download of latest Version is here
List of Wildmana features
Installation requires BTS 3.19 and FFH installed (so it can copy the art files from FFH). The mod only supports english so change BTS language to english before you run it.
"known Issues":
rarely graphics from Freyas Citystyle Mod cause a CTD while loading a savegame. So far only happened when playing Amurites. In this case just install the FFH Base graphics module. Won't break saves.
Patch 7.0 (unreleased)
Patch 6.51 (doesn't break saves)
Patch 6.5 (breaks saves)
List of Wildmana features
Installation requires BTS 3.19 and FFH installed (so it can copy the art files from FFH). The mod only supports english so change BTS language to english before you run it.
"known Issues":
rarely graphics from Freyas Citystyle Mod cause a CTD while loading a savegame. So far only happened when playing Amurites. In this case just install the FFH Base graphics module. Won't break saves.
Patch 7.0 (unreleased)
Spoiler :
- Fix: Pirate Ships aren't always hostile
- fixed Gold repay from Overflow
- Fix: Frozen can now perform the Ascension ritual (requires Illians to complete the Draw before, Illian AI values Rituals very high)
- Fix: Scion Palace will give additional Mana with the more Mana option
- Fix(Base FFH): Amurite Worldspell doesn't block some Abilities like Feasting, Gift Vampirism,...
- Fix(Base FFH): Spell Costs scale with Gamespeed
- Fix(Base FFH): Tolerant Trait works correct for Free Buildings from Wonders
- fixed a very very rare WoC related to defensive only units (like settlers) becoming enraged (might not even be an issue in Wildmana but only base FFH)
- Fix: Force and Creation Mana spawns as Wildmana
- Fix: adjusting points for Gameoption Advanced Start
- Fix: handicap Bonus vs. Animals isn't applied for Barbarians
- AI: more likely to use Catapults to bombard
- AI: will value Fishing tech higher (to adjust for Kelp and the ability of Fishing Villages)
- AI: much better use of Rituals (Elves will go for Pact of Nilhorn to get siege Units, Illians use their rituals, AI uses Purge the Unfaithful when attempting a religion Victory, etc.)
- AI will remove Units from Groups who have no moves left when starting the turn (movement 1 units hit by Slow, etc.)
- AI: fixed an issue with AI_isFinancialTrouble() triggering too often, resulting in AI disbanding units when it should not (not sure if it was a Khazad AI only issue)
- AI: improved Use of Grigori Adventurers
- AI: won't harm their Growth anymore by sometimes building a settler for the second city too early
- AI: Kuriotates more likely to spread out Cities
- AI: will start exploring Lairs later
- AI: will start exploring epic Lairs a lot later
- AI: Elohim won't plunder Unique Improvements
- AI: smarter use of Permanent Summons
- AI: will use Animals to construct Buildings (so far only relevant to FoL Tigers)
- AI: Kuriotates won't use City States/Aristo Civic
- AI: uses Heron Throne, Bazaar, Grigori Adventurers Guild better
- AI: Better UnitPower Calculation (higher Level Units give more Power)
- AI: Fallow Leader blocked from using Farms, Aristo Civic
- AI: uses Barbarian Trait better
- AI: Clan of Embers uses Rantine to Convert Barbarian Cities
- AI: Bannor make better use of Clerics
- AI Calabim: uses UNITAI_FEASTING better
- AI: more likely to build culture buildings in a City where it is loosing a Culture War
- AI Doviello: better use of their ability to turn slaves into melee units
- AI: much much better Civic selection (Bannor go for Cottage Economy, Doviello for Slavery, etc.)
- deactivated cannotDoCivic python callback
- AI Doviello: better use of wolfpacks and worldspell
- AI Elohim: value Buildings higher which increase purity counter
- AI Grigori: Better use of Grigori Medics
- AI Calabim: Moroi will use Burning Blood Spell when attacking at low odds
- AI: Religion Victory Strategy enhanced. AI will build Inquisitors and use them to remove Religion from non enemy cities
- Svartalfar AI: Understand to use Kidnap ability: Rangers will travel to rival cities to kidnap GP if some criterias are met (combination of attitude and power)
- AI: understands how to spread Esus.
- AI: War tactics of AI are less predictable. It will display WHEOOHRN only when it is the only reason for it to denial a war trade
- AI won't use Assasins for city defense
- AI: when giving Attack Orders will ignore Summoned Units most of the Time
- AI: uses Spells only when they won't trigger a war
- AI: uses Tsunami now (should make Octopus Overlords AI a lot more scary)
- Merged Parts of BTS Better AI v. 082
- worker AI, City Governour
- AI diplomatics
- speed tweak, minor tweaks
- Better use of Bombard Units
- Air Units(birds) can be automated
- small tweaks to Stack of Doom logic
- Merged Unofficial Patch 1.3
- Building a City doesn't remove floodplains on the plot
- small bugfixes (most you will never notice)
- cityAcquiredAndKept python callback won't cause OOS anymore
- Discovering Resources will scale with gamespeed
- Merged Denevs Multiple Production Mod
- Gameoption Flavour Start added (based on Jean Elcards FlavourMod)
- GameOption Passive Training added
- GameOption No Animals and Barbarians spawn in visibly Land added
- GameOption Noble Houses of Erebus added
- added GameOption WinAmp GUI
- Elohim Purity Counter also depends on State Religion
- Barbarian at the Gates Event won't effect Worldunits
- Slow Spell is much easier to Resist
- Bannor+: Number of available Clerics depends on Religios Techs known (same maximum 4 lategame)
- Hyborem starts at Peace with Barbarians/animals and at War with Wildmana Guardians and Pirates
- Feature Upgradechance (Ancient Forest), Feature Growth (Forest, Kelp) scales with Gamespeed
- Infernals will spread Ashen Veil only to cities they don't immideatly raze
- Updated custom mapscripts (kelp, haunted lands)
- Clan Worldspell: adjusted to new Barbarian system. Number of Barbs gained capped at 20
- Clan Worldspell: Chance to Convert depends on Proximity to Clan Of Embers empire. Less likely to Convert Barbarians that live far away
- added Concepts Sections Emergent Trait, Module Scions of Patria Lite
- Vitalize can turn Marshlands into Grassland
- Infernal Worldspell is usable in Multiplayer
- Spell Force III will now only give +50% defense modifier to city, no level effect (was buggy and AI doesn't understand it yet anyway)
- Brigit Held gains Magic Immunity (lost when captured)
- Dead people have no voting rights in the councils anymore
- missing Diplo Texts for new Leaders added
- New Leaders module finished (on average, every civ gets 3 new leaders now)
- Bison Resource added (+1 health, +1health with smokehouse, +1happy with tavern)
- Dwarves use Bisons now as mounts, not pigs anymore
- NationalWonder Cathedral added. Requires Theocracy civic. +1 hammer to all priests.
- Aquae Sucellus: cost reduced to 450, gives 1 Health to all cities (and another one to cities on same continent)
- Celestial Compass, Hall of Kings, Temple of Temporance, Theatre of Dreams Bonus adjusted, Tower of Eyes Cost reduced
- Strategic Resource Stone added (gives discounts on some Worldwonders)
- Worldwonder The Senate added. Requires republic civic. adds 2 free specialist in the city that build it and a free Courthouse in every city
- Worldwonder Arrow Tower added. Requires Archery. increases city defense, gives free archery range in every city. +1 GPP Commander. Increases Global Training of Archers (with Gameoption Passive Training selected)
- Worldwonder University added. Requires Scholarship civic. +50% research, free elder council in every city
- Worldwonder Caminus Aureus added. Requires Mithril Working. Gives 1 free mithril resource
- Worldwonder Tree of Succellus added. Requires Animal Handling. Gives 1 free Nature resource. Changes all Forest and Jungle close to the city to Ancient Forest
- Worldwonder Engineering Academy added. Requires Engineering Tech. Gives Engineering Trait
- added Resource Silver (+1 happy with Temple of Kilmorph), Amber (revealed by Iron Working), Tea (revealed by Trade, gives +1 happy with Inn), Spices (revealed by taxation, gives +1happy), Salt (revealed by Priesthood)
Patch 6.51 (doesn't break saves)
- fixed an issue with XML loading
- Fix: Corlindale is Elohim only
- Fix: Only Illians and Frozen have access to Winter Tech
Patch 6.5 (breaks saves)
- Module Elohim+ added
- Module: Frozen Civ added (by TC01)
- Gameoption Tamed Wilderness added
- Gameoption: Challenge- Pirates added. Greatly reduced chance to spawn Pirates without the Gameoption.
- Random barb/animal spawns will start later
- number of maximum spawns from lairs reduced
- AI will leave Units behind in newly conquered Cities if they have some to spare
- AI: will heal immortal units upon rebirth
- AI Leaders with Fallow trait blocked from using Agrar civic
- AI Amurites, Sheaim value Catacomb Wonder higher, Infernals won't build it
- AI: Calabim won't feast their cities to tiny size
- AI: Handicap bonus against Animals adjusted (same as vs. Barbs)
- AI: Invisible Animals a lot less likely to enter rage
- fix: ancient towers, etc. will spawn on map again
- fix: gold trading
- Fix: display of messages when exploring dungeons/ruins (and some other messages that were shown in black)
- Fix: Scion Worldspell can be cast only once per game
than against barbs)
- channeling1 is only needed to learn tier1 spells, not to cast them
- Govannon doesn't teach channeling1 anymore
- workshops have no Food yield prereq anymore (so they can be build in snow or desert)
- All Undead Casters can use Corpus magic (not just Scions)
- Orthus, Tumtum start with 2 first strikes, will make better use of their Hero Promotion
- Orthus spawns in a Goblin Fort, if there is one on the Map.