Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,244
Scope of the mod: Small tweak / bug fixes for Xtended. Mostly AI changes. No features planned at the moment (although i have some nice ideas)
v 1.09 released
https://sourceforge.net/projects/masterofmana/files/
Bugfixes
AI
v 1.09 released
https://sourceforge.net/projects/masterofmana/files/
Bugfixes
- fixed MAX_CIVIC_OPTIONS (may have caused critical issues before)
- random good / random neutral / random evil leader selection fixed. before, no leader was selected and the civ/leader was dead from the beginning
- pedia entry for nature node (improvement) fixed
- unit resource costs fixed for gamespeeds other than standard
- fixed python syntax of mapscripts MOM_Mountaincoast and MOM_Maze
- Scions Awakened counter fix
- Hellterrain xtended logic fix
- UI: fixed display of faith income when no sacred knowledge is available
- Mana cost reduction for multiple mana fixed (new formula is 10% discount for each mana after the first, max mana cost reduction is 50%), applies to global enchantments and terraforming spells
- Equipment cost on quickspeed is 66% of standard
- city bombard calculation (fix mostly just applies to cannons and other lategame siege units with very high bombard values)
- Aos Si (faeries) Palace has +100% defense like other palaces
- Aos Si (faeries) Bonus resource Eternal fruit gives 20% bonus to food in the city they belong to
- Aos Si (faeries) Bonus resource Unicorn gives 20% bonus to herbs in the city they belong to
- Austrin Pegasus riders start with amphibious promotion
- Austrin Seeker start with Woodsman and Guerilla I instead of II
- When a player gained all available sacred knowledge of his religion, all faith is available for miracles (up from 50%)
- Engineering Academy gives siege units +10xp (from +3xp)
- Adventurers Guild (grigori) gives land units +10xp (from +2xp)
- Victory Condition "Epic Destiny" available again
- Yields gained from pillaging scale with gamespeed (lower on quicker gamespeeds)
- Pillaging improvement yield modifier reduced from 1^2 to 1^1.7. High yield improvements give a bit less yields when pillaged.
- building improvements over ancient forests now requires engineering tech similar to chopping
- removed obsolete and confusing tooltip regarding city specialization (when you use production to build research, gold, etc.)
- If your leader ignores unhealth from improvements the tooltip for the buildaction will not display unhealth anymore
- displayed faith and mana income is more accurate now (before it display in UI was often updated only after pressing next turn)
AI
- check on AI unit power calculation
- check on AI Settle logic
- AI tech choices improved a lot, especially luchuirp
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