loki1232 said:
Okay I've been playing and found some bugs.
a) The ritualist wasn't able to build temples.
b) No promotions are available to the undead units. This includes vampires, so I got erally annoyed in my calabim game.
c) Anything you can do to increase teh number of animals out there would be welcome. I found almost none.
d) I literally built a city that had 6 sugars in it's fat cross. Please do something to spread resoruces out.
e) Great mod I can't wait for the next one. I noticed in the spells thread that some of the spells have the + mark, meaning they are in. WIll you release them this weekend?
Yes, i will be putting out a new version tomorrow. This is everything that has been added since last weekends version:
*1. Updated to Civ patch 1.60.
*2. Updated Talchas's spell system (greys out spells when they cant be cast)
*3. Fixed the fact that only 1 meteor was being created.
*4. Caster is correctly destroyed by the Lichdom spell.
*5. Haste sound replaced.
*6. Added the Promotions file to the FfH Editor.
*7. Added Orc and Undead promotions.
*8. Added the rest of the "Light" spell spheres.
*9. Added the Blade Dance spell (sorcery 1, air 1).
*10. Added the Transmutation spell (divine 1, earth 1).
*11. Added the Sand Lion spell (summoning 1, sun 2).
*12. Added the Sand Lion unit- can only be summoned on desert tiles, can see invisible
*13. Added the Defile spell (sorcery 2, entropy 2)- curses the tile.
*14. Added Talchas's Spell spreadsheet to the FfH Editor.
*15. Added the Enchanted Blade spell (sorcery 1, enchantment 1)- promotion boosts melee and dwarf units.
*16. Added the Flaming Arrows spell (sorcery 2, enchantment 2)- promotion boosts archer and elf units.
*17. Added the Spellstaff spell (sorcery 3, enchantment 3)- spellstaves can be destroyed to regain a caster casting ability.
*18. Added the Taskmaster unit (Balseraphs, replaces maceman)- chance to capture slaves on combat win.
*19. Added the Harlequin unit (Balseraphs, replaces ranger)- 25% withdrawl, -1 strength, can cast confusion.
*20. Added the Battlemaster unit (Doviello, replaces maceman) can upgrade Axemen to Macemen in the field.
*21. Added the Acrobat unit (Balseraphs, replaces hunter)- 25% withdrawl perk.
*22. Added the Hope spell (sorcery 2, spirit 2)- increaes culture output of the city.
*23. Added the Inspiration spell (sorcery 2, mind 2).- increases research rate of the city.
*24. Added Elven, Dwarven and Orcish slaves based on the unit defeated.
*25. Added the Freak Show (Balseraphs, requires Carnival, allows Elf, Dwarf, Human and Orc cages).
*26. Added Human Cages, Elven Cages, Dwarven Cages and Orcish Cages.
*27. Added the Forcewave spell (sorcery 3, force 3)- pushes all enemy units within a tile away fromt he caster unless they are in a city.
*28. Added the Orc Spearman unit (Clan of Embers, replaces warrior)- reduced cost.
*29. Added the Wizard unit (Amurites, replaces mage)- starts with a Spellstaff.
*30. Added the Firebow unit (Amurites, replaces longbowman)- can cast ring of flames and learn fire spells.
*31. Added the Guardsman unit (Bannor, replaces axeman)- reduces maintenance in cities he is in.
*32. Added the Raider unit (Hippus, replaces horseman)- increased strength and movement.
*33. Added the Wind Knight (Hippus, replaces knight)- can cast blade dance, learn air spells and no terrain costs on movement.
*34. Added the Lightbringer (Malakim, replaces prophet)- sentry 1 perk.
*35. Added the Pyre Zombie (Sheaim)- explodes when it dies.
*36. Added the Dwarven Hammerfist unit (Luchuirp and Khazad, replaces maceman).
*37. Added the Mud Golem unit (Luchuirp, replaces worker).
*38. Added the Bloodpet (Calabim, replaces warrior).
*39. Added the Feed ability to vampires (current feed ability renamed to Feast).
*40. Added the Sanctify spell (sorcery 1, creation 1).
*41. Added Losha Valas unit (Calabim hero).
*42. Added Talchas's Spell Pedia.
*43. Added Inquisiton as a spell instead of a build ability so it no longer destroys the Inquisitioner.
*44. Added the Ogre unit (Clan of Embers, replaces maceman).