Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,287
I have uploaded a beta for those interested. It's also a good way to give feedback on the new features.
Download for Beta (Version 3)
if you already had a wild mana beta installed, please uninstall that first.
Should you find a bug or weird AI behavior please post a save.
Changelog from Wildmana 5.0
Download for Beta (Version 3)
if you already had a wild mana beta installed, please uninstall that first.
Should you find a bug or weird AI behavior please post a save.
Changelog from Wildmana 5.0
Spoiler :
- FIX: events aren't loaded modular for now (could cause bugs/OOS)
- FIX: AI tech trading
- FIX: Scoreboard shows War Status
- fixed an display issue with manors/pillar of chains
- FIX: Pieces of Barnaxus will be removed from the game if they are the only unit from Luchuirp and they can't be permanently destroyed by HN units.
- FIX: possible CTD when declaring war fixed (was related to the CAR mod merge)
- FIX: some rarely happening WoCs (waiting of civilization loops)
- AI: Patrols improved
- AI: Summon use improved
- AI: Prefers to Heal in City if it is close
- AI: starting settler now moves distance depending of world size
- AI: Barbarian Cities gain access to strategic resources later in the game
- AI: Elohim/Malakim also go into Conquest Mode
- AI: leaders will pressure other leaders only into their favorite Religion
- AI: favorite Religion and Alignments have a much larger impact on AI diplomatics
- AI: able to give help to other friendly AI (same way it sometimes gives help to friendly human player)
- AI: able to make demand maps/gold/techs from hostile AIs (same way it sometimes makes demands to human player)
- AI: in ConquestMode more likely to ask someone else to join its war
- AI: in ConquestMode more likely to join someone else war
- AI: will ask to stop trade less often
- AI: Altar Victory Strategy added
- AI: Culture Victory Strategy added
- AI: Religion Victory Strategy added
- AI: Production choosing improved
- AI: Conquest Logic improved
- AI: fixed a few issues with promotion selection
- AI: improved use of Equipment (orthus axe, spellbooks)
- AI: Better tactics to deal with Barbarians
- AI: Lots of leader related improvements
- AI: Prophecy of Ragnorok blocked for non evil AI
- AI: Defense of Cities adjusted to stronger animals/barbarians
- AI: grouppower function added to improve battle calculations
- AI: if attacks odds aren't very high, AI will prefere to attack with low lvl units to soften up defenders for it's high level units
- AI: fixed problem that could cause conqueststacks to retreat to cities too often
- AI: will use conquest civic a bit smarter
- AI: better AI gold management
- allows AI to save up gold used only to hurry victory buildings
- allows AI to save up gold used only for trading
- allows AI to save up gold used only for production hurry (or better said this allows the AI not to waste their gold on production hurry)
- allows AI to save up gold used only as a reserve (Khazad, events)
- Gameplay change:impossible now to hurry victory buildings
- Gameoption: can hurry victory buildings added
- Gameplay change:Conscripting has a small chance to create several units (since units without XP are at a greater disatvantage in FFH I think the mechanism needed a boost)
- Animals are now at war with Barbarians
- Animals have a small chance to enter a Rage
- Animals/Wild Mana Guardians strength increases later in the game.
- more dens for Animals (from Orbis)
- destroying Animal dens now can give unique results like rescuing a hunter. Hunting Tech gives better results for this.
- SPEEDBOOST: Gameoption Barbarian World
- lairs always start with a defender
- Improved Placement of Unique Improvements
- Gameoption Influence Driven War improved
- Maximum trade routes in City increased from 8 to 12
- ADDON (or maybe its a FIX?): CommerceChangeDoubleTime mechanic from BTS got to working again.
- gameplay change:UnhappyProduction (used by manors and pillar of chains). Bonus to
from happy population reduced by 50-66%, bonus from unhappy population increased by 50%
- high level units are immune to many bad effects from lairs
- balseraph puppet spells can be set to autocasting
- Tradesroutes are now better displayed
- merged Hated Civic Concept (from Operas LENA mod)
- merged better Blizzards (by TC01) and rebalanced a bit
- merged a few Animals from FF+
- merged militiamod (made by Tholal)
- module tweaked buildings added (small tweaks to buildings to make build selection more interesting. Granaries/Smokehouses now allow cities to export small amounts of food to another city)
- module tweaked Civics added (some civics got a small boost (republic, consumption,...), agrarism a small nerf. Most civics unchanged). Idea is to make civic selection more interesting.
- module Balseraph+ (a few leaders added with unique traits. Courtesan UU requires halls of mirrors and has shapechanging abilty, taunt spell should work more stable)
- module Scions lite added (will need quite a bit of work since FF has a lot of custom functions I do not use). Civliziation is set to human only so they won't show up as AI.