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SVN Changelog

Discussion in 'Rhye's and Fall: Europe' started by merijn_v1, Apr 12, 2015.

  1. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,924
    Location:
    Szeged, Hungary
    Revision 1260:

    - Updated Civilopedia entry for Bohdan Khelmnytsky and Marfa Posadnitsa, minor formatting updates for some other leaders
    - Revised Civilopedia size for all naval improvements, windmill, fort
    - Base production bonus from Prime Timber reduced to +1
    - Mines get +1 production with Steam Engines, Quarries get +1 production with Replacable Parts
    - Fixed another minor oversight in the recent python updates, connected to AI civ births in the human player's territory
     
    Mammon likes this.
  2. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,924
    Location:
    Szeged, Hungary
    Revision 1261:

    - Adjusted Venetian and Hungarian settler maps around Zagreb, Dalmatia and in the Balkans
    - Adjusted settler and war maps around Halics and Perekop for all neighboring civs, Kievan settler map strengthened a little in the south
    - Adjusted Norwegian and Swedish settler maps, Eidswoll won't be founded in all games 2NE from the Norwegian capitol
    - Minor city name map updates for Novgorod, Kiev, Hungary, Muscovy and the Ottomans
    - Adjusted settler and war maps in Norway and Ireland for all affected civs (by the main map changes there)
    - Novgorod will settle it's cities with a little less overlap in the BFCs
    - Increased tech modifiers for Muscovy, Cordoban production modifiers slightly decreased once again
    - Stradiot mercenary also available in the southern Italian provinces
    - Condottiero strength reduced to 13, Boyar now doesn't get any defensive bonuses but immune to first strikes
    - Added melee units for the starting army of Muscovy, the AI also starts with an additional settler and a couple more units
    - England starts with an additional settler, missionary and war galley, the AI starts with a couple further defensive units
    - Sweden now has some Knights and Arbalests in it's starting army
    - Moved spawn area for the Bani Hassan barbarians a little south of the Sous region
    - Fixed minor bug connected to the Companies' Crusade-related value calculations
    - Fixed mistake in the desired resource calculations for company spread values
    - Revised a couple help texts and hints (shown when loading the game)
    - Revised changelog for the upcoming release
     
    Mammon likes this.
  3. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,924
    Location:
    Szeged, Hungary
    Revision 1262:

    - Revised AI trade resource values, increased it for some strategic resources
    - Fixed another instance of the -1 turn autoplay bug
    - Fixed recently introduced bug of fresh lakes not being a source of fresh water
    - Revised English and Aragonese naval units' spawn position, should be a little more safe now
    - Some Mongol spawn areas are more directly placed against Hungary and Poland, also they are more deadly for them
    - Fixed spawn bug with unintended enemy units flipping to you in some cases, appearing in your starting stack
     
    Mammon likes this.
  4. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,924
    Location:
    Szeged, Hungary
    Revision 1263:

    - No civ can reach immunity for the Black Death, will spread even if all your cities are very healthy
    - On AI war declarations on the 2nd completed UHV, changed good diplo relations to be a soft cap instead of a hard one
    - Added mercenary notifications if there are mercs available in the new city's province, for founded cities too
    - Added a free defender unit if there were no units in the city after a flip/revolt
    - Fixed city number calculation bug and a minor logic issue in the base resurrection mechanics
    - Fixed "fake" AI resurrections where the game tried to bring back the new civ even if everyone managed to suppress the rebellion
    - Message for the human player if he/she successfully suppressed some cities on a resurrection
    - Fixed a couple issues with unnecessary war and peace declaration messages upon civ resurrection
     
    Mammon likes this.
  5. merijn_v1

    merijn_v1 Black Belt

    Joined:
    Dec 29, 2008
    Messages:
    4,693
    Location:
    The city of the original vlaai
    Revision 1264:

    Created branch for Platybuilder development
     
    Mammon likes this.
  6. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,924
    Location:
    Szeged, Hungary
    Revision 1271:

    - Separated the amount of additional units on war declaration during civ birth, more for the AI, less for the human player
    - Added all loading screen hints as a new category in the Civilopedia
    - Morocco and Novgorod will settle their cities within a little more distance to existing cities
    - Removed forced (vanilla RFC) soundtrack as the first song on game start
    - Renamed Corporations into Companies in all remaining places
    - Removed/updated outdated information about Corporations in the stability guide
    - Various text fixes and updates in the Civilopedia
    - Fixed bug where your own vassals could potentially declare war on you on 2nd completed UHV
    - Other civs' vassals can't declare war on you on 2nd completed UHV (want to keep looking for the master civs)
    - Tweaked values for the Scottish Auld Alliance UHV: good diplo relations and resource trade add more points, sharing a religion is even more important
    - Added Liguria to the 2nd German UHV (The Holy Roman Empire)
    - Ifriqiya is foreign, Thrakesion, Armeniakon and Paphlagonia are contested provinces for Genoa
    - AI Poland starts with more and better defensive units
    - Revised starting units for Spain - a couple additional units for the AI, less offensive units for the human player
    - Human Cordoba starts with a couple horse archers instead of some of it's defensive units, so they can raid further north rather than sit and wait for Spain
    - Turkopole mercenaries can be hired by Orthodox nations too, increased their number in the region
    - Varangian Guards and Tagmatas disappear earlier than before, revised their frequency, can't be hired with Islam state religion
    - Reduced Mamluk Cavalry bonus to +20% against Light Cavalry and +10% against Heavy Cavalry units
    - Increased starting stability for Venice, slightly decreased it for AI Ottomans
    - The Ottomans get extra stability on the conquest of Constantinople - "You managed to secure the very core of the once wonderful empire, now your people believe you are clearly destined to dominate the world! Stability is on the rise in your realm!"
     
    Publicola, cmakk1012, Mammon and 3 others like this.

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