.e. Kurios should place their cities much better.
I have merged that change from FfH, plus their diplomacy enhancments & all general BtS stuff (from unofficial patch).
The problem is, while FfH/wildmana might have better AI, it is very mod unfriendly. Most of it is hardcoded, so adding/changing anything ruins the whole AI. First, I do not like such things, second, you know how deeply Orbis have been changed - I would have to write Orbis "wildmana" almost from scratch

But there are some things that, while hard to import, could be imported. I just did not play FfH in ages, so not sure if the AI is much better compared to Orbis, so I am not sure what should I concentrate - trying to adjust current AI mechanics, find BtS code that I can use, or try to salvage as much as I can from FfH/Wildmana.
I need your input on this.
A mechanism for a trend toward hating/liking certain civs: Yes I know Civ is all about making your own way, but I just find it odd when I'm playing Illians, busily converting most of the world to ice and the Amurites are pleased with me!

I just think that many Civs should get built in minuses and pluses towards certain other civs. I mean the Bannor and the Clan probably should only be, at best, cool to each other.
This is yet another example of hardcodnig...
Some flavour adjustemnts might be a nice idea, but anything more than +-1 to attitude would not be good. Ok, Bannor & Clan have reasons to dislike each other. But imagine Clan run by Sheelba & Bannor run by Capria, both following Order and joined in the crusade against sheaim... That is possible, isn't it? So why should the still be annoyed to each other?
By the way, how about the following clan leaders archetypes:
- Jonas - evil, orc shaman, fanatical follower of an evil god
- Sheelba - neutral, seeking new ways, influenced by order (a chance to redeem their people, finding new way?)
- Hafgan - evil, the archetypal orc, burn shaka laka, but if receive good payment can be sent to burn your neighbour lands instead...
- Ji - avil (neutral?) orc shaman, adherent to natural cults, i.e. dark version of FoL